A VR/Desktop game where you are a new D-Class personnel in secret SCP Research Site-50 when everything falls apart. Use what you can find as you explore the facility, access logs to learn about the SCP entities in containment, and run for your life from the SCP entities that have escaped.
[i][u]Happy Halloween Foundation personnel![/u][/i]
This update has been a long time coming, and boy is it big. And this is only Part 1, the next massive chunk comes in December (more on that later).
First off, I can give a summary for this update.
[list]
[*] A few new SCPs to play with.
[*] Bug fixes for almost everything reported (though there will be a heavier focus on VR for the Xmas update).
[*] 6 or 7 entire new locations.
[*] Around 3x or more new content for Survival Mode.
[*] Tons of updates and polish on different systems and mechanics in game, lots of QoL stuff.
[*] Lots of new story for the Survival mode. Things actually have purpose now, along with an antagonist.
[*] Added beta branches on Steam for some of the old important updates going back to launch, so you could go play some really old version of Blackout if you wanted to compare or see how much it has changed.
[/list]
[b]The Xmas Update (Coming soon)[/b]
I will post the change-log shortly, but first a run down on the future. This was only part 1. This update set up the framework for the final version of survival mode, so now we can focus on adding in all the final bits of polish, the secrets, the fun extra mechanics, and some other stuff. Though the first focus of the Xmas update will be entirely redoing the prison cells and Zone A from scratch, so the entire early game changes. Then we will redo Sublab-11 to bring it up to the same cinematic quality and intensity as the rest of the new game. And finally, we will be adding a few different endings to survival based on your difficulty.
The rest of the time will be adding in 10+ new SCPs, more lore, audio logs, system redesigns (like the file system), and whatever else is left. But enough of all that, let me just port the change-log. Keep in mind that around half of the details were left off the list, as they contain spoilers I don't want people to see.
And if you're still reading this far in, I really appreciate you. You're awesome. Sales might not be so great on a game like this, so all the support I've been getting from the community has really helped me keep at it. SCP: Blackout is sort of a passion project, and I dedicate all my free time to it, so it's honestly you guys who keep me going. All the comments, positive reviews, discord members, personal DMs, and even just taking the time to read stuff like this, it means more than you guys probably know. So thank you, I'm glad I was able to come back to keep this game going.
[b]Change-log:[/b]
V 1.4 (past two months of work in free time)
-Updated the project from Unreal Engine 4.22 all the way to 4.25
-Cleaned, merged, and organized asset references for performance increase.
-Removed Easy Difficulty bar on Sublab-11
-Fixed the low amount of batteries spawning on easy.
-Removed leftover point light from archive.
-Added Post process effects to O-wing (for outline effect)
-Created a new system (again) to finally fix valves and switches from despawning/breaking.
-Removed point light left in D-Class Bathroom.
-Fixed Rings of Eden so they no longer point to valves or buttons already on.
-Fixed SCP-DEAT from breaking the game using old level loading system.
-Fixed the end of the credits from breaking the game using old level loading system.
-Fixed light bleeding in credits.
-Fixed holiday selection switches snapping without animation on desktop mode.
-Moved pumpkin that was clipped in to lockers in main menu for spooky mode.
-Fixed the Halloween secret door from staying open when turning off Halloween mode.
-Set up Halloween mode so the puzzles reset when turning Halloween mode of and on.
-Set up the holiday selector to save your option between games and rounds automatically.
-Rotated Sector decal on floor that was facing wrong way.
-Completely reworked turret AI, now much harder to glitch sneak by them.
-Increased text speed on computer consoles.
-Fixed a tiny bug where you could scan your card on desktop and spin to make it beep a second time lol.
-Reworked system where sometimes the flesh chamber or lab 103-b wouldn't be open if you opened it previously and left.
-Endless major texture optimizations for performance.
-Fixed level names shown on save/load screen
-Added snazzy new light IES profile look to the flashlight and other lights
-Fixed subtitles from continuing to play when entering new level.
-Fixed Dr. Harman saying lines sometimes after he already left.
-Fixed an issue where multiple keycards could spawn in the warehouse.
-Set the engine to play audio when minimized/not in focus.
-Fixed bug where sometimes the screen could stay blurry if you died to SCP-CESS.
-Overhauled back-end sound system, so now all sounds should be under SFX by default (and will be controlled by Master audio, no more random sounds that stay full volume)
-With the sound overhaul, Jack now longer mutes your game if you die or load levels while deafened.
-MAJOR overhaul to audio. Game now features reverb for different sized rooms, super immersive. Very Good. Yes. I like.
-New ambient reverb sound effects.
-Fixed SCP-PESK from being able to follow in to elevator
-Did a bunch of reworks/improvements for SCP-IEMP. Instead of playing an animation to fall when seen, it uses ragdoll physics to not clip through walls. Also did other animation improvements.
-Added a mechanic for SCP-IEMP so you no longer see despawn randomly. Much spook.
-Fixed a missing texture on a decal in Sublab-11 on dead guy.
-Updated SCP-PESK animations a bit.
-Updated SCP-REMM animations, fixing the loud super attack bug.
-Finally sound and fixed one of the biggest bugs that caused duplication and weird issues.
-Updated big SCP-TELR fade in/out issues, including most of the OoO face when flashed. Also other points in it's logic where it could just teleport without effects.
-Updated the crawling instance of TELR, including fade bugs and positioning.
-Updated "Giles" version of TELR, including fade bugs, and some AI and animation improvements.
-Added text fade in animation for level loading screens.
-Fixed some Halloween props clipping in to things.
-Updated the lighting for the game in general, looks cooler now.
-Updated Harman's staff bathroom line for the new look.
-Redesigned the transition between Zone A and Transit.
-Reworked cabinets to open both sides individually in desktop mode.
-Added cave scenery to the game to help show you are deep underground.
-Added SCP-TSCA documents
-Added SCP-SKET documents in (for story, not discoverable in survival)
-Added option to load a saved game on the death screen.
-Added sounds to the save/load game screen buttons.
-Fixed bug where valves turned on in transit and O-wing weren't being reported to valve control panel.
-Removed the delay/pop-in for things when loading levels or saves.
-Doubled the speed of the lift in Safe Storage
-Fixed blood at Harman's desk so it's not black anymore.
-Finally redesigned a working global system for the power going out across all levels, as well as SCP-TELR moving faster with it again, and other tied in systems like saving and loading.
-Set up system so non-critical lights and systems actually turn off when power is low (lobby lights, computers, tvs, etc)
-Fixed a bug where keycards could be left floating when changing levels.
-Fixed a bug with the Rings of Eden where they would stop spinning.
-Added zone names to loading screens
-Removed the subway map, as it was unused and just hurt performance.
-Redesigned a few other level transition areas.
-Added new Tram Hub level to move between SCP storage maps.
-Changed color of crates.
-Created a new EPO key Model/design.
-Modeled new/improved keycard.
-Make new signs for elevators and tram.
-Added Zero face Effect
-Added new Zero encounter 1
-Completed massive rework to Transit.
-Added color grading to Transit
-Added level signage to Transit
-Added color grading to O-Wing
-Added level signage to O-Wing
-Did total overhaul to the entire O-wing map.
-Fixed "Guard" name missing in VR subtitles
-Added new TELR MTF instances
-Added new event to Transit
-Added SCP event to Tram Hub
-Added new equipment cabinet
-Added Zero event in Archive
-Added Zero event in Tram Hub
-Modeled a better version of the Safe Storage Vaults
-Fixed UI pop in with level loading.
-Added new tram service tunnel level.
-Added story events to levels.
-Added new enemies.
-Got snazzy new alarm sounds for things.
-Updated bodies to show you already looted
-Fixed the bug where you could open level 0 doors without a card.
-Added SCP-REMM documents
-Added level save locations to new safe storage and tram tunnel
-Added document for SCP-PSIL.
-Added new fan art from Discord art contests.
-Redesigned most of the "old" safe storage in to Euclid storage.
-Added SCP-JERT
-Redesigned various cells for SCP-JERT, SCP-REMM, SCP-PESK, SCP-CESS, and others.
-Added SCP-KSOL
-Added SCP-DSEM
-Added SCP-GSWC
-Added SCP-OSMK
-Added SCP-PSTR
-Added SCP-TSOC
-Added Major story elements for archive caverns.
-Added SCP-TSTK
-Added SCP-YSPC
-Fixed bug where you could still have Rings of Eden or SCP-PSIL in main menu
-Added color LUT for Euclid Storage
-Fixed intro dialog going on after sound stopped
-Fixed room light clinking on when there is no power or light.
-Split Prison cells in to their own map in preparation of the full Zone A redesign.
-Fixed bug where pressing ESC while paused wouldn't close pause menu
-Added elevator call buttons for lifts.
-Updated SCP-CESS animation
-Blocked pausing the game during level loads (which could break the game)
-Made the warehouse generator and crane stuff get saved and loaded properly
-Fixed bug where SCP breach announcements could replay
-Split Zone A into to halves temporarily to help performance until the map redesign for the next update.
-Reduced the amount of times you can run in to SCP-ASBG (Jack)
-Added SCP-CEHM to O-wing
-Added SCP-TELR instance to O-wing
-Removed SteamVR Inputs for VR since an update broke VR. I'll look in to re-adding it with the VR re-works coming for the next update.
-Added function so if you save a game and your health is under 25%, it at least brings you up to 25%.
-Fixed delay for flashlight to show updated power when recharging battery
-Added radio symbol for when Harman talks over radio instead of PA system
-Added more Halloween Spooks and effects
-Added new documents
-Added stinger effect when TELR sees you
-Added more beta branches on Steam so you can go back and play old versions.