Hey there everyone! Over the last week, we have been working to bring to you the newest, and one of the most important zones, to the game as well as introducing a sweet new weapon and cleaning up some of the underlying subsystems.
Inventory Overhaul:
In this video, you can see that we will be using a system called a jigsaw inventory, which means that inventory management will be a core feature that you will take with you throughout the game. You will have to ensure that certain objects you wish to pick up will fit in a slot within your inventory, otherwise, you will have to sacrifice something in order to pick up a larger object. You will notice that objects can only fit into their designated hotbar slots on the bottom, so you will have a quick way to organize the resources you use most without being able to assign invalid resources to a particular slot.
This system is a great way to also aid in player progression since you will be able to upgrade this throughout the game to accommodate more and more resources, so it's going to be a mechanic that players will more than likely wish to upgrade consistently as they play. It will also force players to prioritize taking only what they actually need with them throughout a level since you will be able to store resources in certain areas -- namely The Hub which is in the last section of this post.
It's also in this inventory tab that you will see your health, suit power, and oxygen levels, as well as any status effects your player may be experiencing, so overall it's a very critical place to take a peek at every so often to check on your status.
Personal Codex:
Because environmental interaction within the game is something that is incredibly important since your character and your AI will be missing a lot of critical information about what happened to this facility and what creatures actually inhabits it (which you will find out more about as you play) the usage of terminals is going to be essential to get additional information about who and what you are dealing with into your codex. However, this codex will also facilitate playing various audio logs found across the facility and will be able to log emails you find on terminals that contain pieces of information that may become useful to you as you venture into the darker and more decrepit parts of Site-113.
The codex will also house the schematics that feed into the crating stations around the map and will allow you to craft specific items and ammunition as long as you have found the recipe for it and have properly logged it into your codex. One of these codex recipes will be for the highly experimental Railgun, which we will talk about next.
The HSER Railgun:
The crown jewel of Site-113's research into hypersonic weaponry, the HSER Railgun is a beast of a weapon with the ability to fire a specialized kinetic round that has been charged with negative gluon particles. This effectively gives the round the ability to cause tremendous damage to anything the round hits, with an especially large amount of damage being done to organic targets.
However, this weapon comes with a fatal flaw --- ammunition is not only extremely limited but it also is extremely hard to craft since a lot of materials go into crafting such an advanced projectile. It is therefore highly advised to only use this weapon when dealing with massive threats since wasting the precious ammunition for this weapon can be the difference between life and death when facing the particularly dangerous enemies that will exist within the Military Zone and R&D. This weapon will accompany the special Flamethrower and other interesting weapons, which will have their models shown off in future videos, along with in-game usage. The Hub - Blockout Introduction:
In this video, we have a walkthrough of the newest zone to be added to the game, which is The Hub. It is in this zone where you will be maintaining most of your resources and will also be able to traverse to nearly every single section of the facility through this location since all the facility tram routes connect through this area.
The Hub is slated to be a large and densely packed environment that will allow for customization of some of the aspects of it to suit your tastes as a player. This will also become an area that will be in multiplayer since it's planned to allow those hosting the lobby to introduce other players into their hub to see what they have customized and show off their achievements. Those who donate as well will have the opportunity for a lot more customization that will make their hubs stand out a lot so they can show their support of the project. Players can obtain a higher level of hub customization through donating on either Patreon or Kickstarter when it launches, with the links to both being below.
This image is the original concept image for The Hub, and you can see the design and details have been coming together in the blockout version. The finalized version of this environment will closely mirror that of this concept, so you can expect this zone to be rich with detail and will feature a lot of interesting parts that will allow for a lot of interaction and exploration.
However, getting too comfortable in this zone can be dangerous since there are many events in the facility that can take this otherwise safe area and turn it into a death trap, so always watch your back and keep an eye on events that are happening around you as you progress throughout the facility.
Next Week:
We will be talking about SCP - 610 and how that will play into the game, as well as introducing some of the new drones that will exist around Site-113. We will also be showcasing the holo table that will exist within The Hub and other parts of the facility and will play a big part in how you traverse the zones and gain information about the entire facility.
Consider donating by supporting us on Patreon and Kickstarter:
Left nearly totally abandoned after the unsuccessful facility-wide escape attempt, Site-113 was left crawling with dangerous creatures and a handful of site personnel and prisoners that were unfortunate enough to be left behind.
Those who were lucky enough to survive the constant threat from the loose creatures soon found out that finding a consistent source of food was extremely difficult depending on which section of the facility they were located in. Survivors who tried to continue their journey throughout the facility alone had survival chances that were slim to none and were constantly being starved or killed off as the months passed by.
It was not until a large enough group of survivors came together to create a semi-permanent encampment in the residential zone where they could better search for resources and hide away from the horrifying creatures that were constantly attacking them and forcing them to further and further regions of the facility.
The creation of the first camp sparked the creation of two more camps in completely separate locations by two different groups of survivors, each with their own goals, resources, and feelings towards others in the facility.
Within the game, you will come across three separate survivor camps ranging from a camp of site personnel who have banded together with leftover MTF to a camp of savages who have lost their minds due to constant pressure from the surrounding horrors that remain in the facility.
Below are two concept images for the MTF/Site Personnel camp and for the D-Class camp that will exist within two zones in the facility.
In the first image is the MTF Camp, which is a lawful and controlled camp that is put together and strict. Your interactions with this camp will be to barter and get certain objectives for different parts of the game. The overall demeanor of these survivors is untrusting of you since you yourself are technically part of the facility personnel that left them for dead.
The next camp is the D-Class camp, which is much less lawful and has many dangerous members that make it up. These survivors will be distrusting of you since they have a visceral hatred of those who imprisoned them there but will be willing to tolerate you as long as you are useful to them.
The final camp, which is having the concept made currently, is the savage camp. This camp is chaotic and lawless and full of many people who would try and literally eat you if they got the chance, but are willing to tolerate your presence as long as you help them and them alone. However, each camp has a single leadership figure that keeps the people within the camp in line, and you will be able to interact with these leaders to build up a certain degree of trust which can come in handy later in the game.
At each camp, you will be able to get objectives, trade, and restock your supplies. However, the camps are not a safe zone and many things can and will go wrong in these camps so never always rely on them being there throughout the game. It will be up to you which camp you decide to help, if any, as some may have ulterior motives you must be aware of, and some want nothing more than to watch the facility burn. You will come to understand their motivations and distrust of the other camps as you progress throughout the story, but you very well likely will be surprised by what you learn about who you have been helping.
The camps will play into the main story of the game through the options that come from helping camps in their 'side tasks', these tasks can give you certain items or unlock certain areas that will otherwise change the flow of the campaign and open the door to a high degree of replayability depending on which camps you help and how you help them. The interactions with the camp leaders are incredibly important so it's critical you do not mess up the relationship or else things can get messy for you very quickly.
Overall, the camps provide semi-linearity to the story and allow NPC interaction which will create a rich experience overall and adds a ton to the atmosphere of Site-113 and the game as a whole since the choices and interaction with these survivors will ultimately change the progression through the game, so it's a new feature that is extremely exciting.
Be warned, however, that things in the camps are as not they seem, and every interaction and choice will have an impact on the camp or story. What they ask of you can be used for good or it could be used for evil without your knowledge -- so tread carefully and only help those who you can trust, even if it’s not who you expect.
We will be expanding on these camps even more as we progress throughout development and will begin to show how they work in terms of bartering and interaction, but that will come in another post.
Next Week:
Next week we are going to be showing off a new zone and newly modeled weapon that will be making it into the game, so sign up for our mailing list and be sure to watch the devlog on our YouTube here
Hey there everyone! This post is insanely exciting since we are finally showing off our insanely cool main character player model that YOU will be playing as! We are also going to be showing off our most unique mechanic to date -- grappling! Let's buckle in since this is going to be a super neat post.
Main Character Player Model:
As you can see, we are quite fond of this model and are insanely happy with the way it turned out! This model will, as you know, feature some customizations in terms of armor and other attachments so you will become more survivable as you progress through the game. The suit the player is wearing is known as the Exoatmospheric Containment Suit, and it will provide limited protection against hostile environments (such as the Martian surface) as well as against certain SCPs -- namely SCP - 149 and SCP - 439.
The suit will also be your main point for movement and stealth upgrades since there will be certain kits and armor sets you can attach that will allow new suit abilities, such as a stealth module that will muffle your movement sounds and visibility.
To do this model justice, we will be utilizing motion capture to ensure that the animations and movement for this model are smooth, polished, and give a great feeling within gameplay so you are never taken out of the experience. The actual videos we will do on the motion capture will be incredibly exciting, so if you have not signed up to hear about our weekly posts then I highly suggest you do so by clicking the top right of this post!
Suit Upgrade - Mining Armor:
This is a concept for an armor upgrade known as the Mining Armor. This armor set will protect against ballistic and physical attacks since it was designed to protect against incidents commonly found within the resource mines near Site-113. You will be able to find this suit in some locations as well as craft it with certain resources, and it will serve as a well-rounded piece of gear that you will be able to use for a good portion of the game to great effect.
However, some gear will have much better energy efficiency and other stats that will likely come in handy for certain situations, so it is always a good idea to ensure you have different sets for the different situations you may come across within the game.
Now, let's get into the cool advanced movement mechanic that we have been hinting at for a while...
Note: These mechanics are WIP and will have the animations, models, and sounds massively improved as we get in our mocap suit and new SFX and VFX!
Grappling Mechanic:
As you can see from this video, you will be able to grapple onto specific scaffolding-like structures and various other types of structures throughout the game. However, the surfaces in which you can grapple onto and the speed you can grapple will be limited so you cannot swing to the same insane degree as you see in this video to ensure gameplay and the overall horror feeling of the game remains front and center.
This mechanic is designed to allow you to escape SCPs that are chasing you since most will be faster than you by default, and the grappling hook and mechanic will allow you to escape the danger temporarily. It will also allow for new ways to get around the facility and to reach otherwise unreachable areas to find special items and paths around the facility.
Grappling Mechanic - Reeling/Hanging:
In this video, we can see that you'll be able to reel yourself into certain areas, but you will not be able to hang once the grapple reaches the end of the point it is hooked onto. This is to prevent players from abusing the mechanic to stay out of the reach of certain SCPs that would love to have you on the ground so they can tear you limb from limb. This mechanic will be very useful for the platforming elements that will be present within the game and will make for some great shortcutting of certain areas if you can utilize it properly.
Grappling Mechanic - Pulling Items/Objects:
In these two videos, the grappling hook, and grappling mechanic will come in handy for grabbing items that are out of reach. This is going to be especially useful when it comes to puzzles since it is pretty easy to imagine the wide array of situations you may find yourself in that will require you to grab something out of reach, so it will serve a lot of purpose throughout the entire game. You can grab weapons with it too, and this will serve as a way to snatch weapons near enemies to avoid directly alerting them so you can remain stealthy.
Next Week:
We will be going into great detail about something called Survivor Camps next week and will be doing an entire post dedicated to those to completely get the idea across and how they are going to function within the game and story, so make sure you sign up to get notified when those posts drop!
I will see you ALL in the Mini -Devlog, which you can find below:
For those of you getting the scary Steam notification about a publisher revoking your Steam key for our tech demo we released last year -- have no fear!
We are simply making space on our page for our next-gen demo that will be available for our patrons and a select few of you to test very soon.
If you'd like to get a key for the next demo, please pledge on Patreon to get access once it releases: https://www.patreon.com/hststudios
Hey everyone! In this post we have some pretty awesome stuff that ranges from frozen wastelands to grappling hooks, so let's get right into it.
Military Zone - Subsection Fusion Power Generator:
The image above shows the newest area that is going to be added to the Military Zone, which is a fusion power generator cooling pond. These subsection generators were critical to maintaining the power to each area of the facility when heavy electrical loads were applied during advanced weapon testing. However, as we know, the Military Zone has somehow become a frigid wasteland due to a horrible accident (which you will discover as you play) and will feature a ton of ice that will make this area somewhat difficult to traverse, but very rewarding to do so if you know where to look.
We are currently having more of these subsection concepts made to give a great idea of what the overall layout you can expect in each section is and to give an overview of what the facility looks like when viewed from each section itself so you will be able to fully understand exactly how this facility will look and feel to play in.
Game Changing Mechanic - The Grappling Gun:
The above two images are the concept and block-out model of our newest piece of equipment that also ties in with one of the most interesting mechanics we have implemented to date. Since Fragmented Minds is an immersive survival horror sim, we wanted to ensure this mechanic adds to the horrifying and stressful situations that will be plentiful within the game. To achieve this, it was decided that this unique piece of gear would only be useable on specific types of structures that will be present in certain areas of the game. This is to force players to keep a keen eye out, since being able to properly utilize this mechanic could mean the difference between life and death when being chased down.
We already have a prototype of this created (which patrons have seen!) and it is looking really good in the preliminary testing phases, but will of course get better both visually and mechanically as we progress throughout development. Overall this mechanic will provide a lot of fun and uniqueness to each utilization since being able to move so dynamically around your environment leads to great gameplay opportunities.
New Gameplay: Down below, you will see several new gameplay videos that showcase three of our newly introduced mechanics. Please note that these are all WIP and visuals, SFX, and texturing will all be massively improved throughout development.
Terminal UI:
Up above, you can see our new terminals and UI system that will be implemented onto them. These will be critical for unlocking information about certain areas in the game, as well as for literally unlocking actual objects within an area you may find yourself in. However, the biggest use for these terminals will be for lore on certain creatures and to access audio logs and other material to help you piece together what happened within the story of SCP: Fragmented Minds.
Target Shooting System:
No, we have not lost our minds and become an aim trainer. This mechanic video demonstrates one of the most important things that games featuring guns can have -- predictable accuracy. The weapons of Fragmented Minds will feature recoil that is controllable but will also be punishing if you simply try and spam it. However, for those of you who have a steady hand and patience, you will be able to land very critical shots on SCPs that can have a devastating effect depending on your ammo type and the spot your shot impacts.
Bullet and Item Physics:
Since we love puzzles so much, it was decided that adding another layer to the potential for puzzles was a great idea. In this video, you can see that bullets can indeed have an impact on objects within your environment! This opens the door to a ton of potential for gameplay since players will be able to also use this new physics system to potentially make weapons out of mundane items and to shoot objects around to move them from one area to another. Keep in mind though -- ammo is limited, so if you find yourself wasting ammo shooting all sorts of objects randomly, you might run into trouble down the line when you really need it.
September Weapon Skin:
Here is the official weapon skin for those who donate $20 or above for September! This skin has emissive textures which means that the parts that appear to be glowing will glow in-game!
Next week we will be showing off a new concept of an amazing new area of the facility, as well as showing off the grappling mechanic in action. We will also begin to show some new weapons and also concepts of a fantastic new enemy that is going to be coming to the game, so make sure you follow our posts by signing up at the top right! You are now also able to sign up to be a beta tester when we release our private demo, so make sure you sign up before you immediately click off the pop-up!
See you all in the Devlog being posted this Sunday on our YouTube!
Hey everyone, in this update, we are going to be talking about our newest gameplay mechanics and introduce you to two more SCPs as well as a concept for implementation into singleplayer that will fundamentally change gameplay.
SCP - 745:
The image above is SCP - 745, a pack-based predator that will be making its way into SCP: Fragmented Minds as a class of enemy you will have to carefully assess when making your plan of attack. These enemies will nearly always have a numerical advantage on you when encountered, so it is critical to take one out from a distance to prevent getting damaged from multiple angles. These creatures will primarily lurk in very dark sections of the facility and will launch attacks at very high speeds so using your environment to your advantage to evade these attacks is highly advised.
These enemies will be very interesting to play against since weak points on them will be fairly obvious, so ensuring your aim is up to par to take on the challenge will make for a fantastic battle in the darkest areas of Site-113!
SCP - 439 (Concept):
Because we have rather morbid tastes, we love horrifying scenes of mutilation and disfiguration (No, we have not gotten professional help for this). It was decided that SCP - 439 would be the perfect candidate to include as an environmental hazard in the game, as it allows for some fantastic horror but also poses a threat as a tiny creature that needs to be carefully dispatched to prevent getting infected and ending up petrified.
The homes for these creatures will be spread across the facility and may well house other SCPs that will combine to make an extremely deadly hazard that you will need to take great care (or use the flamethrower) to clear out.
New Gameplay Mechanics:
Down below, we are going to discuss three new gameplay mechanics that will be making their way into the game. Remember, these are WIP, and the animations, SFX, and environment will be massively upgraded before the actual public launch (which is coming shortly!!)
Cutting Torch:
Located around the facility will be various paths through levels. These include vents and other doors that you will be able to cut your way through to get to different areas, discover new things, or get the drop on any enemies that you may have come across and want to get the advantage over. With your trusty cutting torch, you will be able to cut these various objects open to enter what they cover and to enable a higher level of interaction with your environment while also opening the door to a wide array of puzzle opportunities.
Welding:
Quite literally the exact opposite of the above mechanic, welding will give you the ability to close off certain sections against enemies so you can take a breather and even repair some sections of the facility that are otherwise damaged. Welding doors while being chased by an SCP is a good idea if you can make it work -- but be warned they will be able to break the welds over time so it's never a good idea to rely on it. Welding will also open the door to some cool puzzles and tasks for you to do around the facility and will be a mechanic we will be consistently refining throughout development to get it just right depending on playtesting.
Door Control Panels:
Whoever said violence isn't the answer was dead wrong. Some doors located around Site-113 will have control panels that will be visible to you in specific areas (think in terms of puzzles!) and these will be vulnerable to bullets or melee attacks. These panels, when shot, will allow the lock on the door to be broken and the door will then be available to open. There is also an idea we had to take this mechanic to the next level, but we will go over that when we have a WIP version of it so we can give a clear idea of what the mechanic will do.
All of these mechanics will be critical in your journey through the facility and will play a key role in how the game will play as a whole. All the mechanics and SFX will be continually improved as we travel through the development process and will come out clean and polished.
Next Week: Next week, we are going to be discussing some new concepts of new areas in the facility as well as an insanely cool new equipment piece that will literally have you off your feet. We will also share some gameplay clips of the new weapon and target systems and what exactly those will entail and what their usage will be within the game and closing with a look at the September weapon skin!
In this update, we have some extremely exciting stuff to show off, with the first being our new assault rifle model, then our wrist device, and then wrap up with a look at our new drones and a peek at our WIP enhanced movement mechanics.
Like most of our weapons, we prefer to have multiple ways to use them so players can pick and choose how they best want to utilize what tools they are given for the situations they find themselves in. This weapon will fire similar to an AR-15 but will also have different variants, such as a sniper, SMG, and an enhanced sight version that features a digital zoom scope.
However, keep in mind that ammo will indeed be scarce so it will be up to you to decide which variant you would like to use for your playstyle since, if you run out of ammo, there will be a lot of potential for problems. Upgrades for this weapon will be craftable at fabricator stations around the facility so it is critical to find as many resources as you can to craft the best upgrades.
The Wrist Device:
Likely going to be the most interacted with piece of gear beyond the inventory tablet, the Wrist Device will serve as your personal PDA and will also house some very important information about creatures and other objects you have interacted with. However, unlike other games, we will not be having keycards be the main entry method through checkpoints and doors and rather will be utilizing upgrades to this tablet in the form of Access Chips. You will find these around the facility and they will give you access to certain otherwise off-limits areas. It will also allow you to store specific data you find around the facility and will give you a single place to hear your audio logs -- which will be abundant and are going to feature critical information as well as side stories featuring some voices you may already know... Facility Drones - Phantoms:
The concept and block-out drone model above are known as Phantom drones across Site-113. These little drones will serve as security and surveillance drones that will be present in most zones across the facility. They will be able to shoot damaging projectiles at you and will pose a threat wherever they are encountered across the site. However, with this threat also comes with the opportunity for reward since successfully taking them out will yield some great parts and crafting materials that will make your potential ammo sacrifice worthwhile but they will not be a pushover threat either and will take some skill and planning to effectively dispatch.
These drones will be upgraded in terms of their look as we weave throughout development -- so if they look a bit rough do not fear since they will be getting an upgrade soon enough.
Enhanced Movement Gameplay!!!!
We would like to start you guys off easy with two videos of our enhanced movement that will play a key role in how you traverse the facility. The first video will be showing our mantling mechanic and will allow you to get to certain locations, parkour, and uniquely evade enemies.
Note: Please keep in mind though that this environment is a block-out development environment and the animation on the mechanics are all WIP that will be adjusted when we get our mocap suit next month!
Mantling:
Sliding:
As you can see from these two videos, you will not be restricted to running away from every enemy and will be able to use these two mechanics to get around obstacles and escape from anything that may be chasing you. Sliding through doors is also a mechanic, as you can see, and is awesome. These two mechanics are critical since the SCPs will, by default, be faster than you so running away is not a great option.
We are going to start showing off more and more gameplay mechanics as we progress through these blogs, so it is a great idea to sign up at the top of this page to get notified when we drop new content each week.
Next Week: We will be showing off even more gameplay, particularly with weapons and how those will work, along with some new SCPs that we just had fully modeled out. However, one of the big focuses will be an insanely cool concept idea we have that will fundamentally change the singleplayer campaign and we think is something you guys will like so do sign up for the updates above.
We did a Development Stream yesterday too, which can be found here and has a ton of cool information along with some commentary on how many of the items and mechanics in-game will work.
Hey there everyone! In this post, we are going to be talking about one of the most important zones within the entire game -- known as The Hub. No, not that hub, this one is less strange...
The concepts below are going to, at first, look a bit strange never fear! We are going to take a look at the entire facility to break down the idea into something that makes more sense.
Taking a look at this concept yields some overview of The Hub, which is the sphere suspended within the middle of the facility. This area is going to be where most of the leisure and very high-level administrative activities took place before the site was completely abandoned. The Hub is also the only direct line down to certain highly classified areas within the facility and will be a critical location for you to spend some time in since it will be a "safe area" for the most part and will lead you down into the deepest levels of Site-113.
However, this area is going to house a lot of the items you will need to be able to continue your adventure through the facility but also will serve as a way for you to customize some aspects of the game as you see fit. The concept below is going to show off what the inside of The Hub is slated to look like, along with some areas of customization you will have.
Breakdown - Hub Interior:
So, taking into consideration the spherical shape we saw in the concept above, we can see that The Hub is going to feature a certain style unlike anything seen in an SCP game. It's an incredibly unique environment that served as the main point of leisure activities for personnel since they are many, many months away from their lives back on Earth.
In the concept, you can see the multiple levels and areas that will be present in this section of the hub, which will be the main section and will serve as the area you will more than likely visit most to keep your gear in check and gather your objectives throughout the game.
In this zone, there will be all sorts of interesting environmental pieces ranging from mini-aquariums to hollow tables for you to see mission objectives on -- since this area is one you will be coming back to and will serve as a way to give you information. However, this area also is going to need some repairs since it has been sitting and will give you a chance to customize some parts of the environment with certain items you have either found or can obtain from a catalog of items that will be available and useable with the Fabricator.
For those who are or will become Patrons and Kickstarter supporters, though, will get expanded customizability from a greater array of items that will allow them to show off their support since these zones will be unique to each player and are planned to be a gathering space for players in multiplayer matches! So, supporters will have a fantastic way to show off their support for the game and will be able to make sure everybody else knows about it. (You can donate here)
The images down below are going to detail some of the other areas that are planned to be in The Hub for you to store certain objects and also explore for resources.
Breakdown -- The Hub Subsections
The Hub is going to be fairly large of course, but not massive to the point where it is simply not achievable. The scope of this zone has been carefully crafted to allow for the maximum amount of customization (especially for donators!) and exploration all within a very precisely defined scope.
However, the subsections pictured above are the Meeting Room, Museum, and Lounge respectively. These are all going to have certain parts to them that you will find out as you explore the area and find your unique items. These areas are going to be, for the most part, relatively safe and will allow you to finally take a breather from the horrors that have been stalking you relentlessly -- although it might not be a good idea to 100% rely on that...
Keep in mind that this zone was very lively since it was indeed the most frequented section by staff for spending their leisure time, so there will be lots to explore and maybe even special items left over after the site was evacuated, so exploration is highly encouraged in this zone specifically.
Next Week:
This next week is going to be super cool since we are going to be going over some of the newest weapons and maybe even show off a little bit of our in-development gameplay footage for you guys to finally see! It should be a really cool update since it will give you the in-game glimpse you have been desiring. So, make sure you sign up for notifications by clicking at the top right of this page and signing up for an account!
Also, if you'd like to get our Patron-exclusive weapon skin, then head over to our Patreon and snag that by donating $20 or above this month only! You can find that by clicking here https://www.patreon.com/hststudios
Hey there everyone and welcome to this week's post! We will be talking about some of our newest concept designs for the transport ship, flamethrower, and ending it off with our newest Patreon-only weapon skin!
Transport Ship:
Above, you can see our newest addition to our fleet of concept designs for the transport ship. This ship is going to serve as one of your starting locations (hint, hint) and will also be featured around the game in various ways. The most notable will be in The Hunt and will serve as one of the locations in which your team can plan how you will deal with the SCPs that you'll be facing.
It will also act as a supply ship to give supplies throughout a round.
Inevitably you will come to know it most in the singleplayer mode, but you will find out more on that in future content updates so do not fear! As you can see in the pictures above though, the ship is quite spacious and is also capable of extremely long-range flight thanks to special technology that was derived from a specific SCP object located within the facility. This ship will become very familiar to you as you play the game, so make sure to thoroughly explore it and make use of everything you find within it!
The Flamethrower:
Known lovingly around Site-113 as the "Phoenix", the flamethrower will serve a huge purpose through the later portions of the game, as well as being a particularly good deterrent against pesky SCP instances that are otherwise very resistant to bullets. This weapon outputs an inferno that reaches well over 1500 degrees Celsius thanks to an advanced fuel compound and special shielding for the barrel created within the facility. This is hot enough to melt even the toughest of obstacles and will be incredibly useful in combat scenarios. However, due to the insanely hot temperature the weapon reaches, it must cool down after short bursts. These cooldowns can leave you very exposed, so make sure you do not leave yourself too vulnerable after laying down a barrage of liquid carnage. This weapon may be very fun to use, but do remain cautious of your fuel reserves, since fuel for this weapon will be rather rare
Exoatmospheric Suit Armor:
As most of you know, customization and upgrading are going to play a large role in Fragmented Minds. With this in mind, we made sure to give customization and upgrades to the suit you will be wearing in the single-player, and pictured above is an armor upgrade that will be available for your suit. This will give a higher degree of protection than normal and will protect against certain threats that would otherwise do a ton of damage to you. There will be more of these concepts shown off shortly which will feature different types of alterations you will be able to do to your suit, each with their own effect on your stats and will be great for preparing for certain situations that will occur around the facility.
Patreon Weapon Skin:
For those of you screaming at your screen asking how you can get this skin, we cast no judgment since it's understandable, but you can acquire it for being a donator or continued donator for August! For those of you who are already Patrons, we love you first off, and all you have to do to get it is just remain at your tier through August (as long as it's $20 or above). Skins like this will also be available in September and anybody who is a current or new donator at $20 or above for September will also get the skin associated with that month.
Besides the Patreon, the only other time to get this exclusive skin will be the Kickstarter, so if that interests you then do follow our Kickstarter page here:
Patrons will be getting their special monthly post in the next couple of days which will feature some cool stuff, so if you want to check that out then subscribe to a tier today to get the weapon skin and see everything we have shown off so far! We also post special content there and do polls for what people would like to see in the game, so it is a worthwhile place to check out.
However, check back on this website frequently since we will be revealing our Creature Log, which will be a tab in the top right and will contain which SCPs we currently have and how they are going to behave in the game. It is also accurate to our game lore, so those of you who enjoy that stuff should find it pretty interesting.
The post next week will likely feature the new zone called The Hub, which is one of the most detailed zones so far and will be one you will become very familiar with, so make sure to check on these announcements weekly! Thank you all for reading, and I will see you all in the post for next week!