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SCP: Echoes

SCP: Echoes Steam news

Brian Z. | To be announced | game

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ActionCasualIndieFree To PlayEarly AccessSteam Store

  • Steam app typegame
  • Steam App ID3630170
  • PriceFree to play
  • Release dateTo be announced
  • DeveloperBrian Z.

SCP: Echoes news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID3630170
  • PriceFree to play
  • Release dateTo be announced
  • DeveloperBrian Z.
  • PublisherBrian Z.
  • Parent gameNot available

Genres: Action, Casual, Indie, Free To Play, Early Access

Company pages: Developer: Brian Z.Publisher: Brian Z.

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SCP: Echoes Steam news

SCP: Echoes news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • September 2026 Status Report - 9 September 2026

    Hello everyone, we’ve been working on a few different things for the upcoming update(s) to the playtest. Major features include new abilities for the SCPs, new room layouts, crouching, and a new UI.SCP AbilitiesThe SCP team has been getting some touchups to hopefully make them a more enjoyable experience. We’ve got most of the current roster planned out with new abilities and stats, and Virtual has been hard at work implementing the ideas.SCP-173SCP-173 has been given a new ability; Rebar. This allows it to take control of a rebar tendril capable of slithering into tight spaces the sculpture couldn’t otherwise reach and ensnaring humans.The rest of the SCPs have been planned out, but have not been implemented yet. Progress will be shown in the Discord server as they are worked on, so be sure to join that for more frequent news.New Room LayoutsSome rooms around the site have been touched…

  • Playtest is Open and Source Available - 25 June 2026

    Parts of the source code is available on GitHub.https://github.com/VirtualBrightPlayz/EchoesPublicJust a heads up that the game isn't open source, but rather source available. Check the licenses for more info.I recently opened up the playtest to the public, and after seeing what people think of the project, I've decided to work on it more. The playtest will remain public for the time being.Shoutout to all of the people who helped make the game what it is today. :)Virtual

  • January 2026 Status Report - 21 January 2026

    Status ReportIt's been a bit since the last report, so here is an update for you to read. This is going to be a shorter one.Ambient MusicAdlai130s and Royal have been making some awesome soundtracks for the game. Give it a listen!Settings Menubtelnyy has been working on updating the settings menu.Viewmodel Animationsgruchacz has been working hard to update all the viewmodel animations.Performance (Client)After months of debugging, I have finally found one of the main performance issues: Physics props.But don't worry, we're not removing them. We've developed a system to spawn and destroy props based off the positions of players. While there are still some issues with this new system, mainly with props on top of other props, it functions really well, although we don't know how well it will scale. We will have to see in the next playtest.I've also extended this to work somewhat with items…

  • Playtest #2 and Status Report - 13 November 2025

    WhenThis weekend I will be rolling out playtesting access to more people on Steam. The playtest will start at 4pm EST. Expect bugs, and maybe even some lag.Control PointsThese are control points. When playing as the Chaos Insurgency or the Nine-Tailed Fox, your team can capture a control point. To capture the control point, you must make sure no enemies are in the same zone. Your team will be alerted when an enemy enters the zone.After some time, your team will capture the point. Capture 2 control points to win the round.Performance ImprovementsWe have made steps towards improving performance. One of these steps is pre-computing lighting information. As a result, you can set your Shadow Quality to Very Low (which disables most real-time shadows) and still have nice visuals.

  • Late August Status Report - 31 August 2025

    Hello, Facility Personnel!After we left you with exciting news a month ago, we’ve refined our approach to organizing the development of SCP: Echoes. Since July, we’ve made significant progress on the game: the Light Containment Zone has received a near-complete facelift, and a gritty new design for Heavy Containment Zone is underway. We’ve also introduced a wealth of new props along with many general game improvements regarding core gameplay and sound design.Map Changes and AdditionsOut with the old, in with the new! Light Containment has received some love from our very dedicated level designer and artist, Bunglow. She’s been working hard, keeping LCZ consistently scary, gritty and more detailed. In these rooms, you’ll find tight hiding spots, and a plethora of new props to play with thanks to talented modeller and artist Shahir Zaman, as well as a new ‘vertical sliding door’ seen in m…

  • Late July 2025 Status Report - 28 July 2025

    It's been a busy past few weeks, and a lot of progress is being made on SCP: Echoes.Animated ElevatorsI made elevators actually respect physics. Just depends on which elevator we're talking about.Modelsbunglow and Shahir have been making all sorts of models for the game.Map Editor and GeneratorI have been working on improving the features of the map editor. There is now a way for maps to contain additional metadata for each room, allowing for anyone who wants to modify map generation code to easily read additional data.I also added support for us to add non-single celled rooms to the map.Here is a (terrible) example of a layout with a non-single celled room (towards the bottom of the picture):Note this image is a bit outdated now, as we have added a toolbar, inspector and categories for the rooms.Surface Zonepop_pop_icard made a very cool (but still unfinished) surface zone.What Else?Le…

  • Playtest Rollout - 27 June 2025

    Replacing some assets with placeholders went a bit faster than I initially thought. With that said, this means we're almost ready to roll out the playtest.I'm planning to roll out the playtest this Saturday (the 28th, around 6pm EST) or Sunday (the 29th, around 4pm EST) to a small group of people from North America and Europe.Since I don't have a (friend's) server outside the United States or Germany, I'm going to hold off on accepting people from other regions (having high ping isn't fun).If you are interested in hosting a community server for a different region, contact me (Virtual) on the Discord server via DMs (or public chats).We will slowly roll out access to more people as time passes, as there is still a lot of placeholder, prototype and, unfinished assets that are in the game at the moment.Keep in mind, some of the features are subject to change from the initial playtest builds…

  • Road to an Alpha Build - 21 June 2025

    Road to an Alpha BuildWe've been working to get an alpha build into the hands of players, but there are some things we're still working on before we release an alpha build.A general list will be provided here.The current to-do list:Removal of SCP: SL assetsFixing many of the physics related bugs (Ragdoll lag, physics prop flying and exploits)Updating some of the user interfacesFinish the initial Light Containment Zone roomsFuture PlansEverything here is subject to change, but is not something holding us back from an alpha build.This is also not a complete list.More Items (SCP-500, SCP-207)More gunsRadiosCuffsMelee weaponsAchievements and rewardsServer list filtering and taggingClipsFinally, here is a clip of a bug we found funny when testing physics props. Note that it has since been patched. (Thanks to closequarter for the clip)

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