Hey everyone!
Below we have our first-ever hotfix for SCP: Fragmented Minds. We have been working extremely hard over the last week watching videos, reading reviews, and checking discussion posts to see the biggest points of pain for players and we have since edited some areas of the level and added various features that we think will address some of the biggest issues players were facing on Day 1.
There will be a couple more patches for stuttering, general performance and more coming too so these are just the start to a slew of big fixes that will be in Chapter 01 and you can expect many more throughout the life of the game!
[b]NOTE:[/b] This update is [b]NOT[/b] save compatible due to changes in the map, if you have a current save of the game -- make sure to play on New Game so you don't get locked by map changes conflicting with your save data!
[b]Bug Fixes and Improvements:[/b]
[b]Crashes and Stability:[/b]
- Fixed 14 crashes across various areas of the game.
- Applied a fix for sublevels sometimes failing to load.
- Fixed an issue where a save could get corrupted in the Skybridge area.
[b]AI Behavior:[/b]
- Fixed an issue where the Elder and Scout AI would constantly shuffle when trying to rotate toward the player while directly in front of them.
- Fixed AI visual detection through walls.
- Fixed an issue where the Elder would send the player to a random location during the tackle attack.
- World objects (e.g., fire extinguishers) now properly alert AI when hitting walls or the ground.
- Explosions now correctly alert nearby AI.
[b]Gameplay and Interactions:[/b]
- Improved door interactions: Doors can now be closed by looking through the frame.
- Fixed power core sockets not loading correctly under certain conditions.
- Increased wrench range by 20 centimeters.
- Fixed an issue where the inventory could disappear after the collapsed hallway cutscene.
- [b]Dev Note:[/b] This was a rare but serious issue that we couldn’t reproduce internally. As a safeguard, we’ve added a save spot before the cutscene, creating a separate save slot players can return to if their inventory disappears.
- Exiting a computer screen playing an audio log no longer stops the audio log.
- Starting a different audio log from the game menu while another is playing will now stop the currently playing log.
- Removed an extraneous button from the Parking Garage.
- Removed interaction prompts and lights from most of the Hangar’s doors.
- Fixed an issue where the energy drink was healing instead of restoring stamina, as described.
[b]UI and Accessibility:[/b]
- Added an option for keyboard users to customize PDA input bindings.
- Improved elevator interaction text to clarify when there’s no power or if the elevator is in motion.
- Added hints to the Codex for better player guidance.
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[b]World Polish and Improvements:[/b]
[b]Environment Detailing:[/b]
- Added more detail to the Gen Room, including papers on the floor in security/office rooms, grunge in empty areas, and objects on previously empty shelves.
- Adjusted the blue lights in the Server Room ceiling to make the main screens stand out more.
- Added flares to a few containers, allowing players to use flares before crafting them.
- Fixed a random cart prop in the Gen Room hallway that was clipping into a wall.
[b]Lighting and Visuals:[/b]
- Changed the vent light in the Gen Room puzzle area to blue for better visibility.
- Made the light in the vent above the hallway more visible to help players notice it when sneaking past the last Scout enemy.
- Dimmed the orange light shining on the map in the Flooded Tunnels to prevent it from washing out the image.
- Adjusted the glass transparency in the Hangar Control Room by 20%.
[b]Collision and Navigation:[/b]
- Edited collision around the biomass in Storage Room B area.
- Fixed collision of the Broken Fan Cover and Semi Trucks in the chase sequence to prevent players from getting stuck.
- Adjusted collision around lamps in the platforming section in the chase sequence area.
- Added collision volumes behind Pressure Tanks in the Transition Room to prevent players from jumping behind them and getting stuck.
- Edited collision around rails in the Chase Sequence tunnels to prevent players from getting stuck.
- Fixed collision in the second Semi Truck in the platforming area to make mantling easier.
- Adjusted the Gate in the Hangar Lounge to fix a small crack in the wall.
- Fixed the door at the bottom of the staircase in the Gen Room, which was 10% too small.
- Added collision volumes around the blocked path next to the platforming section entrance.
[b]Gameplay Tweaks:[/b]
- Reduced the damage from electric water in the Collapsed Tunnel chase sequence to account for players falling in more often.
- Made some jumps in the platforming section slightly easier.
- Added a second Fire Extinguisher at the start of the second half of the game for experimentation.
- Covered the bottoms of Semi Trucks in the chase sequence to prevent players from hiding under them.
- Ensured all barrels could be blown up when hitting them with the wrench.
- Fixed the Fire Extinguisher in the left side entrance not being able to be picked up.
- Flipped monitor textures in the Storage Room A office rooms.
- Prevented players from skipping the Crane Controls in Storage Room B.
- Edited the layout of the Elder Combat Room to prevent players from jumping onto the Pressure Tank and avoiding the Elder.
-Made the Security Room in the Collapsed Hallway area darker
[b]Audio and Props:[/b]
- Moved the Beacon closer to the exit door in the Hangar to make it appear as if the audio is coming from it rather than over the comms.
- Changed the first Hacking Router in Chapter 01 to have a blue light (matching all other routers).
- Added shutters to the Security Room of the Gen Room area to make it feel less exposed
[b]Miscellaneous:[/b]
- Fixed leaf textures clipping through the wall in the first Locker Room on the left side.
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This update focuses on improving stability, fixing large bugs, and enhancing the overall polish of the game. We hope these changes make your experience smoother and more enjoyable. As always, please continue to share your feedback with us since it’s invaluable in helping us make the game the best it can be!