Everything here is subject to additional questions, removal, or edits.
Last edited February 12th, 2019.
Q: What is "SCP"?
A: SCP stands for "Special Containment Procedures", as you can find here. It is a creative wiki based on writing stories/documentation on anomalous objects. I recommend you check it out yourself if you're interested! And yes, it's "Special Containment Procedures", not "Secure. Contain. Protect.", you can check here under "Bonus Answers".
Q: What does the name "SCP: Ascension" come from?
A: We are writing and developing a story timeline called Project Ascension, a term The Foundation themselves use in reference to a series of operations they execute for [REDACTED] (don't wanna spoil it ;) - we decided to name the overall game after it due to how significant it really is for the game. It ties hand-in-hand with Project Resurrection, a set of tales within the SCP Wiki.
Q: How long as SCP: Ascension (SCP:A) been in development?
A: We originally started development in October 2017, with most of our ideas being extremely rough and unpractical. We started a Kickstarter in January 2018 to get some starter fund for the project, so we were able to get some needed licenses, assets, middleware, and alike so we could start prototyping ideas.
Around October 2018 (convenient timing) is when we decided to reform all of our plans and overall development pipeline. We kept a lot of our 3D assets but tossed all the old programming. This, in turn, has made development a lot more practical, as we modularize both our new 3D assets and programming for easy expansions/mod support in the future. Although, as of Feb 2019, the current development is only a couple of months old.
Please also consider a lot of our work is part-time, as a majority of us have our own careers, education, and lives to deal with in the process of the development of SCP:A, until we are able to get the project to a funded state, where we will be able to work on the game a lot more. We are more than willing to see this project come to fruition, there is just a lot on our plates.
Q: Will ____ be added to ____?
A: We will not generally answer this on the spot. If you feel as if you have a cool idea we haven't discussed, make a suggestion.
Q: What site is SCP:A based around?
A: Area 14.
Q: Will SCP:A be multiplayer?
A: Yes, all gamemodes planned will be multiplayer with A.I. server/gameplay options.
Q: Is SCP:A competing with SCP: Secret Laboratory?
A: We started concepting our project several months before we even knew SL was being worked on/going to be released. Blackout, our gamemode most resembling SL's gameplay, is based around the general idea of the Garry's Mod Breach gamemode, with more grim/realistic ideas thrown in there for immersion. Breach is what SL also based their game around, in a less serious fashion while trying to recreate the gamemode 1:1 with map randomization and their own additions.
There may be indirect competition, but the situation can mostly be summed into this:
SCP:SL = Social, player-based game.
Ascension = "Hardcore" design plan; survival, tactical gameplay, A.I. SCPs and humans, and so on.
We are by no means trying to downplay SL, we simply just have our own ideas/aspirations for the game we want to deliver.
Q: Why are you guys not using the original 173 design?
A: The main reason, is 173's design has its own copyright, where the original creator is very hard to get in contact, and generally not willing to let you use his design. So, we decided to make our own 173, since the original is boring, anyway.
We decided to make him completely unique in our game, having 4 arms, being animated rather than a stiff statue, and having different behaviors for killing, stalking, and what we are calling his "rage state". Giving him our own lore will add more balance and depth to the game, and in the process allowing us to monetize the game without any worry. It's a win-win.
There are ways of using the original 173 commercially, but once we discovered it, we were already too in love with our own idea to swap back. The original 173 is very, very boring.
Q: How much will the game cost?
A: The game will be $14.99 USD once in pre-order with private alpha testing and early access, with a sale for -34% on our launch. Patrons/donators will also receive keys based on tier rewards. Ascension will be a premium game to ensure it can have stable development and funding without having to rely on donations & personal careers. We want to make it a self-reliant project. We plan to make it $19.99 once we get to bigger development points - examples being the Blackout release or coming out of Early Access.
10 USD on launch - launch sale price.
15 USD for most of the development period - with sales.
20 USD for a stable point in development - with sales.
We will also have regional pricing where we can for poorer economies w/ region locked copies where we can - although, this may take some time to work on with stores outside of Steam.
Q: When will _____ be released?
A: When it's ready. All rough timeframes we give are what we expect, generally not confirmed dates.
Q: Where will the game be released?
A: The Discord Store first, as well as Steam/Humble Bundle in addition to a huge possibility of the Epic Games Store once we release Blackout. Potentially console platforms if the game is successful.
Q: Will there be updates post-release?
A: Yes. Bug fixes and content updates. We will also make sure our content is stable before we branch it off.
Q: What engine do you use?
A: Our game engine is Unreal Engine 4.
Q: What gamemodes do you plan on implementing?
A: We have a lovely list of our plans here.
Q: Will the game will be first or third person?
A: Both will be utilized for their own purposes/as server options.
Q: Will I be able to play with other people who bought it on different stores?
A: Yes! We will always ensure our game is cross-platform/store - there are a lot of cool plans we have for this.
Q: How will you ensure anti-cheat, with the SCP wiki being Creative Commons? - e.x. protecting the game, preventing copies, software modifications, etc.
A: We got written permission from the head of their licensing team to void the ShareAlike part of CC-BY SA 3.0/4.0. We are now able to license our game as we please, as we still give proper attribution to the creators of the work we've adapted from. Big thanks to the SCP Wiki Licensing Team for this.
Q: Which platform would you advertise the most from trailers and announcements?
A: It will likely be both Epic and Discord. Steam will still be linked, but we won't take as much initiative with it until they update their platform to the standard of their newly-founded competitors. Until then, we will be selling Steam keys directly on our websites (Affray Studios & SCP: Ascension sites) via the Humble Bundle widget, which gives us a whopping 95% of the share - a rather solid deal in contrast with Steam's 30% cut.
Humble Bundle (Steam) - We get 90% (5% to Humble, 5% to Unreal)
Epic Games Store - We get 88% (12% to Epic, owners of Unreal; engine fee is voided)
Discord - We get 85% (10% to Discord, 5% to Unreal)
Steam directly - We get 65% (30% goes to Steam, 5% to Unreal)
Needless to say, getting our game(s) on the newer storefronts is very, very beneficial to us!
Q: Are you considering console release? If so, will there be cross-platform for consoles, too?
A: Console release is a probability - but we will likely stick to just Switch and Xbox One, unless PS4 fully pulls their cross-platform policy on all games outside of Fortnite & Rocket League.
Q: How do you plan on taking the load of a multi-platform/launcher release?
A: It's simple, really, we'll likely partner up with an interested publisher that can help us in production cycles. Worst-case we'll just be putting more effort into updates and/or hiring new folks. Either way, it will work out.
Q: What other projects do you have planned after Ascension?
A: We are currently developing a game called SCP - Foundation Command, which is a 2D facility builder & manager similar to the idea of Prison Architect. We plan on the launch of this being able to help fun our overall studio whilst having something easy to work on in the sidelines.
I personally also have a few ideas I want to pursue in the future once Ascension is able to run on its own, such as a proper police role-playing game like LSPDFR. I would want it to be super customizable, being able to customize your uniforms, patrol/response vehicles exteriors and interiors, your map itself, and so on. I don't want it to be multiplayer-based like FiveM & Garry's Mod, I want it to be more intertwined into PvE, where the civilians, criminals, and back-up officers are AI. But, I would definitely want you to be able to play with your friends on patrol. This will not take priority over Ascension, I just wanted to share my main idea for when after Ascension is relatively done.
Q: Is Ascension gonna come out?