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SCP - Containment Breach

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SCP - Containment Breach'' is a survival horror game based on the SCP Foundation. It includes a unique blinking mechanic which can be used against you during the most dire of circum-SNAP!''

Unused Graphics#

In the game's files are a few icons for achievements that do not exist. These are leftovers from the SCP Nine Tailed Fox mod, created by Third Subvision Studio.

File Name: AchvMassage.jpg
The achievement icon for a "massage" achievement that isn't in the game. It wasn't saved correctly, as the file extension was incorrectly set to a JPG extension when the actual file itself is a PNG image. This was most likely used for whenever you died to SCP-173 for the first time.

File Name: AchvNoHud.jpg
The achievement icon for an achievement that was probably meant for when the player beats the game without the HUD.

File Name: BloodOverlay.jpg
Unused blood sprite which appears after getting killed while wearing a gas mask. The texture for the blood can still be found in the game's files under the GFX folder from v0.1 and v0.2.

File Name: door.jpg
Door texture which can be seen in pre-release versions of the game. The texture can still be found in the game's files under GFX/map, as it is used for other props.

Unused Items#

Cowbell#

The Cowbell is an unimplemented item which is only mentioned in the code of SCP-914, "The Clockworks", and doesn't exist anywhere else in any other form. It's not the same item as SCP-513, "A Cowbell", since the code seeks for an item's in-game name and there's no such item named as Cowbell.

According to the code, Cowbell would be destroyed if put through SCP-914 on Rough or Coarse, and would just stay the same with no effect if put through on "1:1", "Fine", or "Very Fine". It's unknown whether the Cowbell was supposed to be the result of putting SCP-513 on "1:1" or an older name for the same item.

Unused Models#

Chaos Insurgency/Mobile Task Force Variant#

This model was originally intended to be used as the model for the Chaos Insurgency, or possibly a variant of the MTF, in order to distinguish between members of the task force. The model is similar in appearance to the old MTF models, with the exception of a gas mask in place of a visor. The model can be found in the game's files from v0.6-v0.6.6 and can be found in the directory SCP - Containment Breach/GFX/npcs/mtf2.b3d. This should not be confused with the new MTF model, which uses the filename MTF2.b3d from v1.0 on.

Unused/Removed SCPs#

There are a few SCPs that were removed from the game.

SCP-178#

SCPCB_SCP-178.png SCPCB_SCP-178-1.png

A pair of stereoscopic 3D glasses that, when worn, would make the wearer see hostile humanoid entities resembling cicadas and jumping spiders. It was added to the game in v1.1 before being removed in v1.3.10. The item was removed for a few reasons, those being that it was deemed useless compared to other SCPs, it basically served as a way for players to kill themselves thinking it was an important item, and that its containment chamber had problems spawning due to the spawning algorithm, which made user "achievement runs" difficult to accomplish.

In the game files until SCP-178's removal were a model and two textures: one for the glasses model itself, and one for the screen overlay while the glasses were being worn.

SCP-513-1#

Was originally in the v0.1 release. Instead of being summoned when the player activated SCP-513, it would appear after the "cowbell" sound randomly played over the intercom. After it appeared it would stalk the player similar to the final version. However, the developer felt that its random appearance would nullify any possible "good" endings as it would continue to follow the player character. It was removed in v0.2. In v0.8 it was reintroduced but could only be summoned by the player activating SCP-513.

SCP-650#

Proposed by a user on the SCP - Containment Breach forums. After reading the proposal, Regalis considered adding it into the game if a model was made due to the fact that it could be easily implemented. Progress for the project became very slow and eventually fell apart altogether due to overall lack of morale from fellow members of the community. Inevitably, all progress came to a halt and no attempts have been made to finish the model. The project is thus presumed cancelled.

SCP-689#

A model and containment room were created for SCP-689 in the hope of better utilizing the eye mechanics in the game. It was intended that whenever the player made eye contact with SCP-689, they would have to maintain it. Should they take their eyes off SCP-689, it would instantly kill them. Regalis, while in favor of better use of the eye mechanics, deemed SCP-689 "too powerful and over-the-top", and decided not to include the SCP in the game.

SCP-689's model can be found in the game's files from v0.1-v0.5.5 in the directory SCP - Containment Breach/GFX/npcs/statue.x. Two barebones textures can be found in the files from v0.1-v0.2 in the directory SCP - Containment Breach/GFX/npcs/statue.jpg and statue2.jpg.

SCP-1074#

A painting that would force the player to stare at it until they eventually died, similar to SCP-012. If the player was wearing night vision goggles or SCP-714, they would be unaffected. There is a model with two textures.

Version Differences#

The game has been in development for many years, and in that timeframe many major improvements and changes have been made to the game.

Graphical Changes#

SCP-914's Label#

v0.1 to v0.6.5

v0.6.6 Onward

In v0.6.6, the text for SCP-914's left label was changed from "Input" to "Intake" and they both were given some detail.

SCP-079's Face#

v0.1 to v0.2.1

v0.3 Onward

The face was given a shadowy effect and was slightly darkened in v0.3.

Hand Icon#

v0.1 to v0.2.1

v0.3 Onward

The hand was made more detailed in v0.3.

Wall Textures#

The first wall texture was brightened in v0.1.1 before being cleaned up in v0.1.2. The second texture - the blank white plaster - brightened in order to blend in better with the changes made to the now detail-less white wall.

v0.1

v0.1.1

v0.1.2 Onward

v0.1 to v0.1.2

v0.2 Onward

The Launcher's Background#

The launcher's background image, launcher.jpg, went through some changes as well, including the placement of blood stains.

v0.1

v0.1.1 to v0.9

v0.9.1 Onward

Radio Sprite#

v0.1 to v0.2 (unused)

v0.2.1 to v0.9.1

v0.9.2 Onward

The radio went from having two dials and no screen in v0.1 to a radio with a screen and twelve buttons in v0.2.1 to finally a different shaped radio with seven buttons in v0.9.2.

S-Nav Sprite#

v0.1 to v0.9.1

v0.9.2 Onward

The device was given an entirely different sprite in v0.9.2 which is much more detailed and has some 3D depth to it. The buttons on the device were rearranged and the screen was made a little smaller.

Model Updates#

As the game's development cycle went on, SCPs and other characters have had their models updated since their implementation into the game.

SCP-049 and SCP-049-2#

In v1.0, SCP-049 and SCP-049-2 both received new models. The latter's model was changed to resemble a guard.

v0.7 to v0.9.3

v1.0 Onward

v0.7 to v0.9.3

v1.0 Onward

SCP-096#

Although SCP-096 was given a new model in v0.6.5, its old model was retextured and repurposed for SCP-513-1 when the latter was re-implemented in v0.8. The newer model had a polycount reduction in v1.3, but is otherwise visually unchanged.

v0.6 to v0.6.4

v0.6.5 Onward

SCP-106#

Among the first few SCPs added to the game, SCP-106 was given a new model in v0.6, and his iconic vest was added onto his texture sheet along with a slightly more rotten face as part of an undocumented change in v0.6.4. While not showcased here, 106 was also made significantly glossier in v0.7.2, which was later reverted in v0.9.2.

v0.1 to v0.5.6

v0.6 to v0.6.3

v0.6.4 Onward

SCP-173#

Notably, SCP-173 has had the most major model updates of all SCPs in the game, having had three different models. However, the first one was only used during the Indev testing phase, and was changed for the game's initial release. Its current model was implemented in v0.2, and given further improvements in v0.5, as well as a bunch of optimizations through various updates.

Indev

v0.1 to v0.1.2

v0.2 Onward

SCP-500-01#

One of the smallest visual updates gave the SCP-500-01 pill a new look in v0.9.1. The most noticeable change is the white half of the pill being recolored red, like the other half.

v0.7 to v0.9

v0.9.1 Onward

D-Class Personnel#

The D-Class personnel have had three different models. Notably, the first iteration had a strange broken texture resembling a crash test dummy, whereas the third and current iteration has three different texture variants, one of which being the player character, D-9341.

v0.1 to v0.5.6

v0.6 to v0.6.3

v0.6.4 Onward

Guard#

The guards, seen in various places across the facility, have had the most noticeable updates of any character, with four different models. The first two models are practically identical, with the exception of the second iteration being completely white and untextured. The first and second iterations wielded a HK G36 instead of the FN P90 that the other two iterations have.

Indev

v0.1 to v0.3.2

v0.5 to v0.9.3

v1.0 Onward

Nine-Tailed Fox#

Mobile Task Force Epsilon-11 ("Nine-Tailed Fox") was added in v0.5 as a more active version of the guards. The v1.0 update gave them an updated model that makes them visually different to the guards.

v0.5 to v0.9.3

v1.0 Onward

Sound Changes#

SCP-096's Idle Theme#

SCP-096's idle theme was originally very loud. His later idle theme was made much more quiet with a creepy ambient noise added alongside the sounds of him sobbing.

v0.6 to v0.8.2

v0.9 Onward

SCP-096 Angered#

SCP-096 has had three versions of this noise. The first version increases in intensity until his chase begins. The second version adds a screaming sound to the end of it while adding some ambience noises. The third and final version slightly changes the ambience at the end.

v0.6 to v0.6.2

v0.6.3 to v0.6.6

v0.7 Onward

SCP-096's Chase Theme#

SCP-096's chase theme has been changed a whopping five times during the game's development. Version 1 sounds like an angry car. Version 2 added the sounds of SCP-096 screaming to the angry car noise. In version 3, the angry car noise was changed significantly. Version 4 replaces the angry car noise with a new sound entirely and SCP-096's screaming is now a separate sound effect that plays alongside the chase theme. Finally version 5 of the noise changes the sound to Hush by Kevin Macleod.

v0.6 to v0.6.2

v0.6.3

v0.6.4 to v0.7.4

v0.8 to v0.9.3

v1.0 Onward

SCP-106's Theme#

SCP-106's theme ("Bump in the Night" by Kevin McLeod) was extended and made slower since v0.9. The later theme is now, funnily enough, 106 BPM.

v0.1 to v0.8.2

v0.9 Onward

Oddities#

If you use a tool to view the SCP-205 character models "which while they may appear 2D do use 3D models" you can find some "cute" easter eggs left from the developer for people who decompile the game. These include look behind you for 205_demon1, these arent the decompile your looking for for 205_demon2, If your reading this your already dead for 205_demon3 and you could of saved her for 205_woman

SCP-294 Behavior#

SCP-294's vast selection of possible drinks works by scanning SCP-294.ini in real time at both the moment of ordering a drink and the moment of using it. The code is a bit sloppy, and will match the first drink with a name that starts with the input text (skipping any with a name that contains but does not start with the input text). As a result, the cup of "Life" is impossible to order, as this text will match an earlier drink with an alias of "Lifeforce".

One of the recognized possible effects for SCP-294 drinks is "screenshake", but no drink uses it.

(Source: omencito on YouTube)

Development Text#

In SCP-294.ini, there is some development-related text which is just a guide for how to add your own drinks into the file.

;color = the color of the liquid
;alpha = the transparency of the liquid (0.0 = invisible, 1.0 = nontransparent)
;glow = makes the liquid glow (true/false)

;sound = the sound clip played when the player drinks the liquid
;dispensesound = the sound clip played when the liquid is dispensed ("SFX\SCP\294\dispense1.ogg" by default). 

;lethal = true/false
;deathmessage = the text shown in the game over -screen if the player dies when drinking the liquid

;blur = how many seconds the screen stays blurry after drinking the liquid
;message = a text shown on the screen after drinking the liquid
;damage = increases the injuries-value
;blood loss = increases the blood loss - value
;stomachache = true/false, has the same effect as appendicitis caused by SCP-1025 (decreased stamina and messages about stomach ache)

;stamina effect = changes how fast stamina decreases (1.0 = normal speed, 2.0 = decreases twice as fast, 0.0 = doesn't decrease at all)
;stamina effect timer = the amount of time it takes before stamina effect wears off
;blink effect, blink effect timer

;explosion = true/false, creates an explosion similar to the one at Gate B

Development-related text in 1499chunks.ini:

;WARNING: Editing this file might cause some several issues with the saving system (if you load a game)!
;After you edited this file you should NOT load a save file where you entered "dimension1499" before!