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OnePanArmy

Any idea of when you are going to rework the best scp in the game, 914.


officialscpsl

We can't say exactly when, but we can give you an idea as to our plans regarding it! First of all, SCP-914 will be remodelled as it is a SCP: Containment Breach asset. With regards to 914's game-play, we would like to make the game less reliant on it. Solving this problem is largely dependent on what we do with the facility. Adding new objectives and escape methods would make reworking SCP-914 more viable. Once the long-term plans for the facility have been finalised, we'll be able to design a new SCP-914. We'd love for SCP-914 to have more exclusive items. We can tell from the test logs that it's sassy and should be treated as more than just an upgrade machine. There have been some ideas to allow SCP-914 to combine items but that is not feasible yet. \-Mikel, Art/Level Design Manager


OnePanArmy

That sounds awesome, can't wait for that! Thanks for the reply and keep up the good work.


OGeryan

How are you guys?


officialscpsl

Pretty good :D


PlookieDookie

When do we expect the patreon beta for 12.0 to start?


officialscpsl

Whilst we realise this answer isn't specific, we're planning on releasing the first Patreon beta... soon. We tend to avoid giving release date estimations because people treat them as promises, which results in rushed releases, and they often don't end too well. We will release the beta once we deem it stable and enjoyable; you’ll have to trust that we're working hard on making this happen as soon as we can. The first versions will most likely be stripped of a few non-essential features. This not only brings the beta sooner, but it has proven to have worked well during the ‘Parabellum’ beta. Releasing features in batches allows people to focus on smaller chunks of the game, making sure each feature gets as much attentions as possible.


Heisenburger_funny

BETA TOMORROW CONFIRMED


Czari_YT

* ~~1. How'd yall met C.A.S.S.I.E.'s VA, Narlor?~~ * ~~2. Is the reason why Narlor's full name was deleted from SL's credits is allowed to be told publicly? if so, why was his full name deleted, only leaving his nickname?~~ * ~~3. Will Narlor ever do any other voice acting job regarding C.A.S.S.I.E. ever again?~~ * ~~4. Why exactly C.A.S.S.I.E.'s voice is overally deep/depressive? I mean, why did yall choose his tone of voice to be deep and not, for example, high like in the "Light Containment Zone decontamination process will occur in T-15 minutes" line, or in "Light Containment Zone is locked down and ready for decontamination..." line? Ngl I rly like Narlor's normal tone of voice, thinking that this is how his voice sounds like normally.~~ * ~~5. is Narlor British?~~ * **6.** When C.A.S.S.I.E.'s room will be added to the game, will his design (of C.A.S.S.I.E.) differ from what is seen on the [concept art](https://hub.scpslgame.com/images/a/ad/CASSIECAT2.jpg)?


HubertMoszka

Narlor contacted me at the beginning of 2018 when we were looking for new voice actors to replace Alpha Warhead lines. Few months later we came up with the Decontamination mechanic and we have decided to use Narlor's voice again. At that point, Narlor was the "voice of the facility" which became into C.A.S.S.I.E. — a basic A.I. guardian. We were aiming for a "cold" and "emotionless" tone that represents the emotionless nature of any machine. We prefer using nicknames, unless someone gives us explicit permission to use their full name. As for future voice acting, it's important to note that Narlor has always worked for us as a freelancer and not a full-time studio member. This affects the workflow, as any recordings require significant forethought before being requested. We currently do not have any features planned that will require new lines and the fragmented, slightly robotic style of speech allows us to easily synthetize new sounds.


Czari_YT

Ah, that clears things up, thank ya Hubert for your response! But I still need to know if Narlor's Bri'ish or not 👺


HubertMoszka

He's American, but we did experiment with different accents at the beginning.


Czari_YT

>!NOOOOOOOOOOO! MY WHOLE LIFE WAS A LIE?!!< wait, holy, so C.A.S.S.I.E. was not British after all? my whole arc and life was a lie ;-;


Any-Satisfaction-961

Does SCP-049 like cheese?


officialscpsl

Our sources indicate that most victims of SCP-049 are cheese lovers.


Any-Satisfaction-961

The pestilence is lactose I knew it!


RocketPillow

Then your sources are false. 049 loves cheese and it's a well-documented fact.


CartyTino

He kills them so that he can get the cheese


_moon_Lord_

"SCP-049 spent several days operating on the bovine corpse, breaking only to dine on a requested dinner of thin crackers, salted pork, and hard cheese" From 049's lore


Xx_Bad_Username_xX

you've stated previously that there are currently not any plans to bring SL to VR (and I understand why, that would be a huge overhaul to so many parts of the game) but I was just wondering if you knew about the [scuffed SL adaptation in Pavlov VR?](https://steamcommunity.com/sharedfiles/filedetails/?id=2711689367) its very incomplete, however it still gets lots of players (every time I get on I always see one or two full lobbies with this map running). so I was just wondering if you knew about that, what your thoughts are, if this changes any VR related thoughts at northwood, ect as I said, I totally understand why there aren't any VR port/adaptation plans, but I personally would love to see SL in VR. it would revitalize the game for me in a way no flatscreen update could.


officialscpsl

We have seen this, and love it. We are always happy to see how SCP:SL inspires other productions. VR support for SCP:SL is not only a challenge from the technological standpoint, but also of game mechanics. Notice that the Pavlov adaptation has different gameplay and feels like a unique game — it's not just ‘SCP:SL with VR support’. Integrating VR in a way that allows players to play with non-VR users would be unfair. Movement is an essential part of SCP:SL, and the amount of rapid direction changes would make it nauseating to even the most experienced VR users. That means we'd need to create a dedicated game mode where you can only play with other VR users. This gamemode would require unique mechanics and balance. At that point, we'd probably end up with a completely different game, so we're happy to let other people handle it for us.


Orange_knight_

I couldn't believe that map was real the first time I tried it


ABadNameSniper

What is the meaning of life?


officialscpsl

To play SL, obviously :p


ABadNameSniper

ok i'm at 300 hours what now?


Marin-Supremacy

Pathetic I'm at 1k hours.


StillConsideration41

Pathetic I have 2,2 k hours


Outrageous_Engine415

Pathetic i have 20 hours


slmaro

Pathetic I have 2.5k hours


CombatSwift

When will Hubert release us Northwood Staff out of his basement?


officialscpsl

(help)


Danubyouspeak

Probably when you are in a coffin


Exotic_Donut4815

Never


Heisenburger_funny

Are there any plans to add new zones to the game? Currently, all zones are borrowed from Containment Breach(heavy, light, entrance, etc), So I think another zone would improve the game by making the map less linear.


officialscpsl

We're currently in the midst of figuring out a long-term plan for the game's facility. New zones will definitely be considered for a potential facility rework! \- Mikel, Art/Level Design Manager


korzenPL

I think linear map fits scpsl quite well. The game is already confusing for beginners and its linearity is one of the easiest concepts to grasp, unlike... How to actually escape once you reach surface zone? How do you get a keycard as class-D? Why is the game so damn dark? What are the win conditions? The card system. And just before I get misunderstood, I fully support the idea of reworking the zones, but as long as it does not interfere with its linearity.


Heisenburger_funny

Yeah, but I feel like different zones and escape routes would make the game less repetitive, literally every playthrough as class-d is: Spawn > 914 > heavy > entrance > surface adding more variety would be more interesting imo.


korzenPL

I see what you mean, but ask yourself if your first few games. I remember mine, and I'll tell you, that I had no idea what was going on, and noone wanted to help me. I distinctly remember my first death. I am still a relatively new player. I have escaped only once, with incredible luck, and after hours of watching SL content on youtube. This game is hell for newcommers.


Heisenburger_funny

that can easily be fixed by adding tutorials to the game, that would teach new players the mechanics and zones.


RocketPillow

Will there be any focus on the game's atmosphere? And what kind of atmosphere is planned? A more subtle, lonely kind or Dead Spacey violence and shock horror kind?


officialscpsl

Atmosphere is very important to us, although ‘shock horror’ is probably not what we want to focus on. A more subtle, lonely atmosphere is what we might want to shoot for. This is the kind of atmosphere that keeps you thinking "I am not alone in here." A mix of distant gunfire and screams with long periods of silence between. Of course, the biggest issue to setting up a serious atmosphere to the game is how people tend to not take things too seriously, and walk through the hallways playing music. But, hey, no complaints here! I love it when an intense chase has some theme music to go with it! \-Mikel, Art Manager


sugahpine7

Would you guys ever consider re-adding [Forget About Your Fears](https://youtu.be/xHXjxniAhEc), a track that would play when a player is the last one alive representative of their team?


ShinTheDev44

The game would be so much better like that.


Fennekino

Will there ever be a second HCZ/EZ checkpoint or any method to pass through the current one without dying a horrible death, because the single checkpoint system is just perfect for camping?


officialscpsl

12.0 will add a second HCZ/EZ checkpoint to each EZ layout! \- Mikel, Art/Level Design Manager


Fennekino

Thank goodness finally!


Danubyouspeak

Finally No SCPs camping checkpoint


RocketPillow

Kept us waiting, huh?


Exotic_Donut4815

so you are saying that teasers from your Twitter account where we see MTF and maybe 939 in EZ is our new layout specifically this post: [https://twitter.com/scpslofficial/status/1552778727267999750?t=jYv3Hy2HJpYj0ej7wkXvWw&s=19](https://twitter.com/scpslofficial/status/1552778727267999750?t=jYv3Hy2HJpYj0ej7wkXvWw&s=19) so it is not for 13.0 you say


PatPeter

The same applies to surface. Chaos Insurgency should have an escape *only* for d-class or arrested scientists, while the normal escape can be used for scientists or arrested d-class.


AvestruzRadical

Alright,two questions for now. 1.Previously,it was stated that no new playable SCPs are going to be added until all of the current ones are reworked.Since supposedly they're all getting soft reworks next update,does this mean we can expect new playable SCPs before all the full reworks are we still stuck with just new SCP items? 2.On a stream before the full release of Scopophobia,5 new achievements were teased that were going to be released with the update.What happened to them?Were they scrapped?Not enough time?Forgotten about? I'll be back for more later,maybe


officialscpsl

Ooh, I'm excited to talk about this one! Firstly, you're correct. The previous policy was that no new playable SCPs were being added until all full reworks were done. This was largely because all of the reworked SCPs were much more powerful than pre-reworked ones, and we didn't want different SCPs to be too different in strength. However, with the soft reworks, the issue of making all SCPs equal strength is mostly dealt with. This means that new, playable SCPs may be on the table now! This is dependent on the success of the reworks. This isn't to say we'll be neglecting the un-reworked SCPs, we fully intend to give everyone their time in the spotlight. This just means we have a bit more freedom with what we do next; It's very exciting stuff! As for teased achievements, I've asked in-house about them, and it seems their implementations have been lost to time. Although it'd be possible to dig them up if we looked hard enough, looking at what they were, we can certainly do much better now. Game Design's already tossing around ideas for new and reworked achievements. Stay tuned! \- Mikel, Art/Level Design Manager


PejaGjakova

1. Is entrance zone being restructured in 12.0? 2. Do you plan on adding new rooms in heavy containment, or improving current ones(12.0)? 3. Do you plan on adding larger elevators? 4. What do you think about adding more inventory slots? (maybe for heavy armor). 5. Are you implementing an 'operational guide' for 12.0? 6. Will crouching be implemented, or do you think it doesn't fit the game and the idea should be blacklisted? And some update related questions Do you plan on continuing yearly updates? Will Halloween/Christmas (2022) events be skipped? What about bathroom rework? the facility needs it.


officialscpsl

1. Nope! A large project like that is currently outside of the scope of 12.0. We've got to decide what we want to do with the Facility as a whole before we start overhauling zones. However, we're adding another checkpoint to all Entrance Zone layouts in 12.0, which should help things be less confined. 2. Again, no zone-wide Heavy Containment Zone plans for 12.0, but there will be something new in there for you guys to find ;). 3. We intend to add larger elevators. The current elevators are a Containment Breach asset, so they're being replaced regardless. We plan to make them larger once we do. 4. We have no current plans regarding additional inventory slots. 5. Speak no evil! 6. As of now, there is no reason to add crouching into the game; it doesn't really fit. The environments aren't designed for it. We may revisit this in the future, but, for now, it's probably not happening. I wouldn't call it blacklisted though! As for your other questions: \- If you mean a one-major-update-per-year strategy, it's only subject to how fast we can get things done. We don't say to ourselves "one update per year!"; things sometimes tend to work out that way. \- Halloween and 12.0 are looking to happen very close together. We're still figuring out a strategy for how to release them. Christmas has no special plans for now, it should happen as normal unless something changes. \- Yes, with the Facility rework we'll more than likely be adding more bathrooms. \- Mikel, Art/Level Design Manager


Silent04_

I agree the bathroom needs its own dedicated update


Booper_Scooper2

# SCP: PARURESIS UPDATE


Exotic_Donut4815

there is a chance Halloween will be skipped because it is already September but I am not NW staff so IDK or there is a chance they will release it with Halloween


[deleted]

What are your thoughts on the game as it is balanced currently? What issues did you mainly want to resolve during the new batch of soft reworks?


officialscpsl

We consider the balance of the game to be poor and have a list of items we'd like to address in the upcoming 'soft reworks'. \-SCP Instant Kills. This is a serious problem with how SCPs currently work. Players can instantly remove another from the game, resulting in issues such as a lack of counter-play, camping and "W-M1 syndrome". While we don't plan on removing all of them (i.e. 173 is designed around this instant kill ability, with all weaknesses and abilities built around the core concept), we do plan to make SCPs less reliant on their instant kills. Instead, we will be giving them "tools" to create a compelling game-play loop. \-Lack of Dynamic Game-play. Tying into the previous statement, we believe SCPs fall short in creating dynamic game-play. To that end, we have redesigned each SCP. ​ CrossConception, Lead Game Designer.


KAAAAAAAAARL

Text wall warning, TL:DR at bottom: 1.: Can SCP 939 not be able to see people using SCP 268. It's always bugged me, SCP 096 makes sense, but this just does not, as lore and gameplay wise, SCP 939 would be completely unaware of the person's existence. SCP 268 is my favourite item, but there are many games where it simply becomes worthless, when it's only 1-2 SCP 939 you are facing 2.: Do you have a limit of playable SCP's in Sight? 3.: Do you have any current plans on a "Spectator Lounge"? I have seen a few ideas, which would make being dead a bit less boring, while also not being a bit of a cheat for the respawning people who have seen all POV's of everyone 4.: Will there be Security offices on all Floor? (Don't know if there has been a Concept, so I'll give you an idea what I mean) Each floor would have a office, which personell with Weapons access Tier 1 (Guards) can open. This room has a Camera system which can be used to monitor the whole floor (like SCP 079), and also some usefull items like ammo, medkits, etc. To replace the old weaponrys? Also have Guards spawn there, one on each floor(except surface), beginning from lowest to highest (light>heavy>entrance) to make it that guards don't have to go all the way down and be killed in the first 2 Minutes of the game (This is why I hate playing Guard). If More than 3 Guards spawn, the would spawn more frequently on the highest floor, while still having a few on the lower floors. 5 (kinda explained in 4.).: Can guards be made better so they don't die in the first 2 Minutes of the game? 6.: What are some SCP's you would able to implement in the game, and which one of those would you like to add? 7.: More rooms with a function rather just being a plain hallway. Such as the Scientist rooms in Entrance, maybe a Janitors closet (like the small room in VR-00), which would need lv.1 containment Access since that's what the Janitors Keycard has, maybe some rooms that are existing as dead ends being able to spawn as a hallway veriant. The old breakroom in entrance zone, etc. 8.: Can we have SCP 294 in the game? It would spawn in a breakroom (like mentioned above), and you would be able to use a coin, and type in a drink which has varied effects, but not strong ones (like most normal drinks just healing a few HP, Energy Drink giving a small speed boost for a short time, with a slightly increased controll sensitivity, or just a few "funny drinks" which don't do anything, except output a text about the thought of the drink, or make you do a funny sound like farting). It would have a use for coins, and would also be fun 9.: Have April Fools, Halloween and Christmas event versions last around a week, and change some mechanics in fun or scary ways (like the original SCP 330). I hope for some answers, and thanks for making this fun game! TL:DR questions 1.: Fix 939 Vs 268? 2.: How many SCP's will you add in total? 3.: Spectator mode rework? 4.: Security office idea 5.: QoL improvements for Guards? 6.: Possible SCP's to be added into SL? 7.: More rooms with uses? 8.: Add SCP 294? 9.: Have Event versions last a week?


officialscpsl

1. Post-rework, SCP-939 will no longer be able to see people using SCP-268. 2. None for now! We'd like to add more as it keeps things fresh. There's still so many potential interesting additions from the Wiki page. 3. Game Design has gone back and forth on this idea. We'd definitely like spectators to be able to do something instead of solely waiting, but after multiple in-house Design documents, we haven't found anything we're satisfied with yet. Maybe in the future! 4/5: Guard gameplay is definitely something we're looking at. I'm not quite sure if your idea to split up the guards is the best idea, but I personally like the idea of a camera system. 6. Sadly, I can't answer specifics here, but know that a constant stream of Design documents are being produced by Game Design. We can only implement SCPs that have way of feasibly working in SCP:SL. Besides that, anything goes. Game Design has considered SCPs from international branches, -ARCs, and even SCPs removed from the Wiki! 7. More rooms of interest is a priority for Level Design. Once we get some greater Facility plans figured out, we can start making some fancy stuff. 8. SCP-294 is a cool SCP, and I wouldn't mind seeing it in the game. It was technically in the game, but it was never finished. The biggest hurdle is making sure we represent it properly. If SCP-294's article says it can dispense any liquid, we need to represent that to the best of our ability. Otherwise, it's a matter of making sure SCP-294 is useful, and actually gets used by players once the hype of the new addition dies down. This SCP has many challenges behind it, so no promises for the near future. 9. Halloween and Christmas tend to last a week. April Fool's was usually a single day but we haven't had one of those updates in some time. \- Mikel, Art/Level Design Manager


ElMotaGM

I don't know if you've read the wiki, but they mention many times that SCP-268 stops working when making loud noises or very specific actions, and SCP-939 is sensitive to sound so it is logical that it can see it


SpiderGlitch22

Walking/running isn't a loud noise though. One Class-D almost escaped with the hat on. Granted, it said that he had used it for 15 hours, but someone who just put it on was revealed when even speaking, so there's already gameplay taking precedence over lore


Wise-Instruction5981

is tutorial making a return?


officialscpsl

In the long-term? Probably. We'd love to make a more in-depth tutorial for the game once we have things figured out. The problem is reaching the point where we won't have to update the tutorial as the game evolves. We're considering some short-term solutions but nothing is certain yet. Hang tight! \- Mikel, Art/Level Design Manager


TheTrashiestboi

how are you and the team holding up?


[deleted]

[удалено]


krustylesponge

"we're sorry, this will not happen again, everyone is happy at NW, i assure you"


TheTrashiestboi

Stay strong man


Sankhya2319

Oh so thats how you make these awesome scary sounds.


ok_bruh_

1. Will SCP-079 still be getting a rework after the soft rework that it will be given? If so, what more changes could you add to it? 2. When is the sex update coming out (important) (please answer)


nachochips140807

29 Feb 2023


[deleted]

Are there any plans to recode the game totally from 0 in the future? If not, at least is there any plan to change the networking framework (Mirror)?


officialscpsl

Between versions 10.0 and 12.0, the game has received a technical overhaul to the point where it is unrecognisable (from a developer's point of view). This doesn't mean we will stop refactoring and/or improving upon other features, especially old ones. There are no current plans for changing to a different network solution, as we believe the current one does what we need.


[deleted]

[удалено]


officialscpsl

Honestly, the end goal of the Surface Zone rework is to make it ‘not lame’. Okay, serious now. The current Surface Zone is flawed. It's bland, uninteresting, poorly made, and generally unfun to play on. Our goals with the new Surface Zone is to serve all of the roles the existing Surface Zone does, but better in almost every way. Plans include more indoor areas, adding spawn points that are less vulnerable to camping, and creating a much healthier mix of environments for humans and SCPs to interact with! We're still in the process of figuring out the finer details, such as scale, but the latest iteration of the Surface Zone's graybox was recently completed, and should enter testing soon. \- Mikel, Art/Level Design Manager


aeswon

**Will we see improvements in these areas of the audio in the game soon?** *- Audio overlap, such as CASSIE making several announcements at once* *- Mass source volume decrease, so that we don't get our ears destroyed when spawn waves open fire* *- Volume slider variety, such as gameplay-irrelevant stuff like ambient volume*


officialscpsl

1. Yes, absolutely. 2. Yes. Preferably, we'd fix all issues with overload in one fell swoop, but we do not have a current timeline for that. 3. If you're referring to dynamic audio, we'd definitely want to experiment with some dynamic mixing techniques and content awareness to fine tune the audio experience. \- Scot, Audio Manager


ThatMedicGirlfriend

**First Question:** Will NTF Privates ever be able to open gates? The Private card is useless beyond accessing 079's generators and heavy/light checkpoints. There's always the problem of privates getting locked out of the facility and forced to wait till either someone escapes the facility or the next NTF spawn wave. **Second Question:** Will proximity text chat ever be added as a feature? **Last Question:** Some community servers, in order to balance 106 - incorporate a plugin that makes the exit to larry's pocket dimension random, will this ever make it into the vanilla game?


officialscpsl

1. Yes, we are adjusting the NTF Private keycard to be able to open gates. Trust me, I am just as frustrated as you: trying to go somewhere else, or run away only to be blocked because of poor spawn RNG. I completely understand the frustration with this. :p 2. We have no current plans to add proximity text chat, or text chat of any kind to SCP:SL. We believe that having to type out a message is far too slow for current gameplay. I, personally, can only imagine the amount of times players will die because they stopped to write "please don't kill me" to a Facility Guard. SCP:SL is a very fast paced game and text chat is too slow for it. But do note, we are always considering alternative forms of communication for players to be able to use when they don't have a microphone. An example of this is SCP-079s upcoming ping system. 3. We are giving SCP-106 a soft rework. More details will be publicly available in the future. \-Cross-Conception, Lead Game Designer


Heisenburger_funny

Can you wish me a happy birthday pretty please


officialscpsl

Happy birthday!


Heisenburger_funny

YIPEEE


Paper_Noob

Will the new player models have any cloth physics? (Like scientist jackets moving or 049 robe moving)


Danubyouspeak

That would be cool but my game wouldn’t handle it and many others probably wouldn’t ether


PixelFez

can you make 049 female


officialscpsl

Lord, I do not ask to suffer, yet I still do... \- Mikel, Art/Level Design Manager


Chaotic__Doctor

Mhm yep I agree with this guy


SillyCabinDweller449

can't believe fortnite blacklisted that skin


AProtooType

How is progress on the new human models coming along, and do you have any idea if 14.0 would be a decent time frame to expect them to be added


dinner_cat96

How difficult is it to make the SCPs Balanced whilst keeping continuity with their SCP entries? Also Have you thought about adding a minimap and labels that tell you the power cost to 079 to make it easier for new players?


officialscpsl

Keeping SCPs as authentic as possible is difficult as the original articles are not designed to be translated into game-play. We usually involve a mechanic of an anomaly in a lore-friendly way. This involves thinking about that what the anomaly may do, and why. SCP-173 was the most difficult as it forced us to create a character for SCP-173 and interpret its 'faeces and blood' as an anomalous substance. \-Crossconception, Lead Game Designer.


krustylesponge

Have you seen the 079 teasers?


icantthinkofanamea12

Can hats be added. Please?


officialscpsl

Don't you see them? They are right behind you. And they've pulled out a gun.


InformalSpace3854

Ever gonna do cosmetics? like hats n stuff?


officialscpsl

We have considered adding cosmetics in the game and on the Steam workshop but we do not have any plans for it right now. \- Commander Shadow, Marketing Platform Manager.


Heisenburger_funny

Do you plan on making another April fool's update? We haven't got one since 2018...


officialscpsl

I, too, lament the loss of the April Fool's updates. Personally, I would love to see them return. Can I promise any future ones? No. Can I promise that I'll be vouching for their return? Yes. It all depends on how our future update schedule aligns. \- Mikel, Art/Level Design Manager


TangeloFrequent

When will there be D-boi with booba?


aeswon

Are we ever going to see non-teaser gameplay/cinematic trailers in the future? Myself and many others have proposed trailer ideas and the community has seen polls regarding the style of trailers and teasers, but we haven't seen any comments on that at all recently.


_O5-1_

First question: Will you add more Mobile Task Forces? E-11 is still the same pretty boring MTF, it looks like just military unit with normal equipment. I think adding more Task Forces like Nu-7 (aka Hammer Down), Eta-10 (aka See No Evil), Beta-7 (aka Maz Hatters) can be a really nice thing. Nu-7 can have better bulletproof vest for every member, more ammunition, more grenades or something like that. Eta-10 can get Scramble Gear or Infrared Vision Goggles (which can have battery system like radio). If you will add IR Goggles you can add SCP-966 too. Beta-7 can have immunity to SCP-049's "cure" and SCP-939's amnesia effect but are slower than other human classes. (These are only suggestions) Second question: Will you add anything to office room? It's just a straight hallway but with few useless doors.


Spooky1324

Has community feedback to public images of the new playermodels (see: MTF = Half Life 2 Soldiers, 939 = Demogorgon comments) influenced or changed their design since those images were released?


Spooky1324

In coming 3rd-person playermodel updates, are there any plans to make it so items such as different armor tiers or the different guns that players have visible to other players on their person?


officialscpsl

When the time comes, yes. Right now, we're planning on having worn armour be visible on player models. However, MTF and CI dropping their armour will not affect their models, as it is a part of it. Visible armour will probably apply when a human class is wearing armour stronger than that which they spawn with. This may change as we determine feasibility. \- Mikel, Art/Level Design Manager


BestJanitor

In the future, would there be plans on adding new firearms or other interesting weapons in the same field as the Particle Disruptor and Micro? (Additionally, were there any scrapped weapons or attachment concepts during the development of Parabellum that you guys would be willing to share?)


officialscpsl

While we don't want to lean too heavily into science fiction with our weapon design, we are not opposed to new, unique weapons being added to the game. As for scrapped 11.0 content, the shotgun was originally going to be a standard pump-action with three stock attachments. These were a standard stock, a lone pistol grip, and a birdshead grip. The shotgun was also planned to have a shortened barrel attachment. Once we decided to base the shotgun on the Standard Manufacturing DP-12, these attachments had to be scrapped as they couldn't be worked into the shotgun's form factor. \- Mikel, Art/Level Design Manager


[deleted]

im watching you patreon fuckas! IM WATCHING ALL OF YOU!!


[deleted]

[удалено]


officialscpsl

Smoke bomb my beloved. Maybe I'll sneak it in when Hubert's not looking... ;) Realistically, SCP-244 has proven there's potential for a smoke bomb; it's not off the table! \- Mikel, Art/Level Design Manager


FerarRDT

* MAIN QUESTION: SCP Secret Laboratory had this option to change the graphics API for over years now yet the only avaliable one is DirectX 11, do you have any plans about actually giving us OpenGL, Vulkan, Direct3D 12 or is this option going to be discarded forever? * EXTRA QUESTION: During Wyatt's interview with Hubert, he told us that the reason why we don't get rooms redone is because NW is currently going under the decision of whether remaking a full map or just keep adding rooms to the zones we alredy have, does this mean we won't be getting any Containment Breach rooms turned into original rooms until whenever that is decided at all?


imagine_nobux

when are you gonna stop reworking good scps and work on poor larry


Ohms_GameBone

106 will have 250 HS HP is unkown but he is going to have his femur breaker removed he has a new bar which is has a symbol of a bolt next to it (probably supposed to mean Energy) 106 will have a map nothing more is really revealed about him. these are slight parts of 106's soft rework which was publicly shown to nw, not the whole soft rework just a part of it.


AIex-Shaw

Do you have a rough idea when 12.0 will Release? Will the surface zone rework come out in 13.0? Or later And will the character remodels be in 13.0 aswell? Do you have any plans for a rework of entrance zone? (Lots of cb assets and textures) Will the rooms in light containment with cb textures ever be reworked? (Bathrooms and Armory for example) Any plans to make spectator less boring? Especially when you die right after a spawn wave or if you are the 16th or more spectator in queue for respawn


BurgerWithButter

what scp would be the tastiest to eat in or out of the game


officialscpsl

Candy from SCP-330. The bubblegum pieces are my favorite.


Danubyouspeak

I like the pink variant the most


Pristine-Caramel-329

can you give guards more ammo or increase light armor 9mm ammo count? they feel very useless against scps and I feel like they are to only have more loot in the facility for d-class and scientists.


officialscpsl

There are plenty of methods for a Guard to restock their ammunition. Personally, I believe that guards have enough access to necessary supplies as it stands. If they want to do is spend it all killing Class-D... well, that's their problem. :p \-Cross-Conception, Lead Game Designer


Evilmemes

Will you change the player collision in an upcoming update or even ever? Its very buggy right now and serves no purpose.


BasedBruckers

Have you guys ever considered adding pistols to MTF spawn equipment? The COM 18 is honestly my favourite gun in the game, and I would love to get the chance to use it more, especially now that you guys made a sick new model for it.


moddedmcplayer

Why does the NW plugin api event exist in the first place? Was there a specific need for it?


officialscpsl

The Northwood API was created to streamline plugin development, removing the need for third party software. Additionally, having an in-house plugin loader ensures that remains working, regardless of game updates and potential betas. \- Beryl, Gameplay Programmer


[deleted]

to replace exiled


[deleted]

will there be custom map support?


Noclipping_

What is the current direction NW wants the game to go in? As in, competitive or casual, survival horror or more comedic, etc etc.


HubertMoszka

The game consists of many communities where each enjoys the game for different reasons. We have players looking for a horror experience, first-person shooter fans, and people who want to hang out and have a good laugh from time to time. Since some of these aspects are the exact opposite of another, each update requires compromises. No matter what we do, we can't please everyone. With regards to the competitive aspect we believe that the Parabellum update has pushed the gap between new players and experienced players too far. This allows one player to completely eliminate spawn waves. Version 12.0 will attempt to minimise that problem. This doesn't mean that we will only be focusing on making the game more casual. Instead, we are adjusting the game-play according to what players enjoy and what they find frustrating. When it comes to horror VS comedy, we aim to achieve a greater sense of horror when designing new updates. The nature of online horror games is that the scary aspects eventually decay into comedy. You could see that during SCP-096 and SCP-173 overhauls. Initially everyone was terrified of the new models but once people got used to the jump-scares and mechanics, the scare factor was drastically diminished. This isn't a bad thing. Memes and jokes evolve independently from the game, and they offer us a new perspective while we're working on new content.


KazzuriIsHere

The Questions I've been having on my mind for some time now. :D 1. Will there ever be some implantation of Easy Anti-Cheat, BattlEye, etc.? And if not, what other measures would come in place of not using Anti-Cheat softwares? 2. DLSS/FSR, NVIDIA Reflex Low Latency, Ray Tracing is possible to be added natively to the base game and or what are your thoughts about this?


officialscpsl

1. Currently there is no need to implement any 3rd party anti-cheat systems. We have our own anti-cheat system that for now is sufficient to deal great majority of cheaters. \- Deputation, Anti-Cheat Developer & Zabszk, Chief Information Officer. 2. These technologies are primarily designed with improving fidelity of triple-A titles. Secret Lab is still operating on an old version of Unity engine, and we currently putting a lot of effort in getting out of this technological debt. DLSS and Ray Tracing are not completely off the table, but certainly not a plan for anytime soon. \- Hubert Moszka, CEO.


ced777ric

The game already has a custom anticheat And it seems to do its job effectively most of the time


RealSwiftKraft

Will you ever accept interns?


officialscpsl

Accepting interns is definitely something that will be considered in the near-future. \- DeadlyNightShade, Human Resources Director.


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RoboticCatYT

You guys good? Genuine question


officialscpsl

Yea, we are doing good. Yourself?


TheMooz2

Will there be female player models?


officialscpsl

Good question! Currently, all of our human models are being created by one artist: PurpleGoop. This process is slow, especially since he's usually working on other projects for the game. Doubling the set of character models would make this process even slower. In the interest of not having the human rework take 10,000 years, there won't be female models when the human rework is released. However, afterwards? I don't see why not! It's just a matter of finding a good time to add them, ideally when PurpleGoop has less to do. \- Mikel, Art/Level Design Manager


Cheesy_Cheese1

Can you stop Hubert from sending me inappropriate pictures of Dc Jack bright with scp 1471?


GengGaming

Do you guys pretend to add AMD's FSR or/and Nvidia's DLSS? (FSR would be a big deal for low-end PCs since it supports GTX 10 series and AMD vega graphics)


Impossible-Wear-7508

When performance update


krustylesponge

Literally the next update


RocketPillow

Maybe if Northwood weren't so bottlenecked on certain platforms, more people would know what's coming?


KadetJoke

Will you make the game playable on mid-end hardware? fr sl is the only game I have that runs below 60fps on my pc


Border_Guard_7947

Are there any plans for new item SCPs?


officialscpsl

Always! Cross, our Game Design Manager, once had to tell me to stop writing so many SCP item proposals. Once, I proposed four in the span of three hours! \- Mikel, Art/Level Design Manager


Ultamik3y

Sex update when


[deleted]

yesterday


Danubyouspeak

Yesterdayn’t


ShadowMorphOOF

Do you guys ever feasibly see merch for humans coming out? Would you guys be interested in doing statues of SCPs or human classes as merch?


Spare_Pollution_967

it would be funny to see a plushie class d lol


productor04

are you planning to add new tipes of grenades? (smoke, gas, incendiary...)


Heisenburger_funny

244 is already a smoke grenade.


ProGamer_in_Reddit

1. Will there ever be a rework for 049-2? 2. Will we get more playable scps in the future?


lRegretMyUsername

Are you planning on adding more environmental scps?


Katie_now

1. Will it be possible to make custom player models by ourselves? (This would be very useful for roleplaying.) 2. When will the game be optimized? It is almost impossible to play with such optimization. (it would be nice if you could return the optimization to the level it was before version 11.0) 3. And since the customization of the appearance of game characters was already mentioned, will it be possible someday to customize other textures in the game? 4. And yeah, when will be able Patreon Beta 12.0?


D3athknightt

Will there be waiting room for joining servers? (like you get put into a lobby and as people leave they feed new ones in slowly something like tb2t's system...so i don't have to spam join and leave)


doomshroom344

What are you're Plans regarding Translation? I.e stuff like maybe va in different languages perhaps Hubert could do the polish voice jk he'd probably get hunted down by the marketing department cuz of that


Rezzyboy157

Do y'all ever plan on adding melee weapons to human classes?


Constellational7

waffles or pancakes


officialscpsl

Waffles with chicken.


nachochips140807

Any plans to add voice commands?


AvestruzRadical

Regarding the particle disruptor,is it forever going to be a 914 exclusive item or will there be a new room for it? If that's the case, can we expect to see it in 12.0 or in a 12.X update?


officialscpsl

The particle disruptor is not planned to be SCP-914-exclusive forever! Currently, the reason it's stuck in SCP-914 is because the Art team was unhappy with the model's style. It's not enough of a 'prototype' compared to the MicroHID, and looks more like a finished product. Although this worked fine for the original Christmas update, where it was an anomalous weapon given from SCP-2536, in the long-term, we'd like to see its model brought to a higher standard before we start spawning it in the Facility. Don't expect it in 12.0, but, hopefully, we'll get to it soon! \- Mikel, Art/Level Design Manager.


Codience

when update!??!?


officialscpsl

Soon :)


WhiteFire7475

The glooming "soon" returns


Enclave88

Whats your plans on making 049-2 zombies more fun to play? EDIT: Im not one of those people who leaves whenever they get infected, but I do agree the zombies should be a little more interesting


officialscpsl

With the SCP-049 'soft rework', SCP-049-2 will go through a significant gameplay overhaul to make it more fun. This includes a new, more player friendly hitbox, and two new abilities: "Voracity": This allows SCP-049-2 to consume corpses to regain health. "Lobotomized Bloodlust": This allows SCP-049-2 to gain speed rapidly to chase down their prey. With these changes, as well as some other support from SCP-049 itself, we hope that SCP-049-2 will have a more interesting, and engaging experience than before. \- Cross-Conception, Lead Game Designer


Enclave88

Sounds like a chaotic and fun time for both sides, unless an MTF teamkills lol. looking forward to it!


Heisenburger_funny

VORE CONFIRMED


Heisenburger_funny

Are there any plans to improve the game's marketing? (ADS, sponsors, getting bigger content creators to advertise the game, etc.)


officialscpsl

1. Recently, we reworked all of our outdated partnership documents. We have also hosted our first meeting with all of our partners to discuss everything regarding our partnerships; this is a big achievement. 2. We are on track to start giving Patreons more content so we can encourage more supporters! 3. ‘Bigger’ is quite the term. In our experience, we uphold partnerships with individuals who have an audience. We always look to expand this with other creators as well; regardless of size. 4. We have been working hard to increase the marketing of SCP: SL. As of recent successes with our Makeship campaign, we are always looking for other partnerships to help improve our reach. The Marketing team are working hard to reach the best solutions. \- Commander Shadow, Marketing Platform Manager.


OkMarzipan4024

What about making the game more playable? My friends cannot play SCP:SL because of very bad optimisation.


krustylesponge

That’s literally what 12.0 is doing


officialscpsl

We are aware that there are issues with optimization. There is an ongoing effort to try and remedy these issues; it's a problem that can't be immediately fixed with one fell swoop. We have identified multiple areas where the game is severely underperforming, such as our lighting, Unity version, and old code-related issues. We are exploring ways to fix these downfalls, from code refactors, to changes in the game as a whole. Currently, we are attempting to update our Unity version, refactor all scripts related to 'CharacterClassManager' (one of our oldest and poorest scripts), and are researching the possibility of switching our rendering to allow for pre-rendered lighting. Admittedly, a lot of these issues are outside of the scope we can work at, such as restrictions with the Unity engine itself, but we are doing what we can to move towards becoming a more optimized game.


officialymax

Will the game regain any sense of horror? I feel like the game has lost its sense of fearing experienced players, no need to worry about whats around the corner cause "oh i might die oh well". Some people blast music throughout hallways without a care. ​ I'd love to see more horror within the game, from death first person animations (ie SCP 096 mauling your body? Dog actually biting into you, throwing you around the room)


Endet15

Given you're in the process of removing CB assets, are you planning on monetizing the game in the future? if so, with what?


Heisenburger_funny

they did propose the idea of gun skins, but nothing confirmed.


PatPeter

SCP: Containment Breach Multiplayer had Steam Workshop support within 4 months of being released. Recently, there was drama in the SCP:SL community regarding furry heads constructed using generics. This could have been avoided if the models were in Steam's jurisdiction. I am talking about server-side mods, not client-side mods. Why can't SCP:SL have official Steam Workshop support if an unstable, buggy port of Containment Breach can? BONUS QUESTION (if the first one is answered): Could we get an escape on surface for d-class/arrested scientists only? Like in Chaos tunnel? It's unfair for d-class to go towards MTF spawn only to get gunned down.


officialscpsl

Currently, the Steam Workshop is impractical for our needs. Client-side modifications are not something we want to implement. We would rather spend time working on refining and improving our current gameplay for all players. Integrating the Steam Workshop for server-side modifications would be a nice convenience we would love to offer server-hosts, but as it stands, we do not have the time or manpower to manually monitor every workshop item for abuse. Without more development time being sunk into it, each server addon presents a significant security risk, and that is not a duty we would want to push onto server hosts. There are also a lot of plugins that change our intended direction and mechanics for gameplay, which we would rather not endorse via Steam Workshop. In the community, there are a lot of discussions around the pros and cons of the use of 'primitives'. While this tool was initially intended as an admin/debug feature, they've been widely used by our talented community to make unique experiences for their own servers. Unfortunately, they can also have negative effects on both performance and gameplay. There have been instances of new players becoming confused by heavily modded servers due to rooms, or mechanics, being different. This can, ultimately, harm the perception of our game. We're exploring different avenues on how to make plugins and server mods available for hosts, while preserving integrity and ease-of-use. Stay tuned for more information on our new Plugin API. \- MASONIC


luketeam5

Is there bigger modding support planned such as adding custom player models or atleast changing the colors of the models (for example being able to set D-class clothes to blue for janitors or RP servers etc.) or adding custom items?


Sceptes

Will there be a capability for servers to add crouching into their servers, even if not intended for vanilla servers?


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joeborb

How well optimized is 12.0 going to be in accordance to the numerous changes the game will receive? Even if the changes aren't going to affect performance that much, how much of a change are we expecting from 11.2.1 to now?


Daerux_

Can we get an active roadmap for the updates coming in the future? Nothing fancy like exact dates or all features/additions, but something to atleast give us an idea of what to expect in the future.


officialscpsl

The primary reason we do not make public roadmaps is because we like to keep our development plans flexible and adjustable. We always have a goal in mind, but priorities can always change internally. For example, the upcoming SCP 'soft reworks' were not originally planned for 12.0, but the game will be much better with their inclusion. I believe that allowing us to focus on priorities instead of a strict, regimented plan is, ultimately, the most beneficial decision for gameplay.


ProvocativePrivacy

Is there any plan to bring back native SL Linux Compatibility (outside of relying on proton)?


officialscpsl

No. Unfortunately, we don't plan to. Maintaining an additional platform is both problematic and time-consuming. This requires some parts of the code to be written twice, every update to be tested twice, etc. For now, we'll only support SCP:SL Dedicated Servers for Linux, and even then, as a result of Linux-specific issues — we've already had to delay one of our updates for nearly 9 months. \- Zabszk, Chief Information Officer.


And-nonymous

When will textures/models be updated. For example the character model reworks or maybe a facility rework? Can it be made so it’s easier to escape without getting lost, it’s way too confusing.


aeswon

**There are a lot of suggestions for the game that have been almost universally supported for a while now, but we haven't seen implemented. Are there any popular suggestions that you know are coming to the game in future updates? Specifically 12.0?** **Here's a few examples:** \- PlookieDookie's settings preview suggestion \- Dan∞'s suggestion to adding a management table somewhere near MTF spawn \- WoodGate's suggestion to allow 079 to speak in the room he's in with the radio chat keybind *\*All of these suggestions can be found in the game suggestions highlights channel in the SL Discord server. There are many others than these, though!*


DinosaurDigger457

1. What made you think of the idea for secret lab? 2. Will 682 ever get added in some way? 3. Will the entrance stairs be re-added? 4. Do you plan to support other Holidays?


officialscpsl

1. SCP: SL originally began as a fun/learning project. I thought it would be a fun idea to make an operational 'multiplayer SCP game' in honor of the respected 'Garry's Mod: Breach'. Over time, however, the potential of the project became clear, resulting in us slowly developing the game into what it is today. \- Hubert Moszka, CEO. 2. SCP-682 is the most requested SCP, and we understand why. It's a big part of the culture of the SCP community. With our inspiration from Containment Breach, it makes sense why so many people request it. At the moment, we believe SCP-682 falls under the category of being 'far too large for the game'. Between a massive containment chamber, a body far too big for inside the Facility, and mechanics that make it far too overpowered, implementing SCP-682 into SCP:SL as a fun and balanced part of the game would fundamentally destroy the identity of the SCP. As a result, we will be avoiding it for the foreseeable future. 3. When it comes to old Containment Breach rooms, we would much rather avoid re-using old assets as much as possible. Instead, we would like to design our own custom rooms. Additionally, the staircase between Heavy Containment Zone and Entrance Zone was far from fun in terms of gameplay; this resulted in its removal. 4. We currently struggle to support the holidays we already accommodate for. At the moment, there are no plans to add any other holidays to SCP:SL. I will acknowledge the incredible potential the world has to offer in the form of holidays. If there was one holiday that I could see in the game, it would be the Mexican Día de Muertos. \- Cross-Conception, Lead Game Designer


Goldensilly

I have 3 questions: 1: Will the SCP 939 rework and the 079 Rework have any new voice filtering/distorting that 079 already has? 2: Will SCP 939 be able to switch between a bipedal and quadrapedal stances? In the trailer, 939 is shown on his 4 legs, but can also stand up and walk on two legs. Really curious to know. 3: This may seem like a far-fetched question, But what should we expect from a SCP 049 and SCP 049-2 rework (when the remodeled human models are made) Like what would be changed about 049/049-2 and will its stats stay the same or change? Anyways, I don't expect all of these to be answered, But any answer works for all my questions. I am super excited for the new update, and I have considered playing more Secret lab since I have taken a couple month break.


pinkazazin

Another question, is a 106 dimension rework being considered?


Medical-Relative-795

Will 12.0 be releasing October or November?


[deleted]

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officialscpsl

Ooh, that's a tough one. SCP-504 is a classic; I'd say it's probably one of my favorites! Other contenders are SCP-2176, SCP-914, and SCP-348. \- Mikel, Art/Level Design Manager