Our latest update 0.14 just released a couple of days ago, and we'd like to thank you all for your support and feedback.
We'd like to give you a picture of what you can expect soon for SCP: 5K:
There was a number of bugs, issues and crashes that we missed in our testing of the update. Most of these have been fixed in our internal development build of the game, and we are preparing a hotfix for release imminently so you won’t have to wait long.
Next week, you can expect to see the update and re-release of Affray Interactive’s roadmap on our website, which outlines the features and content you can expect to see in the future for the game.
In addition to the hotfix, our development is currently split between multiple updates for the game:
A patch for 0.14 (0.14.1) that adds additional enemy placements, adds some content that didn't make it into this update, and responds to feedback and fixes as well as some more complex issues introduced in the update.
Our next major update, 0.15, which will contain more content, polish, and features
Some elements of the team are going forward to create prototypes for areas much further into the campaign, to smooth out our pipeline in the coming year.
In the near future (We aren't allowed to release the date), SCP: 5K will also be on sale!
0.14.0.157 Patch notes (Coming Soon)
Fixed inspect not working due to reload checks - added an alternate code path and output for inspecting
Fixed Breakable Glass in transport bay not replicating to clients
Disabled generate overlaps on some moving components to improve performance and reduce hitches
Fixed guards trying to walk through shutters in some scenarios
Disabled collision on small splines in dorms area
Reduced collision complexity on some assets to reduce loading time
Fixed a crash from door squid access when unloaded
Fixed a crash from invalid timers in door squid
Fixed a crash on dedicated server in prison, disabling audio functions on server
Fixed a crash resulting from SCP-173-B's Chances system
Fixed a crash in SAI target detection
Fixed a crash when computing sight distance on a ranged weapon before its data was loaded
Fixed a crash from lifts
Added garbage collection to components in attachments to fix a crash
Potentially fixed a crash in consumable component end play
Fixed Mechanic Room spawn having spawn nodes at the top floor
Fixed soldier AI being blocked by player blockers
Fixed ammo cabinets not re-closing when leaving in wave survival
Fixed SCP-1262 Spitters not responding to suppression
Added LODs to assets that were missing them in dorms, improving performance on some systems
Fixed crashes on dedicated server for electronic lift and level streaming
Slightly reduced bark line audible range
Added unique attenuation to bark lines to absorb sound more over distance and through walls
Slightly increased time to hit on AI and increased noise to make larger AI counts more balanced
Disabled tick on many objects that do not need it
Disabled tick on FMOD audio components when they are not playing
Disabled overlaps on many objects to reduce physics and level streaming time
Made dead bodies use simplified collision
Fixed keycards being single use
Fixed an issue where the player could not use any button to continue past the splash screen
Fixed an issue where SCP-3199 would stop mid-charge and stand still
Fixed server map select UI map vote not properly indexing
Fixed map vote not working on collection maps
Fixed Map vote not concluding on correct number of players
Fixed crash from door squid killing an actor that no longer exists
Slightly reduced blur in night vision
Made "despawn 173 electronic" despawn all 173's in the case that one despawner failed
Fixed a bug where some walls could be walked through in water treatment and generator room
Fixed a bug where changing teams could cause a crash
Known Issues (Not fixed in 0.14.0.157)
The following is a (non exhaustive) list of known issues planned to be fixed in a future patch/hotfix:
UI may dissapear after dying
Players may experience poor performance on certain systems in the dorms area
Players may experience desync on elevators between client and server
Players may experience stutters when loading in large areas
Some large areas may take too long to load in on slower CPUs/Drives, causing the player to be able to fall out of the map if they are too fast
Dropped items on death will lose all of the players' reserve ammunition
Some AI Characters may still be active when in an unloaded area of the map
Players with heavy latency may experience empty magazines not being discarded
Customizing on a P2P server can cause clients to see floating attachments
Lighting can appear corrupted occasionally when loading into maps
Door Squid will occasionally not properly kill a character, while still ragdolling, causing an "out of body experience"
we are so sorry to have kept you waiting so long before the notice.
Finally, the launch schedule for Project Rayssus is imminent. We will inform you of the release schedule through a notice soon, so please pay a lot of attention and support.
And This week, ahead of the May 23-26, 2024 At the 2024 Play Expo at KINTEX in Ilsan, Goyang-si, Gyeonggi-do, Korea, It has been decided that our RS Games and Project Rayssus will participate in the exclusive booth.
We prepare a total of 10 demonstration PCs for demonstration play.
Our booth is located at the G01 booth at the entrance of Holl 4.
The booth arrangement will be carried out as shown in the draft below.
As much as I've made you wait for a long time, we're doing our best to trim it to the end.
Thank you and we hope in meeting us at the PlayX4 venue and so sorry to have kept you waiting for a long time.
We are forward Soon to Notice a Project Rayssus Release Date and Many Contents Update Coming
*** General *** - Fixed lots of text wording issues and typos
*** Quality of Life *** - Familiar breeder menu now closes after Familiar selection - Merchant menu now highlights the interaction hint when clicking an offer entry
*** Demo / Prologue *** - Fixed a bug that hid the input hints for new players - Quests 1 now correctly shows "Talk to Hildeguard"
*** General *** - Fixed lots of text wording issues and typos
*** Quality of Life *** - Familiar breeder menu now closes after Familiar selection - Merchant menu now highlights the interaction hint when clicking an offer entry
*** Demo / Prologue *** - Fixed a bug that hid the input hints for new players - Quests 1 now correctly shows "Talk to Hildeguard"
Fix for multiple crafting issues including - Double item being crafted - Camera staying inside while player exits caravan - Camera focusing on wrong crafting station
Collision fix in sugar farm Improved Inventory scrolling
Our latest MotoGP™24 patch updates Moto2™ and Moto3™ for the 2024 season, along with other fixes to enhance the racing experience. Read the patch notes below!
▪️ Riders & Bikes of the Moto2™ class has been updated to the latest changes of current season
▪️ Riders & Bikes of the Moto3™ class has been updated to the latest changes of current season
▪️ Skills of the riders of every category have been updated to better match real championship results
▪️ Fixed a problem with rider suits in podium cut scenes
▪️ Most of the Circuits have been updated with 2024 new sponsors layout
We are honored to have been selected by Digital Dragons as finalists for the Indie Showcase. On this occasion, we are pleased to present you with an update on our game.
Over the past few months, we have been working hard on new features in Unreal Engine 5.4.1:
We started creating landscapes using PCG.
We implemented AMD FidelityFX Super Resolution 3 and performed a lot of optimization work on the game.
We upgraded our game to the latest version of Unreal Engine 5.4.1, paving the way for amazing technological advancements.
We developed a modular house-building system, which you can see in the streamlined story mode of the game.
We implemented Nanite Terrain Tessellation, which includes 3D indentations in the terrain.
We changed the Tutorial location (improving descriptions and the location itself).
We improved other locations, and spring has arrived on Percival's map!
Additionally, we are changing the game's pipeline concerning NPC characters. We are in the process of implementing Meta-Human characters, which is why NPC characters are currently inactive.
We have blocked access to new locations - the story mode will be available later.
We also have a new feature! We created a new Benchmark mode to test computer performance! We are waiting for official UE5 support for DLSS and FSR to triple the frame rate :)
We are uploading the new version and heading to Digital Dragons! Adventure awaits!