
New Leader
Relic Categories
More Leader Skins
Relic categories added to the shop for newer players. There is a setting to disable this feature.
Chat wheel UI added
Match summary now has a dedicated button in the top right
Match summary feature added on relic hover, showing all duplicate relics
Match summary now properly labels dead Leaders
Match summary now shows Leader power indicator when relevant
Match summary now has a checkbox allowing you to enable/disable tooltips from showing on this screen
Cistern Basilica arena ambient sounds reworked
Shop reroll sound on first duplicate relic improved
Fixed Leader level power tooltips in the menu from showing higher than level 1
Fixed issue with Match summary not counting past 6 points
Fixed an issue where you could face the same opponent twice in a row
View all Leaders:
https://relicarena.com/leaders
New Leader: Montezuma II
Al Capone 3 Leader skins added
Alan Turing 2 Leader skins added
Genghis Khan 3 Leader skins added
Isaac Newton 3 Leader skins added
Joan of Arc 1 Leader skin added
Nikola Tesla level 5 Tesla Tower visual effects added
Nikola Tesla 3 Leader skins added
Rasputin power fixed to target the ally hero closest to the selected hero
Vlad the Impaler 3 Leader skins added
Vlad the Impaler voice lines reworked
Xerxes 3 Leader skins added
Xerxes level 3 changed to: Attacks reduce enemy spell power by 30% for 3 seconds (non stacking)
Xerxes level 5 changed to: Darken the Sky: 20% chance on attack to command the Immortal archers to unleash a volley of arrows at a random enemy hero for 150% of the attacker's damage as magic damage.
View all Relics:
Barbed Wire Super 2 attack damage from +10 to +15
Barbed Wire Super 2 now works on all forms of reflected damage (Viking Runestone, Viking Vanguard)
Barbed Wire Juicy damage per second from 200 to 180
Blade of Ramesses renamed to Blade of Ramses
Conga Drums Super 2 now also grants +15 movespeed
Devil's Bible mana to health cost from 200->150% to a flat 100% all levels
Devil's Bible spell lifesteal from 30->45% to 15->30%
Devil's Bible Super 1 changed to: Health Pact: gain max HP equivalent to 30% of damage dealt to self (for rest of round)
Devil's Bible Super 2 changed to: Blood Offering: gain 5% spell lifesteal during the round for every 500 damage dealt to self
Devil’s Bible Juicy visual effects added
F1 Rocket Engine now targets the farthest unit in range
Flamethrower visual effects added
Hand of Ramesses renamed to Hand of Ramses
Hand of Ramses damage from 100->160 to 80->155
Hand of Ramses damage per kill from 3.5->6 to 2.5->5
Hot Air Balloon damage threshold now works after reductions
Hot Air Balloon damage threshold from 400 to 500
Hot Air Balloon no longer triggers if unit is already Invulnerable
Hot Air Balloon Juicy zeppelin model added
Kevlar Vest damage threshold now works after reductions
Kevlar Vest damage threshold from 500 to 400
Matryoshka Doll AI changed to target farthest unit in range
Napolean's Boots radius from 300->400 to 400
Persian Carpet visual effects added
Radio Jammer Super 3 changed to: -40% heal power
Riot Shield Super 2 changed to: Counter Strike: 10% chance when attacked to slam enemies in 400 radius in front of you, dealing 250 + 5% max HP as physical damage
Seatbelt Super 1 now also grants 30 movespeed for 10s when a spell is blocked successfully
Seatbelt Super 3 attack speed per 10% HP missing from 25 to 30
Sutton Hoo Helmet Super 3 now also grants +20 movespeed
Tesla Coil damage from 50->100 to 30->80
Titanic AI now targets farthest unit in range
Titanic radius from 700 to 600
Titanic Super 3 now also grants +600 cast range
Titanic visual effects added
Viking Vanguard sound effects improved
Hey everyone!
Before diving deeper into what’s new in World 2, we wanted to take a moment to revisit the enemies that have been part of Emptiness Sire since the beginning 🚨 and who will continue to challenge players as the game unfolds. 🪓

Each of them was designed not only to test the player’s reasoning but also to reinforce the tone and rhythm of each encounter. Their behavior is part of the puzzle, forcing players to think ahead, observe, and adapt.
The Lancer
A close-range, stationary unit that attacks only in the direction it’s facing. Straightforward and predictable — but leave your guard down, and it’ll make you pay for it.

The Archer
A long-range unit that targets everything within its line of sight. Its vision can be blocked, but as long as the path is clear, no tile is safe.

The Stalker
Unlike the others, she waits. Once detection succeeds, the chase begins — a relentless pursuit that only ends if she’s blocked or stunned. However, a clever use of the Guardian’s shield can redirect her path, turning danger into opportunity.

Though you’ll encounter new presences in World 2, these familiar threats remain part of the growing tension — evolving along with the world itself. Each movement, each pattern, serves as a reminder: logic can save you, but hesitation can be fatal.
See you in the next update, where we’ll dive into the new entities emerging from the darkness of World 2.
— Team Oaks
Dev Update – System Overhaul in Progress
Now that I’ve mapped out how every part of the game’s logic fits together - from units and sectors to how modifiers influence them - it’s time for a full code refactor.
Over the last weeks, I built and tested all the core systems piece by piece: how modifiers check conditions, how they apply effects, and how different entities react under changing wartime conditions. With that knowledge in place, I can now rebuild the system for efficiency, clarity, and long-term stability.
This means streamlining how modifiers are processed, how conditions are checked, and how effects ripple across units, sectors, and events. Once this refactor is complete, the framework will finally be ready for the first real playtests — the moment where the whole logistics chain will run live for the first time.
It’s the quiet but crucial stage before things really start to move.
Support on Patreon: https://www.patreon.com/cw/FeysStudio
Welcome to Site-02 Transmission #11! In this post, we will be discussing and showcasing the new SCP audio stingers and chase themes that we have been working on for our upcoming 14.2 update, which will aim to vastly improve the lighting, music, and atmosphere of our game.
Before we start, let's provide context. Prior to the 12.0 update, we utilised the horror stingers and chase track from SCP: Containment Breach, “Bump in the Night,” by Kevin MacLeod. This was kept in the game for a long time and was never considered for replacement. However, during the refactoring of the Character Class Manager (CCM), which took place during 12.0’s development cycle, the code was disabled and was not reintroduced in that update outside of 173’s stare ambiance.
However, after the update, there was little time for our limited audio team to focus on the audio stingers. There were always more important audio effects that took priority, such as SCP-049’s ability sounds, SCP-106’s breathing and jumpscare sounds, the Experimental Weapons and their unique locker, and various Heavy Containment Zone sounds, including the Bulkhead and Waterfall.
This was a feature we always wanted to bring back and had written plans for. The original idea was to include it as part of a larger audio update, but we weren't able to dedicate enough time to fully commit to that project. It eventually became clear that the opportunity might not come soon enough, so we decided to make it a separate focus. Circumstances aligned favorably after 14.1; the audio department had no major tasks to complete, a substantial portion of the community was lobbying for the return of this feature, Halloween was approaching, and our audio engineer, Sixxy, was available to work. As a result, we decided we could make the reimplementation of stingers a priority for 14.2!
There are two types of audio that will play when a human encounters an SCP: horror stingers (this includes jumpscares) and chase themes. Stingers will play upon first seeing a SCP and have a few variants depending on how immediate the danger is (mainly evaluated from proximity to the SCP).
Chase themes play after a stinger and are a looping soundtrack that will continue for as long as the relevant SCP is still in line of sight. The soundtracks contain different layers which will be added and removed dynamically depending on SCP-specific conditions (such as being targeted by Good Sense of the Doctor from SCP-049, or being traumatised by SCP-106), but generally, all SCPs get their own set of chase themes.
Now, without further delay, let's dive into each of the individual tracks.
SCP-049’s themes were our first testing grounds. Due to Sixxy (the audio engineer behind all the stingers for 14.2) having past experience working with SCP-049 after creating all of their new sound effects during the 13.0 update cycle, we had a good base to model the theme around. As a result of that process, we also had some extra audio materials that could be integrated into the theme. Some examples include the ‘sirens’ for Good Sense of the Doctor or the sounds of crows for the jumpscare. SCP-049’s chase theme has two variants. The main theme consists of the baseline and drums, while the second layer plays only when the player is a target of Good Sense of the Doctor.
SCP-939’s track is designed to reflect the animalistic nature of a hunter. It uses drums and a guitar to create a tense track, giving the impression that 939 is always searching for the player, even when it can’t see them. It too contains elements of SCP-939’s gameplay sounds, with the whispers of Amnestic Cloud being layered into the chase theme alongside 939’s screaming for the jumpscare.
The chase theme for SCP-939 is one of the more complex chase themes, featuring three different variants. There’s the quiet variant, which plays when a human has seen SCP-939, but it is not aware of the human. Next, there is the more intense variant, which is used when the human has created a sound blip that 939 can see, such as if the human was running in 939’s view, firing a gun, or using proximity chat. Finally, the most intense chase theme plays when the human is within SCP-939’s close vision distance, which means that 939 can likely visually perceive the player, putting them in immediate danger. It will also continue playing for a short time after the player has left 939’s close vision.
It's important to note that these chase themes are based entirely on estimations using information available to the player. They primarily exist to provide tension, rather than definitively confirm whether SCP-939 has detected the player.
SCP-173’s audio is unique, as it was originally the only SCP to be given its own chase theme. The SCP-173 rework in update 11.0 included new ambiance sounds for when it is encountered and when it disappears/reappears. This was used as a base for the new audio sounds layered onto these effects, such as the jumpscare sound including elements of the original 11.0 sound effects with a more musical composition to them, and the chase theme having some of the ambiance effect subtly included in the base of the theme.
SCP-173 has only two types of chase themes that are both dependent on proximity to the player. The main chase theme will play when the player spots 173, and the drums are layered on top of the chase theme when the player enters the lethal range of 173. This layer of the soundtrack will stop playing if the player gets far enough away from SCP-173 (approximately double the lethal range away from 173.
Due to SCP-106’s nature and tone, his theme was heavily inspired by the original chase theme "Bump in the Night” by Kevin MacLeod, an influence that can be heard in the drums used in the chase theme. Within the SCP-106 theme, Sixxy was also able to include a faint layer of his pocket dimension theme, which will replace the rest of the theme if you are captured by 106.
The old man’s chase themes are simple to understand. There are only 2 layers: the regular chase, which plays all the time after encountering SCP-106, and the traumatized chase, which plays when the player encounters SCP-106 while Traumatized.
SCP-096’s audio stingers were the last to be made and the most unique out of the SCP soundtracks. As the enraged Shy Guy has a reputation for being an unstoppable force that is nigh impossible to escape from, the soundtrack was made to enhance the feeling of helplessness. The chase theme takes some inspiration from heavy metal, with layers of electronic screaming, fast drums, and the use of an air raid siren all helping create a feeling of impending doom.
Because of SCP-096's alternating nature, there are only two stingers that can play upon seeing him. One to replace the current audio drop when a player directly looks at SCP-096’s face (the old clip is still used as a notification for SCP-096), and another which acts as the first encounter and plays whenever 096 is seen but his face isn’t.
Regarding chase themes, there are two versions of each track, depending on whether the player is an active target of SCP-096 or not. Each version also includes two sub-variants: one that plays when SCP-096 is docile, and another when he is enraged, on top of a special drum-only clip used to transition between the two states. This means that SCP-096's chase themes utilise six different layers that are mixed depending on his current status and whether the player has seen his face.
As you may have noticed, all the soundtracks have a very similar tempo and beat. This is because each soundtrack can layer and mix with each other — the more SCPs in chase, the more elements added to the chase theme. This ends up creating a horrific orchestra of chaos the more SCPs join the chase! This system also takes into account which SCP is the greatest threat and makes that soundtrack loudest, while the other SCPs get the basic layer of their track inserted into the chase theme.
We are extremely pleased with update 14.2. Jumpscares and chase themes were something that we always wanted to add back into the game, and we hope that you enjoy listening to them as much as possible while running away from an SCP (or four).
One final note: we are integrating a chase theme volume slider, which ranges from disabling the themes entirely to turning them all the way up to 200%, allowing you to adjust your volume however you wish.
With all that being said, we would like to thank you for your continued support.
But until next time, see you in the dark.
- Northwood Studios