SCP: 5K - Aden
Since the last major update released, we’ve had a couple of primary goals for Update 3!

CHAPTER SYSTEM
One of the biggest and most requested features for the game is better checkpoints — both for restarting on losing the game and for coming back to in a later session. While we do not plan on full-state saving, as this is a session-based game, for this update we are introducing a basic chapter-based system and splitting the current Area-12 map into two chapters. The map has been growing massively in a short amount of time, and in order to facilitate both narrative requirements moving forward, and a checkpoint system–the ominous task of splitting up Area-12 has finally been set in motion.

When joining a server for the Area-12 Campaign, you will be able to select (or vote for) between Chapter 1 or Chapter 2. You will also be able to select them from the Private Game section in the main menu.



POLISHING THE SCREEN ANOMALY
Our inception of SCP-7528 (the “Screen Anomaly”) was received well across the board, but while watching the community and content creators play the section, we noticed players consistently being confused or overwhelmed by the anomaly’s behavior. We’ve taken the time to do some more polish on the anomaly’s behavior and visuals.

Specifically:
  • The anomaly now chases players more consistently and less closely, only moving if its sightline is obstructed or if it is too far.
  • The anomaly is more likely to stick to one player at a time, picking each team member off, rather than getting confused by many pieces of stimuli.
  • The anomaly can now hear sound, based on the distance to the nearest screen. Sprinting through the area may not be such a good idea.

Additionally, we aim to make the objectives more clear in the Forde Education Center.

What’s Next?


UPDATE 0.13
Update 0.13 is all about the horror atmosphere and narrative. Additional game mechanics will also become more and more prominent, such as the aforementioned Chapter System, armories, and respawning. A lot of the atmospheric horror elements will tie directly into the narrative and build on audio and lighting substantially. We’ll begin mapping out our side objectives now that the map is split and restructuring beyond the initial early access iteration. There will now be a lot of lore and collectable items hidden throughout environments in the form of secrets. In terms of narrative this will begin our setup for Act 1 of the Area-12 campaign narrative. We’re working on a prologue that will tie into this later, but for now you’ll still get to experience our new starting area for Chapter 1 of Act 1.





Beyond Update 0.13...


WORLD BUILDING
Future updates will continue expanding on narrative more quickly, adding in monsters that we’ve been developing behind the scenes as well as new environments. We will be moving into Act 2 much sooner than you think and beginning to meet not just the new monsters, but also characters and D-Class that will play a significant role in the SCP world we’ve been building at Area-12. Even in Act 1 players will have a chance to see and learn about this universe in a way that has never been done before.

ANIMATIONS AND TACTICAL GAMEPLAY
We’ve been beefing up our animation team as we move towards not just improved animations, but also adding things for the tactical experience such as vaulting and prone. All of which have been motion captured, cleaned up, and are currently being tested in-engine.



GEAR AND GAME MECHANICS
We also have exciting new developments coming to utilize the journal system more and account for new types of gear that will have an impact on both the respawn system, and how you interact with… weird stuff. Safe to say our mantra is currently “make it scary and make it weird”.


GAME MODES AND NEW MAPS
We haven’t forgotten about our other game modes though: we’re utilizing something we have been calling our “intermission maps” to help develop some of those other game modes without losing traction on finishing our narrative campaign, The sooner we finish the main campaign, the sooner we can focus on all the exciting DLC missions in the future. Intermission maps serve as a type of breather or scenery change to separate and transition between Acts of the Campaign. EX: Act 1, Intermission, and then Act 2

More specifically; our first intermission map will take place in an isolated and sterile landscape outside of the United States. Without spoiling too much, it will be very horror and SCP focused utilizing the concept behind the Wave Survival game mode. It’s a very special map to us taking direct inspiration from the works of John Carpenter. It’s also the first time players will get to see and play as a new faction other than the Unusual Incidents Unit (UIU).


CLOSING NOTES
That’s all for now, thank you for tuning in! Keep your eyes peeled for future update posts.

Ad astra.
Antipsychotic - equalsonics
Ending sequence updated.
Performance optimizations.
Aug 29, 2023
It Belongs in a Museum - Prof-Jay
Good Morning.

This is just a small change in the first eternal temple level. I made it a night time scene as I liked it better that way and I covered up the hole in the floor behind the starting area that leads to the skull key. It was annoying me that I could not jump the gap.
Kingdom Incremental - royalgoosestudios
New Features:
Added Recover burnt building unlockable system
Added Hold to click
Added a Select All button to the improve tab
Added a next Tier countdown indicator
Improvements:
Dragons now appear over the clouds
Updated the goal UI with a progress indicator
Changed goal text to be more clear
Trees and rocks are now removed on click even if you don't have inventory space
Removed the feedback notification
Decreased Goblin notification frequency
Lowered check opening requirement for achievements
Improve building list now gets sorted when selection changes
Lowered the number of upgrades required to unlock the next tier
Updated auto build's tutorial dialog
Bug Fixes:
Rebalanced time skips to outpace temple production eventually.
Fixed camera speeding up when time is multiplied
Disabled WASD when typing in UI
Fixed max hire only hiring 1000 workers
Fixed auto build destroying player-built buildings
Fixed bug where repeatedly opening the upgrade tab affects the number of upgrades required for the next tier to be unlocked


Unbearable - Farelas

A whole new level is added, this will deepen the narrative and add a boss fight.
Some assets are improved and changed, this to improve the general atmosphere of the game. (Especially the part of the psychiatric).
New weapon added: katana.
Possibility to block even with guns and impact reactions with them.
Ability to change screen resolution.
Basic enemies are changed.
The AI ​​is improved and combats are adjusted.
Jumps are removed, now these will be done automatically or when interacting with an edge.
Some lines of dialogue are improved.
Optimization is improved.
Improvements in materials and textures.
The voice memo recording is changed.
More enemies are added overall to the game.
Credits are added.
Error correction.
Aug 29, 2023
Escape Z - Atlas
Hello everyone, survivors!

Today I am excited to share with you the latest developments regarding Escape Z. I am working on adding a new language to the game: Italian!

    Curated Localisation
  • I am working hard to ensure that the translation is accurate and as precise as possible. Some words will probably remain untranslated.

    How to Change Language
  • To select Italian as the language in the game, all you have to do is open the game. If you have the operating system in Italian, you don't have to do anything else.

  • New languages will be added in the future.

Thanks for your support and commitment to survive the apocalypse with us!

The "Escape Z" Team
Aug 29, 2023
My Village Life - PapucsGames






  • Improved textures on the TomiKapa:



  • New Vehicle Fixer system on the new Pia trailer truck: Now you can deliver vehicles on the trailer truck without they as fall down
  • Added required systems to new Pia trailer truck to deliver two wheeled vehicles on it:Now you can deliver two wheeled vehicles without problems on the new Pia Trailer Truck






  • Fixed Distillery Business buy under 500k
  • Fixed TomiKapa's totally game crash bug
  • Fixed standard Rusty Axe pick up at main house
  • Fixed vehicles doors open hud size problems
  • Fixed the terrain heights at x:-2109 y:0 z:-369 coordinates
  • Fixed the vehicle's wheel skid marks if you transport on Pia trailer truck




Dev message:
Some of you indicated that the new PIA Trailer Truck disappears from where you was left when saving. We tried several times with some players to find out what could be causing it and we came to the conclusion that these players probably do not have enough vram to reenable the vehicles(this run once at saving).
Why hasn't this happened before?
The newly added vehicle optimization system causes a lot of fps improvement, but during the save, all vehicles are turned on back and save itself, and since the trailer truck is the last on the list, it cannot load when the vram is full.
We will try to improve it in the future if we can!

Have a good game MVL players!
QUICKDRAW - AJ
General Changes
+) Redesigned an existing character: NYX +) Added a second punish for QUINN +) Added tie rounds when both players hit Straight Shot on the same frame +) If the players tie when they're both on set point, the game will end in a tie +) If only one player is on set point when a tie round occurs, the game will not end and the player who is not on set point will gain a round +) Normalized the heights of jump shots across the cast +) After executing an action, you can now buffer your next action 6 frames before the current action ends
Bug Fixes
+) Astrid’s punishes will now cause a screen shake on the final hit +) Pressing punish during the buildup no long triggers a fail state +) Holding backspace/select when the game isn’t paused no longer brings you back to the lobby
AJ
Game Designer, QUICKDRAW
Aug 29, 2023
Champion Battlegrounds - John's Project
This project is on hold as, while developing, I've realized its vision surpasses my current skills and budget.

I'm improving my abilities on side while developing other projects to bring this masterpiece to life in the near future.
Aug 29, 2023
CONCLUSE 2 - The Drifting Prefecture - T Allen Studios
Todays patch includes one important fix to the hotel exterior enemies along with another minor change to the main menu:

  • The first enemies after getting the axe will now stay downed in their 'seizing' state for a prolonged amount of time to encourage the player to continue past them. They were immediately getting back up to attack the player which was not intended but a side effect of changes we made to our 'base enemy' that all individual enemies inherit behavior from.
  • We have modified the credits when accessed from the main menu to play faster. The end game credits were not affected by this change.

As always thanks for the continued support! We'd love to see more screenshots, videos, artwork, guides, and reviews in the community if any of you amazing players feel so inclined to share any of the above!

~ Tyler and Jon
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