Hey everyone, welcome back! It's been a while, but rest assured, we've been putting in some serious work into SCP: 5K. This latest update lays the groundwork for exciting narrative efforts that will soon find their way into the game — of which the narrative outline plans are now close to being relatively finalized behind the scenes. It's been a whirlwind period for us, juggling internal company restructuring on the Affray-end and the push for SCP.GAMES. There hasn't been a single slow day for our team!
But fear not, with this update, we're aiming to minimize the gaps between future updates. We've made significant progress on the groundwork, and the restructuring has given our overall efficiency a major boost. So, stay tuned and get ready to dive into the patch notes. We appreciate your continued support and hope you enjoy the update!
Added a sneak peek of SCP-840 (environmental, for now)
Added the Journal System, starting with some documents scattered across the facility
Added new Gore system (currently on soldier-based enemies), with blood spreading, pose-space decals, and gore meshes for accurate, positional gore
Fleshed out the Area-12 Cinema with the introduction of the Forde Education Center – with new objectives, content, and areas to explore
Added new Security Guard character models designed around the legacy of SCP - Containment Breach’s iconic design
Added new FBI UIU character models
Updated Outpost Axiom and its objective chain
Added first pass of in-game soundtrack.
Check out our submission for SCP-7528 on the SCP Wiki, it features a wealth of narrative we've been working on for 5K: https://scpwiki.com/scp-7528 (by Gabriel Kero, HarryBlank, and Placeholder McD)
GUNS
Added AUG
Added SA58 FAL
Added P320
Overhauled MP5
Added MP5SD and MP5K
Added MP5 Flashlight grip
Overhauled M1911
Overhauled Mossberg 590
Added PSO Sight
Added low Micro T2 mount
Added Wolverine PBS-1 Suppressor for AKs
Reworked M1014 to be the 7-round variant instead of 4-round
After this update, we will be slowing down on the production of gun-related content to focus more on environments, narrative, and SCP related content.
GAMEPLAY
Added canted sights to all rifles
Reduced fire rate of the stock MP5, increasing its damage to compensate
Added the ability to have pre-fire delay on automatic fire
Added pre-fire delay to LAMG, reducing its effectiveness as an all-round weapon
Made braced aim use the aiming sway instead of the hipfire sway
Moved locking to electronics from doors
Added keycard unlocking for certain doors
Added the ability for double doors to be broken down
AI
Added the ability for SCP-098 to eat bodies
Made SCP-098 flee and hide when threatened
Added the ability for Psi-Z Resonator to eat bodies
Added support for blending between crab movement animations and procedural
Improved crab walking
Improved targeting code for SCP-173-B
Made AI use automatic bursts by default
ANIMATION
Added new Third Person Animation system:
- Uses start and stop moving animations
- Better blending of weapon animations onto locomotion
- Better blending of shoulders and spine
- Improved braced aim animation blending
- Enabled TP hand IK (inverse kinematics) at all ranges
Added hit reactions and injured state to Psi-Z Resonator
Adding turning animations to the Psi-Z Resonator
Improved Psi-Z Resonator walk animations
Updated Pistol and Rifle Melee Animations
Updated M9, Tavor, Five Seven, AK, MK17, M1014, M19x, and M67 animations
Overhauled MP5 Animations
Added inspect to P90
Reduced forward ADS offset to reduce arm overextension
Improved melee hit timing
Added alternate grip poses to third person
Fixed foregrips being at wrong angles in third person
Added special empty reload animations for shotguns
Added support for grips on moving parts (i.e., pump-action shotguns)
Made braced aim and sprinting movement not affect sight alignment
Improved aiming transition
Made weapons switch to braced aim while reloading to improve sight picture
Added alternate grip poses to most rifles
Improved ADS fire with less latency and better responsiveness on auto fire
Improved recoil sway with sustained fire
Fixed stuttering on players even when they were nearby
VISUALS
Overhauled Muzzle flash visuals, with more impactful, performant gunshots
Added unique muzzle flash visuals for compensators
Replaced bullet casing effects
Updated scopes
Added the ability for attachments to inherit cosmetics from the items to which they are attached
Updated scope transparency
Improved reticle visibility
Updated Galil textures
Added depth offset to more materials for contact shadows
Added GTAO (Global Illumination)
Updated NVG (Night Vision Goggles) shader
Improved grunge shader
Updated camera shakes to be more consistent
Added camera shake for the fire selector
Improved holographic reticles
Improved telescopic sight alignment
Added custom bloom and lens flares, improving performance and visuals
Added subtractive fog volumes
Adjusted laser size when aiming at a distance, making it less prominent
Reduced smearing on grass
Updated grenade particles
Updated DLSS (Deep Learning Super Sampling) to 5.1
Improved blood splatters
Improved outdoor post-process
Improved grass material
Made the sky material opaque and added stars
Improved rain shader to react better to light
Overhauled keypad visuals
Replaced swing doors with new assets
AUDIO
Reworked most gunshot sounds across the board
Improved supersonic cracks
Increased the distance at which bullet cracks occur
Reworked bullet casing audio
Added bullet casing sounds for .45 ACP and 12-gauge
Reworked MK18 sounds
Reworked M24 sounds
Reworked LAMG sounds
Reworked Mossberg sounds
Reworked Stealth Hunter sounds
Reworked 1911 sounds
Added SCP-098 footstep sounds
Updated MP5 firing sounds
Redid M1014 handling sounds
Added unique fire selector sounds for AK74, NATO, P90, and SMGs
Added new footstep and gear movement sounds for characters
This patch is focused on the orb arena fights. I've given players more control over when they start, and made the fights more consistently intense. No more hunting down the last few stragglers!
I've also reduced some of the annoying traits of the enemy types and fixed an assortment of bugs.
And finally I adjusted the overall lighting of the world to give a little more contrast.
Please let me know what you think!
-MattWLA
Major changes:
Change how orb arena fights work: Players no longer need to hunt down last few stragglers. A high amount of enemies is kept stocked and players win when they hit a target kill count. Remaining enemies die and drop pickups for pickup extravaganza.
Changed how orb arena fights start: Players can activate instantly with button press, no longer proximity and wait based. All players on server need to activate.
Dimmed skylight, changed skylight color temp
Minor changes:
Limit 2 shield guys at once per arena fight
Reduced shield guy HP
Made shield guy look 50% more intimidating
Tweaked quest text for find the hoverboard quest
Slowed AR reload speed
Add sound to jumping units as they jump
Tweaked some ledges in first ruin
Lowered difficulty of second arena fight
Bug fixes:
Disable motion blur on fire particles (performance improvements near fire particles)
Can reliably interrupt shotgun and bolt action reloads
Fixed bugs where shotgun and bolt action would soft lock
HUD graphics are now immediately updated after binds changes
Fix countdowns counting down even in pause menu
Fix shotgun and sniper ammo going into negatives (not sure, untested)
Bugfixing: - Fixed an issue where refunding Skill points would not reduce the characters attributes, leading to unlimited stat allocation - Fixed an issue causing characters to appear permanently dead after they died in an Invasion, making them unavailable in future quests
Balancing: - Slightly reduced chance for traps to spawn in dungeons - Slightly buffed Shrine effects in dungeons
Features: - Added the possibility to turn the camera in combat formation / combat left and right with the Arrow keys (Left Arrow, Right Arrow)
We are excited to announce the release of 'Gemini: Binary Conflict' into steam early access!
The passion project from the creators of ‘Codename CURE’, Gemini has been a labour of love for a number of years. It's now finally ready for public release and we invite those who would enjoy a good scrap on a hostile alien planet to come and check it out!
Sling black holes at each other and slice people in half! Rebound projectiles around the corner and take down snot pelting gunships - or get shoved around by giant robots; to name but a few of the features.
With up to 16 player PvP, 5 player Coop or even just offline play with full AI bot support (plus a smattering of the five player class DNA that made CURE so fun), there's something for everyone when it comes to a battle arena shooter. Come and support our projects (both current and future) and join the action of an interplanetary war!
It’s been over 2 years since Dark Deity’s release, and it has truly been a wild ride. If you tuned into the Guerilla Collective Summer Showcase earlier this month, you would have seen that we are hard at work on the second Dark Deity! We are extremely grateful to everyone who has played DD1 so far and given us a chance to improve our skills and make the sequel better.
If you haven't seen it, we posted a developer statement speaking on many of the improvements we're hoping to make with DD2, which we think is worth a look if you played the first game and are curious about the second.
I will still be active and taking feedback for DD1, especially since it informs so much of how we're approaching DD2, so keep it all coming in!
Thank you I want to reiterate a huge and heartfelt thank you to everyone who helped make Dark Deity 2 possible. Thank you for all the feedback, all the support, and for putting us in a position to make a better game 2. We’re proud of the work we did with Dark Deity as our very first title, but we know just how much better we can do. We can’t have gotten here without you all, so thank you so much!
If you loved Dark Deity and are excited for a Dark Deity 2, make sure to check us out and wishlist us! If you want to be kept up to date with progress on the game's development and connect with our community, you can check out our Twitter, Reddit, Facebook, Instagram, or Discord!