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Posts posted by [REDACTED]

  1. Devblog 01: Genesis

    SCP: Ascension has been in development for a little under a year now, yet our connection with our community has been lacking since we have started out. It is now August 4th, 2018, our development team has just had their first meeting altogether in a server consisting of approximately 30 development members. Of course with the meeting, we are also allowing you guys to be more informed on what is going on inside of SCP: Ascension's development.

    We will be releasing a devblog twice a month from now on. The first devblog at the beginning of the month will detail major development and information from each department of our development team. The second devblog during the middle of the month will detail minor development progress. The second blog will not be as detailed as the first, but will still provide insight into what can be anticipated for the main devblog.

    Let's get into the development!

    Modeling and 3D Design

    Our modeling department is a self-contained department lead by our Head Modeler: Pyrew. They handle the modeling, animation, and texturing of everything in SCP: Ascension. The main job Pyrew has been doing so far is modeling for the different rooms and hallways appearing in "The Zoo".


    The above image is a screenshot of the transport hallways of "The Zoo". As you can see the three-way intersection connects with a containment chamber and a regular door. What you may not notice at first glance is that the containment chamber doesn't actually start at the doors themselves. If you look at the wall going towards the containment chamber you should see a line going straight up and down. This is actually where the containment chamber begins, it connects to the three-way hallway seamlessly with its own dedicated "mini" hallway. The door on the left is also not a part of the hallway, it is a separate mesh altogether.


    The hallways in our game all connect seamlessly without the use of doors. Allowing our levels to connect to each other without worrying about the problem that Containment Breach faces where doors are at every single intersection. This should allow for a more realistic looking random generation system that everyone can enjoy.

    The hallways aren't the only thing in the modeling department that is getting worked on. Our many talented texture artists have also taken different models that have been made and have started developing unique textures for them. We will talk about that more in our next Devblog.

    Level Design

    Our level design hasn't been focused as much during development, however, there is still a good amount of information available to whoever is interested. The first Zone is Zone 1, "The Lounge". The Lounge is a completely non-anomalous floor with most clearance levels being 0-2. Facilities existing in the Lounge include:

    • Cubicles
    • Senior Offices
    • Cafeteria
    • Medical Bay
    • Primary Server Rooms
    • Primary Generators
    • And so on...

    The Lounge has direct access to the Brig and Checkpoint Alpha. This is probably the safest zone in Blackout but good luck getting there. 

    Zone 2 is known as "The Brig", it's where all the Class-D/Es are contained in a more permanent fashion.

    Zone 3 is known as "The Keep", it's the temporary containment zone for different anomalies. The entirety of the Keep is split up into three different areas for Safe, Euclid, and Keter objects. Anomalous creatures and artifacts are kept here when they are:

    • Being temporarily contained at Area-14 until relocation
    • Being moved to a different facility within Area-14
    • Getting enlisted into Area-14's possession
    • Being removed from Area-14's possession

    Again, this zone does not have a concept image for it yet. Zone 4 is known as "The Vault" and is the main zone used for object-based SCPs. Most of the Vault consists of lockers and actual vaults with items or artifacts inside. Zone 5 (also without image) is known as "The Lab" and holds all of the biological diseases and dimensional anomalies. The Lab is likely the most sci-fi facility in Area-14 complete with airlocks and a modern design. You will likely see a concept idea for it later on in the month.


    Zone 6 is known as "The Zoo" and it holds all of the non-humanoid creatures such as 939 or 058. It is very similar to a Zoo, complete with chambers that are conditioned to simulate different environments in the ecosystem.

    Zone 7 is known as "The Residence" and it holds all of the humanoid SCPs; such as 082. The actual look for the Residence hasn't been decided yet, but we will keep you updated once we have an idea.


    Our programming department is probably the most important department out of all of them. That being said it is also probably the one department I can't say much about since I do not want to leak inside information of how the game works. The programming department is separated into two different sections: front-end developers and back-end developers. Front-end developers take care of UI, Textures, Animations, etc... while back-end developers take care of Networking, Damage Calculation, AI, etc...

    I can't show too much right now but I can show one of the things we are developing at this moment.


    The above image is the concept art for the inventory screen. The slots on the right are the equipment slots. The slots on the bottom are the tool slots. The slots at the bottom left are the actual inventory. The slots at the top right are items that are around you (the reachable radius). A large number of slots that are left are the slots that appear when you open up some type of containers such as a bag or car trunk. 

    This inventory system will be fully versatile allowing for the size of the inventory, the number of tool slots, etc... to change from character to character. It is also transparent allowing you to observe possible threats while checking inventory. When equipping things or taking things out of containers you will be prone for a brief period of time. Try to mind where you put on equipment or check inventory, else you will die.

    Most of the programming I can't talk about currently, but I will keep you all updated on technology developed in the next devblog.

    Sound Design

    Something that you guys have seen a lot of during these last few days has been products of our sound designers. The sound design department is split up into three different sections which are the Music Artists, Sound Designers, and Voice Actors which take care of music, sound effects, and voices respectively. Our main focus for this devblog is our brilliant Music Artists, of which we have two: Coolz and FireFox. If you want to take a listen go ahead and take a look at our official soundtrack here. The current music that has been made (even those you cannot listen to right now) are:

    • A Voice so Familiar
    • Cracked Smile
    • CRUNCH
    • Curing Touch
    • Hammer Down
    • Last Hope
    • Lockdown
    • Lost Flame
    • Men of Secrecy
    • Naive Fools
    • Naive Fools who Make a Difference
    • Pandora's Box
    • Primordial Heartbeat
    • Red Feeling
    • Unfamiliar Voices

    Perhaps eventually you will be able to listen to the ones that aren't public. At this time we won't be releasing them until we have more tracks to share.

    Well, we certainly hope you enjoy the information shared, we will see you in the next post!

    Signing off,
    Affray Studios


  2. Well this is the moment in which I urge you to use your imagination but I will give a few examples.

    For Area-14 specifically various things can cause a breach and those things will determine various things about how the game will play during that time. A clumsy scientist may have accidentally broke a jar that contained a swarm of 165. Several Class-D may have overpowered security during testing with 939. While the first two are unlikely, the most common may simply be sabotage by a secret host of 940. It can really be anything from an inside job to outside interference. The rubble being more towards the outside interference side of things.

  3. It would take a LONG while for it to regenerate it's ammo. It'd be only used once before it'd have to be tossed away. However, it probably will still be added to the game despite it being a bit useless. However, if 427 gets added it's possible to use that to reload and have infinite ammo, but that would also serve a huge risk to the user of 427.

  4. For D Class you have a LOT that you need to accomplish when trying to escape. The first step is making sure that you and the other D Class are able to work together (if you guys can't, you're fucked). The second step is likely to find a keycard of some sort. While the traditional keycard that everyone knows and loves exist it is really only one use and a bit harder to find than in other games. What you need to do is find other personnel and take theirs by persuasion or force. Whilst doing this you must also work together in order to protect yourselves from the SCPs and (eventually) the MTF. Once you have a reliable key card you only need to find a security station. The exits do not need a keycard to open but they are on lockdown during the breach. In order to escape you need to find a security station and lift the lockdown. After that, simply find the exit and you are free as a bird (all of this is simpler said than done).

    Foundation personnel are not supposed to escape. The act of doing so results in a more likelihood of death than any other action that isn't running head first into a horde of SCP. Foundation personnel should find shelter as soon as possible instead of trying to escape. If possible we will likely add some way of finding shelter easier as Foundation personnel should know their way around the facility. Most of the time though there will be an obstacle in the way of safety and the staff will have to work together (but constantly split up) in order to make way to safety. One of the personnel should immediately barricade themselves inside a security station as to keep the D Class out as well as give ground control to the other personnel. This also allows that specific personnel to talk with any MTF units outside of the facility (as players playing as MTF will have to approach the facility before they can actually start containing things). The other personnel should listen to the ground control via radios. Even though personnel won't have numbers like the D Class (because they have to split up constantly) they have a bit more of an advantage as they will likely have an easier time knowing where everything in the facility is and ground control would warn about any anomalies (that is if they do their job). 

    SCPs however are much harder to explain due to their diversity in tactics and the like. Most of the time it is some sort of brute force though. 

  5. So people have been pressing me about some concerning issues about Affray Studios canon. I have decided to clear up some misconceptions about the Tsujisphere and the Void. First off: the void doesn't, never has, and never will exist. The Tsujisphere has nothing to do with the void. Any more questioning about the thing that should not be acknowledged nor talked about will be met with an introduction to ████████ edit: a friendly chat over ice cream and pizza! Now onto the Tsujisphere.

    The Tsujisphere is a concept based off of the lead developer of SCP: Ascension, Tsujimoto. It has no relation to the void. The joke was made by a few moderators and admin who decided to mess with Tsujimoto based on his erratic personality. The legend of it started one day when a bunch of admin suddenly pulled Tsujimoto into a group whilst under the profile picture and name of Tsujimoto. During the lifespan of the group chat all of the admin had acted like Tsujimoto in an attempt to give the impression that Tsujimoto had cloned. This was when users Vizlox, Lipon, and Radreed decided to start the Tsujisphere project. No one knows what happened but due to unforeseen consequences the Tsujisphere project was abandoned and a virtual alternate dimension was created due to the failure of these three idiots.


    I just don't know what went wrong! - Vizlox

    There are a few things to take note about the Tsujisphere:

    1. Radreed's Internet has been permanently screwed.
    2. Nothing about the void nothing about the void nothing about the void nothing about the void nothing about the void nothing about the void nothing about the void.
    3. All residents of the Tsujisphere are completely biologically, physically, and mentally similar to Tsujimoto.
    4. The Tsujisphere is outside time.
    5. The Tsujisphere does not exist.
    6. The Tsujisphere is just a meme stop worrying about it.
    7. This post is the Tsujisphere.
    8. Stop reading.
    9. This is the end of the list.
    10. Radreed was the leader.
    11. How can he lead anything?

    I thought we were letting this die... - Lipon


    Huurrrr derp - Radreed



    It's a joke, calm down. The entire point is that the void isn't real so stop asking about it please.

  6. As with all the SCPs it completely depends on the documentation for that SCP. The only Human hosted SCP that we have discussed so far is 940.
    SCP-940 players will be attempting to disguise themselves as regular human players and pick off the humans who foolishly go into places where no one will see them disappear. In the event that they are discovered there will also be a "berserk" state which will allow the 940 player to go wild for a short period of time.

    Most Human hosted SCPs have two or more forms. In 940's case it would be it's disguised form and exposed form. Disguised plays just like a regular human while exposed includes the extra spider legs which increases mobility, adds more attacks, and allows you to crawl on walls and the like. The purpose of Human hosted SCPs is to brew mistrust amongst human players.

    Hopefully this gives you an idea on how it'll work.

  7. SCP-372 would be one of the few SCPs that wouldn't be attempting to kill. If you look at the documentation it says that 372 has killed but it doesn't do this often. Plus do to the nature of the health system and this being essentially an unstoppable entity (due to it dashing out of people's visions and being extremely fast) it could kill endlessly without any consequence which would take the fun out of the game. If we did ditch the idea of it killing then there'd be no objective other than escape which would be easily attainable with this SCP. In the end it removes the fun of the game either way. 

    The ways to kill it are too unreliable and it is either too OP or too pointless. 

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