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STEAM NEWS

Affray Interactive Studio Update [December 2025]

Happy Holidays!As 2025 comes to a close we wanted to give the community an update on Affray, as well as some of our plans for 2026.First and foremost we want to be sure to address the SCP: 5K roadmap overhaul. We had initially planned to release this in December, however, we have decided to hold onto it for just a bit longer as we finalize a few remaining details that will impact what it contains. Our goal is to provide a clear and cohesive schematic for what you can expect between now and the game's full 1.0 release, and we are doing our best to make sure that it is subject to as little alteration/change as possible so players understand the full spectrum of what's to come without spoiling anything critical to the game's story.Second, we also want to provide an update on the status of 0.18, which we know many of you have been waiting for news about. One of our plans that we will be discussing in greater detail in the updated roadmap is a major change to the way that we structure and release updates to the game leading up to 1.0 (which will include Update 0.18). More information on this will be coming soon, but essentially what this means is that the focus for game updates during early access will primarily be centered around finalizing the core gameplay mechanics that make up the overall experience of SCP: 5K, and less so about large content releases so that everyone will be able to dive into the story with a fresh perspective, and on the most solid foundation possible. Rest assured development of the main campaign is still underway, and we are fully committed to continuing to provide the best possible SCP experience in the new year!Last but not least we want to thank everybody for the tremendous amount of support you all have shown to us throughout the year, we truly could not have gotten to where we are without it! We hope you all have a wonderful holiday season and New Year, and we cannot wait to share some major news and updates with you all in 2026!-Affray Interactive Discord Youtube SCP: 5K X Affray Interactive X Affray Interactive Bluesky
January 1, 2026

SCP: 5K On Sale Now!

Hi everyone,From December 18th through January 5th you can pick up SCP: 5K for 20% off during Steam's Winter Sale event! In addition, you can also grab the Omni Edition Upgrade for 25% off right now and gain access to 3 DLC Campaign missions (to be developed and released after the base game is completed), exclusive Omni Edition cosmetics for your character and weapons, and an exclusive in-game supporter badge for your nametag.-Affray Interactive Development Team Discord Youtube SCP: 5K X Affray Interactive X
December 18, 2025

A Hotfix for Update 0.17.1 is Now Available!

Update 0.17.1 Hotfix is now available to download and play!This hotfix includes a handful of bug fixes and optimizations.⚠ If you run into any issues such as crashing, bizarre textures, and so on, please make sure to delete your Pandemic AppData folder. You can easily access this file by typing %localappdata% into any Windows File Explorer address bar, and then finding the Pandemic folder and deleting it (a new one will be generated when you launch the game again). We also recommend verifying your game files through Steam after updating to make sure you have no corrupted game files. ⚠You can find the full in-depth patch notes below: 0.17.1 HOTFIX PATCH NOTESFIXES & OPTIMIZATIONSFixed UVs on Testing Chambers movable platformFixed some visual issues in Cabin in the Woods chamberFixed clients not receiving achievements in Testing ChambersAdjusted achievements code for more logging and better reliabilityFixed DLC cosmetics not appearing when joining a serverFixed some lightmap errors on propsFixed some stuck and exploit spots in Wave Survival ClassicFixed some spots where AI would get stuck in Wave Survival ClassicRemoved some unneeded blockers in Wave Survival ClassicAdjusted settings for AO and lightmap mixingFixed garbage bin shootable prop issuesOptimized Texture resolutionsEnabled min LOD strippingFixed some misc crashes—Good luck!-Affray Interactive Development TeamDiscordYoutubeSCP: 5K XAffray Interactive XAffray Interactive Bluesky
December 5, 2025

Update 0.17.1 is Now Available!

Update 0.17.1 is now available to download and play!Update 0.17.1 introduces a multitude of highly requested features and adjustments, including but not limited to:Semi-randomization of the Chambers in the Discover Program (so the order changes each time it is played)Revival mechanics to give players a second chance if things go southA new "Focused Testing" mode that allows players to replay individual Chamber maps after they have been completed at least once3 new ChambersImproved dedicated server functionality: vote kicking and more moderation toolsIn addition, 0.17.1 introduces the first steps towards official mod support in the form of a mod loader:There's still a lot more to come on the modding front (such as a proper mod browser and official SDK/modding tools), however this is a crucial first step towards ensuring SCP: 5K has a robust and user friendly modding platform.Last but not least, SCP: 5K is currently 25% off until November 3rd for Steam's Scream Sale event!You can also grab the Omni Edition Upgrade for 30% off right now and gain access to 3 DLC Campaign missions (to be developed and released after the base game is completed), exclusive Omni Edition cosmetics for your character and weapons, and an exclusive in-game supporter badge for your nametag.⚠ If you run into any issues such as crashing, bizarre textures, and so on, please make sure to delete your Pandemic AppData folder. You can easily access this file by typing %localappdata% into any Windows File Explorer address bar, and then finding the Pandemic folder and deleting it (a new one will be generated when you launch the game again). We also recommend verifying your game files through Steam after updating to make sure you have no corrupted game files. ⚠You can find the full in-depth patch notes below: 0.17.1 PATCH NOTESNOTABLE KNOWN ISSUESLaser attachments can sometimes be offset in first personClient players may not see damage indicators when receiving damagePlayers can sometimes keep their weapons when going from Antarctica to other levelsEntering the elevator too quickly after using the /setnextchamber command can cause crashingReplication can sometimes become desynced between client and serverPlayers might not see unlocked cosmetics when joining a dedicated serverElevator may appear to loop visually when player arrives in the Clockwork roomCONTENTAdded semi-random Chamber order that changes every time the Discover Program is playedAdded revival to the Discover Program:Players can contribute credits towards the purchase of revival tokensOn team wipe, these tokens are automatically redeemed to “revive” one player per token“Revived” players receive a standard loadout for that chamberUpdated Waiting Room layout to accommodate new revive kioskAdded “Focused Testing” mode for the Discover Program:Once a chamber has been completed, it can be selected from the main menu to be played individually at any timeAdded three new Chambers to the Discover ProgramAdded new challenges to the Discover ProgramAdded 19 new Steam achievements to the Discover Program, and removed 2 old achievements that were no longer unlockableAdded the Lee Enfield (SMLE)Added 8 new melee weapons:Hammer Screwdriver Meat Cleaver Baton PencilStronglite FlashlightMonkey Wrench Frying PanAdded mod support:Modded Items/WeaponsModded MapsModded EnemiesModded CosmeticsServer checksum for ensuring the server and client have the correct modsAdded icon to server browser for servers using modsAdded text in-game and in the main menu to indicate when mods are runningPlease note: This is a mod loader, but does not include a mod browser or official SDK. These will come in the future, but in the meantime be sure to check out the community SCP: 5K Modding Hub Discord, modding site, and unofficial SDK.Added SCP-098 "Bomber Crab" variantGAMEPLAYVending machines are now interactable and spawn a can that can recover health by holding the reload keyTesting Chambers: Getting a “fail” with SCP-914 with the dial set to Very Fine will no longer spawn a faulty output (Bepis, rock, etc.). It will instead output the same gun you inputted, but with maximum attachmentsTesting Chambers: Revamped Manor difficulty by adjusting layout and spawnsTesting Chambers: Replaced M24 with SMLE as a starting sniper weaponTesting Chambers: Added several different melee weapons in the Testing ChambersTesting Chambers: Added additional copies of starting weapons in the waiting roomTesting Chambers: Tutorial TV can now be fast forwardedTesting Chambers: M24’s rank adjusted upwards and added SMLE as the tier 1 weapon for Snipers in SCP-914Testing Chambers: Treehouse difficulty reducedTesting Chambers: Added some roof spawns and roof entry points for SCP-098 ‘Surgeon Crab’ in BunkerTesting Chambers: Added some fences to the middle platform in Chem Plant to improve player/enemy flowTesting Chambers: Target Challenge, High Kills, and Arms Control have slightly increased requirementsTesting Chambers: Bullets Per Type, Melee Hits, and TakePlayerDamage requirements are reduced to be easierSCP-098: Reduced child speed and damageSCP-098: Strapped a bomb on some crabs. They aren't happy with this, and run around erraticallySCP-1114: Smoothed out their aimSCP-3199: Will hide less in testing chambersImproved AI Responsiveness:AI can no longer hear footsteps on the other side of the mapAI no longer ignore lights when first spotting playersAI no longer ignore players when first seen if they have not otherwise sensed the player previouslyAI no longer lose the ability to investigate if they try to investigate a position they can't reachAI will now investigate the location they are shot from instead of the location they are shot (aka themselves)Guards will now run for cover if shot by a target they can't seeGuards will now leave cover they can't attack from to move to new cover that they canGuards will no longer stop attacking when they can't moveGuards will more reliably move to attack players in Outpost AxiomPVP: Improved player spawning algorithmUpdated translationsImproved SCP-1262 Spitter:Replaced 1262 spitter shoot animation to have more obvious wind upDisabled headshot/limb damage on 1262 javelinsFixed 1262 javelin particle effects not working correctlyReduced MP5SD fire rateVISUALSAdded new pieces to and re-worked existing Shoothouse Assets used in the chambers to be more performant and look better.Testing Chambers: Removed spiral from stage bubble in ‘Theater’, allows another path for players to move through and prevent AI getting stuck.Testing Chambers: Updated 914 art with wheel lock and screen to better convey how 914 worksTesting Chambers: reworked 914 animations to be more ‘clockwork’ likeTesting Chambers: reworked testing chamber screensRevised chamber screen layoutsAdded counter for total number of credits each player can earn in the current chamber.Added counter for the number of completed challenges out of the total active challenges in the chamber.Fixed timer for next wave not showing up on clients.Testing Range: Adjusted weapon positions to be easier to interact withOutpost Axiom PVP: Added sheet metal over several doors players cannot access due to the PVP gamemode to reinforce that its not a navigable pathUpdated the M67 grenade animationsAdded new reveal animations for Infector and SCP-098Added falling/landing animations for SCP-3199, SCP-610 and ResonatorUnavailable dial settings on SCP-914 (when inputting a melee weapon, LMG, or anomalous weapon) will now be dimmed for added clarity that these settings cannot be selected.Reworked player crouching animation to reduce clipping when crawling through tight spacesFixed the player being able to see through the top of ventsImproved one handed melee weapon IK behaviorAdded random meshes to fire zombiesAUDIOImproved overall audio performanceImproved impulse response reverb varietyAdded sounds for electrified objectsAdded music to Classic Wave SurvivalFixed various audio propagation issuesUIReworked in-game creditsTesting Chambers: Buddies field has been added to the LeaderboardsTesting Chambers: Score is now displayed on the HUDAdded vote kick section to the in-game menuAdded window unfocus audio modifier and FPS limiting settingsSERVERSAdded console support to linux dedicated serverAdded team based vote kickingAdded RCON (source Remote CONsole protocol) support for dedicated serversuse the command line argument -rcon=YOURPASSWORD to enable rcon and set the password, or set the value in DefaultGame.iniuse the command line argument -rconport=PORT to set the rcon port I guess you could technically use this on a client, but why would you do that?RCON cannot be enabled without a password. Please use a secure password.Added two new console commands:ListPlayers prints to the Unreal console the name and player ID of each player currently in the game.ListGameStatus prints to the Unreal console the current map name, the current game status, and the player count.FIXES & OPTIMIZATIONSImproved Zombie/Dead Body performanceFixed zombies becoming frozen in weird poses if they died outside of the player's viewAdded automatic body cleanup for zombies, SCP-3199 and SCP-098Added interface for managed bodies to query if bodies are ready for cleanupAdded networking tear off for zombies (which marks their bodies as ready for cleanup and improves network performance)Reduced zombie ragdoll freeze time to 15s from 20sImproved resonator ragdollOptimized zombie movement to use simplified navigation and movement at a distanceOptimized gore component gibsReworked Reloading code:Moved Reload code to c++Added round-in-chamber to magazine reloadingFixed bugs where player would receive empty magazines in their inventoryImproved server shot rejection to replay shots after network hitchesFixed bolt/pump action not being visible in third personEnabled stable sprint during single actionImproved Ballistics Simulation:Moved ballistics simulation to using RK4 integration for more accurate simulation of higher dra...
October 30, 2025

SCP: 5K On Sale Now!

Hi everyone,From October 27th through November 3rd you can pick up SCP: 5K for 25% off during Steam's Scream Sale event! In addition, you can also grab the Omni Edition Upgrade for 30% off right now and gain access to 3 DLC Campaign missions (to be developed and released after the base game is completed), exclusive Omni Edition cosmetics for your character and weapons, and an exclusive in-game supporter badge for your nametag.Be sure to also check out our trailer for the upcoming 0.17.1 Update releasing on Wednesday, October 29th:-Affray Interactive Development Team Discord Youtube SCP: 5K X Affray Interactive X
October 27, 2025

SCP: 5K On Sale Now!

Hi everyone,From September 29th through October 6th you can pick up SCP: 5K for 30% off during Steam's Autumn Sale event! In addition, you can also grab the Omni Edition Upgrade for 35% off right now and gain access to 3 DLC Campaign missions (to be developed and released after the base game is completed), exclusive Omni Edition cosmetics for your character and weapons, and an exclusive in-game supporter badge for your nametag.-Affray Interactive Development Team Discord Youtube SCP: 5K X Affray Interactive X
September 29, 2025

A Hotfix for Update 0.17 is Now Available!

0.17 HOTFIX (0.17.0.154)General:Fixed dust cover disappearing when attaching PSO sight to AK104 and AK105Made binaural audio off by default, improving audio performance on lower end systemsThis option may need to be manually disabled if you already had this option on prior to the hotfix (it was previously defaulted on)Fixed ironsights not flipping down when an optic is equippedMade tablet close if ESC is pressed (the pause menu will still open but you will now leave the tablet)Fixed human AI looking wistfully into the distanceFixed broken grip hold on third person animationFixed a bug where the player character preview would not appear when joining a serverImproved soldier investigation selectionFixed black artifacts on some materials due to pixel depth offsetImproved third person animation on the tire ironFixed guard animation being rotated weirdly while movingOptimized human character networking, improving network performance with many playersReduced sheen on D-Class materialFixed collision issues on silo walkways in Outpost AxiomOptimized visibility culling in Outpost AxiomFixed jittery grip hold in third person animationFixed a bug where cosmetics would not appear when joining a serverVarious other optimizations and bug fixesTesting Chambers:Fixed players losing credits when another player leaves the gameFixed players losing credits when another player dies during the staging area/waiting roomSCP-914 elevator now uses "absolute teleporting"This means that players will now teleport to the center of the elevator, facing forward in SCP-914, regardless of their position when they entered the elevator at the end of the chamberThis should fix dying when there is a collision issue in the elevator, even if it doesn't fix the collision issue itselfFixed a crash on the server when a player leaves during SCP-914 room sequenceFixed incorrect physics on Bepis canFixed a crash if a player dies mid teleportArea-12:Fixed one use electronics activating on server if many players use them at the same timeFixed the bug where you can close the shutter if all players interact with the switch, causing a softlockFixed spawn not correctly updating in Area-12 reception, causing a softlockFixed intense 50hz bass in interrogation ambient soundOptimized SCP-1262 networking performanceOptimized interactive water simulation in CanalsGhosts of the South Gate:Fixed SCP-610 falling through the floor on clientsFixed some harsh snapping on SCP-610's upper body during certain movementsDedicated Server Fixes:Added the ability to execute server commands from the server consoleAdded dedicated server ban syncing on restart and standbyFixed report player dialogue being able to display multiple instances of the same playerFixed /say command not sending messages to all players (this command is also now admin only)Added logs for chat in serverComing Soon: 0.17.1 PatchThe team is currently working on 0.17.1, which includes further improvements to the Discover Program, as well as more bug fixes and general polish:Randomized Chamber selection (we planned this for Update 0.17 but unfortunately ran out of time to implement it)Improved SCP-914 balance3 new chambers – required for randomization – generating more chambers to release is an easier and quicker thing to do while we work on the campaignGeneral Chamber balancing and improvementsAdditional ChallengesImproved ChallengesA face-lift to Classic SurvivalAchievementsWe’re not going to be focusing on campaign achievements until closer to 1.0 release, but we’d like to include some achievements for the new mode, and fix/remove some of the older achievements that are no-longer achievable.As well as a very exciting addition:The first stages of official modding supportWe are introducing an official mod loader tool that handles the loading of resources and server checks—an official SDK/mod creation tools is still planned and will be coming later!Right now the mod loader specifically includes support for custom weapons, maps, cosmetics, factions and enemies
September 6, 2025

DEV DIARY

We received a lot of questions and wanted to share some more background and insight regarding a few topics here: what we just released, why we released it, and how that affects the future of the project, and more specifically, the main campaign mission: Raid on Area-12.We’d also like to thank you for your feedback and announce we’re releasing a Hotfix on September 5th*. You can find details at the bottom for our 0.17 Hotfix along with plans for 0.17.1 Patch. *Originally planned for Wednesday 9/3, but we had a couple of unexpected issues pop up so this is pushed to Friday 9/5.WHAT IS THE DISCOVER PROGRAM, REALLY?The Discover Program is our new PvE wave survival mode — or more accurately, an improved version of the wave survival system that’s been in the game since launch. It’s not a massive campaign update like Antarctica (and it’s not meant to be), but it’s just as important in its own way.In-universe, it acts as a thematic testing ground for Area-12 and the D-Class. For us developers, it’s a practical testing ground for new mechanics and new creatures. This is critical to our work on the campaign because it gives us a way to release more content more regularly, without being bottlenecked by the heavy burden that puts on our QA team and programmers with patching and releasing smaller sections of the Raid on Area-12.This means two things:You’ll get fun, replayable content with a faster turnaround to dive into during early access.We can continue building the campaign’s tactical horror experience behind the scenes without constantly breaking it every time we add something new.At a glance the Discover Program may seem like a distraction, but it represents much more than that — it’s an efficient way for us to give you engaging content now, while still pushing forward on the bigger vision of the full 1.0 game.WHY A NEW GAME MODE NOW?The reality of early access is that we need to keep a healthy balance: meaningful updates for players now while still developing the long-term vision.If we only dropped small slices of the campaign, people would play once, say “that was cool,” and move on. That doesn’t help sustain development — and more importantly, it risks breaking the pacing of the story we want to tell.Wave survival, made the most sense for these reasons:It uses assets and systems we’re already building for the campaign.Easier to pick up, making it a great entry point to new players curious about SCP or tactical horror.It keeps the conversation going, gives us valuable testing feedback, and helps keep the lights on without turning the game into a “money printing machine” with microtransactions.We’re not rushing the campaign out the door in broken fragments. We’d rather take the time to deliver a horror experience that lives up to its full potential — and Discover helps us get there.HOW DOES THIS AFFECT PLANS GOING FORWARD?Here’s the short answer: it doesn’t. The campaign remains the heart of this project.Everything we’re building — from small mechanics like throwing objects, to bigger additions like new creatures, locations, and systems — ties directly into the larger story of Area-12. Even the testing chambers themselves are part of Act 3 in the main campaign. The D-Class, the timeline (2018), and the voices you’re hearing, like Arly, are all relevant to the Raid on Area-12.The roadmap you’ve seen is out of date — not because we’ve abandoned it, but because game development shifts, priorities change, and we refuse to crunch the team or push out broken content just to hit a deadline. Our next step is to refresh the roadmap so you can follow along with us more closely, but what we’ve always promised is this:We are taking the time needed to make the game right.We will continue to be transparent with you about what’s happening behind the scenes.We will always stay true to the SCP spirit — this isn’t just a horde shooter or mil-sim. It’s tactical horror. It’s F.E.A.R. with SCP monsters. And it’s a story we want to execute with care.Early Access means what you’re playing right now is a prototype. Every update is an experiment we’re willing to put in your hands to test. The final game is neither “good” nor “bad” yet — it’s unfinished. But with your feedback and support, we’re building toward something the SCP community and tactical horror fans have been waiting for.And yes — more updates in the form of shorter dev diaries like this one, so you’re not left in the dark.We are an indie studio. I say that not to excuse us from making a good game, but to remind everyone why it does take time. As always, thanks for participating in Early Access. We look forward to scaring the shit out of you in the near future. Thanks, Test Buddies! Respectfully,BISHOP // GAME DIRECTOR0.17 HOT FIXRelease Date: September 5th*First up, we have a Hotfix for 0.17 that fixes some of the more prominent issues introduced in 0.17, as well as some old ones. The following non exhaustive list of fixes have been implemented, and are currently undergoing QA: Fixed players losing tokens when another player leaves the gameFixed players losing tokens when another player dies during the staging area/waiting roomFixed collision issues on silo walkwaysFixed ironsights not flipping down when an optic is equippedFixed a bug where cosmetics would not appear when joining a serverFixed a bug where the player character preview would not appear when joining a serverMade tablet close if esc is pressed (game also pauses)Fixed human AI looking wistfully into the distanceImproved soldier investigation selectionFixed a crash on the server when a player leaves during 914 roomAdded ban syncing on server restart and standbyAdded the ability to execute server commands from the server consoleFixed black artifacts on some materials due to pixel depth offsetImproved third person animation on the tire ironFixed guard animation being rotated weirdly while movingOptimized human character replication, improving network performance with many playersVarious other optimizations and bug fixes0.17.1 PATCHRelease Date: Q4 2025Meanwhile, most of the team are working on the patch release 0.17.1, which includes some improvements for the testing chambers gamemode:General Chamber Balancing and ImprovementsImproved ChallengesRandomized chamber selection – we planned this for .17 but ran out of time to implement itImproved SCP-914 balance – we’re not quite happy with it yet and collected feedback from you3 new chambers – required for randomization – generating more chambers to release is an easier and quicker thing to do while we work on the campaignA face-lift to Classic SurvivalAchievementsWe’re not going to be focusing on campaign achievements until closer to 1.0 release, but we’d like to include some achievements for the new mode, and fix/remove some of the older achievements that are no-longer achievable.As well as some improvements for the rest of the game - including but not limited to:Modding supportThis has been a pet project being worked on in the background for a whileThis is not an official SDK, but an official mod loader which handles loading of resources and server checksRight now this specifically includes support for custom weapons, maps, cosmetics, factions and enemies
August 30, 2025

THE DISCOVER PROGRAM // Update 0.17 is Now Available!

Update 0.17 is now available to download and play! Welcome to the Discover Program. The Discover Program introduces our brand new rework of the Wave Survival gamemode, complete with 10 unique chambers, new SCPs to fight and interact with, a multitude of new systems and mechanics to improve the game underneath the hood, and much more.If you wish to learn more about the work that went into this update, we also recently released an extensive devblog that dives deeper into the various features and other content that has been introduced into SCP: 5K with this update.⚠ If you run into any issues such as crashing, bizarre textures, and so on, please make sure to delete your Pandemic AppData folder. You can easily access this file by typing %localappdata% into any Windows File Explorer address bar, and then finding the Pandemic folder and deleting it (a new one will be generated when you launch the game again). We also recommend verifying your game files through Steam after updating to make sure you have no corrupted game files. ⚠You can find the full in-depth patch notes below: 0.17 PATCH NOTESNOTABLE KNOWN ISSUESArea 12 P1 Intro Cells: Players may experience shading issues on the wallsArea 12 P1 Garage: Resonators may attack the player immediately instead of eating a corpseArea 12 P1 Garage: Players may respawn in the reception area too early, forcing them to wait for other players to complete the sectionArea 12 P2: Players may experience level streaming issues if killed by the SCP-7528Area 12 P3 Dorms: Player can get stuck in the shutter at the beginning of the chapterArea 12 P3 Dorms: SCP-1262 "Cores" may not respond visually to being shot on clientsZombies: Zombies killed outside of loaded area for clients results in frozen standstillsD-Class: Enemy D-Class may focus on the wall in some areas instead of looking around at points of interestGhosts of the South Gate: Players may experience cutscenes not movingOutpost Axiom PVP: Players may not see any weapons after changing teamOutpost Axiom PVP: Host may freeze when returning to main menuCosmetics: Cosmetics may fail to load when joining a dedicated serverResonators: Resonators may occasionally appear invisible for clients on dedicated serversThe room-based audio system may be inaccurate outside of the Testing Chambers game mode. Improvements will be made in every future update.Low-end machines may encounter performance issues with some of the new audio features. Report issues you encounter to us so we can improve the experience in future updates.CONTENTAdded SCP-914: An anomaly that can be used to upgrade your weapons in the Testing Chambers in exchange for creditsCredits are gained by completing testing chambers and challengesAdded SCP-1114-D: The the D-Crash DummiesA new enemy that approaches slowly while firingBehavior changes when disarmedArmed enemies can be given randomized loadoutsAccuracy system overhauled for finer balance controlAdded items that can only be obtained when getting a faulty output from SCP-914Added pen melee weaponAdded rubber duck throwableAdded rock throwableAdded Bepis can throwableAdded baby SCP-3199 throwableAdded various melee weapons that can be obtained in the Testing ChambersAdded a variant of ammo/med containers that cost creditsAdded a separate personal scoring system for the Testing ChambersPlayers can earn personal scores by getting kills, using SCP-914, spending credits on supplies, completing chambers, and shooting targetsAdded Arly-12 and other test proctors who guide players through the Testing Chambers experience with more than 20 minutes of new and unique dialogueAdded a TV to the Testing Chambers waiting room that players can use to watch a guide on the game mode. Players can interact with a playing TV to focus on the screen.Added Testing Chamber screens: For your testing convenience, screens around the Testing Chamber screens have been outfitted with data valuable for testing, including enemy count, wave count, and wave timersAdded a new gameplay-adaptive soundtrack to the Testing Chambers, comprising 30 to 60 minutes of new musicUpdated translationsAdded M590 ShockwaveGAMEPLAYCommands: /tp improvementsCommands: /Unban now properly removes unbanned IDsAdded random spawns for the Sewer Canal PVP mapImproved ultrawide monitor support during gameplayVISUALSSG553: Texture ImprovementsSW500: Texture ImprovementsSwept Floor Rubble: a mesh used for set dressing the edges of floors received an improved mesh and texturesUIU: Updated First Person gloves textureSilo assets: Silo assets used in outpost axiom and now in testing chambers have been updated to be more performant and now use trim sheet methodAdded Testing Chamber Gun SkinsReduced distortion on muzzle flash for improved ADS visibilityAdded banking and acceleration warping to zombiesAdded new SCP-098 modelReduced damage camera shake on small damage amountsAUDIOImproved audio balancing across the whole gameAdded new adaptive music system using enemy weights and targeting informationAdded Room-based audio occlusion system (currently enabled in Testing Chambers, Antarctica, Classic Wave Survival, Sewer Canals PVP and Area 12 Chapter 1)Added convolutional reverb with per-source routing (work-in-progress)Added toggleable binaural audio settingAdded misophonia accessibility setting (work-in-progress)Added audio output device settingAdded physics-based sound effects for some objectsAdded fire extinguisher sound effectsAdded additional human foley sound effectsAdded electrocution damage sound effectsAdded suffocation damage sound effectsAdded more UI sound effects (objectives, cosmetics, etc.)Overhauled all SCP-7566 (Door Squid) sound effectsOverhauled firearm distant shot sound effectsOverhauled firearm shot reflection sound effectsOverhauled firearm dryfire sound effectsOverhauled human water footstep sound effectsImproved SCP-098 footstep sound effectsAdded event culling based on distanceAdded per-event pausing while event is virtualVarious in-game voice chat fixesVarious sound attachment and positioning fixesVarious other sound fixesUIAdded credit count to the HUD for the testing chamber gamemodeAdded ammo count to the magazine in the HUDImproved server browserAdded Elevator Navigational IconFIXES & OPTIMIZATIONSArea12: Improved AI Navigation from the Pit into the Reception areaArea12: Fixed AI running into a fire hazard in the Pit, killing themselves before they could reach the playersArea12: Improved some enemies not being killed after the rocks fall in Reception/Pit transitionArea12: Improved navigation in the Pit area of Area12Wave Survival(Classic): Fixed some doors being permanently broken if shot by players before the wave they were set to unlockWave Survival(Classic): Fixed blocker volumes that could be stood on, as well as that they were incorrectly blocking grenadesArea12: Fixed Resonators sometimes not spawning during the pit fight sequenceArea12: Removed some unintended Infector spawns in LogisticsArea12: Fixed some walls that were incorrectly positioned generally in the Area-12 campaign modeArea12: Fixed some enemies in Plumbing that would spawn in the floor or ceiling incorrectly Area12: Fixed some infectors that could spawn in the ceiling in Maintenance Area12: Fixed some small visual gaps in walls in some areasArea12: Fixed double doors being able to be permanently broken near the Pit areaArea12: Fixed some ammo that could be grabbed through a wall in the Shipping areaArea12: Removed some potential spawn areas in Water TreatmentArea12: Fixed some fire hazards not doing damage when touchedArea12: Fixed some floating assets generally such as health, ammo, and other small propsArea12: Fixed Infectors being able to path up rubble thus being able to reach players who were outside of the pit area in the garageArea12: Fixed some spitters not dying correctly when their parent flower diesArea12: Fixed some exploitable areas in the Pit fightArea12: Fixed exploit where players could unlock the office checkpoint earlyArea12: Fixed resonators attacking players during the descent to hell section instead of attacking the guards as intended when the player does not shoot the resonatorsArea12: Fixed players sometimes spawning without a weapon in the Prison areaArea12: Fixed an angled corner pillar asset that had incorrect collisions, mostly used in the Theater areaArea12: Fixed several blocking volumes in Logistics Parking that were incorrectly blocking grenades being thrown through themArea12: Added fire damage to several fires in Area 12 that were missing themArea12: Improved AI Navigation in certain cramped areasAntarctica: Fixed several level-skip exploitsAntarctica: Fixed collision of some shelves in Hospital that could allow the player to get stuck when moved againstTest Level: Fixed 610 Sentries spawning incorrectly in some instancesAxiom PVP: Fixed some shutters/doors that did not block players as intendedAxiom: Optimized player pathing so that you do not get stuck on some ramps on in the levelAxiom: Fixed exploit where player could vault over electric fencesAxiom: Fixed a potential soft-lock that could happen regarding the Disable Electric Fence buttonAxiom: Reduced spawns that were very close to the player spawnAI Soldiers: Removed AI camera lag and arm animations to steady their aimAI Soldiers: Investigation logic better prioritizes recent and dangerous stimuliAI Navigation: Collision size for all enemies now better matches navigation sizeAI Navigation: Adjusted crowd avoidance settings for all enemies to reduce blocking each otherAI Navigation: Disabled path replanning during crowd avoidance to prevent infinite replan loopAI Navigation: Zombies no longer stop and replan pathing while attacking doorAI Navigation: Zombies no longer stop and replan pathing while dropping off ledgesAI Navigation: AI more reliably attack doors they are navigating throughAI Navigation: AI don't attempt to path through closed doors they cannot attackAI Navigation: AI reliably stop attac...
August 20, 2025

The Discover Program // Update 0.17 Devblog

Hello test subjects everyone!Welcome back to another SCP: 5K devblog. In this post, we will be discussing Update 0.17, the “Discover Program”, as well as showcasing some of the upcoming work that the team has put into the game.The Discover Program is a fresh take on our preexisting Wave Survival mode, and we decided to try something new here that we have not done before. Not only does this update contain brand new content, including new SCPs, levels, and more, it also will have a substantial impact on how we generate the remainder of the campaign and push SCP: 5K towards 1.0/full release. Foundational SignificanceUpdate 0.17 will have major foundational significance towards how we plan to complete SCP: 5K. Before diving into some of the new content that will be coming with this update, it is important for us to first describe what exactly this new mode is, and why it is so pivotal for the development of the project.What is “The Discover Program”?At its core, The Discover Program is effectively an upgrade and overall replacement of our existing Wave Survival game mode that we have had in the game from earlier builds. Wave Survival was initially C07BC added into 5K as an additional piece of content that players who completed the campaign could continue to engage with after completion so that they still had something to play afterwards. The premise of the original Wave Survival is simple: spawn into an arena, defeat enemies in increasingly difficult waves, unlock and upgrade weapons, and see how far you can get. This mode, however, had not really changed much since its inception, and updates/revisions to it have actually been a highly requested piece of feedback in the community for quite some time.Due to this demand, for The Discover Program we wanted to take this a step further and not only provide a similar experience to the original Wave Survival, but also improve and expand upon this concept. Instead of just taking place in one large room, players—assuming the role of D-Class test subjects—will now experience the mode in 10 unique and distinct chambers (with more to come). We have also created two new SCPs for this update: SCP-914 and SCP-1114-D. Players will now have moments between rounds where they will have an opportunity to interact with SCP-914 to (potentially) upgrade and MMBNE improve their weapons, and prepare before the next chamber.Additionally, players will also participate in various objectives and challenges via our new event bus objectives system (more on that later), which will add additional depth and variety to the mode beyond just simply eliminating enemies. Accomplishing these tasks will earn players credits, which feed back into the prep stages between rounds where players will have a chance to interact with SCP-914, as well as provide them with opportunities to purchase/unlock ammo and meds within XPZ97 the various chambers.Last but not least, this update will also introduce a community-wide leaderboard that everyone will be able to participate in. Why is it important? How does it impact the rest of the game?Now that we have established what The Discover Program is, we know many of you are probably still wondering: why is this important for SCP: 5K? Why build a new mode now instead of further development on Area-12/the campaign? First and foremost, we want to be very clear: this is development of Area-12. While it may not appear that way on the surface, as it is a whole new game mode that only loosely ties into the main story (the events of The Discover Program contains canon details within the experience and occurs in Area-12 as far back as 2018, prior to the Raid in October, 2020), many of the underlying mechanics and features that make up the foundation for this update will also be used simultaneously in the campaign, as we continue to overhaul existing content and create the rest of the story and gameplay leading up to 1.0/full release. This also establishes a great opportunity for us to more easily receive and factor in community feedback in a more rapid fashion than we would otherwise with the campaign missions due to the scope and scale required to produce these experiences—it’s far easier to test new concepts, balance gameplay, contain and isolate bugs and other issues, and so on outside of campaign missions (which are often highly complex and much more difficult to adjust post-development).Beyond this, one of our major goals for SCP: 5K is on having great replayability. It’s no secret that in its current state the game is largely a “one and done” experience: an update comes out, everyone plays it, and after one playthrough there is generally not much more to see until the next major content release happens. This is largely due to the fact that the campaign missions are somewhat rigid 29GG7 in the sense that enemies will spawn from the same places, objectives will always lead players to more or less the same locations, and so on. This is something that we obviously do not ultimately desire when all is said and done—we want everyone to be able to enjoy the game over and over again, and really drive up the overall value per hour of gameplay that players are receiving. In order to accomplish this goal, we have created a number of new features and mechanics for this update that will not only be used in The Discover Program, but that will also find their way back into the overall campaign experience. Let’s talk about some of them more in-depth: New Features and MechanicsEvent Bus Objectives SystemThe “event bus” is a system that allows for easier communication between our game systems, generating more dynamic environments in return. We are now able to introduce far more game events into the game via this system, expanding what kinds of objectives we can create and that players will experience. Systems JL6E6 like audio cues, damage, objectives, achievements, etc. can now work more easily together in a much cleaner and more robust fashion than before.The event bus itself can be described almost like a Discord announcement channel—when someone posts an event and announces it to the server, they are not DMing every single member individually to check if people will join, share it, etc. Instead people who have opted into the announcement channel will see it, mark interested, share it with their friends they might think are interested, join the event, ignore it, and so on (everyone individually reacts in their own way based on their pre-set desires). In the game, it works the same way: one system “posts” an event, and any other system that is listening and needs to be related to it will appropriately react in turn. This system is still in its early stages, however, this mechanic now gives us the ability to more easily implement complex mission sets within the campaign later on. SCP BoxesOne of the major story aspects of the Area-12 campaign is how the Foundation utilizes crates and various other shipping containers to store and transport SCPs in order to conduct the Omnicide. In Update 0.17 we have now introduced “SCP boxes”—it will now be possible for SCPs to break out of various boxes and other containers and surprise attack players. This feature will be first introduced here in the Test Chambers, and then later on it will also be utilized within the campaign to present more dynamic and randomized encounters for players as they progress through Area-12. AI Updates and ImprovementsIn Update 0.17 our AI systems received rather substantial overhauls underneath the hood, specifically accuracy and navigation.Accuracy OverhaulDue to the addition of SCP-1114-D as our primary ranged enemy type in the Test Chambers (which we will discuss their specific AI considerations more in-depth later on in this devblog), we found it was necessary to transform WZ4PJ our basic soldier AI in order to accommodate for their unique requirements, which included improving our preexisting systems.In Update 0.16 (Ghosts of the South Gate), our soldier AI primarily picked an angle that was close to but randomly offset from the player, we added a bit of dispersion to their fire so they weren’t laser accurate, and then we increased that accuracy/reduced dispersion over time as they honed in on players. With the old system, we found that enemies like SCP-1114-D felt like they would land too many “cheap” shots due to how many of them can spawn on any given wave and based on how their navigation works, and so we decided that a redesign was in order to account for these scenarios.Our new design has three main goals in mind: reliability, configurability, and tactical play. Reliability focuses on AI only being able to hit players when we expect them to, i.e. no more “lucky” headshots. This process involved adjusting and improving animations so that they were more consistent, and incorporating checks before every bullet is fired to ensure a round could actually connect given the position of the weapon’s barrel. For configurability we wanted to make sure that every enemy type could now have its own unique settings/configurations, as well as support for varying degrees of difficulty (all of which can now be applied on the fly). For tactical play this encompasses everything related to environmental factors and how it applies to accuracy (for instance, if you have your flashlight on in a dark room you are more likely to be shot). Currently only SCP-1114-D in the new mode uses this new system, however, once we have sufficiently refined and balanced it based on everyone’s feedback we will be applying it back to other enemies in the campaign in a future update.NavigationThe next major focus for AI development was on navigation. In the past and throughout the campaign, a lot of the time the circumstances surrounding AI involve the players stumbling upon them as they progress through the levels. Conversely, in the Test Chambers the enemies need to come to the player instead, which wound up highlighting a number of navigation/pathing ...
August 19, 2025

Update 0.17 Gameplay Trailer

Hello Test Buddies 🙂 A reminder that experiments begin on August 20th. Please take the time to review prior test subjects buddies footage prior to starting.We look forward to your mandatory participation—failure is not an option. Good luck. -Affray Interactive Development Team Discord Youtube SCP: 5K X Affray Interactive X
August 17, 2025

SCP-914 Clockworks Showcase

Hello Test Buddies 🙂 To all members of the Discover Program: Before experimentation begins, we advise you to familiarize yourselves with Clockworks. This SCP will be integral to your success in the chambers ahead. Be sure to take detailed notes.See you all on August 20th.-Affray Interactive Development Team Discord Youtube SCP: 5K X Affray Interactive X
August 6, 2025

Update 0.17 Release Date Announcement

Hello Test Buddies 🙂 Thank you for your interest in Area-12’s D-Class Discover Program. We look forward to your mandatory participation. Experiments begin on August 20th. Good luck. -Affray Interactive Development Team Discord Youtube SCP: 5K X Affray Interactive X
July 26, 2025

SCP: 5K On Sale Now!

Hi everyone,From June 26th through July 10th you can pick up SCP: 5K for 20% off during Steam's Summer Sale event! In addition, you can also grab the Omni Edition Upgrade for 20% off right now and gain access to 3 DLC Campaign missions (to be developed and released after the base game is completed), exclusive Omni Edition cosmetics for your character and weapons, and an exclusive in-game supporter badge for your nametag.We recently started rolling out our first Omni weapon cosmetics, and Omni Edition owners will be receiving even more soon:We hope you all enjoy!-Affray Interactive Development Team Discord Youtube SCP: 5K X Affray Interactive X
June 26, 2025

Update 0.16.1 is Now Available!

Update 0.16.1 is now available to download and play! This update fixes many of the existing and commonly reported bugs that have been noted in the community, such as vaulting causing players to sometimes fall through the floor. In addition, we have also implemented the first version of our weapons cosmetic support system, which is the mechanic that we will use to begin including Kickstarter and Omni Edition exclusive skins, as well as level-locked skins. We have also been enjoying watching everyone's playthroughs of the Ghosts of the South Gate mission, and have put together a compilation of some of our favorite moments: A big thank you to IGP, Fooster, and OperatorDrewski for providing their footage! You can find the full in-depth patch notes below: 0.16.1 PATCH NOTES NOTABLE KNOWN ISSUES Infectors may become invisible in PVP testing and Wave Survival when killed by another enemy Spawn area protection in PVP may break after changing teams Crouching and pausing are bound to the same input on steam deck/controller. you can work around this by rebinding the input in settings or steam input. Mouse cursors are sometimes automatically hidden in certain menus. The mouse is still active, you can work around this by clicking (blindly!) or by using alt+tab. CONTENT Added weapon cosmetics support Added several Kickstarter-exclusive skins Added several Omni Edition-exclusive skins Added some level-locked skins Re-added logistics office area before the jump down in Chapter 1 Added several new report lines when using the investigation system Added a rumble effect that accompanies spires becoming angry after the hospital GAMEPLAY & QUALITY OF LIFE Fixed a bug where players would fall through the map while vaulting—if anyone still experiences this bug please be sure to report it with as many details as possible (this was a tricky one to pin down)! Added voice activity and voice chat toggles to allow for voice chat without the need for push-to-talk Added new checkpoint that allows players to skip the ice walk intro Objectives have been modified to be more descriptive & lore-friendly Added a red light to tower outside the research center that guides players to it after walking outside Adjusted objective and narrative flow after the first upload, giving players more clear direction on what they need to do Several elements like penguins and 610 in hospital are now shootable Added a NSIS-4 Map journal entry players pickup during the Markus house sequence Added tip messages telling the player to turn on memetic vision to see footsteps, at the shipping building and at Markus house Increased enemy count slightly in part 1 as well as the final defense Enhanced generator restart sequence that will require players to possibly change their route back when they exit the generator area Adjusted the lightpole crossing moment to be easier to do Adjusted medical office door squid aggressiveness by reducing the radius where players will always die if they enter it when he is angry VISUALS Added a better Area-12 sign next to the blastdoor entering the Parking Garage Added better lighting on the watergushing asset in the panopticon Adjusted fidelity of the no man’s land cravase section to have less popping terrain Improved SCP-610 Sentry locomotion animation to be better telegraphed and less slide-ey Improved gore visuals on SCP-610 Golem Improved hit reactions on SCP-610 Golem Improved sharpness of some images and buttons in the UI AUDIO Fixed several instances of subtitles not matching speech FIXES & OPTIMIZATIONS Fixed Antarctica wave defense audio being misaligned for a short time on clients Fixed a persistent GPU crash resulting from Gore cleanup Added voice indicator to show when voice is transmitting Fixed fire not showing correctly on SCP-610 Fixed checkpoints not loading when restarting a match of Ghosts of the South Gate Fixed a crash in interaction after an item was destroyed during hold interaction Fixed navigation not updating on no environmental hazard, causing AI to avoid them even once removed Fixed a crash relating to object pooling Fixed AI refusing to path through certain doorways Fixed hit reactions not playing on SCP-610 while reanimating Fixed team damage toggle not working Fixed treat devs as admin and Devs Always Join not working Fixed a crash due to FPSController Magazine sending Moved blood splatters to use async traces, improving performance when there are many hits happening concurrently Fixed hit sounds not playing on clients 610 enemies will now collide with the player Fixed a rubble asset in parking garage having incorrect collision before the pit Fixed several doors which incorrectly hindered enemy pathing Fixed several shutter doors that had incorrectly size door assets Fixed several assets in Area-12 that had incorrect collision set, allowing players to move through them Decreased the amount of objects that are loaded during the 3199 Nest section of Area-12 by splitting up that level Fixed several heater assets that used incorrect material, resulting in them appearing grey and untextured Fixed roof collapse sequence not killing enemies who were caught in the collapse reliably Enemies in final defense sequence of the garage pit will now despawn eventually, freeing up system resources Fixed several oil puddle assets that were not displaying correctly Visually improved egg rolling sequence Fixed some misaligned wall panels around the parking area Minor lighting improvements in the parking area Fixed Resonators in descent to hell immediately going for players instead of going for guards at the bottom of the ramp as intended Fixed Resonators rarely spawning in the pit fight as intended Fixed several gaps on some doorframes in Area-12 Fixed an issue where enemies could spawn in the pit after loading in to the post-pit checkpoint Fixed softlock issue in the Markus House objective when the host did not witness the upstairs conversation before it ended Fixed several spots where players could get stuck behind objects after vaulting Fixed shipping stickers appearing black and unreadable Fixed 610 hand in shipping building that was clipping through a box Fixed players being able to skip a dialogue trigger regarding the storm approaching shortly after passing the research platform Fixed several instances of object backfaces being visible Fixed issue where weather changes could be intermittent when travelling throughout the map Fixed objective trigger for entering the hospital to be larger to accommodate players entering from the secondary entrance — We hope everyone enjoys! -Affray Interactive Development Team News Image News Image Discord Youtube SCP: 5K X Affray Interactive X Affray Interactive Bluesky
April 25, 2025

SCP: 5K is now on sale for Steam's Spring Sale event!

Hi everyone, SCP: 5K is currently 20% off for Steam's Spring Sale event! https://store.steampowered.com/app/872670/SCP_5K/ Now is a great time for you and your friends to hop in if you haven't had a chance to check out the new update yet! -Affray Interactive Development Team News Image News Image Discord Youtube SCP: 5K X Affray Interactive X Affray Interactive Bluesky
March 13, 2025

GHOSTS OF THE SOUTH GATE // Update 0.16 is Now Available!

Update 0.16 is now available to download and play! This update brings a completely new/revamped version of the Antarctica mission, complete with a unique storyline, gameplay mechanics, and enemy types. If you wish to learn more about the work that went into this update, as well as some of the direct influences that went into building it, please be sure to check out our latest devblog. You can find the full in-depth patch notes below: 0.16 PATCH NOTES KNOWN ISSUES Holding TAB (Scoreboard) & pressing J or ESC can cause the game to softlock via mouse inputs no longer working. A workaround to this is to press J & ESC individually and it should allow you to take control with the mouse again. Occasional crashes can occur after finishing the Antarctica map Various audio-related networking problems affecting music and damage sounds can occur Occasional bug where players may get softlocked after the intro cutscene in Antarctica. If the cutscene ends and you don’t get the loadout UI, you may need to leave the match and rejoin, or restart the game. CONTENT Reworked Antarctica with complete storyline, gameplay, and enemies Added Part 2 to Antarctica Added SCP-610 (4 Variants) Added the Mask of Omphalos (Memetic Vision) Added climbable ladders Added throwable flares Added Kickstarter backer rewards: Added the GOC Peacekeeper skin Added a nametag icon for Kickstarter backers (icon for Omni Edition owners coming soon!) Added a unique Kickstarter patch: Enoch (more patches coming soon!) GAMEPLAY & QUALITY OF LIFE Reworked and improved AI detection and perception to be more consistent and controllable Improved vaulting Better smoothing and momentum preservation Added sprinting vault Added return to main menu button to server map select Added controller and keyboard support to server map select Added controller and keyboard support to confirmation dialogues Added localization to gamemode and objective text Improved the console command suggestion list Balanced some weapons: Slightly reduced effective range of S&W 500, reduced damage from 500 to 350 Increased M24 damage from 250 to 300 Increased Stealth Hunter damage from 100 to 150 VISUALS Added the ability for third person animations to affect the first person camera, reducing instances of seeing your own neck while sprinting, vaulting, etc. Improved elbow positioning in third person AUDIO Improved audio occlusion to allow for partial occlusion and more accurate geometry (experimental) Added various engine design tools for better dynamic audio (mixing snapshot volumes, spline- and volume-based sound emitters, etc.) Added various music system features to start, transition, and end music outside of hand-placed volumes Added the ability to set different damage sounds depending on the damage source/type Added shellshock filter for explosive damage Added the ability to have sounds play faster/slower depending on animation speed Added more tracked environment parameters Various sound fixes and improvements Various subtitle system fixes FIXES & OPTIMIZATIONS Fixed issue where players fell through the map when loading a checkpoint in Chapter 2 Fixed fire extinguishers mounted on the wall not being replicated for clients Fixed Guard spawns in the ‘Descent to Hell’ section of Chapter 1 so that they do not spawn in the ceiling anymore The size of objective trigger zone now fits the second override switch room better in the intro cells in Chapter 1 Fixed various invisible walls in Chapter 1 blocking grenades The containers in Chapter 1 should allow SCP-3199 to path better when opened Added missing collision to various walls that were missing them Several doors that could become stuck due to being broken while locked were fixed Blocking volumes that killed players in the garage pump sequence in Chapter 1 will not kill players anymore Floating submachine guns are now correctly placed on the rack in the testing map Fixed AI spawns breaking in the testing map after the first use Fixed several issues relating to AI navigation in Wave Survival Improved the reliability of the ‘Gather your team’ objective in the Chapter 1 intro cells Fixed several player exploits in Wave Survival Fixed elevator doors not operating correctly in some instances in Chapter 3 Fixed objective UI sometimes not showing on clients (adds list of pending objectives to wait until their parent has been added) Fixed notifiers being shown even when HUD was hidden Fixed objective UI sometimes reappearing when HUD was hidden Fixed “Joining (ServerName)” appearing when leaving a server Fixed a crash when adding attachments very quickly Adjusted GoreComponent cleanup to be less error prone and give more useful info Fixed falling through elevators on unstable connections Improved culling and performance in Area-12 Garages Fixed the ability to vault while vaulting Fixed some instances of Resonators getting stuck in “The Pit” when jumping down Fixed some issues in Wave Survival with enemies getting stuck out of bounds—stuck enemies now get automatically teleported back into the map where possible Fixed floating weapons when a character dies while unloaded Fixed reportables not unregistering after being reported Fixed AI melee damage being able to headshot the player, dealing massive damage Enabled actor and blueprint clustering for better GC performance (reduce random hitches) — We hope everyone enjoys! -Affray Interactive Development Team News Image News Image Discord Youtube SCP: 5K X Affray Interactive X Affray Interactive Bluesky
March 5, 2025

Update 0.16 Gameplay Trailer

Hi everyone, Check out a brief gameplay teaser for Update 0.16! We will see you all on March 5th! -Affray Interactive Development Team News Image News Image Discord Youtube SCP: 5K X Affray Interactive X Affray Interactive Bluesky
March 1, 2025

Ghosts of the South Gate // Update 0.16 Devblog

Hello everyone, Welcome back to another SCP: 5K devblog. In this post, we will be discussing the 0.16 update, “Ghosts of the South Gate”, as well as showcasing some of the upcoming work that the team has put into the game. This has been an opportunity for the team to work on something that isn’t within the usual confines of Area-12, allowing them to explore more creative and flexible approaches to various gameplay concepts and designs. This should be a unique experience that plays quite differently to the main campaign missions JXLDC, and shows some of the more diverse gameplay scenarios that we have planned for the rest of the game. News Image SCP-610 As we last discussed in our Fall 2024 Studio Update one of our major focuses for SCP: 5K moving forward is on making sure that the SCPs not only present unique challenges for players, but also really drive up the horror factor. Known as “The Flesh That Hates”, SCP-610 is considered one of the creepier anomalies of the SCP universe, as it’s a highly contagious disease that causes grotesque mutations to the body of those that are infected. It is designated as a “Keter” class anomaly by the SCP Foundation, as it is extremely difficult to contain. Despite its Keter classification, SCP-610 was originally contained and isolated at Site-600 in Russia due to its frigid and cold environment, which appeared to play a key factor in the containment process. In SCP: 5K, our goal was to pick up the story of SCP-610 after its isolation IK3Y8 and containment in Site-600: Area-12 seems to be involved in the development of the “Vector Program”, a global initiative that no one yet understands the full repercussions of. This program resulted in SCP-610 being transported from Site-600 to NSIS-4 for testing and the player’s mission is to find out why. News Image While developing SCP-610, our primary objective was to create a more “monstrous monster”, something that is distinctly different from guards/soldiers and our other enemy types that primarily utilize basic/simple melee attacks. In order to achieve this we constructed a flexible attack system that allowed us to add roughly half a dozen attacks across four different variants of SCP-610. We won’t reveal all of the attacks or variants here, but players should expect to anticipate and dodge a variety of attack patterns depending on the variant that they encounter. News Image News Image During this process we have also made sure to utilize some of the existing tech that we created for the 0.15 update (namely W486B the soldier awareness system and the fake zombie death mechanics) and modify/repurpose portions of it specifically to fit the unique behaviors of SCP-610. SCP-610 doesn’t sense players the same way that other enemies do, and “killing” it isn’t that simple. News Image GOC As the main protagonist of the Antarctica mission, we wanted to make sure to portray the GOC as the highly lethal operators that they are, but with a twist. While the GOC has many different iterations in the SCP community, in SCP: 5K we decided to take a more “tactical-meets-alchemy” approach to depict them. News Image In our timeline the GOC came into existence shortly after World War 2 (known to some as the “Seventh Occult War”). They EQCG6 were given access to extremely powerful technologies that blur the line between mythical and scientific comprehension, the most powerful of these being their base of operations, known as “Ganzir”, a . Beyond Ganzir, the GOC also has access to a variety of other unique and anomalous pieces of technology: “The Mask of Omphalos” - A lens made from a unique mineral that allows users to peer back in time and see certain memories, specifically ones that involve psychic trauma (the more there is the clearer the vision). As such the GOC have the ability to utilize “memetic vision” to help them see and understand a series of events that have unfolded at the civilian research outpost NSIS-4. News Image “The Fleece” - The GOC’s uniforms are made from a symbiotic mold that bonds with the wearer and allows for rapid (although limited) healing abilities LWBY7. If they are to take damage in combat, their suit is able to aid in healing its user and prolonging survival to complete the mission. News Image “The Lavos” - Known as “the Voice”, the paramount weapon of the GOC which can . News Image GOC “Peacekeeper” Kickstarter Reward At long last another one of the Kickstarter backer rewards will be coming with update 0.16: the GOC “Peacekeeper” skin! The GOC Peacekeepers represent the rank and file of the Coalition, whereas the operators for Antarctica are one YED2L of the elite strike teams. All Kickstarter backers will now be able to select unique variants of the GOC outfit in the customization screen: News Image In addition, backers will also now receive special icons in their nametags that other players will be able to see in coop and multiplayer matches: News Image NSIS-4, Antarctica The location that we chose for Ghosts of the South Gate is the National Science Institute Station 4, otherwise known as NSIS-4. NSIS-4 was designed to support a sustained operational population of approximately 150–200 individuals ranging from scientists to eco tourists. It regularly received shipments Z4BZ8 and acted like a port for the scattered Antarctic outposts, such as the Troll Station further inland. We felt that this would be the ideal scene to portray the continuation of SCP-610, as it would be a natural place to move it from Site-600, and it gave us a lot of opportunities to weave in the story with Area-12 as well. News Image In addition, NSIS-4 allowed the team to incorporate a number of inspirations from one of our favorite films: John Carpenter’s “The Thing” (1982), which also takes place at a remote research station in Antarctica. We were even extremely fortunate to be able to work with the legendary Peter Maloney from the original Carpenter film for this update—you will be able to hear his voice acting in-game as he takes on the role of Marcus, 6XFYI a worker at NSIS-4 and key character that will help players understand what happened at this outpost. Keep an eye out for the various easter eggs and nods towards the film that we placed, and if you wish to learn more about how this film influenced us we will include a section about this in the upcoming devlog. News Image News Image Antarctica was also another opportunity for us to further enhance and develop our level design workflows in order to avoid tedious puzzling elements while also simultaneously reinforcing exploration, maintaining story and tension building moments, and ensuring good momentum/flow CFTCB with a healthy balance of challenge along the way. Players should be able to experience a good range of both story and lore building interspersed between a variety of high-paced, endurance-testing challenges throughout the course of the mission. News Image News Image News Image News Image News Image News Image News Image — Thank you for checking out the devblog. We hope that everyone enjoys Ghosts of the South Gate on March 5th, and we can’t wait to hear what you all think! -Goomes, Community Manager News Image News Image Discord Youtube SCP: 5K X Affray Interactive X Affray Interactive Bluesky
February 26, 2025

Update 0.16 Release Date Reveal

Hi everyone, The release date for Update 0.16 is now here! Everyone will be able to hop in and play this update on March 5, 2025. We can't wait to hear what everyone thinks! -Affray Interactive Development Team News Image News Image Discord Youtube SCP: 5K X Affray Interactive X
February 19, 2025