Today we’ll be releasing the new 1.31 build to our experimental branch. This update address some issues, adds some really cool items and does some background priming for our upcoming builds that will feature some big game changing mechanics.
This is just a quick update for anyone interested in helping the team test out the experimental build before it hits default later this week. If you’re interested follow the steps below to join the branch (you can always go back to default). Please check against changelog below and report any issues found directly to the team via the official Discord.
We will be doing a full length blog and vlog later in the week with the default release of build 1.31!
How to get into experimental branch:
Open Steam and go to your games library.
Right click on STN and select "Properties"
Navigate to the "Betas" tab and select "experimental" in the drop down menu.
Close the properties window.
You will find a single experimental server titled EXPERIMENTAL_SERVER. Join this for some testing.
The Flamethrower!
We’ve really wanted to add some new weapons for a bit now. We’ve really, really wanted to add a flamethrower. Andre has in 1.31 and it’s a whole mess of fun. It accepts propane (propane filling stations coming soon). It sets stuff on fire, it stops zombies dead in their tracks and you can totally use it to light fireworks, stoves, campfires etc.
Military Truck
You’ll now find a big ol' flatbed at the military base. This vehicle handles off-road well and has a large bed for storage.
Military Truck
Cargo Area
Patch Notes - Experimental Update
Weapons
Added flamethrower!
Traps
Propane tank now has 200 resources
Propane fire trap uses resources 10x faster
10 resources are added/removed at once when adding/removing resources from the fire trap.
Melee
Reworked melee to improve hit detection and overall 'feel' of the system.
Vehicles
Added new military flatbed truck.
Added 4x4 military jeep variants.
Prison bus no longer flies away.
Improved interaction with vehicle wheels.
Inventory
Fixed duplication issue with containers
Zombies
30 zombies can now chase the player instead of 25.
Tweaks to zombie behavior when there are more than 20 chasing the player.
Hordes no longer come while at POI's
Crafting
Removed airhorn from airhorn trip wire trap.
Environment
Fixed several floating rocks in the environment
Aligned chimney on house variant 4.
Moved the generators in the military facility so they can power the doors with out the needs of meter/breaker panels.
Fixed visible spawners in the drive in movie theaters.
SFX
Improved commercial generator sound
Props
Tools and weapon drops no longer cast shadows when on the pegboards.
rear of the pegboard is no longer invisible.
Textures for the 9mm ammo crate now shows correct ammo type.
Just the usual with more bug fixes. I was going to start reducing the frequency of these but someone reported a nasty bug where placing water up high would flood the entire world on reload!
Since the bugs are starting to reduce in severity though I’ve also added some smaller QoL features as well.
New Features
Created breaking versions of the hay beds
Added a FOV slider
Added a brightness slider
Balancing/Changes
Fixed sandstone not dropping its cobbled version
Changed the functionality of the discard grid to destroy items instead
Increased how much stone, stone elementals drops
Changed flying golems drop from cobblestone to mountain cobblestone and increased how much it drops
UI and Wording Changes
Updated the wording of some achievements to prevent confusing of thinking the first milestone is everything needed done
Improved the text size of the structure builders help text
Attempted to defensively fix UI backgrounds disappearing for crafting/cooking but the rest being ok
Bugs
Fixed pickups sometimes spawning as though in no light
Updated hedges to render their outline as a cube instead of their leaf decorations
Fixed hedge leaves looking dark if they are not the top block of a tall hedge
Changed how pausing works to be a tiny number instead of zero. This hopefully fixes a rare graphic glitch were the screen turns white
Added a better wrapper for an error thrown around upgrading totems
Fixed wisps not being unloaded once it turns to day, leading to being able to find them during the day
Fixed loaded chunks not properly resetting the water heightmap. This is likely the cause of fish sometimes seen on land
Fixed an error thrown when exporting a character/world that already exists
Fixed water placed above sea level and without any surrounding blocks from utterly flooding the world!
Fixed ambient occlusion, reflection and chunk draw distance settings not being saved/loaded properly
Ready to take on a thrilling challenge? To the Rescue Events offer an adrenaline-filled experience that will test your skills and endurance. Conquer five challenging levels and you'll be rewarded with an exclusive prize – but if you fail, you'll have to try again! Get ready for an unforgettable adventure – it's time to put your skills to the test!
The time of the event is based on the time on your PC, and the duration may vary slightly from the duration of this announcement.
Another patch day is here! This will be last patch before the Epic Games platform launch on Thursday.
This patch includes upgrades to the Cauldron which means more rewards for everyone!
Cauldron Improvements • Cauldron now has a base 1% chance to get an additional reward as if you completed your brew twice. • Cauldron starts at level 1. • As brews are completed Cauldron gains levels which increases the chance to get additional rewards. • Legendary Pet Satrio added as a Cauldron exclusive item. • Legendary Scrolls which give 30x odds and 9k Tome XP (3x what a Blessed Scroll gives) added as Cauldron exclusive items. • Cauldron can be permanently upgraded to reduce the number of days required to complete Brews. • The Arcane Cauldron upgrade will convert any Blessed Scroll rewards into Legendary Scrolls.
Improvements • General improvements to downloading, loading, and unloading assets.
Bug Fixes • Fixed Cauldron bug where the final progress claim wasn't granting town points. • Updated Necromancer/Retributionist's action description when reviving a Tavern Keeper to be Drink instead of Distract.
I'm sorry to everyone who plays the English version, unfortunately version 1.5 will take a while to be released in English. But you could enjoy the best version 1.0 for free.
The reason for this is: Only 0.7% of game users used the English version. Therefore, I decided to focus on my Brazilian audience first, which makes up more than 95% of the public.
In the next few weeks I will release a complete update for you.
Sorry for the inconvenience and thanks for waiting.
Welcome to our latest Developer Log! This one special, as we celebrate SCP - Containment Breach's 12th Birthday, announce our participation in FPS Fest and.. a new update? Let's dive in!
Happy Birthday, SCP - Containment Breach!
April 15th marks the 12th birthday of SCP - Containment Breach, a game that has thrilled and chilled a legion of fans with its unforgettable, eerie atmosphere. First and foremost, SCP: Nine-Tailed Fox is a survival horror game that carries forward this legacy, built originally as a modification for SCP - Containment Breach. Thanks to the groundbreaking path laid by the original game, SCP: Nine-Tailed Fox continues to immerse players in a world of suspense and supernatural terrors, proving that the spirit of the original game is alive and more haunting than ever.
As we celebrate this milestone, we salute the original creators and the vibrant community of fans and modders who keep the corridors of SCP eternally spine-chilling. Their passion and creativity fuel the evolution and expansion of this dark universe. Here's to many more years of survival horror excellence and innovative community-driven storytelling!
Participation in Steam’s FPS Fest
Second - SCP: Nine-Tailed Fox is a First Person Shooter that stands out for its immersive gameplay and heart-pounding horror elements. We are excited to announce that our game is participating in Steam's FPS Fest, showcasing the intense and unique experiences that our title offers within the shooter genre.
This festival is a fantastic opportunity for both new and veteran players to dive into the chilling world of SCP, bringing together fans from across the globe. As you navigate the treacherous environments and confront the unknown, remember that each moment in SCP: Nine-Tailed Fox is a test of both your survival skills and your nerves.
Update v0.2.10: Stability, Performance Improvements and More!
Because of the reasons above, we decided that this is a great time to release an update for SCP: Nine-Tailed Fox. Originally, most of the bug fixes were intended for release in version 0.3.0. However, as development extended beyond our initial timeline, we received numerous bug reports from our dedicated community. These issues ranged from minor glitches to critical, game-breaking problems. Given the impact on gameplay and in our commitment to delivering the best experience possible, we decided it was crucial to address these issues.
As a result, we've decided to backport fixes from version 0.3.0 into this update, aiming to enhance stability, improve performance, and ensure that all players have a smoother and more enjoyable experience as they navigate the eerie and unpredictable halls of SCP: Nine-Tailed Fox. We appreciate the community's patience and invaluable feedback. Thank you for helping us make SCP: Nine-Tailed Fox the best it can be!
Apart from regular bug fixes, this upcoming update brings a variety of notable changes. Here’s what to expect in version 0.2.10:
Integration of dgVoodoo
For the past four months we’ve been testing out the addition of dgVoodoo into the game on a separate Steam branch, aiming on fixing the game’s poor performance on newer GPUs. The tests turned out to be really successful and thus we’ve decided to officially add this library into the game.
Map Size Reduction
We've heard your feedback loud and clear! Many of you mentioned that, while the facility's vast size was impressive, it sometimes felt too cumbersome. In response, we've scaled down the map sizes across all three zones:
The Entrance Zone now measures 9x9 units, down from 12x12.
Both the Light and Heavy Containment Zones are now 12x12 units, reduced from 18x18.
We hope these changes will enhance your navigation and progression through the facility, making for a smoother and more enjoyable experience.
An example of new map size in the Entrance Zone. Interesting how the map was generated in a shape of jack-o'-lantern!
Soft Lock Fixes
Changes have been made to room layouts involving SCP-513 and SCP-966 containment chambers. Previously, these rooms were shaped in a 3-way configuration with one way locked behind a keycard door, which could lead to a soft lock situation if players lacked the necessary keycard.
New locked entrance in SCP-513's containment chamber
The rooms have now been redesigned into a 2-way corner room to prevent such issues and facilitate smoother gameplay transitions.
Disclaimer Screens
To better inform our players and ensure safety, we've added a new disclaimer about potential seizure risks due to elements like flashing lights or muzzle flashes from weapons. This is particularly important as we welcome many new players to the game.
Disclaimer with the seizure warning
We've also included a reminder that SCP: Nine-Tailed Fox is still in Early Access. This serves to clarify that the game is not yet complete, and continuous updates and new content are still to come, countering any misconceptions about the game’s development status.
Critical Bug Fixes
As a final significant update in this version, we have addressed several critical bugs that were impacting gameplay. Here are some of the key fixes included in update v0.2.10:
For Singleplayer, we’ve resolved an issue where starting a new game could freeze due to a map generation bug. This fix ensures a smoother start and consistent gameplay. Also, we’ve fixed performance issues with the S-NAV Navigators, enhancing their reliability and functionality during missions.
For Multiplayer, we’ve addressed a persistent issue where, after extended play, clients would not be able to see items scattered around the map.
We are continuously working to identify and resolve issues reported by our community, and we appreciate your continued feedback and support.
"But wait! Where is version 0.3.0?" you might ask. The answer is that it's still in development. Good news is that soon we are going to show more details about it! Stay tuned for that!
Community Artwork
As a tradition for the Developer Logs, we want to share some artwork that was made for the game!
We've decided to backport fixes from version 0.3.0 into this one, aiming to enhance stability, improve performance, and ensure that all players have a smoother and more enjoyable experience as they navigate the eerie and unpredictable halls of SCP: Nine-Tailed Fox.
We appreciate the community's patience and invaluable feedback. Thank you for helping us make SCP: Nine-Tailed Fox the best it can be!
GENERAL
Added dgVoodoo library (by Dege) as an attempt to fix crashes and performance issues that many users with modern AMD and NVIDIA GPUs encountered.
Added disclaimers at the beginning of the game, warning about the game being in early access and seizure warnings.
Fixed poor performance with text, caused by the localization system.
Fixed loading screens image size getting bigger with each loading screen appearance.
Improved the performance of some GUI functions.
An attempt to smooth out the mouse look.
Some memory usage optimizations and fixed memory leaks (many of which are fixed by Jabka).
Fixed an issue with USP where the model was incorrectly mirrored.
Changes related to launcher:
Added the ability to select GPU, replaces the graphics mode dropdown menu;
The fullscreen mode now applies only if game resolution matches monitor resolution.
SINGLEPLAYER
General map generation improvements:
Fixed a bug that caused the game to freeze upon starting a new game, caused by the map generation failure.
Fixed softlocks in SCP-513, SCP-914 and SCP-966 containment chambers.
Decreased the map size for Entrance Zone from 12 to 9 units;
Decreased the map size for Light and Heavy Containment Zones from 18 to 12 units;
An attempt to fix the map layout of LCZ and HCZ being identical.
Weapon related changes:
Fixed a bug with shotgun where it could be turned into a rifle by spamming the reload button;
Fixed the guns shooting if player has an item equipped from the inventory;
Fixed Radio Transceiver channel switching not working because of weapon selection;
Player now holsters the weapon when using S-Nav or Radio items and brings the weapon back when the items are not in use;
Fixed the player using iron sight after discarding an item with the right mouse button.
Many improvements for S-NAV Navigators:
Generally optimized the code for S-NAV Navigators;
Fixed performance issues caused by S-Nav Navigators due to duplicate rendering logic;
Fixed S-Nav Navigator Ultimate crashing the game if SCP-173 or SCP-106 where contained or do not exist;
Moved the SCP circle detection right where the player's triangle position is located.
Improvements in Pocket Dimension:
Fixed trenches. They now work just like in original SCP - Containment Breach;
Fixed fog colors in some cases, as well as fog color change after loading a save file;
Fixed decals not appearing after leaving Pocket Dimension;
Fixed a game crash when leaving Pocket Dimension caused by failing to find a good room to teleport to.
Many fixes for SCP-970 room:
Fixed occasional game crash related to items in the inventory;
Fixed the updating code for doors when player is going through the doors inside the room;
Fixed camera hiccup when going through doors;
Other minor fixes.
Fixed a game crash when player gets fully infected by SCP-008.
Fixed the gamemode reset after loading a save file while having Classic Mode ticked/unticked in the New Game tab.
Fixed a bug where SCP-427 was not applying any effects on the player (by HonestResolv3).
Fixed player falling down through metal grates in the grated hallway room (room2_pipes_1) after loading a save file.
Fixed SCP-1048-A reappearing in some conditions when the ear bear suppose to be hidden.
Fixed SCP-096's idle ambient sound playing even if player teleports far away.
Added a small delay for D-Class before they start shooting.
Fixed a bug that caused the player to load into a new zone if player dies or gets kidnapped by SCP-106 in the checkpoint room.
Fixed a bug where the light sprites would be drawn in the room where player died if player respawns far away.
Fixed a bug where the announcements would play even if player hasn't open the Gate A blast doors yet.
Fixed blood decals from the Entrance Zone lockroom (lockroom_2) appearing in other 2C shaped rooms.
Fixed MTF teammates sometimes getting stuck at the Entrance Zone checkpoint.
Fixed SCP-049's catwalk event in the four-way room (room4_1).
Fixed medibay (room2_medibay) props being untextured.
Fixed SCP-012's paper glowing inside its chamber.
Fixed the smoke appearing in wrong places in the tunnel room (room2_tunnel_2) depending on room's rotation.
Optimized and improved the code for events in following rooms: SCP-173 containment chamber (cont_173), SCP-500 and SCP-1499 chamber (cont_500_1499), Toilets room (room2_toilets).
Some code improvements related to doors and buttons.
MULTIPLAYER
Added text filtering to the server list (this includes server name, gamemode name, and the map).
In Waves, an attempt to fix items breaking and glitching during the Multiplayer playthrough.
In Waves, moved the fuse sprite a bit higher to not obstruct the model on the floor.
In Waves, fixed a bug where dying by a tentacle would not count up as an actual death.
Fixed player tags not appearing for users with AMD GPUs.
...and other small fixes and improvements overall.
KNOWN ISSUES
Brightness setting and blur effect currently aren’t working at all.
On some computers, the blinking fade-in can be bugged and appear semi-transparent.
LamLam’s Japanese localization crowdfunding gift—emoji*10 is officially on sale. This dlc contains 10 emoji of Lam Lam's characters. All income will be used for Lam Lam’s Japanese localization project.
Another small update today: - Fixes an error case, that we were able to track down due to improve logging from the previous release. - Properly hide the 'New!' label on the armory, when you already have purchased all mods. - Fix an issue that was preventing multiple mods from being unlocked back-to-back for the same level-up.