containmentbreach

Hey guys, Zornor here! It's been a while since our last update so I wanted to let you guys know where we were at, the state of 0.7, and our plan for the upcoming year.

1) The bug

For the last couple of weeks, I have been busy stripping the game down to a manageable size for Unity to be able to use to debug the issue. Because our project has grown so massive over the last few years, this required over a hundred hours of work going through and stripping systems and third party assets from the game piece by piece. The game and project have been sent to unity along with logs and debug information, and we are in constant communication with them to resolve this issue. The stripping process also gave me two whole pages of things to do to optimize and improve the game for 0.7 and beyond, which I am incredibly excited for - it's nice to have some tangible results from that process!

This bug, although incredibly annoying, has been a learning experience for the whole team. I have been drafting up a process to ensure that something like this never happens again. Because we only caught the bug many months into 0.7's development, it was impossible for us to just roll back to a release before the bug. Going forward, we will be testing the game every week as well as every time we upgrade the engine or add a new feature. This will ensure that if something like this happens again, we can catch it early and fix it.

2) State of 0.7

You'll be excited to learn that we haven't sat idly by just waiting for the bug to be fixed. In addition to a whole new secret SCP, we have begun work on a really exciting new room and progression sequence for the game that we are hoping to fit into 0.7! This room ties the past and the future of the game together, utilizing one of the oldest systems of the game while also giving a glimpse into the larger world and future scope of SCP Unity.

3) Our plans for the future

Going forward into 2020, we have some really exciting plans that I'm stoked to work on. In addition to a roadmap for SCP Unity, we are also going to be doing a full website overhaul and completing the patreon database to allow us to easily track prop points and offices automatically.

Finally, I'd like to thank everyone for being such an awesome supporter. This game has grown beyond anything I or the other devs imagined. We're looking forward to sharing 0.7 with you and hitting the ground running for our next update, 0.8!


P.S. - Also, if you're not already on our discord, I invite you to come check it out! The devs and I post there frequently and you can find out a lot more about the game - check it out here

SCP UNITY V0.7 TESTING HAS BEGUN!

It is finally time! We have begun testing the new update V0.7 “The Core Update” and are now closer to the release than ever before! Soon our Patrons of Tiers 03+ (Containment Specialist and above) will receive the update in early access before anyone else.

0.7 will be our biggest update yet, Including brand new WorldGen 3.0 with support for multi-level world generation, a huge sound overhaul, SCP-131, a new SCP-173, more interaction with the world and progressions to explore!

Zornor90 - Project Lead & Architect
Shadowscale - Head of Graphics and Art Design
Eternal Error - Lead Programmer & UI Design
Corvus B - Head of Audio and Music Composition
Aruspice - Head of Modeling & Animation

1.jpg https_i.ytimg.com_vi_MDLV9x8w4L8_maxresdefault.jpg

All New Tesla Gate Sounds & Music

Hey Everyone,

We're hard at work on wrapping up 0.7. We appreciate your support while we get ready to begin the testing process. We're getting closer every day and we're really excited about what 0.7 has to offer!

Here's a quick preview of our Tesla Gate, which has been reworked and remastered for our next update.

Again, your support means everything to us. Thank you.

-zornor90, Lead Developer

1.jpg https_i.ytimg.com_vi_SXYjC7U29UU_maxresdefault.jpg

Hey guys! It's been a minute since we chatted here and that's because the dev team has been hard at work finishing up 0.7. Currently almost all of the content is implemented and we are just fixing bugs and polishing things.

We are hoping to start testing within a couple of weeks! If all goes well we hope to release to you guys very soon

We really appreciate your patience with this update! It's going to be the biggest ever. Among the new features are things such as:

We really appreciate your support; this project would not exist without patrons such as you!

You might have noticed that we haven't released an office build in a while. Never fear; if you request an office while you are an office patron, it will be added to the game as soon as possible! We had to completely update all patron offices for 0.7 so it is impossible for us to make any more office builds until 0.7 releases - more on what that means in an upcoming post ;)

Keep an eye out over the next few weeks as we have a lot of media posts planned to hype you guys up for this update! Can't wait to see you guys play and experience SCP Unity 0.7: THE CORE UPDATE

- Zornor90, Lead Developer


Making the Statue Speak

SCP-173 is not only getting its looks updated, but its sounds too! Using some peculiar methods, our Head of Audio, Corvus B., has created some intense and frightening new noises for the statue. Experience them yourself in 0.7 - Coming Soon.

Instagram: https://www.instagram.com/scpunity/
Reddit: https://www.reddit.com/r/scpunity/

1.jpg https_i.ytimg.com_vi_Xal9GvK8Irs_maxresdefault.jpg

September Office of the Month Winner - Reign / Storm!

We're proud to announce the winner of the SCP Unity Office of the Month contest for September 2019! With the month of September, we have another top tier Office of the Month selected. Congratulations to Dylan Storm Johnson and Joseph Dakota Johnson, the winner, or more accurately, winners for this month.

Below you will find a link to download the latest office build of 0.6.5 with brand new offices and an office key to explore the winner's room.

[Build Link] 0.6.5.9 https://drive.google.com/open?id=1PPMueX7zEnq4LvI51yoUlpq8vxa0JB_y

[Office Key] e1ac8c8f-be82-402c-8c5e-a88057a3296c


Office Build 0.6.5.9 Release Notes:

Added Offices: Jackie, Matt, Puglord69, Sidney Watford, Geocrafter, Jalo

Added Custom Props: Festive's Unlondon Bust, Pocket Watch, Jars, Jalo's Skull Book, Felix's Hermit Crab, Chanka's Liquor Cabinet, SCP_Illustrated's Drink, Noodles, Hotsauce, Note

Updated Offices: Ball, Robin Brown Fussell, Mikhail, Woodmr13, Agent Gray, Chase Cagle, Dylan Storm Johnson, FullestSquare0, Maple_Syrup32, LordMicroMan, Ross Newton, Jackal Eclipse, ThisGuy1690, thomserik, Tyler Roulston

officeOfMonth.png

Hey guys, it has recently come to my attention that a lot of people who have had their offices made don't realize that they have been released in the office builds we have done recently.

When our next build comes out, I will message everyone personally to ensure that they know their offices are done! Until then, feel free to directly message me to ask if your office is completed

Thanks!

-zornor90

August Office of the Month Winner - TrulyMadz!

We're proud to announce the winner of the SCP Unity Office of the Month contest for August 2019!

It has been another month, which means it is time to select a new stellar office to crown Office of the Month. Congratulations to TrulyMadz, the Office of the Month winner for August 2019. Below you will be able to download the latest office build of 0.6.5 with new offices included and the office key so you can see this truly weird and wonderful room for yourself in game.


[Build Link] 0.6.5.8

[Office Key] 9ae8bd42-d6ed-4192-aedd-1055625ab8f6

Room_of_the_Month_2019_08.png

BREACH LOG: SCP-3199

https_i.ytimg.com_vi_B1sOZYvdgNg_maxresdefault.jpg

Incoming transmission...

https_cdn.discordapp.com_attachments_543930539162337320_606926240947109908_unknown.png

SCP-914 Dial & Fmod

As part of 0.7, we are replacing the dial and key from the original game with all-new assets & sounds - check it out!

https_i.ytimg.com_vi_2p3uKkXHNdk_maxresdefault.jpg

Office of the Month + New Office Build + More!

We're proud to announce the winner of the SCP Unity Office of the Month contest for July 2019!

The winner is: Doug Lietz, and below you'll find pictures of his room as well as the office key so you can check it out for yourself in-game. His reward, the Office of the Month ceremonial plaque will be added to the next Patreon Office build for the game. Below you'll find a build of 0.6.5 with new offices including the winner of the office of the month. (NOT a new update, it's the same update with new offices, including the Office of the Month winner):

[Build Link] 0.6.5.7

[Office Key] 7e63d350-a1c1-4015-ad7c-e6f61c9b996f

Additionally, we're adding custom offices to the Containment Specialist ($25) tier on patreon! Unlike $35 and up, offices for $25 patrons will not have any custom props, and only support normal props from the game - $35 and up will remain the tiers at which you can receive custom props! Also be aware the patrons who are already subscribed to the Containment Specialist tier will be given priority. We plan on completing around 10 offices per month so it may take a while to catch up our backlog, but if you submit your office during a month you are subscribed, it will be added at some point! If you're a Containment Specialist patron, make sure to send in your office request using the form available in our patron channels

1.png

First look at our new buddies in-game!


1.png

D-Class Outfit Concept


https_scontent-iad3-1.cdninstagram.com_vp_ea556cc1af516e249c8a98d99668e1a8_5D96A568_t51.2885-15_sh0.08_e35_p640x640_60255767_168391894186814_3900356520808122154_n.jpg_nc_htscontent-iad3-1.cdninstagram.com (d)

SCP-096 Reveal Teaser Trailer


https_external-preview.redd.it_9wNwvetLNk_CGhbZbiTWQC7WaYfPAPatbHdOQgZaFCU.pngformatpjpgautowebpsbbb28ecde2407f74b3a6a0e416d0508e43ca88d1 (d)

Hey guys, back at you with ANOTHER SCP Unity Devblog! Today, we're gonna talk to you about our new Tesla Gate room and how it fits into our future plans!

Tesla Gate

The Problem

We recently completed (in 0.6.5) a new look for the Tesla Gate. This new room allows for more world building and creativity of design, both elements we wish to expand upon in future game updates. Currently, the implementation of the event itself has not been changed, working exactly like it has in previous builds. While it works for now, we feel there are more ways we can immerse the player in the world of the Foundation with this room, add new interactions for the player to invest time into, and make the event itself overall interesting.

Solution - Interaction

One way to make the event more interesting is to add more interactions, whether that be events concerning SCP-106, new buttons for the player to discover and press, a way to control or manipulate the Telsa Gate, etc. Each new interaction expands the room's function, adding more content for the player to enjoy. Currently, we are thinking of letting the player have the ability to turn off the Tesla Gate. Additionally, manipulate a function of the Tesla Gate to make it activate faster, making it a perfect trap for SCP-106. SCP-106 will likely not fall for the same trick twice, however.

Solution - Progression

Additionally, we wish to expand on the progression of the game by giving the player tasks to complete that will further their progress. One possible implementation of this would be the use of key cards or pass phrases to unlock certain rooms or locks. These items would not function like the key cards everyone is familiar with from previous games. Instead, one key card would be responsible for one area or a handful of doors. For example, a security guard might have left his key laying around while eating and forgot to pick it up during the breach, who just so happens to have a shift managing the Tesla Gate. Tweaking how key cards are used in our game to reward the player for exploration or completing certain tasks is an idea we are committed to. You may have already seen this idea implemented with SCP-1499, whose key card will be added in a similar fashion.

(Control room not yet accessible)

Solution - World Building

Lastly, the last thing we wish to add to the new Tesla Gate is world building. Though this is mainly done through the control panel itself, the idea can be expanded upon throughout the facility. We want to write compelling reasons for why the people at the Foundation do what they do. We want the control panel for the Tesla Gate to feel like someone a real security officer would interface with to control a high voltage death gate. While I don't want to spoil what we have planned, it will be akin to letting the player immerse themselves in the role of a person who works at the Foundation.

Guns? In Containment Breach?

It might be more likely than you think

file.1 (d)

Flame Unit Concept Art

PatreonTemporaryImage-64b100a1-161d-4865-85ed-89303ffdc8b3.jpg

"I didn't sign up for this!"


file.1 (d)

A glimpse at the future

In-game screenshot, realtime

cover_mtf.png

Hello everyone, welcome to the first official SCP Unity devblog! Our plan is to start providing you guys with a look behind the scenes at SCP Unity's development and show off what we are working on. We'll do these once a week as long as there is content enough to fill them!

This week, we'll talk about some code changes and upcoming SCP Unity plans!

Updated Interaction System

The problem

During the last update, it became clear to me that the interaction system was not advanced enough to handle all of our use cases. For instance, in the image below when trying to target the elevator buttons, it's very hard to select the button you are pointing at as the system has other ideas...


(Trying to look at the bottom left button but the system chooses the bottom right button...)

This is because the old system just chooses the best item within a range of the player that is closest to the cursor, instead of choosing the item you are looking at. This was done so that you could close doors without looking at them so that 173 couldn't kill you; however it is not precise enough to handle direct interactable interaction

So we couldn't just change the system to use the interactable you are looking at, as that would make 173 super annoying to deal with (imagine having to turn around to open a door with 173 in the room with you). In addition, after spending some time playing Apex Legends (great game btw), I noticed that there is a small buffer radius when you are looking in the general direction of an item so you don't have to look directly at an item

The solution

The solution was to first separate target detection into a separate script from InteractionHandler - TargetFinder! This system is responsible for finding interactable targets. Targets are chosen by priority:

This means that if you are looking directly at something, that is the interactable that will be selected, while also allowing you to close doors without 173 ending you

Finally, by default all interactables require you to look at them - only door buttons and similar will use the old system. This should be more in line with most games as well as avoid issues like trying to pick up an item, but clicking on a door button instead like in the original game

Centralized our asset databases

SCP Unity uses database assets for a lot of our in game assets (items, rooms, etc). When I started coding the game, I wasn't very knowledgeable about good programming practices.

This meant that our database assets were getting loaded all over the place! This makes it very hard for new programmers to figure out where things lived

For example, this is how we got our patron list before:

<code>List<Patron> types = (UnityEditor.AssetDatabase.LoadAssetAtPath(EditorDBPaths.PatreonDatabase, typeof(PatronDatabase)) as PatronDatabase).patrons;</code>

Not only is this really bad because its using a direct path to reference an asset (in a separate file), it also means we have to write separate code to load in the runtime builds. In addition, everything referencing a database will need to load it separately!

The solution

We created a single asset for all databases to be referenced in, which can then be hooked into in our code

Now we can just reference our store to get our patron list:

<code>List<Patron> types = PatronDatabaseStore.GetDatabaseStore().patronDatabase.patrons;</code>

Much better! Works in both editor and builds and ensures that everything is loaded and kept in one place.

Another benefit of this system is that in the future, we could potentially have multiple stores so that mods could easily add their own store.

Other news

In other news, we have started preparing for our crowdfunding campaign - where we will use a system like Kickstarter to try and drum up support for the game. We are going to need a lot of backers so this is going to be a lengthy process - but if we pull it off, we will be able to go full time on development which will massively increase the size of the updates you guys get

Thanks to your support, we have been able to purchase a monthly subscription to a wiki service to allow us to better organize our development & planning documentation - this will make keeping track of things much, much easier


Finally, work is coming along on a smaller update for you guys hopefully to be released in a few weeks or less! This update will contain the new interaction system, as well as a couple of other cool things that we are cooking up. It'll release early to patrons following the schedule outlined in the rewards structure

Another pose


file.1 (d)

First official look at the class D model, rigged for animation


file.1 (d)

...unforeseen consequences


3.png

Prepare for...


file.2 (d)

ARMS


file.2 (d)

Arms


file.2 (d)

Patron Prop Modelling Stream!

Come watch our modeller Aruspice as he streams patron prop modelling! If you aren't already an office patron, you can sign up and get your own office & custom props added right into the game!

https_i.ytimg.com_vi_CJDcyE0Wx4E_maxresdefault_live.jpg

Faster, better AI in 2019

NodeCanvas in action! This will let us quickly build AIs using simple actions. For instance, here is a PatrolBehavior that we can let any AI use. No longer will we have to write the entire AI every single time we make a new SCP or entity. Instead, we can write action tasks like MoveToPoint, MoveToTarget, RunFromTarget, AttackTargets, and combine them in different ways to quickly build powerful AIs. This is called a BehaviorTree and has been used in a lot of games with great AI (like Alien Isolation)

More coming soon!

Reusable.PNG

Just made our first asset purchase of 2019! https://assetstore.unity.com/packages/tools/visual-scripting/nodecanvas-14914

Thanks to you guys we are able to continue purchasing unity assets to help us speed up development!

This asset and ones like it will allow us to speed up:

More information coming soon!

Hey guys! After many months and many long hours, we are proud to present the SCP Unity "Overhaul Update" 0.6 release! Check the other post for the release notes

Changes since 0.6's original release:

Window (64-bit): Mega | Google Drive

Just so you guys know, you will also get the release early! We are releasing it to $25 patrons first, then $10 patrons next ;)

Hey guys! After many months and many long hours, we are proud to present SCP Unity 0.6 release!
To thank all of our awesome patrons, you will be the first to receive the update! Hope you enjoy it as much as we've enjoyed working on it - we are looking forward to seeing you play it!


Windows (64-bit): (Patched build coming within a few hours)

0.6 The Overhaul Update - Trailer


file.1 (d)

Hey guys, update 0.6 is in testing and it is going very well. Just wanted to let you all know that this Thursday at 9pm est is the deadline to guarantee you will get your office into 0.6, if it has not been submitted already!

Thanks for your patience, the team and I are very excited to see you guys experience the new update!

An old friend returns revamped in 0.6


file.1 (d)

Hey guys, happy new year! First of all, just want to say a big thank you to you guys for supporting us over 2018, you all rock!

So some news. The 0.6 update is coming along, but we aren't quite there yet. The secret SCP is almost completely implemented, and we are finishing up the PDA UI overhaul 1.0 as well as an overhaul of some of 106s jankier animations. There's also some minor things to take care of before testing will start.

We plan on testing this update very thoroughly, as it has a lot of reworked subsystems as well as some solid new content. Honestly, it's not a stretch to say that this is a totally new game engine as we have ripped out and reimplemented pathfinding, most of the AI, and our room streaming systems - as well as a completely new lighting system. The good news is that we now have a very solid base for expanding the game going forward.

In terms of patreon offices, I just want to assure everyone that your office will be added if it has been submitted - once we hit the testing phase we will also use that to add any offices and props that have not been added yet. After 0.6, we will be able to resume adding offices as they are requested without having to worry about releasing buggy versions of the game

I'll keep you updated as we continue to progress towards the release - thanks again for your support, and we're looking forward to showing off what we've done very soon!

Holidays are a bit different here


file.1 (d)

Hey guys, just wanted to wish you all a very happy holidays from myself and the rest of the dev team! We really appreciate your support over the last year, as it has allowed us to grow our development greatly, add new devs, and continue the great work of making this game! You can watch our teaser / thank you video as well as listen to the score in the links below. Thanks for an awesome year, and we can't wait to show you what's coming in 2019!

2018 thank you / 0.6 teaser: https://www.youtube.com/watch?v=Q6deMGFeSzQ

View the Reddit post: https://www.reddit.com/r/SCP/comments/a9aeoy/happy_holidays_from_the_scp_unity_team/

Listen to the score: https://soundcloud.com/corvus-b-composer/scpu-holiday-theme

Discord integration coming in 0.6!


discordintegration.png

Hey guys,

So after Markiplier's recent video which highlighted the SEVERELY UNTESTED builds we were releasing, we pulled all the patron builds for the time being (if you are an office patron and your office has been previously added but you don't have that build message me and I'll link you)

After 0.6, we will restart patron builds as follows:

Offices and props will be added on a weekly or biweekly basis as we get new ones to the stable 0.6 build. We will do development on a separate branch without fear of it causing bugs

In addition, we will do a faster release cycle for our general releases. This release cycle will culminate in testing, and will have early release dates for different patron tiers before the build gets released to the public. That general release will then become the new stable branch that we release offices on

This will avoid the issue of patron builds being broken going forward

In other news, 0.6 comes ever closer...

Let me know if you have any questions!

Thanks as always for your support,

-zornor90

Hey guys, so I wanted to post to clarify a few things:

Thanks so much for your support this year, this game wouldn't be possible without people like you!! This game has come a LONG way since 2017, and 2019 is going to see it going even further. We look forward to seeing where this game goes, and hope you do as well!

Thanks

-zornor90

Hey guys, it came to our attention that all the new props were missing textures in the last build - this build should fix that!

0.5.8.9a - Windows (64-bit)

Version 0.5.8.9

Performance should be a lot better, as always let us know if there are any new bugs as we get closer to our next public build

Also note that we are testing out AWS instead of mega for builds, let us know how it compares!

Click here

MTF Sigma-13 "Wretched Dawn"


file.1 (d)

New build, check it out!

NOTE: There is a problem with the newly lit rooms in this build but we will resolve it soon and update this post with a new link

Changelog:

Windows (64-bit)

Robots...in SCP Unity?


https_pbs.twimg.com_media_DqjGruoWoAAJaCq.pnglarge (d)

Pretty large build this week! The biggest new changes are save / load version 1, room streaming being a lot more optimized, and the new death screen system

Changelog:

Windows (64-bit)

Hey guys,

Just wanted to give you an update on the status of the poll. We have decided to go forward and keep LCZ as a randomly generated map. We will have some maps that are static, like ExtCZ - but the final game will support both static and random maps

The good news is that our new lighting will work on both static and random maps, so we have far fewer of the negatives that come with procedural generation!

Hey guys, so a bit of news - unfortunately Error's hard drive went out so we weren't able to add any new offices this week. So I've decided to wait until next weekend to put the build out - the good news is that this build will have 2x the stuff a normal build does - including a working death screen implementation and the completion of 0.6's save load!

If you haven't sent in your office request form yet, please do and I'll do my best to get as many offices as I can in the next build (if you don't know how to request an office, message me and I'll be happy to hook you up)

Thanks again for your support guys, you rock!

WIP location render 2


file.1 (d)

WIP location render 1


file.1 (d)

Hey guys:

So the team and I are considering making the game's level generation static instead of dynamic. I know that this is a big change, but hear me out - we feel that it would be best for our game as it would let us design a much better experience. We feel that creating rewarding progression and exciting SCP encounters are much more important to the spirit of the game then just changing how the rooms spawn.

In case you aren't sure what that means, that means that instead of the rooms randomly spawning, we would design each zone carefully and test it for the best possible immersive SCP experience. With the game we have in mind, we think that this would allow us to create far more exciting encounters and engaging progression then a randomly generated map would.

Note that in both cases, we still plan on adding random events and rare spawns to keep multiple playthroughs interesting. In addition, we plan on having multiple progression paths so there won't be a single path to victory. The only randomization we would be removing is the level and room placement.

Because we are making this game for the community, we felt that asking you guys your opinion was important. So, without further ado, our first official poll in a while!

Random Generation:

Pros:

Neutral:

Cons:

Static

Pros:

Neutral:

Cons:

Hey guys, new build!

One exciting thing about this build is that texture streaming -may- be fixed. Let me know if you get any crashing issues

Windows (64-bit)

Hey guys, hope you're doing well! I'm writing this message to notify you of changes to our patreon tiers - and I'm doing it today so that if you guys don't like the change to your tier you can change your patronage before patreon starts charging you for October

First, weekly builds are going away. They are unsustainable at this point - and no major game studio is able to do them. It just isn't possible to add an entire new feature in a week - and test it!

However, we will still release early builds of the game. Each week, we will release new patreon offices in each build, as well as any other features that are ready. So it's very possible that you will still get new things every week - but it's not guaranteed. This way, if we add a lot of little things in a week, they can go out, but we don't have to try and cram a new feature in in a single week, which leads to bugs and all sorts of issues

Next, onto more exciting news! We are changing up how custom props are going to work - but not to fear, you will still be able to purchase at least 1 simple prop a month (as before). Our changes apply more to more complicated props. We realized that if we did it the way we were planning on doing it, we would quickly get overwhelmed by prop work, and this would hurt the game's development - which we want to avoid at all costs.

So, we are changing props to work on a tier system. More complicated props = cost more points, and each month you stay subscribed, you gain a point. So for instance, you could purchase 2 simple props in 2 months - or save your points and go for a more complicated prop every 2 months. You can read more about that here

We are also adding a new role! The Elite Tactical Personnel role will let you accrue 2 points per month. This will let you decorate your office MUCH faster - you'll be able to afford 24(!) simple props, 12 medium complexity props, or 6(!) super props a year.

We hope you guys understand the reasons for these changes, and we are confident that they will help us create content for you faster and continue making this game great. If you have any questions, please reach out to me via discord, or here on patreon.

Thanks!


Welcome to ARC Site 48


https_c10.patreonusercontent.com_3_eyJ3Ijo2MjB9_patreon-media_p_post_21687294_7586271d95664b7c91010671296fe981_1token-time2145916800token-hashZ2M8y2pVDCvoasrXR6bCDboqIryYbbal11QxBFQsyTs3D (d)

Hey guys! So it's been a while since our last build, and we decided we needed to get one out asap so that we could continue adding patreon offices for you lovely people

Room streaming is now at a point which will allow you to load into the game, and access your office if it has been added. There are quite a few bugs, but we felt that as long as that caveat was out, it would be alright

Note that this build is so broken that most NPCs aren't active, and some rooms won't work. This is just for patreon offices!


Click here!

Hey guys,

So more progress has been made on room streaming. Unfortunately, we realized that the work to move the old pathfinding to the new room streaming system would be as much work as just finally pulling the plug and switching to a new, more modern pathfinding system...

So that's what we've done! Everything is in a various state of broken, but the new pathfinding will improve the game experience in several important ways

Stairs work correctly:

https://cdn.discordapp.com/attachments/455508549964136472/492810023848640522/unknown.png

178-1 no longer merges but instead the entities correctly avoid each other!

https://media.discordapp.net/attachments/455518328996495371/493275458989981707/unknown.png?width=1248&height=676

It's something we've wanted to do for a while so it's exciting to finally have a chance to do it.

Other than that, work is proceeding on our kickstarter plans, and we are continuing to work on the intro sequence and patreon offices.

More on the way soon!

Hey guys, great news!

Room streaming is now undergoing testing, and we can safely say that it has heavily improved performance for all our testers that have playtested it so far!!

There are still a lot of bugs to sort out, but we are planning on releasing a patreon build soon for $25 and up patrons to get some new offices out and get some feedback on performance


Hey guys, really excited for all the new patreon office subscribers! Just a reminder, if you haven't requested your office / this month's prop, please feel free to

Step 1 (month 1): Request my office!
Step 2 (month 2+) Request a custom prop!

Remember that if you don't feel like designing your entire office layout, you can just ask us to!

Hey guys, hope you're doing well!

So a few weeks ago we discovered to our dismay that the game has been crashing constantly. This is due to several new technologies and the fact that our game has constantly grown in size thanks to the great work of our artists.

The original way that I set up the game to load is no longer feasible (load every single room at the beginning of the game). Instead, I have begun work on a new dynamic room streaming system.

This system has reduced the size of our room asset bundles from 300MB-1.7Gb to 3kb, as each room is now packaged separately in its own bundle. Only a certain number of rooms will be loaded at once. This means that we will be able to continue to add rooms (especially with new worldgen!) without worrying about graphics memory limits.

The system is still a work in progress, and will take a few weeks to finish. To this end, we are suspending weekly builds for the most part - we will of course continue to add patreon offices each week as possible, starting next weekend - so don't forget to send in your office request form!

In addition to the room streaming, we are working on a few fun things including a full 173 AI revamp to fix him spawning in positions where he can kill the player, and the ability to zoom in the camera to more easily view custom monitors, text, and the like.

We really appreciate your guys' support, and are looking forward to revealing our long term plans in a month or two, we've got some really awesome things planned so thanks for sticking with us! Until next time,

zornor90

Hey guys, hope you're doing well! So just wanted to let you know that we are hard at work trying to pinpoint the crashing issue and will continue focusing on that until it is resolve

You can track our progress on it here: https://trello.com/c/NlLH7bXC/522-why-are-we-crashing

Hey guys, something Unity did broke things - if you are experiencing constant crashes then it's a known bug, we will be checking it out for next week

Hey guys! Another week, another build! This build has two exciting things: Our first cutscene, and a full post processing system overhaul (WIP)

Windows (64-bit)

Hey guys! Just wanted to remind you, if you haven't already, that you can use these forms to request your office and prop (after month 1)


Step 1 (month 1): Request my office!
Step 2 (month 2+) Request a custom prop!

Windows (64-bit)

New PDA UI

;)

hP7OeDitMW9fKE4FEqCiecy01byiTRvkw4EN9P8f9GgspUonRpbwEazkl84Mekcl.png

Hey guys, hope you're doing well!

So this is a small weekly since it's so close to the monthly, but it is an exciting one. We have figured out how to do some major optimizations to rooms to increase framerates. Not all rooms have been optimized yet, you will see the most increase in the patreon office room, SecureStorage, and SecureStorage2 (1079 room). We will continue to optimize going forward, so exciting times ahead!

Windows (64-bit)

Woo! At last, we have released our first patreon offices! Ball, Isabell David, Core Games, and Chanka are the lucky four to be the first to receive them - hope you guys like them as much as we enjoyed making them! You will be receiving your office key via PM to input into the new game screen.

We've also added a few tweaks and changes, full changelog below:

Changes in 0.5.8.1

Changes in 0.5.8.2

Windows (64-bit)

Hey guys, weeklies will be a bit sparse for the next few weeks as I finish up the new worldgen (Finally!!!)

We will begin implementing people's patreon offices starting this weekend, so weeklies will mostly consist of those for the next few weeks - looking forward to seeing how you guys like those!

Hey guys! So it came to my attention that we hadn't given you anyway to actually request your office or prop.

So here are some forms!

Step 1 (month 1): Request my office!

Step 2 (month 2+) Request a custom prop!


Lmk if you have any further questions!

Hey guys! Exciting news today. We've got the infrastructure in place to start allowing you to purchase patreon offices! If you are interested, go ahead and sign up under the Senior Containment Specialist role. We are limiting the role to 15 for now so that we can get used to the workflow, so if you miss out don't worry - you'll have a chance to get an office in the future!

Can't wait to see what you guys come up with!

EDIT: Go here to find out how it works / see the props catalogue: https://www.scp-unity.com/patreon-offices

SCP-131's first peek at you


dPRXUsIW5-1u4RpF0u7ZhBINF0hnnkiJE4VsxEaFi6w7KcCYHYepaX97uDZTYEtd.png

First peek at 131!


VEwCaTqrEquay3nEN6WDJ62IV8nzhJ-yypz-Wxk7PylrjU9YyQWTPjCKWKjGtCkz.png

Hey guys! Our first weekly since the release, and we've got some exciting news - headbobbing is in the game!

There's been some other changes on the backend as we prepare to launch our patreon offices, read the full changelog below:

Windows (64-bit)

Patron office prop catalogue

Hey guys, as part of preparing for the patron offices rollout, we are making a catalogue of all the available default props you will be able to choose from!

lCYinnMRlRA4mmxRjfFFhevMaipPzwcIGZBr2Gd2YXCQ9WeCPTpSFBMLNnT3BHfj.png

Anniversary Update 0.5.8 released!


WPT5uVKDkxSb1OIfu8a5CCniGqskqPdQ0ZsnBNAsIsmxxMbSgT3_HEQZTJP3eJ-0.jpeg

Intro to arms


GgHWIzCdWBW20PLArL4lgrogVz5g5DwIZo362YaB4j5KgoiYDLgIJGu4Lqygr3XP.jpeg

Hey guys, another update - testing is going well and we are planning on releasing this friday!

Hey guys, just wanted to check in - no weekly build this week as we are hard at work preparing our july build for testing - but I can assure you the wait will be worth it! Tons of new content has been added over the last few days, and more will be added as we prepare for release! This next release is shaping up to be the best yet, and we couldn't have done it without your support!

Thanks!

Hey guys, new monthly is out! Lots of great changes since last month, check out the changelog below for more details!

Windows (64-bit)

Changes since 0.5.7.12 (Last weekly)

Changes since 0.5.7.9 (Last monthly)

Finally replacing one of my pet peeves!


N6btGRgLf5aUkGnqNNu-WlA_pUysTIkEB7Wy-I7zwq_vyR31KZGh-yAzJhCSUEfC.png

Hey guys, this build has some really exciting stuff!

Windows (64-bit)

Hey guys - apologies for the delay and small build, most of the team was out this past week. But that doesn't mean progress hasn't been made! I made a lot of headway on texture streaming and reworked the system that builds the streamed textures so that it's ready for me to test the streaming itself.

The weekly build contains:

Windows (64-bit)

Suit Up


ImbCs0wPWi628-tzd3nzoIAvrM9RtcNF2hIcbqh6MG4ECcvOU4UqADulKslJu5HD.png

Hey guys! Got some exciting news.

So lately you might have noticed performance is getting pretty bad...the reason for this is that currently all textures are being loaded when the game starts - over 7.5GB!

Fortunately I am working on a solution. I'm building a new dynamic texture streaming system that generates texture LODs similar to other games (SOMA, etc). Preliminary testing has shown that I can reduce the initial texture package to 30-150 MB!!

Not only will this greatly enhance the game's speed and frames, it will also speed up loading times greatly! It will ensure that no matter how many rooms and objects we add, the game's texture memory will remain controllable so we can continue expanding and adding content to the game.

I'm hoping to have a working implementation completed in the next couple of weeks, expect more updates soon!

Hey guys! Most of the team took the last week off, and a lot of my work has been on the new Texture Streaming system, but we still have some goodies for you this week!

Windows (64-bit)

Hey guys, new monthly is out! Lots of great changes since last month, check out the changelog below for more details!

Windows (64-bit)

Changes since 0.5.8 (Last weekly)

Changes since 0.5.5 (Last monthly)

Hands off development


lEy1r65bQjC6BjSJXuvZNTgtqYHAvhR7mXE7XfHyUXk-5IedEoNWUn6g90C-FLKo.png

Hey folks! New week, new weekly!

Windows (64-bit)

Lots of good stuff here, check it out!

Windows (64-bit)

Sekret


cQrotAvS-ONLm6KJGfguPwBmp3r3EOvhCFbTCV9yPxw-ezzxiSGpwSxmSlxjz6Vv.png

...for a reason


SFaihskwmzyuLBcLraolWvrLecm6ZUkQJ-VUBRYSKAgYm85ypkqKrV2ANcps-VKa.png

Privacy matters


NCEyV4fFC93_uMO8xMXeJ1HWMXdwj3d9bwtCCQjG6maUXJdl8zr7GAAI6FPZn4A2.png

Hey guys, new weekly build! I've been working on a lot of stuff on the backend that's not in this build yet, but we did manage to put together some new content for you

Windows (64-bit)

On the worldgen branch, I've finished cluster / hallway generation and started to rework dimension spawning. I'd consider the work 50-60% complete now

I've also started implementing texture streaming, which should hopefully reduce texture memory to a manageable level removing most of the stutter people are experiencing

Improved Visuals & Materials


lIgdmvvpvS_vZpzfA1WmFE9ue8StgfM9vcKjPZyi9UaXeIN1L8ENZB-qrg-3Dw41.png

More props!


Mpe_jgtScx6WYx7cmjF8Y_N21LCuV3XJ_fAzDSncuRIU7RHY4ag77tqAbt-cNmZM.png

Hey guys! So you might have noticed the rewards have changed slightly, we are in the middle of reworking our patreon rewards at the moment. Our goals are to not only encourage more people to become patrons, but also to reward you guys for supporting us the longer you support us!

Some of the major changes include:

$2 is more of a 'thank you' reward tier, giving access to discord channels (we appreciate everyone who supports us and channel access is an easy way for us to give back)

$5 will change to the monthly build tier. I can understand some long term patrons who have paid $5 for weekly builds might get frustrated; don't worry, we have some things cooking up to reward those people who have supported us the longest!

$10 (new!) will get weekly builds as well as inclusion in the credits

The biggest changes are the new $15 and $35 tiers. I can't say too much yet, but I can tell you that it will involve the ability to add some (limited) custom content to the game. We think it will be a great way to reward people who really love what we do and want to support us in our mission of making the best possible Containment Breach experience!

Feel free to ask questions either here or in discord, and stay tuned for the next announcement!

Windows

Linux

Feelin' hungry?


New timed lockroom


i16f3HJgGdgqflxfvcoFk8iKZrWM-8_EA_kEbVyuXe-venhuf86eRAgKdL7P8r11.png

New LCZ Sublevel 2 Corner Hallway


WT8JF9f6QDHojqJnEEtBbjiomdkoZjf5U7GbO6ErFG70Ec0RDypr4FeX2FVcFRhR.png

Another new hallway


mc2hx_OO_FT4rOd2R7EvImD58w57j-N6WDm9NKdpd04dhMjYhe0PyF8_D80ifZBK.png

Ventilation room operational


-iTFFRqz28KkI1v1o3gPYuHT2nKkbD5NY3nPn-B2qhlmHTC0EORGzLwvYme9Zk6o.png

New Ventilation Room


AFlLR1DJSXEHbLLa8QZPd_4OTSUxccmSO7EiyfSPZcx4L1qzxrZ791rNnNG1XK-S.png

Hey guys, new build out!

Windows

Linux

There's some lighting issues with this weekly, but we're redoing lighting in the entire facility as we add more rooms so stay tuned!

Windows (64-bit)

Linux (64-bit)

New label design

Our new label design

At his station


BZyNH_0utQJ_FX3NnvaQnif4-Agtz-l8qDsP01Tqe-4ULDJnKzC_N5FKT5hqSWO3.png

Attention please


AXArkinAaQ1GFXoG57kB3ejhkmv6K0EfhtDMLhekc-AW-KCNrb2s4uYMwcsQJ1r6.png

Feelin' thirsty?


QbAVc0bzBpc9QgimPaL59HZb4C_EnXnviFESz7mulFQmrq6gRYLYuBCJOFcj4irS.png

MUST FOLLOW INSTRUCTIONS


g0534hvKj8GHTOO3rwPHrdf5zht7zOZOwTD4sEijmytbSmT9VAkeN6FruH9puhXd.png

Even better PDA model!

Something we're adding to the game very soon

NxeTTTG0ajFvLrXKh2cl4Ow3G71LFjJvYaBPBF4b01pE0ChsGwPYUpo7VtCTtwco.png

Hey guys, first weekly build since 0.5.7 is out!

There have been a ton of changes behind the scenes, and I'll do a video on that soon. However this update does bring something awesome - MUCH faster loading times! Try it out and let me know the improvements on discord

Windows

Linux


Exciting news for the next weekly - I have reduced load times on my rig from 2 minutes 15 seconds to anywhere between 20-26 seconds!

Hey guys, development has started ramping back up - expect a small bugfix patch this weekend (0.5.7.1) to fix issues with ducks, 178-1, and update list of patrons through February! More on the way soon

Hunting boi


ooMNbMhRS3r_ahF13OwO0chwB34XO8ZSTGe9xW_JL98xgm_uGQwhOZWr_BF0L5OW.png

Grabby boi


29xX9oRLh98XXHywp4lybrUWhT1vWmtWecEWljW9YKGwBRzdBUTIfTrfPRwDJSzK.png

Stumpy boi


Y1-Ott-xUvNYJ2mSYAULyo5ICB31dusIX_Fiti2tU6Cd-bV-4toYBsgmOyP2XSai.png

Rule 1


LehA7di3X8iX33etVz2k7Aak8Ws11DbT07eTfMSae2au1VNS90WTFheAkfC7MjgA.png

Nubby boi


McC_Y4z3m-ubY8j2wKd7PhYSa95bjqvAV6ypshb-Sfci6rPGnf3O7s5O9StoFJ1-.png

Don't be afraid


FPS Hands - coming soon!


OhlLvu7oRfETdfFxSQtLwzA_ul3jQyQEI1k2bBGs5BEkkwG_8XQA4vJcZvkekOVt.png

SCP-178 Infographic


vkEUcFYe94u3nvpBm7c3cPA2fVBqVSqVpvvfetjJz2USuTQ-iRvLkQRILA2fs1cl.jpeg

SCP-939 Infographic


H4K8S2Mj1UgpzSyZhPJoF-sGgYfqOivv14sqa6ffQ_uUrrQv8zEnueuo9GbWTGpu.jpeg

Getting close to the next general build, folks!

Windows

Linux

Windows (64-bit)

Linux (64-bit)


Haven't done a $2 build in a while, here ya' go!

Windows (64-bit)

Linux (64-bit)

More hallway


xGsvIqPPBjsxXROkYYQpfFCyjyZN7VYxrJp6Ox0N7NORSpktuvBASG26CyoJvXse.jpeg

Containment


u5zbmFR7Mp-d-F0XMAaKvyGg9CtQJSdBA9XtP0Q6RWpQYgwYLPF0J4PhMwYZgP0i.jpeg

Hallway


uFoUrZUEGNxLVTrgpu5oYgkFkmzKscdiPqsqiLswUMHzLEt7pyknFIT69tr25Il-.jpeg

Windows (64-bit)

Linux (64-bit)


Hey guys, new build! Focused heavily on adding 178-1 functionality this past week, it'll probably take another week or so to finish it up so if animations look wonky then it's just part of the process!

Windows 64-bit: https://drive.google.com/open?id=1-FlLYP2sVa1ffVJ6FDrct6AUBtQOlSW4

Linux 64-bit: https://drive.google.com/open?id=1VCy4LqPR-kG5gAyGx3xpidD0_skKhDP0

Windows

Linux

New build out! Heavily focuses on optimization and loading times. Some of the rooms are missing from this build as we optimize them, but don't worry - they shall return soon!

Windows: https://drive.google.com/open?id=1cPZOtji6CvSYIyaQEa-NCt8rYKr3zknn

Linux: https://drive.google.com/open?id=1hxVQr6u8C9MB_YLd6sPIXKV605t0vz6k


(We're also trying google drive out, so let us know how that works!)

More new room!


ZKXblQBRWqSsSWR09CAca6V4rsFwH4Y7-5h7ngLJZOKq8n2tHsTKCRHoFrnb_0cH.png

New room!


Sffm09ut2Zaem1Ma85CdY3gyDTasVVdCcRJH1VYb2igTcyxp1z7MQM2OqUUwP3EE.png

Check these out! Planned to be implemented in 0.5.8, a whole new UI to add to the game's polish and immersion.

And this isn't even the PDA rework ;D

First build of 2018!

Click here

SCP-1499 Rework, Phase 1


exr_ncv3DdqdmG90-23KTrsi5qOhUL15VN5IIjJdFBAV9lTjzu2Uj9NpO9Tsdtjr.png

Merry christmas!

Hey guys, just wanted to say thanks for a great year of SCP: CB development! The team and I really appreciate your support. We recently reached an internal goal of $300 which not only ensures that we can continue to afford server / website hosting, unity addons, and other misc fees, but also start moving towards a point where we could form a legitimate dev team in the future - which means much meatier updates for you guys!

This year has been pretty awesome! We've done a lot of things to make the game better, including adding SCP-106, 012, 714, 330, and 178, tons of new rooms, a solid if not perfect worldgen system, and a player effect system!

Going into 2018, we have a lot of things to look forward to:

Thanks for staying with us on this journey so far! We still have the Holiday Update coming up in the next week or two, and then it will be full steam ahead into the new year

hpT52DylHZtlasK-LhjWNtgFmjB80A7ezu36HwmfTMulRo0o-_Sq_lCFUfjITUUu.png

Hey guys! So going forward, we'll be making several changes:

1) Removing directx9 support and 32-bit support. Unity itself is deprecating directx9, so that's unavoidable. And as we continue to add more and more high quality models and textures, the 32-bit build will eventually break. Going forward, min requirements will be directX 11 and 64-bit processing - almost all computers should be able to run these even if at low settings

2) We will be researching directx12 / Vulkan. Especially for Linux folks, Vulkan is very exciting - it's much faster than dx11 and makes graphics less CPU dependent. We will still continue to support dx11 / opengl, so you won't have to worry about upgrading to a dx12 / vulkan card if your current card supports directx11 / opengl


So basically this means better graphics, more optimized framerates, and a better looking and running CB for 2018!

Hey guys, decided to go ahead and make a weekly build this week after all - hope you enjoy!

Click here!

New PDA is getting closer!


MtOm_QWKNU5PGH70Syo0tEtRZKaQWC44r2tLraZZwT-5PiIwZ7aAoGIH25cIijt0.png

Click here

SCP-1499

We have a lot of plans to improve 1499 and make it an interesting SCP to explore...it's one of my favorite SCPs from the original. The wiki has lots of things to add about 1499 and we have plenty of room to add our own creative twists

Uw5VKi2AK-m0EiQnM6fwX6F5pUfEeGH9cBvrHAQO6emA0hHJtNPNM7a_KtGdHB9H.png

New stairs room - a closer look


728BQlWg7SyF6XHLs634wMGSCSdKMf9vXWOb9dUrDY8xLSGjqVj25YtfMZnVxQZ-.png

SCP-939 is closer than ever!

Maybe a bit too close

SlczSdhFrio6Xh0Pt-olQt2SbU66S7EPKIHGDwn9C442bZTP2HZis6xxhaavOAom.png

New stairs room

As part of our plans for new worldgen, we have created a new stairs room that we can use to add verticality to the facility. For now, it's just used to make sure that large rooms like the cave, surveillance room, etc don't clip into other rooms on the grid. In the future, we'll use it to make sectors have different vertical levels so that the facility feels much more immersive and alive

bPVQbR6tA_VY_XxKW1_7QFaMB9CJF1AxhVHLtzLw6KbJr25G4OZWsitxH69OX8Ve.png

Hey guys! First weekly build after the new release, we've got some good things in it for ya'!

Click here!

Volumetric lighting!

Even better lighting in SCP: Unity thanks to the hard work of Shadowscale! It'll be in the weekly build this week, everyone should check it out!

HV-giv3082tfyDRkTo6KpqsRd1pr7PdfWWS9UtZ2LcREHvcwaN5t-TyujFr3sxOi.jpeg

Victim of 173


LXItFNj4FO2pSuR_Ap1-daBW1v81PUvBVz-uRRjCGiD5DfbxPdi-sWX8WQnLfK16.png

Expansion


mUwwQGs1B7QD63aejxfbINz8cmAMd0NrjT2bWWZXvzN9a8IBJG4666JYPi9l8xpd.png

Purchased two assets in the unity sale today:

HX Volumetric Lighting - this asset is going to be awesome for the game and take our lighting to the next level, especially in foggy and darker areas

EasySave - This asset will help speed the serialization for SCP's save / load system, meaning we might have save load early next year instead of next December


Thanks for all of your support, looking forward to using these to make our port even higher quality

Adding credits

Hey guys, just wanted to thank you for your awesome support! We're planning on releasing the new general build soon - adding all of you to the credits screen! If you notice your name missing after release, send me a PM and I'll add you immediately

credits.PNG

Click here

New PDA model, release date TBD


pda_promo.png

New 178-1 image for February 2018 release!


178_Promo.png

New 939 promo for december release!


939_Promo.png

New 106 promo for November release!


106_Promo.png

Click here

Hey guys, new build out!

Click here

Only a few weeks left until the next general release and we are on track for a successful release! Just general bugfixing, SCP 106's corrosion decals, and some surprises left to make now!

Thanks for your support - make sure to join our discord to see what we have planned next!

New weekly build out, focused on SCP-914

Click here

With ~1 month until the general build, the next few weeks will focus on bugfixes and improvements to existing SCPs and features rather than adding new ones. If you find any bugs, let me know - I'm hoping to have most if not all resolved by the november release.

We've got a lot of awesome things coming in the next few months, so get pumped!

Hey guys, new build is out:

Click here

Hey guys, just wanted to say I really appreciate your support - being able to work on this project means a lot to me, and I hope you're enjoying where it's headed! Thanks to you, I've been able to purchase this Uber shader asset which is going to really help our models look professional, especially with advanced features such as translucency, refraction, and more!

Lots of good things on the way, so stay tuned!

New model for SCP939

Can't promise it'll look this good in game, but gonna do my best!

Credit to Apocryphos and Shadowscale48 for modelling and texturing work

939render.png

Click here!

Hey guys, new build out! This build primarily focused on a lot of engine upgrades and optimizations - merging duplicated systems together and deleting unused ones.

Click here

Hey guys, new build is out!

Let me know how the new 106 treats you! I'd appreciate any feedback, thoughts, and requests! Thanks for your support

Click here


Hey guys, the animations in yesterday's build were broken so I went ahead and released a fixed version!

Click here

Hey guys! New build out!The biggest thing in this build is 106's new teleport behavior is pretty much finalized. I don't have his engine set up to do it automatically yet, so in order to test teleporting:

Hit F3 to bring up console

spawn_entity scp106

godmode

And then 'tp106' whenever he is walking to test teleporting - he should teleport out of most walls

Click here

Hey guys - new weekly build out! New room and a lot of fixes, check it out:

Click here

Hey guys! New build out!

I've done a TON of under the hood stuff over the last week. The new Player Stats system is complete, with stats for sprint, stamina, blinking speed, and memetic resistance so far.

Thanks to a couple of awesome contributors, we have a new model for SCP-106 with animations to come!

And finally, SCP714 is nearing completion - you can now wear it to block the effects of SCP-012. Or at least, you can wear one that you spawn in - the one that spawns naturally isn't working quite yet.

As part of this new work, I've come to realize that a portion of the engine needs to be overhauled - there's some code from months and months ago that is slowing things down, as well as three or four separate systems for game actions where there doesn't need to be. This next week will focus on merging all of that together into one system for game actions, which will make it much easier to both implement save / load completely as well as enable modding.

I'll be working on that over the next week, so visible progress might be a bit slower - but don't fear, I'm cooking up some awesome changes to 106 as well! Don't forget to check out my trello to see what I'm working on, and feel free to ask questions!

Click here

Hey guys! New build out!

The most exciting thing about this build is that I've implemented a basic save / load system! Currently it will only save the player's position and the seed, but I'll keep adding more and more over time!

Click here


Discord link!

Hey guys, I just set up discord to work with patreon - I think it should have emailed you about the server if you've linked your discord account with patreon. Doing that will allow the roles to work correctly (patron roles get to access a couple of channels the general public does not)

See ya there!

FCqeCFjsyjmMi01Pgiw_Va6LNSAhq5id_noRlmyjBs4BpUPn7pvslS0NwGUGlLmn.png

First weekly build in a while!

A lot of framework stuff:

Click here!


Hey guys, a couple of good pieces of news! Development has resumed, I'm hoping to bring SCP-012 and SCP-714 this weekend. I've updated the project to Unity 2017 for all the latest performance optimizations and bugfixes - a lot of good things coming in the next few months.

I've updated each purchased asset to the latest version (which was quite the job) and also purchased a new asset - Camera Filter Pack. There are a TON of awesome camera effects in that pack which will be useful going forward.

So going forward, I hope to complete v0.5.5 by the end of September. This update will focus on adding new content - there are a LOT of things coming, check out trello for more information. Some things from the old game, and a couple of new things as well!

The next update, 0.6 will optimize, fix bugs, and update existing content.

The update after that, 0.65 will focus on completing Light Containment!

Hey guys, finally finishing up my other project so look for development to resume in the next few days!

Hey guys, to continue with my previous post, I've decided to pause my patreon until August so that I can continue to focus on finishing up my other commitment before returning my full focus to this project! What this means is that you will not be charged for July at all - no need to do anything, patreon will take care of that automatically.


Thanks again for your support and patience!

I found something!

One of the people on the forums informed me of this fully animated model of 939, now to see if I can implement the animations muahaha

939.png

Hey guys!

First of all, thanks for your support over the past few months - it has been a blast working on this project, and I'm looking forward to seeing what happens next!

I've been a bit slower at development the last couple of weeks due to trying to complete a massive project for a family member. Pro tip - never agree to make something for family without scoping the project first.

Anyways, I am hoping to finally complete that project in a couple of weeks, put it to rest, and then this will once again become my only side project outside of work. That means all my extra dev time can be devoted to this project! (15-20 hours a week minimum).

So the new tiers is me trying to reflect the direction I'm wanting to take the project in. I'm getting close to finishing a lot of the major systems. Inventory has been done and just needs a coat of paint, player status system is almost done, worldgen needs another pass but is pretty solid, pathfinding is solid, and AI is decent. The game already has a fully working dimension system, settings system, and game loading system.

So that means that it's going to become easier and easier to add content to the game! For instance, I will be able to easily add a pickable SCP that can apply status effects to the player when equipped because all of the systems for that will be in place.

By adding a poll, I'm looking for you guys to help guide me in the direction you want this project to go. Outside of completing the base game, there are so many more SCPs that can be added - I want to use the fact that this game is in a modern engine to really scale up the amount of content in the game!

I plan on introducing the poll in the first week of August, as that will give me time to finish up this other project as well as work some more on systems.

Thanks for bearing with me during these slower last couple of weeks, and feel free to let me know your thoughts on the new tiers!


New weekly build out! This build addresses a few bugs/immersions issues and adds most of SCP-012's event! I've also spent a lot of time building a StatusEffect framework which will become very useful as I start to add more and more SCPs...

Click here!

Check out the cool new SCP-1499 animations!

Click here

Animations wooo!!

I was sent more animations today for SCP-1499...and after about 2 hours managed to figure out the Animator inside Unity enough to make SCP-1499-1 instances much more scary. Check it out!

xjIfbMmvR-1CPhx2CH320imlWSpuG-8LW46uDezv3Fx61C-iEcOGKEqTWYHMgA0c.jpe (d)

Hey folks! Back from vacation and back to work!

This update includes basic animations for SCP-106 and SCP-1499-1.

I have also changed the intro screen / menus to not increment timers, so that things won't spawn and kill you before you start the game!

Click here

Hey guys, just wanted to let you know that my vacation is drawing to a close. A LOT of good things coming.

This weekend, I hope to have a new SCP in the game, AND the start of animations! One of your fellow patrons, Shay, has been able to rig animations for 106 and 1499 instances - it's super exciting and I'm looking forward to seeing his work in the game soon!

0.5.5 is going to be a pretty major update. On my trello, you'll notice my goals include keycards, a status system, SCP-914, SCP-012, and SCP-939 instances. I also plan on adding a spraypaint can to the game so that you can mark where you've been and help navigate the world. Finally, I want to add the elevator room, which will link Light Containment, Heavy Containment, and the Entrance Zone.

More news coming soon!

No more overlapping rooms (soon) !

So one thing I have decided to tackle before moving onto new content is the issue of rooms overlapping. This is the first step towards stopping that; I will store a temporary grid that determines which cells contain a mesh. Then during world generation, I will map each room's grid onto the main worldgen grid. This will allow the algorithm to know what positions are actually overlapping, and avoid placing them!

ql6pwTI.png

Hey guys, I took last week off so no weekly build. There will be builds this week, however! Next week I am going on vacation so there may or may not be builds as well. Since I've been working pretty much non-stop on SCP for about eight months this break will help me refocus and come back refreshed! Moving on, I need an animator for SCP-106, SCP-1499, and SCP-939. If anyone has any good animator recommendations, please let me know.

Hey guys, just wanted to let you know that I released the next general build, 0.5, on the forums .

Just wanted to thank you all for your support on this project. It has provided incentive, motivation, and the ability to purchase assets and save me hundreds of hours of work.

Next weekend, I'll post my plans for where I want to take the game going forward. I've got a lot of great things planned for the second half of 2017, and can't wait to see how the game looks by the time the next general build releases!

Thanks again

Click here!

Click here!

Click here

Getting close!

Hey guys, thanks to your support I was able to purchase the Ultimate VFX asset package! That package has a lot of sweet things that will be helpful for the future. For now, check this out!


ArSPMTJ.png

Thanks so much for your support! Getting close to the next general release, any bugs you guys can find would be appreciated

Get it here

Hey guys, thanks so much for your awesome support! This is the link to the Discord - let me know if it doesn't work for some reason.

https://discord.gg/5hBWuZx

New room + quite a few bugfixes!

Click here!

Check it out!

Storage room upgrade

Check it out!

i8V9PZ9qsBv01q1wckU1mNOD36gCgWDHZ0hI9soCwbIVMhSNn3rw7waYZVHzx6lI.jpe (d)

Storage room upgrade 1

Video coming later

3h3vepL.png

Hey guys - I was super busy this past week with traveling and other things, but managed to get a decent update put together for the time that I had available.

The timer system optimization is huge - I was already up to around 125 timer update loops, now it's just 1. This will save a ton of processing power moving forward as more and more timers are added!

Thanks again for all your great support! You can access the build here.

Streaming this Thursday!

Hey folks, I don't know if you've seen on the forums that Inclination is running a month of challenges! I'll be streaming my attempt at the Level 1 challenge on Thursday at 7:30pm EST, everyone is welcome!

4AzFL52sQMvTUyM6EmPSe07eKmj9sVLJoilEQDbZjDULgJQNR1krG8aPpzajHe7F.png

New weekly build out:

The biggest thing to test is that you can go back to main menu without any problems. I've tested it many times from both pause menu and game over menu, but let me know if you are able to break it!

Enjoy

Hey folks!

We are rapidly approaching the next general build. Most of the bugs from 0.4.0 have been fixed. Thanks to your generosity, I have been able to purchase and implement Rewired to give you controller support, remappable keys, and much better input. SCP-106's behavior is almost fully implemented, and two new rooms are almost complete (with an event!)

Over the next couple of weeks, I plan on finishing up my work on the two rooms and SCP-106 as well as a couple of other things, and then release the general build.

What happens next?

There are several things I could work on in the next build. For sure, I plan on upgrading the shadow system, as well as adding dynamic occlusion culling which will hide rooms the player can't see and help with framerate a ton. But beyond that, there are several directions I could go.

I could focus on adding animations to existing SCPs. I could implement keycards and some other items. I could implement some of the other light containment SCPs.

I'm probably going to put up a poll in the next few days both here and on the forums, and ask people what they would like to see. But if you guys have any comments in the meantime, feel free to toss them my way!

Thanks so much for your support, looking forward to some more great SCP development this month!

Hey guys! As this is the final weekly build of the month, everyone gets access to it!

Click here to download.

Changelog:

Thanks again for your support. Looking forward to another great month of CB development!

Hey guys - new build out! This build adds:

New interaction system!

This is phase 1 of the new interaction system! Which is really the old one, haha. I realized that basically, it's super annoying to have to stare directly at an object to hit it in a game where you have to stare at the main villain to not die!

I do plan on fixing the bugs from the original system that I don't like, but overall I feel like this is much more in the spirit and feel of containment breach.

let me know what you all think!

WIJsmTmJeTyHqxNiRRrV9Hk9cbffENGPMNhBuC2udjP4MHBLYQuN43zN8Vq1QZqR.jpeg

Hey guys! Weekly build is out! This build includes:

Let me know what you think!

Room4 complete!

Let me know what you guys think!

sqwv2yGaVLiebdAyjPEQcMs6eOCbuhjrUPs8GIqOssfhKW0s1rQUFAvHG6kq9UyC.jpeg

Hey guys! Sorry this build is a bit late, I've been sick / had family in town. Anyways, here's what this build contains:

Fixed 173 not being able to move to player if player was in doorway (due to being off grid)

173 image flicker on main menu works again

173 can path into elevators again

Upgraded DoTween to latest version

Worked more on new room event, lights now start out dim red, and then tween to brighter light over a few seconds as the activator...activates

New instant build out! Adds raw input toggle and better layout for the input settings

Hey guys, hope you had a great weekend!

I'm excited to announce that Containment Breach now has rudimentary controller support through the Rewired asset. I've set a profile for standard controllers and xbox controllers, and died my first controller death to SCP-173!

There is a map input button in the input options menu that you will be able to use to remap keys for mouse, keyboard, and controller, but that won't work yet until I add the module that will actually save controls.

In addition, worked more on the new room event as well as fixed doors!

This coming week I hope to get saving / loading of player keys in, finish the new room's event, and start my remake of the storage room!

Storage room changes

Something spooky this way comes

image.png

Hey guys, got the first instant build of the month out. This build does a couple of things:

1), Door optimizations! Doors now only perform an update loop when needed, instead of all 100+ just sitting there wasting frames. In addition, reduced the pathfinding engine updates as doors open which should make opening / closing doors a lot less laggy.

2), First part of the new room's event! The doors on the floor now open, and the fan starts to spin up. More coming soon!

May Instant Builds

You'll be able to find this easily by clicking on the build_links section in the bottom left of my patreon page.

I'm starting a new system. Each month I'm going to update the build links. May Weekly Builds

You'll be able to find this easily by clicking on the build_links section in the bottom left of my patreon page.

Hey guys! New weekly build out. This build adds a new room to the game - just the model currently. This coming week will be a lot more productive as I add the room event and some more cool fixes and optimizations - I'm a lot faster at coding than I am modelling, haha. Feel free to check it out in game though, and let me know what you think!

New room4

Check it out! Most of the modeling and texture work is complete, I'll be implementing the room's behavior this coming week as well as adding the last couple of textures.

4RM56ktsgBJ8NjPLSwv0TjUJ27w6ouYd7UnOh2kWjDTjuU0u0waL6wCWh7zmBzoe.jpeg

New room4

Hey guys! Hope you had a good week! Just wanted to let you know what I've been working on, this is a new room4 that one of the forum users, "Zackonark", modelled for me. I have almost completed texturing it (UV mapping can be a pain), and am adding some cool interactive features as well. No spoiler yet, but let's just say that this will have something to do with SCP-939.

YDd7jPU.png

Friends?


UbJAPW6.png

Hey guys! I've released the new build for this week. The primary change in this build is adding SCP-106. It's still an early implementation, with no animations and some texture work needing to be done, but 106 will spawn and will hunt you down!

I've currently set his spawn timer for somewhere between 2 and 4 minutes - it will not be this often in the release. I set it that way for testing. Please test and let me know if (when) you find any bugs!

In addition to that, I've gone ahead and rolled in the bugfixes for alpha 0.4c.

Check it out!

This week I'm hoping to add a new room and to start tackling animations for both SCP-106 and SCP-1499 instances.

Hey guys, I'm back from my vacation. Also started a new job, so I've been figuring out the best time to fit SCP development into my schedule. Updates will resume regular schedule next week. I am pushing the update to tomorrow since I'm adding a whole new SCP - I'd like to make sure that it's working as well as possible!

I did release a bugfix update today, available in the standard general build folder! Check it out!

Hey guys, getting close to finishing SCP-106's basic movement and what not. While working on that, I decided to work some more on lights and shadows. Here's a comparison of the current color profile and the new ACES profile from the post-processing stack I'm considering using.

Current:

http://i.imgur.com/BLAHRYf.png

ACES:

http://i.imgur.com/X2ezypz.png

As always, thanks for your support! I'm hoping to have SCP-106 out in this week's release, along with the first implementation of the new input system.

Hey guys, just wanted to let you all know that the new general build v0.4a is out! We shall return to our normal schedule next weekend, as I begin to focus on new rooms, SCPs, and the input system update!

Get it here!

Hey guys. As a special thank you to all of you for supporting me, you get to try out the new general build before I release it to the public!

The major changes between this and the last weekly build are:

-Fixed (I think!) 173 pathing through walls in the starting room

-Sliders to control audio and music volume

-Documents throughout the facility

-Fan now rotates

Click here to get it!

I plan on releasing the general build at midnight tonight - unless one of you discovers a game-breaking bug in the mean time. If you do, let me know; otherwise I will go ahead with the release.

Thanks so much!

New instant build out! This build focuses on:

1) Lighting improvements in a couple of areas

2) Fan in two way fan hallway now spins, complete with sound!

New small testing room lights

Some more work with lighting as we near the next general release

xpMquOp.png

Pickup Database / Pickup Spawning


K7U8CXnGs5Jm4kfVBMS3zORTUHSVOuT2LTfTeQVe85uyCB7cHOFHdcx323i3Bmk8.jpeg

New instant build out! Updating the link for the month, click here to get the build!

Some cool things in this build include a new tiered system for music, whereby event music, area music, and dimension music play. I used this system to add the downstairs music for room3storage.

I also did some updates to pathfinding and 173. Should go through fewer walls. Finally did some behind the scenes work. We're getting close to general release, so if you guys find anything, please let me know!

Hey guys! Hope you're doing well! Another weekly build is out. Version 0.3.9 adds some better tesla gate animations, fixes some lighting and memory bugs, and fixes two major bugs with the new worldgen: Sometimes, doors would spawn twice, and sometimes the world wouldn't generate at all! Oh no!

I also tweaked SCP-173. Now, he will despawn sometimes instead of always attacking the player. That way, it feels more survival horror and less in-your-face.

Click here to try it out! As always, feel free to post back with any bugs, issues, or recommendations that you have.

I think we're looking at next weekend for the next general build, version 0.4! Bugfixes, new items, more sounds, and maybe a secret surprise or two coming soon!

Hey guys! Thanks to your support, I'll be able to purchase two assets this month to make SCP: Containment Breach even better.

The first asset, Soft Shadows , will allow me to make the shadows in SCP: Containment Breach look even better than before!

The second asset, Rewired , is one that I'm even more excited about. This asset will do three major things.

1) First, it will allow me to tap directly into hardware support for the mouse and keyboard on Windows and Linux. This means that the mouse should no longer be affected by framerate, giving Unity a true 'hardware mouse' mode.

2) Second, it has incredible controller support for many different controllers! This should allow me to get controller support in the game even faster than before.

3) It will help me develop an input settings option menu for remappable input for both keyboard/mouse and controller.

Thanks again for your support, looking forward to seeing these assets implemented!

Hey guys! First instant build of March is out now !

In addition to bugfixes and optimizations, the two major features are:

1) Better tesla gate animations! Not perfect yet, but we are getting closer to something that looks decent.

2) 173 is less predictable. Instead of just respawning every x seconds when he can't find you, 173 will sometimes choose to despawn for a period of time. This means that the player will have a break and be able to do other things. Less in your face and more survival horror.

Let me know what you guys think!

Hey guys. One of my patrons informed me of a game-breaking bug with doors in v0.3.8. Normally I would have just released today's build as an instant build, but because of that bug, you all get this one for free! (It's in the weekly builds folder)

In addition to fixing that bug, you'll also get to see a better version of tesla gate particles - attack burst is actually a burst now and not...whatever it was before, haha (swear I'm not high).

Also, I've made the first of several pathfinding engine improvements. You should notice that returning to the facility from the SCP-1499's mask dimension is a lot faster, due to the optimization I made that only reloads the grids near the player and enemies before allowing the player to respawn.

Have fun!

Hey guys, finally got that build out!

The new world gen is in, minus a couple of bugs and tweaks that I'll be making in the next few days. Go ahead and try it out and let me know what you think, as well as any bugs you might find! I'll be making a video tomorrow explaining more.

http://tinyurl.com/jkswook

Weekly Build postponed until tomorrow

Hey guys! Hope you had a good weekend. This week, I need a little extra time to polish the weekly build for you all. That's because it's going to be the largest in a while, as I have completed the new worldgen and will be merging several weeks worth of changes into the main branch.

More tomorrow when I release!

MC5geDe.png

New instant build out!

Changelog:

Reworked 173_opt

Removed a lot of furniture and placed in own objects to move towards reusable paradigm

Fixed walls on center walkway area so that walls don't block floor pathfinding and also have better colliders so 173 can't magically move while visible through glass

ContainmentLight changed, separated into case and bulb to allow for emissive generation

Added a bloom effect, still WIP.

Added setting for bloom to toggle on and off.


Enjoy!

Started working on adding bloom

While I am wrapping up my work on the new worldgen in a separate branch, I figured I would do some cool stuff at the same time! Check out the new reworked lighting w/ emissives and bloom!

QkjGfBo.png

Although most of my work this week was on the new world gen, I didn't forget about you guys! Your build is out and available in the weekly builds folder now.

This build consists of the first batch of pathfinding engine fixes, a new skybox for SCP-1499, some lighting changes to SCP-173's room in preparation for a lot more, and most importantly, the icon for the game is now the scp logo! Check out the forums for the full changelog.

Enjoy! Let me know if you guys find any issues.

New world-gen almost complete

Hey folks! Great news. After a lot of work, the new world-gen algorithm is nearing completion!

I've rewritten the entire system from the ground up. It's now fully OO and based on sectors, so that rooms will be easier to get to and the facility will feel more like a facility! This will also be completely customizable by you should you desire, with a map viewer that will allow you to create test maps and try them out!

As you can see from the picture above, sectors are in and working! I got room connections working again today, so we are nearing completion - I can reuse the connection methods to connect sectors, and then I just need to add the starting room and we'll be golden!

jpwunr6.png

Today was a good day - finally fixed a bug that deleted portals when returning to the facility dimension and broke pathfinding!

Click here to get it!

Hey guys, your weekly build is now available in the weekly builds folder.

http://tinyurl.com/jkswook

As always, the full changelog is available on the forums! But to give you an idea of what I've added:

1) Master Audio: AAA audio system, which I was able to purchase thanks to your support, is now implemented! This has greatly reduced the number of audio sources. It allows for audio to be loaded and unloaded dynamically to keep memory usage low. I reworked the entire audio system and tested it extensively - let me know if you do find any bugs though!

2) Elevators! Check them out!

3) Added LC music and some more sounds around the facility

4) Reworked the PickupDatabase and pickups to prepare for adding new items

5) Linux version!


Thanks for your support! Getting close to the next general release!

Hey guys, here's Februrary's link to the instant build folder. Hope you enjoy!

Elevators in SCP: CB - Unity!

Check it out! Finally got teleport elevators working; lighting in storage area is still preliminary. Getting closer to the next release!

of1fUJvGfSeZCjoh4z9Y5n5Hpez31MT0IANalS44iA5t1yC5iYvJ9X0Kjlgsa63Q.jpeg

Hey guys, I was wondering if you'd take a moment to answer a question I have. I am trying to decide the best way to notify you guys of new builds, especially instant ones. Would you mind letting me know which you prefer?


Thanks so much!

Hey everyone, hope you are enjoying the start of your weekend! I've got some exciting news - I've finally implemented elevators into containment breach! Anyone who has access to instant builds should be able to log in and download the latest version 2.10.17 - if you're missing the link or need it again let me know.

Spooky Scary

Started working on some new areas, let me know what you think!

downstairs_hallway.png

Hey guys, your weekly build is now available in the weekly builds folder.

http://tinyurl.com/jkswook

The changelog has a lot of behind-the-hood things, check out the forums for more! Things of note:

-Custom game option

-Items have been moved, a couple of new items added

-Added 173 image and flavor text to main menu

-Reworked pickup database and pickup spawners, now it's super easy to add spawn zones to things like shelves

-Purchased and implemented highlighting system!

This upcoming week, I'm hoping to finish the new world generation's first iteration and merge it into the main branch as well as add more items and functionality. Still waiting to hear back from Apex path on pathfinding issues. I've got a lot of other things planned as well, but I'll just let you find out what they are for yourselves next weekend ;)

Thanks again, as always, for your support. Because of you, I can continue to purchase addons as necessary for the game, pay for hosting, and ensure that this year will be the best year for SCP: Containment Breach's unity port yet!

Hey guys, here's the link for discord! Feel free to join, for now it's the quickest way to ask questions, post feedback, and find out when I'll be doing something like streaming or posting videos.

Thanks for your support this month!

Hey guys, hope you're doing well. Just wanted to thank you all for a great January! Because of your guys' amazing support, I was able to purchase and implement the HighlightSystem asset on the Unity Store. Now it'll be a lot easier to tell what exactly it is that you are hovering over and hopefully help with the game's immersion. This is totally customizable in options, with three different levels of quality and a fourth which disables it for a more original SCP experience.

Going forward, I'm gonna get the new worldgen algorithm finished. After that, I'll be populating the facility with more documents, items, and SCPs. By the time the general build hits in a few weeks, I'm hoping that we'll have a lot more gameplay elements and the light containment portion of the facility will be close to complete. Then we can begin adding some cool new things I've been cooking up!

Thanks again for your support. I am really grateful that I get to create my port for this awesome game. Looking forward to seeing what February brings!

-zornor90

highlight_system.png

Hey guys, hope you're doing well. I've gone ahead and pushed out an instant build for ya'll, changelog is in the folder.

http://tinyurl.com/zn2jona

I have a question, however - what would be the easiest way to notify you guys of new instant builds? I feel like posting every time I make one would be annoying for me, and clutter up my feed. I'm open to suggestions; possibly twitter?

New things coming

Hey guys! This is one of the things coming in the next build. You'll be able to play as whatever favorite historical or non-historical character you so choose!

custom_game.png

Hey guys! This week I've been on vacation / busy, so I haven't had much time to devote to the project. But regardless, I have committed to a weekly build, so I went ahead and made one!

The changes are:

1) There is now an option to enable / disable mouse smoothing

2) The player now is looking where he was before leaving the facility when he returns from SCP-1499!

I have a lot of changes planned for the upcoming week. In addition, I'll be speaking with Apex path to determine how to fix a couple of pathfinding issues (173 going through walls and grids not connecting correctly after switching dimensions).

http://tinyurl.com/jkswook

Once again thanks for your support, I am really grateful to you guys and look forward to seeing what I can cook up for you this week!

Got some good stuff in this build. The tesla gate is in; animations still need work but it will kill you if you're not careful!

Also, you can now modify game settings from the main menu. And all loading screens are implemented in the game, as I added the functionality to load loading screen data from the main scp loadingscreens.ini file.

http://tinyurl.com/jkswook

Thank you guys so much for your support. I am so excited to be able to work on this project for you guys, and make SCP: Containment Breach an even more exciting experience going forward! And because I appreciate your guys' support so much, I will be personally purchasing the SECTR VIS asset from the Unity store. This asset will allow me to dynamically enable and disable rooms as you travel through the facility, which will greatly increase framerates on slower machines, and let me add a lot of cool visual effects without having to worry about getting a lot of angry PMs!

http://tinyurl.com/jjyz27l

Going forward, I now have enough funding to purchase Unity plus each month, pay for my site hosting / domain, and pay for file storage. I will be compiling a list of all add-ons I am considering, and then I will poll you guys to ask which add-on you would like me to add first. This poll will be available to all of my patrons, and will allow you to choose what I focus on next!

Once again, thanks so much, and I'm looking forward to seeing what happens next!

Tesla Gate!

Something exciting coming this weekend for you fine folks is an updated and remastered tesla gate, complete with real particle effects and the sounds we all have learned to love to hate!

niydIJCRKuVKiNbgApnnKGcsleOWuTT9N8PGKTRrjAKEeFQzCgdyxRfueMc97diy.jpeg

Hey guys, new build out! This build adds a new library to save settings to an ini file! After you start the game, it should auto-generate settings.ini in the game's directory. All settings should now be saved and loaded correctly and persist between gameplay sessions with a much better framework. Let me know what you think, and if you manage to break it ;P

http://tinyurl.com/jkswook


Hey guys! So I went ahead and built a website to aggregate all information about SCP. Check it out at scp-unity.com

In addition, I realized that it would be good to organize my development, and even better to let you guys follow it. So I created a trello; head on over to https://trello.com/b/KKqP1gjP/containment-breach-development to check it out!

Hey guys, here's the new general build for Containment Breach! There's a huge changelog which you can check over on the forums; the focus of the build is on making SCP-1499 and SCP-1499-1 work. Hope you like it! The next phase of development will focus on the facility - improved world-gen, adding some rooms, and populating rooms with items, furniture, and SCPs.

http://tinyurl.com/hg7253l

Hey guys, hope you had a good holiday season! Looking forward to another year of SCP development! To start with, here's your weekly build. The major focus of this build was SCP-1499's dimension, stabilizing dimensional travel, and adding some QoL, like a crouch icon!


http://tinyurl.com/jkswook

Watch JELlegendz play CB!


eULGmu9KqEmOMPE6FB6VeZxCOcKrj9SQ2cUvlHSJbvpv5wTmEq1VGnVRZjT69qly.jpeg

Watch TheBatesee play CB!


YP69NnvbeNdlAQI0VvBJui5HV0r9exbKeICy9r945sxQlESZ3RdEdY0P4zfAfyo7.jpeg

Hey guys, hope you all had a Merry Christmas! I've been busy, here's a new version. The focus of this week's work was to further develop SCP-1499 as well as update the pickup spawning system to prepare for spawning pickups throughout the facility! I've also fixed some pretty insidious bugs as well.

Link:

https://mega.nz/#F!y4ZGVJTQ!KdVRH5AMihXWoOqPZ8L8xQ


Sometimes bugs can be terrifying

I'm working on getting the entities and static meshes imported for 1499. This is what happens when the pathfinding engine tries to pathfind before the pathfinding grid is initialized.

1499danker.PNG

Hey guys, appreciate your awesome level of support! Here's the link to the folder where I keep the latest builds of CB.

https://mega.nz/#F!f9YHXAaC!WJiRQULhYOuc8djSIQ0dhQ

Hey guys, here's a link to your weekly build:

https://mega.nz/#F!y4ZGVJTQ!KdVRH5AMihXWoOqPZ8L8xQ


Feel free to post any bugs, issues, etc here!

SCP-1499 in action!

Here's a video showing off the new dimension system as well as a very barebones SCP-1499.

o9i1rb6jDgaqvgte0TfX3DADtkDc7Ir9QFRBmTWf2nY8MtNH5nMRtYf1dTqNxfv7.jpeg

I'll be posting a weekly build tomorrow after I iron out some issues. This build will have some cool new stuff, like dimension shifting through the use of SCP-1499!

In the future I'll probably plan on releasing builds Friday afternoon so that they can be played and tested over the weekend.

HDR and AO in Unity!!!

So the Unity devs are working on a Post-Processing stack that will add a lot of modern graphics options to the game. I implemented HDR and AO, and added better anti-aliasing. Check it out! Really excited for the look of the game

CySMsIu.png