SCP: Secret Laboratory - xEnded
Hello Site-02.

We’ve just released an update for the 14.1 build of SCP:SL. The update includes gameplay and quality of life changes, balancing adjustments, fixes, and more.

As previously mentioned, our team is hard at work focusing on the next major update for SCP:SL. You may see minor updates as development continues, but know that our primary focus is on progressing 15.0!

Gameplay Changes
General Updates
  • All non-weapon SCP items now display their SCP wiki nickname in the inventory.
  • ‘Trilateral Termination’ achievement is now granted by killing three players in a single life with the Particle Disruptor.
  • Conscripts and Specialists now spawn with an additional medkit and 30 extra rounds.
  • Flashlight attachments can only be toggled once every 0.5s.
  • LCZ Decontamination damage now scales, increasing by 5 each damage tick.
  • Reduced the flicker intensity of the lights in WC-00.
  • Implemented a new system for Spectator Icon effects, displaying an icon on the spectator list based upon active effects. As of right now, this is only used for the remaining duration of SCP-1576.
  • Resolved some stability issues causing some players to be unable to open the game. Some known errors which are presumed to be caused by an engine update haven't been solved yet. We expect this to happen in future updates.
  • Reworked HTTP handling, removing some previously available launch arguments.
  • Workarounds for RU players which were previously available on the `tls-beta` branch have been reimplemented in a more comprehensive way. This changes the way users can enable them; you must now add `--weak-http-security` to the launch arguments of the game.
  • Added `httpinfo` command for checking current HTTP configuration.

SCP-106 Changes
  • When emerging from Stalk or Hunter’s Atlas, nearby players will hear a non-directional audio cue.
  • Emerging from Hunter’s Atlas will trigger the cue to nearby players within 4 meters.
  • Emerging from Stalk will trigger the cue to nearby players within 1 meter.
  • Hunter’s Atlas will now incur a base cost of 15% vigor when used, regardless of distance.
  • Hunter’s Atlas can no longer be used inside the SCP-049/173 sublevel or in the lower levels of the Alpha Warhead Silo.

Heavy Armor Rebalance
  • Heavy Armor’s head and body protection value is now 100% (from 80%). Dev Note: Remember, protection value is counteracted by penetration!
  • Militant stamina consumption rate when worn increased to 20% (from 15%).
  • Civilian stamina consumption rate when worn remains at 22.5%.
  • Item weight increased to 15 kilograms (from 5.5kg).
  • No longer spawns in the LCZ Armory, instead replaced by another set of Combat Armor.
  • No longer spawns within the 3x3 lockers in the EZ-HCZ checkpoints.

Developer Commentary:

Previously, Heavy Armor had almost negligible differences compared to Combat Armor, and was usually only noticeable against very low-penetration weaponry. Now, Heavy Armor will allow players to survive additional shots against the vast majority of weapons, excluding specific rifle configurations designed to counter it.

In exchange for its buffs, the stamina rate penalty has been amplified alongside being made scarcer within the facility, distinguishing it from Combat Armor further. Most firearms and certain attachments have also been modified to accommodate for this change and help make Heavy Armor matter more.


Weapon Adjustments
[h4]Epsilon-11 Standard Rifle[/h4]
  • Default penetration decreased to 65% (from 70%).
  • ‘Rifle Receiver’ attachment now increases damage by +10% (from +7.5%).
  • ‘Rifle Receiver’ attachment now increases penetration by +15% (from +12.5%).
  • ‘Rifle Receiver’ attachment now reduces hip-firing accuracy by -10% (from -26%).
  • ‘AP Magazine‘ attachment now only grants +15% penetration (from +20%). Dev Note: This is done to accommodate the Rifle Receiver changes.

Developer Commentary:

Since Parabellum, the Rifle Receiver has been in a state of underuse due to its downsides often being more prevalent than its upsides. With the Heavy Armor buff, our goal was to give it a special purpose in taking down heavily armored targets. Its inaccuracy penalty has also been reduced so the user is not completely handicapped when trying to run and gun.


[h4]AK[/h4]
  • Default penetration decreased to 75% (from 85%).
  • ‘Extended Barrel’ attachment now increases damage by +7.5% (from +5%).
  • ‘Extended Barrel’ attachment now increases penetration by +20% (from +10%).
  • ‘Extended Barrel’ attachment now reduces hip-firing accuracy by -10% (from -5%).
  • Dev Note: These changes were made to ensure an Extended Barrel AK can still kill any player with two headshots, regardless of worn armor.

[h4]Logicer[/h4]
  • ‘Short Barrel’ attachment now reduces damage by -10% (from -5%).
  • ‘Short Barrel’ attachment now reduces penetration by -10% (from -5%).

[h4]FSP-9[/h4]
  • Default penetration increased to 45% (from 35%).

[h4]Shotgun[/h4]
  • Pellet damage increased to 11.3 (from 8.33), resulting in a total damage output of 90.4 (from 66.64).
  • Default penetration decreased to 40% (from 70%).
  • ‘Extended Barrel’ attachment now increases penetration by +50% (from +10%).
  • ‘Extended Barrel’ attachment now reduces hip-firing accuracy by -10%.
  • ‘Extended Barrel’ attachment no longer decreases pellet spread.
  • ‘Choke’ attachment now decreases pellet spread by -10% (from a +20% increase).
  • ‘Choke’ attachment now reduces hip-firing accuracy by -5%.

Developer Commentary:

Players felt the Shotgun was rather underwhelming to use, particularly against SCPs, as its damage output could not compensate for its lack of DPS. With these changes, it deals significantly more damage with a reduced penetration. Despite its penetration nerf, users can still two-shot Combat Armor wearers when hitting most of their pellets as it does now. Its attachments have also been adjusted to be more impactful.


[h4]Crossvec[/h4]
  • ‘Extended Barrel’ attachment now increases damage by +7.5% (from +5%).
  • ‘Extended Barrel’ attachment now increases penetration by +12.5% (from +10%).
  • ‘Extended Barrel’ attachment now reduces hip-firing accuracy by -10%.

[h4]Revolver[/h4]
  • Seven-Shot Cylinder damage increased to 72 (from 62.5).
  • A revolver now spawns in either SCP-106 or SCP-096 containment chambers.
  • This revolver cannot spawn with ‘Extended Stock’, ‘Snubnose’, or ‘7-Shot Buckshot Cylinder’ attachments.

[h4]FR-MG-0[/h4]
  • Properly restored to 13.5.1 stats (9.2kg, 60% penetration, 24.4 damage).
  • ‘AP Drum’ attachment now increases recoil by +15%.
  • ‘AP Drum’ attachment now increases penetration by +17%.
  • ‘Short Barrel’ attachment now increases hip-firing accuracy by +20%.
  • ‘Short Barrel’ attachment now decreases damage by -6%.
  • ‘Heavy Stock’ attachment now reduces recoil by -16%.

[h4]COM-15[/h4]
  • Can no longer naturally spawn with the Suppressor attachment.

[h4]Jailbird[/h4]
  • Melee attack cooldown decreased to 0.7s (from 1s).
  • Melee attack destruction threshold increased to 1000 damage (from 500).
  • Charge attack no longer collides with teammates when friendly fire is disabled.
  • Charge attack now applies Flash for 1 second (from 1.5s).
  • Charge attack audio radius tripled.

[h4]Micro-HID[/h4]
  • Charge drain while holding Charge Fire increased to 1.5%/s (from 0.5%/s).
  • Overcharge will now activate after holding the Micro in Charge Fire for eight consecutive seconds (from 10s).
  • Wind down period from Charge Fire increased to seven seconds (from 5s).
  • Maximum movement speed is capped at 5.4m/s when the Micro-HID is equipped.

SCP Item Rebalancing
  • Anti-Cola's life save invincibility duration reduced to 0.75s (from 1.5s).
  • SCP-1344 now detects nearby players every 3 seconds (from 5s).
  • SCP-1344 orb detection range increased to 22 meters (from 18m). They will fully disappear at 26 meters (from 23m).
  • ‘Candy Bag’ item no longer counts toward the SCP item inventory limit.

Developer Commentary:

According to our recent feedback form, a majority of players felt that SCP-1344 became too weak after its 14.1 changes. We’ve responded by making changes to it seen above, and we will continue to monitor the item’s gameplay impact.


Bug Fixes
  • Modified the model of `LCZ_Toilets` to prevent it from going outside its intended bounds.
  • Modified the model of `EZ_Upstairs` to prevent it from going outside its intended bounds.
  • Added colliders on the elevator chamber, preventing grenades from potentially being able to kill players while outside the elevator.
  • Updated Remote Admin ‘wiki’ command.
  • Fixed ‘Hawkeye’ achievement sometimes not being granted.
  • Fixed SCP-173 not being stopped when looked at through `HCZ_Servers` windows.
  • Fixed a black screen sometimes appearing when dying and respawning immediately.
  • Fixed MTF mini-wave units not having a new unit name assigned.
  • Fixed a bug that prevented artificial night vision from working for SCPs on Surface Zone.
  • Fixed an issue that made SCPs get health regeneration twice from Dead Man’s Sequence.
  • Fixed being able to view SCP-106 during Stalk when utilising SCP-1344 while Traumatized.
  • Fixed an infinite loop when setting gravity or scale twice in a single server tick.
  • Fixed an issue that made Hume Shield not regenerate until depleted to 0 when utilising SCP-127.
  • Fixed an issue that made the lantern item flicker rapidly.
  • Fixed mono-spaced admin chat messages.
  • Fixed an error caused by spawning a dummy through Remote Admin during the lobby.
  • Fixed Class-D cells flipping from the wall in `LCZ_ClassD`.
  • Fixed an issue in the config template where the ammo limit for shotgun ammo was not properly saved.
  • Fixed an issue hiding the ‘Show Summary’ button in the spectator attachments menu.
  • Fixed an issue where an attachment information window would be permanently shown.
  • Fixed capybara collision colliders behaving strangely.
  • Fixed a specific softlock involving SCP-079, dropping, then grabbing specific weaponry. Why?!
  • Fixed an exception being spammed when a round ended while the Micro-HID came off cooldown.
  • Fixed shotguns created by SCP-914 reloading infinitely.
  • Fixed SCP Opt Out UI not being centered.
  • Improved waypoint distance calculations, particularly noticeable on heavily populated servers.
  • Removed positional offset, preventing SCP-244 from dropping at your feet. What a silly bug!
  • Fixed capybara toy collisions always being set to false.
  • Fixed SCP-106 not fading out properly.
  • Fixed hair not fading at the same rate as other materials.
  • Fixed Chaos Insurgency shoulder pads not fading out properly.
  • Fixed cardboard boxes having missing collisions in SCP-127’s lab.
  • Fixed stairs having the wrong collider type in Micro-HID lab.
  • Fixed forklift not having collision on forks.
  • Removed an invisible collision in PipeRoom.
  • Fixed pallet collision in HCZ_Servers.
  • Fixed the plinth in HCZ_Servers.
  • Fixed a bug where dummies would not rotate inside elevators and waypoints.
  • Fixed a bug where local player rotation would not update until a frame after, causing silly elevator-camera rotation issues.

Technical Changes
  • Added a system to remove unnecessary SCP-079 icons in close-by elevators, primarily used in Heavy Containment Zone Server Room.
  • Changed role synchronization to be within the same frame as its set. This allows plugin developers to set the player’s scale, gravity, and other properties in `RoleChangedEvent` sooner.
  • Added `ObjectiveCompleting` and `ObjectiveCompleted` events.
  • Added a reference to the damage handler for ‘CASSIE queue SCP termination’ events.
  • Added `PlayerInspectingKeycard` and `PlayerInspectedKeycard` events. This can be used to prevent the snake minigame.
  • Enhanced dummy network connections.
  • SCP-1576 is now a player effect. When applied, a player can communicate with spectators. This effect is hidden in the Remote Admin menu.
  • Added Fade player status effect to Remote Admin menu. This overrides player model fade values.
  • Intensity 0 will disable the Fade effect, while Intensity 255 will result in the player being 100% faded.
  • This effect may not interact nicely with SCP-3114 and held items. This is, unfortunately, not a simple problem to solve.
  • Added Lightweight player status effect. This gives you an added 1% jump strength multiplication for each level of intensity, doubling your jump power when at 100 intensity.
  • Added HeavyFooted player status effect. This gives you a reduced 1% jump strength multiplication for each level of intensity, and removes the ability to jump when above 99 intensity.
  • Escape Zones are now customisable by plugins, with multiple valid zones able to be defined.
  • Added `AchievementsDisabled` property to `AchievementManager`, allowing achievement unlocking to be disabled on both client and server.
  • Elevators now unlock upon disabling an active Light Containment Zone decontamination.
  • Added optional boolean argument to `spawntoy capybara`, defining whether collisions are enabled.
  • Added `CurrentRoom` property to `ElevatorChamber`.
  • Elevators are now considered to be in their starting room until teleported.
  • Removed `internal` access modifier from `Damage` property on damage handlers.
  • Added LabAPI integration for transparent modding.
  • Added spawnable `Unsecured Pryable Gatedoor` with removed panels to the `NetworkManager`.
  • Added spawnable `SpawnableCullingParent`, a networked object allowing primitive objects to be culled when outside of a player’s view.
  • Added `GenerateBounds` to the `DrawableLines` system.
  • Moved jump logic to a standalone `FpcJumpController` script.
  • Added force jump messages that a server can send to a client, forcing a jump.
  • Added `ServerStopAnimations` to shotgun reloader, allowing cancelling of reloads.
  • Added `TryReload` and `TryUnload` to `AnimatorReloaderModuleBase`, allowing a server to tell clients to reload or unload a firearm.
  • Permitted server to forcefully pump a `PumpActionModule` to a client.
  • Changed `MagazineModule` to allow whole integer stored ammo, instead of bytes.
  • SCP and Human counters for the SCP HUDs have been moved from client-side to server-side.
  • Refactored the waypoint system so multiple different types of waypoints can handle being moved, including after being spawned.
  • Added `AdminToyWaypoint`, a movable waypoint that can be spawned as a part of a `WaypointToy`.
  • Added mechanism to backtrack movable waypoints, increasing specialised hit registration.
  • Updated elevator followers to waypoint followers as a part of the waypoint system refactor. This is the system responsible for ragdolls and hazards following elevators; they should now follow movable waypoints.
  • Added `CollectionId` property to client-saved setting values.
  • By default, `CollectionId` is not used to prevent in-use server settings. Utilising `CollectionId` will break existing settings as the preference key is different.
  • Added `IsServerOnly` property to settings, which keeps them from saving any values on the client-side. This also permits value updates from the server through the `SendValueUpdate` method.
  • Added methods to update certain setting properties, applying to both client and server-side settings. This includes but is not limited to: `Label`, `HintDescription`, `Options`, `Placeholder`, `Min`, `Max`, and more.
  • Removed `ISSUpdatable` as all settings can now be updated.
  • `GroupHeader` setting now assigns an ID to facilitate it being updated.
  • Added a section to `SSFieldDemo` using `CollectionIds`.
  • Updated light and primitive spawner server-specific demos to use the `IsServerOnly` property.
  • Implemented a system that makes players spectators whilst out of range. This is likely to break plugins sending fake sync messages, as it will require constant synchronising.
  • In order to maintain previous functionality, we recommend subscribing to `FpcServerPositionDistributor.RoleSyncEvent` and modifying which role will be synchronised. Know that this event is ran every frame, that it is invoked on every player, for each target (player) online, and that returning `null` will make it follow base-game behaviour.
  • Clients now ignore voice chat packets when `VoiceModuleBase.ValidateReceive` method returns `None` as the voicechat channel.

Thank you all for your continued support. We have some very large projects in the works — keep your eyes peeled for what’s to come.

Have fun, and see you in the dark.
SCP: Secret Laboratory - Cain
Hello Everyone!

Over the last few months, many new and reimagined elements of SCP: Secret Laboratory have emerged. From the assaults of a living gun, to the reimagining of SCP-106’s dreadful pocket dimension — forever ingrained in these shared moments, we see your creativity, your expressions, interpretations, and so much more. We are excited to share many of the new inventions from our community since the last Community Showcase. Your creations continue to hold a special place in our heart, and we invite you all to take a look and enjoy some of these pieces!

Art Showcase

We held a contest in April encouraging the community to share their #StrangelyContainedPlushies on our X and Bluesky. You all shared so many amazing images, and we are delighted to highlight the two winners here!

From hitsuji.balls

An absolutely adorable collection of all our plushies contained with you on your road trips! Not sure how well they all get along there though…

From scpOrigami

It appears dogs and cats can get along after all! Such a peaceful method of containment is a rare sight nowadays.

Animated short film by Noxplis

Much time and dedication went into this beautifully engaging animation. Having kept an eye on it for over a year through progress showcases, it certainly deserves a highlight, as it wonderfully captures both SCP:SL and the original video the short is inspired from.

Real, speaking SCP-127 by Grongo

https://www.youtube.com/shorts/vVJxVcZmImc

Wielding SCP-127 in full Class-D attire is already awesome on its own, but Grongo brought it to the next level by giving it the ability to speak, truly making them partners in crime!

The Plushie… by dynamite

In honor of our new SCP-106 plushie, sharing this cute and silly artwork of him protecting his son is very fitting! We hope you all cherish it as much as he does.

Chaos insurgent by michaelkaruzo

This image comes from Pyrkon in Poland, a convention that a few of our staff, including Hubert (pictured above) attended! We thought this cosplay, along with the jailbird, was so cool! We hope to feature more cosplays from you all in the future!

Project Highlight - Scripted Events 

When it comes to self-expression and incorporating personal ideas into SCP: Secret Laboratory, plugins have long been a driving force behind creativity and customisation. This ability to modify the game reshapes the experience of playing SCP:SL in many different ways — whether for cosmetics, moderation, or game mechanics.

What is Scripted Events?

Scripted Events acts as a plugin akin to a programming language with a community dedicated to mutual support, aid, and learning. It grants its users the ability to create their own event scripts, enabling many opportunities through the automation of simple tasks. The tool provides an alternative pathway for people to try to weave in new concepts for their servers! Scripted Events establishes its potential to recombine many existing aspects of the game by working with a text-based parser. It is the combination of its simplicity along with the expression of most critical plugin-creation concepts that allows for particular beginner-friendliness as well as a broad spectrum of possibilities.
Elektryk Andrzej is the most recent maintainer for SE (Scripted Events) and is currently tackling the development of its successor, SER (Scripted Events Reloaded), aiming to work with the LabAPI plugin framework. A special thank you to him for helping us learn more about this community plugin! Former and initial maintainer Thunder300 has also helped us greatly.

Origins

The idea of scripts running custom events in SCP:SL first originated from a plugin called EasyEvents. Initially, SE was intended to recreate this functionality with a crucial quality-of-life tweak. Thunder’s concept included a custom yielding system, as opposed to specifying a time for each step in one’s scripts. With this initial spark, the process of a dedicated community forming and evolving soon began. At first, solutions offered for previous limitations brought people together, giving this new take on the concept a chance. Certain milestones, like the introduction of automatically-executing scripts, later raised the ceiling for what could be created, from simple event scripts closer to the functionality of plugins.
In March of 2023, Andrzej first joined Scripted Events. He originally wanted to create plugins for SCP:SL, but with the conventional solution of programming in C# seeming a bit intimidating, he gravitated to SE.

“SE is a much more approachable alternative compared to making a plugin by yourself using C#, and I know that from experience. Even though I knew languages like Python back then, trying to grasp every aspect of C# and EXILED made me think I was not the type of person for plugin development. Then I found Scripted Events, a plugin which lowered the entry point for server customisation, which was the thing I needed to start.” - Andrzej

Community and Outlook

There are many individual achievements and additions that could describe the transformation and progression of SE, maintaining its simplicity in use while expanding its potential. Whether it’s allowing people to create custom commands or introducing IF and GOTO statements, at its core, the community’s participation, mutual support, and creativity is the driving force behind the many ideas that come to life.

 “\[…]The scripts that people would share publicly were amazing! One of the very first public scripts in our server was CISpy, which is a classic SCP:SL plugin that spawned a disguised Chaos Insurgent in the MTF wave. When I saw that someone had created CISpy entirely using ScriptedEvents and no C# coding at all, I was blown away and knew that I had created something truly amazing. The talent I saw in the server using my plugin only grew from there as more features were introduced into the ‘language’.” ~Thunder300

While SE’s functionality has steadily increased and grown, the base implementations and design choices dating back over two years have started to pose more challenges. And so, after becoming SE’s current maintainer and developer, Andrzej set out to integrate plenty of updated features and create Scripted Events Reloaded, or SER for short. Elektryk Andrzej is addressing this technical debt and current obstacle from several perspectives, building completely from the ground up. Components like arguments, control flow and variables are receiving a full rework, while documentations, tutorials and a more robust help command are getting added.

As it stands, Scripted Events is bothan entry point of unique simplicity for new server owners and a project expanding towards more complex possibilities. In its existence as a social hub and shared context, it offers many commendable examples of collaboration, all the way up to co-creation.

We are excited to see how the journey ahead unfolds. Best wishes! Current progression and repository for SER: https://github.com/Elektryk-Andrzej/ScriptedEventsReloaded Official server-side plugin loader and framework LabAPI: https://github.com/northwood-studios/LabAPI

Conclusion

Finally, we wanted to thank everyone who came and greeted our staff at Heros Dutch Comic Con! We had a lot of fun meeting some of you and seeing your cosplays. We hope to see you all at future events!
And as always, see you in the dark.
 - Northwood Studios

SCP: Secret Laboratory - xEnded
Hello.

Many Russian players have reported issues connecting to our Central Servers because of region blocks. We have released a beta branch that may fix these issues.

There is no new content on this branch. If you are not a Russian player experiencing connection difficulties, there is no reason to switch to the branch.

If you do not have Russian set as your operating system language, add the `-ru` launch argument to the game (this can be done in the Properties tab). If you are reading the English version of this notice, you will need to do so.

You can opt-in to the beta by right-clicking SCP:SL in your Steam Library, and then by selecting the Properties tab.
From there, select the Betas category, and finally, select the tls-beta option from the dropdown menu.


Non-English comments will be permitted in the discussion tab of this thread. Please leave your feedback there.
SCP: Secret Laboratory - xEnded
Hello Site-02.

Today we are releasing our first minor 14.1.X update, primarily dedicated to some recently-reported issues.

Gameplay Changes
  • Added a new setting: ‘Voice Chat Distant Reverb’, controlling the muffling and reverberation of distant proximity voice chat.
  • Added a new setting: ‘Announcement Speaker Simulation’, controlling whether P.A. announcements attempt to play from the nearest speaker or broadcast globally.
  • Environmental Alarms in Heavy Containment Zone no longer blare indefinitely. Instead, they will trigger for 20 seconds under one of two scenarios: a grenade is detonated nearby, or a nearby player dies to an SCP/enemy of the Foundation.
  • These alarms can now be heard from approximately three rooms away.
  • Speakers should now be present below most environmental alarms.

Fixes and Improvements
  • Improved UI support on ultrawide screens.
  • Fixed Shotgun and 7-Shot Revolver sometimes not displaying hitmarkers when successfully dealing damage. (You weren’t going crazy!)
  • Fixed SCP-127’s containment chamber not having a custom icon on the SCP-079 map.
  • Fixed players being kicked when picking up an item that no longer exists.
  • Fixed items not being destroyed by the Pocket Dimension.
  • Fixed items not teleporting out of the Pocket Dimension.
  • Fixed custom keycards sometimes not showing permissions in the inventory.
  • Fixed a clipping ladder in SCP-049/173’s hallway.
  • The drawings in Class-D cells no longer float.
  • The whiteboards in Intercom and SCP-939’s containment chamber no longer float.
  • Fixed a pallet having the wrong collider size in the Forklift room.
  • Adjusted the height of a light source in WC-00.
  • Adjusted SCP pedestal light sources.
  • Fixed room being set to ‘null’ when spawning ‘CameraToy’ in the void.
  • Fixed room being overridden by ‘null’ in ‘OnServerStart’ when previously set by a plugin.
  • Fixed camera overlay becoming distorted when moving around.
  • Fixed ‘PlayerUsingItem’ not being called when a player consumed a candy from SCP-330.
  • Fixed ‘CanOpen’ property being ‘true’ when a player fails lock bypass in door interaction events.
  • Fixed ‘PlayerThrowingProjectileEvent’ cancellation causing a phantom grenade to be thrown, locking player inventories.
  • Added new 'ExecuteAs' server permission, granting permission to run the 'executeas' command.
  • 'executeas' will no longer allow targets to execute commands they would not have permission to run.

API Changes
  • Added player info area checks to a disguised SCP-3114, preventing them being distinguishable on servers which modify the info area.
  • Retired old ‘PlayerInteract’, with remaining mechanics utilising ‘InteractionCoordinator’ instead.
  • Added ‘bool’ property for ‘SSKeybindSetting’ to allow triggering for spectators and overwatch.
  • Fixed ‘SSKeybindSetting’ triggering while RA is opened and ‘PreventInteractionOnGUI’ is ‘true’.
  • Fixed incorrect player being sent through ‘PlayerPlacingBloodEventArgs’.
  • Added attacker reference to ‘PlayerPlacingBloodEventArgs’.
  • Added ‘OldRole’, ‘OldPosition’, ‘OldVelocity’, and ‘OldCameraRotation’ to ‘PlayerDeathEventArgs’.
  • Made ‘Damage’ property be modifiable on damage handlers.
  • Added a new hint parameter that allows plugin devs to animate hints by inserting animatable values in tags.
  • Publicised 'Camera' property for LabAPI.
  • Added events for adding/removing room connector wrappers on the LabAPI.
  • Virtualised 'Start' and 'OnDestroy' unity methods in Room Connector and derived types.
  • Added 'Throw' property to 'PlayerDroppingItemEventArgs' & 'PlayerDroppedItemEventArgs' events to allow devs to force throwing.
  • Added 'ForceCancel' to the request type to reset the grenade client-side. While this still requires it to be removed and added back to the inventory, the player no longer sees phantom grenades and is no longer forced to wait before being able to open the inventory again.
  • Added 'FpcScaleController', a player component in charge of synchronising player scale.
  • Added 'changescale' command.
  • Added 'Scp079Pinging', 'Scp079Pinged' and 'ServerRoundEndingConditionsCheck' events.
  • Fixed 'PlayerUnlockingGenerator' event not unlocking the generator if it is allowed via plugin.
  • Fixed 'Scp914ProcessedPickup' event output parameter always being 'null'.
  • Fixed 'WaveSpawning' event not allowing developers to remove users from the spawn wave.
  • 'FpcGravityController' refactored to function similarly to 'FpcScaleController'.

Thank you all for your continued support. Keep an eye out for more on the horizon.

See you in the dark.
SCP: Secret Laboratory - xEnded
Hello everyone,

With the 14.1 beta now concluding, we'd like to collect further feedback on features we'd like to change in the next minor follow-up update. This will be a very thorough survey covering every change we made, so be sure to set aside some time and give us your honest thoughts and feedback!

https://forms.gle/LgLimJywBo7G5LrJ6

Thank you for making the 14.1 beta the best it could be.

~ Northwood Studios
SCP: Secret Laboratory - x3j50
Hello Everyone!

Thanks to your amazing support, our recent campaign with Makeship has been a huge success, and SCP-106 will be creeping into homes all over the world!

But he's not done yet...



We've decided to extend the campaign by 1 week, giving you a little extra time to grab one of these limited edition plushies. After the campaign ends, they vanish into the void, forever.

You can visit our campaign here:
https://www.makeship.com/products/scp-106
SCP: Secret Laboratory - xEnded
Hello Site-02.

After months of development, we are ready to unveil version 14.1 to the public.

You can view the trailer for this update here.

General Gameplay Changes
  • Added a system allowing players to attempt to opt-out of playing as an SCP. This can be toggled both in the pre-game lobby and in the settings menu.
  • Worn armour is now displayed on all human models, with minor changes appearing when equipping different levels of armour.
  • SCPs now receive minor damage when falling from great heights. This resets the Hume Shield regeneration cooldown.
  • SCP-106 will no longer be tracked by SCP-1344 when submerged.
  • Added new audio for opening and closing Experimental Weapon Lockers.
  • Picking up an Experimental Weapon from its locker will now automatically equip it, unless the currently held item is in active use.
  • Added a potential keycard spawn location in PT-00.
  • Added an accessibility setting to disable SCP-939’s blurred vision effect.
  • Returned SCP-3114 to the Remote Admin menu after ensuring compatibility with the new models.
  • Workstations now only take one second to boot up.
  • Added additional fan ambient audio around the facility.
  • Added hover tooltips for the Respawn UI.
  • Added a new achievement.
  • Respawn timer bars now flash when actively spawning.
  • Implemented audio settings for SCP-127 and SCP-3114 voice lines.
  • When a spectated player dies, the spectator camera will switch to a new player after five seconds. This can be disabled in settings and does not affect the Overwatch class.
  • Updated SCP-939 teeth textures. The teeth now have a slight glow.
  • Mobile Task Force units' goggles now glow as well, and fade on death.
  • Glowing goggles can always be seen by allies, even during a blackout.
  • Enemies will not be able to see this glow during blackouts.
  • Increased damage of both Severed Eyes and Severed Hands effects from 5 to 10 per second.
  • Teammates of SCP-1344 users will no longer receive detection sound cues.
  • Players now receive the Detected audio cue when within range of the SCP-1344 user, rather than when in direct line of sight.
  • While in the range of the SCP-1344 user, enemies will receive a sustained visual effect.
  • SCP-1344 orbs now pulse. Once Detected, a player's orb will slowly fade over one second. If the player is still within range of SCP-1344 after five seconds have passed, another pulse will occur and reveal their orb. This is designed to reduce the effectiveness of weapons when using SCP-1344, while maintaining the item's original utility-based purpose.
  • The Revolver ADS idle animation is smoother, and the scope-in animation is slightly faster.
  • The Shotgun hitmarker now more closely resembles its pre-14.0 behavior.
  • Updated Human Role art icons for all classes, replacing all instances of the older icons throughout the game, such as in the Spectator HUD, Remote Admin, Operational Guide, and more.

SCP-127
General Mechanics
  • Added SCP-127, ‘The Living Gun’.
  • SCP-127 spawns in the Heavy Containment Zone, in a dedicated containment chamber and locker.
  • It is classified as a ‘Weapon’ regarding inventory limits.
  • SCP-127 cannot be customised at a workstation.
  • Has a magazine capacity of 60+1 and a base fire rate of 750 RPM.
  • Has a similar baseline mechanical accuracy to the FSP-9.

When Held
  • SCP-127 cannot be naturally reloaded, but a new round must be chambered when running out of ammo.
  • Ammo regenerates naturally over time, beginning a short while after firing ends.
  • Killing a target will immediately grant a small ammo bonus.
  • SCP-127 grants players a small Hume Shield that regenerates over time and dissipates when SCP-127 is not held. This cannot stack with AHP.
  • SCP-127 has begun to show additional anomalous properties. More investigation into its speech is required.

Tier System
  • SCP-127 operates based on a system of Tiers, beginning at Tier 1.
  • Tiers are player-based, similar to SCP-268’s cooldown timer.
  • Tiers are preserved when a player escapes, but not when the player is slain.
  • After dealing enough damage, SCP-127 will rank up. Kills grant an additional 150 bonus towards the next tier.
  • A total of 1000 damage is required for the first tier. An additional 1500 damage is required for the second tier.
  • Ranking up improves SCP-127’s damage, rate of fire, penetration, conferred Hume Shield, ammo regeneration delay, ammo regeneration rate, and mechanical accuracy.

Keycard Updates
  • Updated all keycard models, aiding in approachability, accessibility, and low-light visibility.
    • There are now five main keycard designs featuring unique designs and information displayed.
    • Simplified keycard permissions into three categories, ‘Containment’, ‘Armory’, and ‘Admin’.
    • Each category has four possible levels (ranging from zero to three).
    • ‘Containment’ and ‘Armory’ permissions are identical to previous gameplay behavior.
    • ‘Admin’ now grants permissions to Intercom and Checkpoint (level one), Gates (level two), and Warhead (level three).
    • Permissions are shown both on the model and in the inventory.
    • Keycards are now easier to tell apart at a distance.
  • Keycard scanners now show what permissions are required to interact.
  • Door panels now display their status with icons and symbols instead of text. This includes new graphic information for when and how a door is locked.
  • Introduced keycard customisation support for servers, allowing plugins to create custom keycards with unique permission levels, colors, labels, nametags, serial numbers, and prefixes.
  • A new ‘Surface Access Pass’ has been added.
    • It naturally spawns within the Micro-HID Lab, SCP-049/173 containment subsection, and HCZ Warhead Silo.
    • The pass is capable of opening Gate A and Gate B, with no other permissions granted.
    • It cannot close Gates.
    • Upon use, the item will be discarded and removed from the player’s inventory.
    • This item has standard recipes in SCP-914, but cannot currently be obtained via the machine.

Influence Changes
  • Reduced the total amount of respawn waves available. Each team can now only earn two additional waves instead of three.
  • Increased the Influence requirement to earn the first additional wave to 40 (was 30).
  • Killing enemy Militants now grants 1 Influence and -4 Timer (previously 0 Influence and -2 Timer).
  • Civilians wielding firearms are now considered Militants in terms of kill rewards.
  • Killing an SCP-049-2 instance now grants -5 Timer. This can only happen once per SCP-049-2 instance.
  • Damaging SCPs now grants 1 Influence and -2 Timer every 10% of maximum HP received as damage (previously 2 Influence every 20%).
  • Killing an SCP now grants -10 Timer (was -20).
  • Added a 5 Influence bonus for killing SCPs with an Experimental Weapon.
  • If a primary wave does not earn their respective mini-wave in time, the opposing faction will spawn a mini-wave.
  • The mini-wave spawn delay timer can now only be reduced to a minimum of 120 seconds instead of 90 seconds.

Dead Man’s Sequence
  • The Dead Man’s Sequence progress meter will now reset to 160 seconds upon a new respawn wave being earned. Mini-waves will not reset the counter, but set it back by 40 seconds. This cannot delay it past its initial 240-second timer
  • This means that earning a wave right before the Dead Man’s Sequence activates will no longer result in the sequence activating shortly after a respawn.
  • Upon activation of the Dead Man’s Sequence, all SCPs under 25% of their maximum HP will now be brought back up to 25% HP.

SCP Balancing
SCP-049
  • Increased HP to 2500 (from 2300).
  • Decreased cooldown of Doctor’s Call to 45 seconds (from 60 seconds).
  • 049-2 instances underneath Doctor’s Call now regenerate Hume Shield at a rate of 20/s (from 10/s).
  • Good Sense of the Doctor’s cooldown is now consistently 25 seconds. The 2.5s miss cooldown is not affected.

SCP-079
  • Tier 1 AP regen increased to 1.9/s (from 1.2/s).

SCP-096
  • Increased HP to 3000 (from 2500).
  • Minimum HS increased to 500 (from 450).
  • Maximum HS increased to 1000 (from 900).
  • Speed while Distressed or Calming increased to 3.3m/s (from 2.55m/s).
  • Sobbing while Docile can be heard from twice as far away.
  • Fixed ability state not properly being synchronised to newly joined players.

SCP-106
  • Attack cooldown reduced to 1.25s (from 1.5s).
  • Corroding no longer drains stamina, instead preventing the regeneration of stamina while active.
  • SCP-106 is no longer detected by SCP-1344 while in Stalk.

SCP-173
  • Armour efficacy on base health increased to 100% (from 80%). Be sure to use AP rounds!
  • HS now regenerates at a rate of 4%/s, meaning that full regeneration takes 25 seconds no matter the Hume Shield total.

Micro-HID
  • Charge time required to trigger an overcharge explosion is now 10s (previously 15s).
  • The LMB ‘quick charge’ attack now drains 4% charge per second (previously 5%).
  • The Micro-HID is now louder and can be heard from twice as far away.
  • Added mipmaps to the Micro-HID battery icon, making it easier to discern when dropped.

Map Changes
  • Loot now naturally spawns across the Heavy Containment Zone.
  • Each room has dedicated spawn chances for low-level loot, including items such as ammo, pistols, keycards, medical supplies, and flashlights.
  • Introduced a new redesigned Server Room to the Heavy Containment Zone.
  • Adjusted Nuke and Server Room elevator doors, allowing for them to be more easily jumped over.
  • SCP-106’s Pocket Dimension has received a visual touch-up with soundtrack improvements.
  • Updated the SCP-049/173 containment straight hallway. The subzone will be touched on in a future update.
  • TC01 (SCP-330’s containment chamber) is now Containment level 1.
  • Intercom is now Admin level 1.
  • Added the 2024 Art Contest winning pieces to the back of the Class-D spawn room.
  • Improvements have been made to the Micro-HID room, creating a more open space and introducing a breakable window.
  • Improvements have been made to the SCP-106 containment chamber, including the addition of fences around the magnets, boxes near the entrance, and colliders over unintentionally reachable areas.
  • Redesigned and implemented a new ‘Pipe Room’.
  • Cable trays in HCZ will no longer terminate abruptly. Instead, they should remain connected and feature small details when passing through walls.
  • Updated signs in front of all containment chambers.
  • Fixed a floating camera next to SCP-173’s containment chamber.
  • Moved a generator in SCP-939’s spawn room.
  • Moved a generator spawn in the Heavy Containment Zone Warhead Silo.
  • Moved a camera in the Heavy Containment Zone armoury.
  • Updated the model for Standard Lockers (commonly found within Entrance Zone and Light Containment Zone).
  • Updated the Surface Zone skybox.
  • Added animated spotlights at surface Gate A.
  • Added static spotlights at surface Gate B.
  • Added some colliders near benches in the Entrance Zone.
  • Added a floor panel to Heavy Containment Zone door frames.
  • Added Forklifts to a few rooms in the Heavy Containment Zone.
  • Updated collisions for certain props across multiple zones.
  • Added a few new lore documents.
  • Slightly increased the amount of doors and bulkheads that spawn.

Audio Changes
  • Reverb has been almost entirely refactored from the ground up due to the update to Unity 6 (Unity 6000).
  • Global chats (spectators, SCP chat, pre-game lobby) no longer have reverb.
  • Proximity chat will now increase in reverb as distance increases.
  • Firearms and C.A.S.S.I.E. are now generally quieter, but offer more audio ducking, ensuring they are heard over other sounds. (Audio ducking is the automatic reduction of other sound sources when a louder one is playing.)
  • All announcements now play from nearby speakers utilised by SCP-079. If no speaker is nearby, the announcement will still be heard.
  • SCP-127’s viewmodel will not be affected by audio ducking and features reduced reverb.

Operational Guide Changes
  • New human models have been added to the Operational Guide.
  • All relevant entries have been updated to follow the new models.
  • Tidied up currently existing Operational Guide entries.
  • Updated backgrounds for multiple entries.
  • Operational Guide can now be accessed during the game by opening the pause menu.
  • Improved Operational Guide system performance.
  • Added a button to fully hide UI elements whilst in Full-Screen Pannable mode.
  • Added a button to enable greenscreen mode whilst in Full-Screen Pannable mode.

Bug Fixes
  • Optimised Tantrum effects, reducing performance issues when observed.
  • Fixed being unable to cancel the consumption of Anti-Cola by right-clicking.
  • Players who are detained will no longer rub their eyes when flashed.
  • Significantly reduced risk of desync when jumping on Nuke elevators as they begin departure.
  • Fixed SCP-106 exploit allowing for increased range.
  • Fixed an issue preventing SCPs from seeing their post-processing effects.
  • Fixed all known instances where SCP-106 could become stuck when using Hunter’s Atlas.
  • Fixed a false-positive with viewmodel animation culling (no more invisible in-hand E11SRs).
  • Fixed ‘Pacified’ achievement not behaving correctly when utilising the Micro-HID.
  • Fixed ‘Something Done Right’ achievement not behaving correctly when utilising the Micro-HID.
  • Fixed ‘Anomalously Efficient’ achievement sometimes not working for SCP-939.
  • Fixed culling occasionally enabling the decontamination visuals in SCP-330’s room.
  • Fixed an exception that would sometimes happen when a player is disarmed via Remote Admin.
  • Fixed players being able to interact with lockers and dropped items through fences.
  • Fixed SCP-079 gates slightly floating above the ground.
  • Fixed various out-of-bounds exploits related to SCP-173’s teleporting.
  • Fixed an issue that caused dummies to show in the Steam Rich presence.
  • Fixed an issue where firearms would retain footprint info when a player’s role was changed via RA. This solves strange damage and friendly fire mechanics.
  • Fixed an issue where doors in Entrance Zone and empty hallways lacked depth, resulting in aggressive culling.
  • Fixed a rare culling issue caused by two rooms occupying the same coordinate in the map grid.
  • Fixed a texture bug with the tools atlas, most noticeable on the red toolbox.
  • Fixed a few pixel walks.
  • Generators no longer announce their completion post-warhead detonation.
  • Fixed a texture issue in Gate A.
  • Fixed SCP-049-2 attack animations desyncing when attacks are spammed.
  • Fixed Bulkhead collider issues regarding SCP-106.
  • Fixed Hypothermia not being removed entirely server-side.
  • Fixed Acroamatic Abatement colliders sometimes clipping into SCP-079’s containment chamber.
  • Fixed being able to jump on the door frame in Acroamatic Abatement.
  • Fixed a floor gap in Acroamatic Abatement.
  • Fixed flashlight light clipping into viewmodel hands.
  • Fixed a missing keycode for SCP-079 when unlocking the door lock ability at level 3.
  • Improved item physics behaviors when near the outside of elevators.
  • Vision grayscaling when near death effect intensity now accounts for Hume Shield and AHP.
  • SCP-3114’s Strangulation will now be interrupted if any non-passable object is between him and his victim’s head. This is built with some intentional tolerance.
  • Fixed SCP-939 ripples occasionally appearing whilst playing as a human.
  • Fixed an issue where bullets shot towards a large group of enemies would occasionally not register.
  • Fixed an issue where a server would occasionally reject players from properly equipping the FSP-9.
  • Increased shot tolerance for when a player may be lagging.
  • Fixed an issue with elevator doors being closable prematurely.
  • Fixed Discord Rich Presence not using the actual max player count from a server.
  • Fixed the Achievements Debug Menu hiding some social media buttons.
  • Fixed a misplaced pipe in Acroamatic Abatement.
  • Removed outdated floor decals from four-way and standard corner hallways.
  • Fixed ESCAPE_FINAL being a possible teleport position after escaping the Pocket Dimension.
  • Made improvements to the authentication system, solving an issue causing players to be kicked from the server.
  • Fixed Particle Disruptor not giving hitmarkers when hitting something after being dropped.

Technical Changes
  • Updated our engine from Unity 2021 to Unity 6 (Unity 6000). This is a massive change in terms of what our engine will allow us to accomplish, alongside what hardware is supported. As with any system update, certain functions may behave slightly differently than before — be sure to let us know if anything is negatively affected.
  • Added spawnable admin TextToy, allowing for synced and formatted text arguments to be shared between server and client.
  • When the number of playable SCP spawns exceeds the maximum limit, each SCP will now gain an added 10% maximum HP and 5% maximum HS bonus per spawn. This can be disabled by the `allow_scp_overflow` gameplay config.
  • Added configurable stats for the Dead Man’s Sequence
    • `dms_activation_time`, modifying how long before the Dead Man’s Sequence triggers (default: 240f).
    • `dms_enabled`, which toggles the Dead Man’s Sequence as a whole (default: true).
  • Added commands enabling control of the Dead Man’s Sequence.
    • `dms toggle` toggles the countdown, regardless of met conditions.
    • `dms force` begins the sequence immediately.
    • `dms get` and `dms set`, allowing you to control the DMS timer.
    • These are available as buttons within the Remote Admin menu.
  • Implemented an input emulation framework for dummies, designed as a debugging tool. Certain actions, such as using items or SCP abilities, can now be remotely triggered via the Remote Admin.
  • Added a dedicated sub-menu for controlling dummies, separating it from the Map Control section.
  • Added base configuration for spawn waves. While functionality is currently kept to a minimum, it will be expanded on by programmers in the future.
    • Configuration keys are based upon the wave’s script name.
    • Example: `ntfspawnwave_size_percentage: 0.75`
    • Existing waves include: `NtfSpawnWave`, `ChaosSpawnWave`, `ChaosMiniWave`, `NtfMiniWave`.
    • All wave configurations by default have an enabled property.
    • Example: `examplewave_enabled: true`
    • Primary waves currently only have a size percentage property dictating how much of a server population will spawn when a wave occurs.
    • In the Remote Admin display, the waves will indicate whether they have been disabled server-side. It will also display the size of the wave.
  • Added a client-sided ragdoll mover tool accessible via command prompt.
  • Primitive and Light Source Toy sync intervals have been set back to 0.1 (instead of 0). This is done to aid syncing issues on servers with high primitive counts.
  • Enabling Round Lock when a round summary is displayed will now stop the restarting process and hide the round summary.
  • The old system of defining SubBounds and AdditionalZones for large rooms has been replaced with a fully automated approach that calculates Bounds during map generation.
  • Additionally, rooms now only occupy a single main coordinate, resolving rare bugs where the map generator would encounter conflicts of rooms occupying the same grid node.
  • Added some quality of life RoomUtils utility, based on which code was being reused most in the above refactor. Notably, you can now directly get the Zone of a specific position by calling `transform.position.GetZone()`.
  • Implemented new `executeas` command, allowing you to run a command as another player or dummy on the server. This requires the `PlayerManagement` permission and cannot run commands you do not have permission to.
  • Implemented static batching for several objects during map generation, as well as dynamically extracting moving objects for compatibility. This should result in improved performance.
  • Refactored the item spawn point systems, granting us more freedom going forwards.
  • Refactored tooltips system to properly re-adjust their position based on the side of the screen they are on. This should result in support for every resolution.
  • Physical vertical distribution of zones has been brought closer together, done to help prevent floating-point visual glitches. New world heights are:
    • Surface Zone: y = 300 (previously y = 1000).
    • Entrance and Heavy Containment Zones: y = -100 (previously y = -1000).
    • Light Containment Zone: y = 100 (previously y = 0).
  • Adjusted the fall damage system, allowing for customisable fall damage for different roles.
  • Updated ‘Scp559Effect’, ‘Scp956Target’, and ‘Scanned’ to be Technical status effects.
  • Refactored the command-key binding system.
    • Added ‘cmdunbind’ command, allowing you to unbind a command-bound key while in game.
    • Added aliases ‘bind’ and ‘unbind’ for command-binding commands.
    • ‘cmdbind.txt’ is now cached instead of generated every time it needs to be accessed.
    • Fixed ‘bind’ command saving the file twice when replacing an existing bind.
    • Deprecated cmdbind syncing methods in lieu of the Server-Specific Settings tab.
  • Rewrote sinkhole spawning systems.
  • Added client-side debug logging for cases when the server refuses a shot.
  • Added `SSKeybindHintParameter` allowing developers to send hints where clients replace formatting with locally-set Server-Specific keybinds.
  • Added a public setter to the `AlphaWarHeadActivationPanel` surface button status.
  • Added the ‘maxhp’ command and GUI element to the Remote Admin, allowing for modification of a player's maximum health value.
  • Added the ‘visualizecolliders’ RA command. This command allows box colliders without attached renders to be visualized in game by spawning primitive objects at the position of these colliders. All players can see these primitive objects.
  • Added aliases ‘visualisecolliders’ and ‘viscols’ for the above.
  • Added RPC that allows changing an AdminToy’s parent to another `gameObject` with a `NetworkIdentity`.
  • Spawned ragdolls with custom scale are now scaled relative to the ragdoll GameObject’s scale, rather than using setting absolute.
  • Updated the error message thrown when booting up a server that isn’t verified.
  • Added spawnable SCP-079 cameras.
  • Added spawnable InvisibleInteractableToy which simulates a collider that can trigger Interactions or Searches.
  • Refactored Searchables to handle any GameObject with a component inheriting from ISearchable.
  • Updated various dependencies and libraries the game uses.
  • Added ForceCancel to the request type to reset a grenade client-side. This still requires some workaround by removing and readding a grenade to a player’s inventory, but fixes `PlayerThrowingProjectileEvent` phantom grenades and glitchy inventory logic.
  • Fixed SSSliderSetting SyncDragging not syncing to server.

Drawable Lines
  • Added new Drawable Lines on both client and server.
  • These are lines that draw a line between two or more positions.
  • Server may send lines for a client to draw over the network.
  • Liens are green when they come from the client, and red when they come from the server. This can be customised via specific implementation.
  • Added `line` command for all things related to the Drawable Lines system. For more info, run `line help`.
  • SCP-018 will draw its trajectory calculations using cyan spheres and hitbox with red spheres.
  • Weapons will draw bullet traces using yellow lines.

LabAPI
We have completely replaced NWAPI with our new plugin framework, ‘LabAPI’. You can learn more about it here, but here are a few improvements over the old system:
  • Northwood now has a dedicated team of maintainers whose task will be to actively update and maintain the framework.
  • LabAPI was made following feedback from developers and now provides many more resources and better documentation to help utilise plugins.
  • Permitted modification of previously unmodifiable features:
    • Customisable Decontamination timer.
    • Synchronisable PlayerStats (Max Health, Hume Shield on Humans, etc).
    • Airborne player gravity.
    • Improved support for special player and ragdoll custom sizes.
    • Removed hint system rate-limiting.
    • Most importantly, added a spawnable Capybara admin toy.



Thank you all for your continued support. We have some very large projects in the works — keep your eyes peeled for what’s to come.

Have fun, and see you in the dark.

SCP: Secret Laboratory - x3j50
We have once again partnered with Makeship to bring you another pocket-sized version of one of the Foundation’s infamous ‘members’.

These plushies are available for a limited time only, you have a total of 21 days to grab one from Makeship's website: https://www.makeship.com/products/scp-106


Once the campaign ends, SCP-106 will return to his pocket dimension, so grab one before he goes away.

Will you escape from this deal?


SCP: Secret Laboratory - xEnded
Hello everyone!

Now that the 14.1 Public Beta has been out for a while, we are eager to hear your thoughts on the changes presented within it.

We invite you to fill out this Feedback Survey.

https://forms.gle/Uj9xiVmLg7NXhsY69

We thank you for your ongoing support and see you in the dark!

~ The Feedback Team
SCP: Secret Laboratory - xEnded
Hello Site-02!

Following a refinement period during our Patreon Beta, we are ready to release the first initial version of 14.1 to the public.

You can opt-in to the beta by right-clicking SCP:SL in your Steam Library, and then by selecting the Properties tab.
From there, select the Betas category, and finally, select the Public Beta option from the dropdown menu.


You can view the current version of the changelog here. We’ll release periodic Steam announcements as further changes are made.

We will be launching Feedback forms in the coming days after this post. Stay tuned.

Have fun, and see you in the dark.
...

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