SCP – Containment Breach
SCP – Containment Breach is a horror video game developed by Joonas Rikkonen ("Regalis") and based on fictional stories from the SCP Foundation website. The player takes the role of a human test subject who is imprisoned in an underground facility devoted to containing and studying anomalous entities and items labeled SCPs. The goal of the game is to escape from the facility during a security breach, which leads to the escape of the contained anomalies, while also avoiding security teams sent in to end the breach. The game has a procedurally generated play area and features multiple  SCPs from the SCP Foundation Wiki. Gameplay. The player controls a "Class-D" personnel as he attempts to escape an underground research and containment facility operated by the SCP Foundation amidst a containment breach of its numerous anomalies, designated as "SCP"s. The player is pursued by numerous hostile SCPs, which must be evaded to avoid death, which is made more difficult by the player needing to blink periodically, allowing one SCP to attack if it is nearby. Certain environments (such as rooms filled with decontamination gas) will cause the player to blink more often. Another one of these SCPs is  SCP-096, which will kill the player if its face is viewed, but otherwise will remain docile. One of the game's primary features is randomly generated rooms. New SCPs and artifacts may appear in one map, but not in another. Some SCPs may appear throughout the entire facility, however. The game becomes gradually more difficult as the player progresses; and the Entrance Zone marks the appearance of Mobile Task Force Epsilon-11 "Nine-Tailed Fox", a squad of elite soldiers deployed by the Foundation to recapture the breached SCPs either by re-containing them or by destroying the facility by detonating  the nuclear bombs situated throughout. These soldiers are armed with FN P90s and will shoot the player when detected. Along the way, the player can find a wide variety of items to assist them in survival. These include tools such as gas masks, various electronic devices, batteries, and keycards of various levels for operating locked doors. They may also encounter benign or inanimate SCPs. Synopsis. Setting. The game revolves around the SCP Foundation, a secretive organization dedicated to containing any anomalous artifacts, entities, and locations that threaten the normality of the world. At some point before the events of the  game, several of the Foundation's containment sites are attacked by the Chaos Insurgency, a rogue element of the Foundation, forcing the relocation of many SCPs (the designation given to their contained anomalies) to an unspecified site. A Foundation task force known as Mobile Task Force Epsilon-11, designated Nine-Tailed Fox is deployed shortly thereafter to defend this site from any more breaches in containment. Plot. The player takes the role of D-9341, a Class-D test subject (usually inmates on death row, who have been drafted to work for the SCP Foundation) who is forced along with two other  test subjects to perform tests on an SCP known as SCP-173, a concrete statue that can move at high speeds and attack by causing cervical fractures at the base of the skull or strangulation when not in the direct line of sight of a person. During this testing routine, the site's power and door control systems begin to malfunction, allowing SCP-173 to kill the other two test subjects and escape into the ventilation system while D-9341 escapes the containment chamber. A site-wide broadcast then announces that several SCPs have breached containment, forcing the site to be put under  lockdown. D-9341 must attempt to escape the facility while trying to survive many of the escaped SCPs which roam the facility, including SCP-106 (an entity resembling a decaying old man that may travel through matter and which attempts to drag the player into a pocket dimension to kill the player), and SCP-096 (a humanoid creature that will unavoidably chase and kill the player if they view the creature's face, but which is otherwise docile). The player must additionally evade Nine-Tailed Fox soldiers deployed to recapture the SCPs, as they have been ordered to target and kill any stray  Class-D personnel. Later in the game, the player encounters SCP-079, a malicious artificial intelligence inhabiting a microcomputer, and learns that it caused the power outage when several Chaos Insurgency spies gave it control over the facility, resulting in the foundation being busy containing it. From here SCP-079 will propose that the player reactivates the door control system, allowing SCP-079 to regain control over the doors, in exchange for helping the player escape the facility. If the player re-activates the door control system, SCP-079 will open the doors to two different exits, Gate A and B. From here 4  different endings can be reached. The first and second endings can be reached by exiting the facility through Gate B. Upon reaching the surface, an alert is sent out stating that SCP-682 (a massive, nearly indestructible, reptilian creature) has broken out of the facility near Gate B and that nuclear warheads, kept in the base as a last-measure containment system, will be detonated in an attempt to destroy it. Shortly after, the warheads are detonated, vaporizing the entire area, including D-9341. At the end screen, a radio transmission will be heard as a radio operative requests the deployment of  a task force to scout for remains at ground zero. However, the transmission is cut-off mid-sentence as a large roar is heard, indicating that the nuclear blast was unsuccessful in destroying SCP-682. The second ending occurs if the player had disabled the nuclear warheads while they were inside the facility. Another alert is sent out advising all combat personnel to return to Gate B and deal with SCP-682, with a group of soldiers converging on the player's position. The player is thereby killed as the soldiers open fire. A transmission, after SCP-682 is dealt with, from a  security chief orders an investigation as to how D-9341 got past Gate B. The final two endings are accessed through the alternate exit entitled Gate A. The ending that plays out is dependent on whether or not the player re-contained SCP-106 while inside the facility. Should the player have not performed said task, SCP-106 will attempt to break out at Gate A, shortly before the use of a weapon called an H.I.D (High-Intensity Discharge) Turret is authorized to prevent its escape. The turret fires a concentrated beam of electricity, forcing SCP-106 to retreat due to its sensitivity towards  electricity. While this is occurring, the player slips past the commotion in an attempt to escape through a service tunnel, only to be halted by a group of Chaos Insurgency soldiers. The soldiers note that D-9341 "knows too much to let [the Foundation] get [D-9341]." The Insurgency takes him away, and his fate is unknown. Finally, if the player has contained SCP-106, several task force units will capture D-9341 instead. The end screen plays a recording of a report on D-9341, mentioning his extraordinary luck and ability to overcome any hazardous threats that the containment breach produced; the classification of  D-9341 as an SCP subject is also considered. Development. The game was created by Finnish developer Joonas "Regalis" Rikkonen. Before creating "SCP Containment Breach", Rikkonen had played the game "SCP-087" (about a seemingly endless stairwell and a mysterious entity that lurks within) and was impressed at how terrifying the game was given its relatively simple premise. Rikkonen decided to work on his version, which he released as "SCP-087-B"; this minigame eventually became so popular that he decided to work on a larger game that included more SCPs. Rikkonen started to design his game in Blitz3D because, in his own  words, "I was too lazy to start learning some other language or engine." As the game was being designed, Rikkonen decided that the main enemy would be SCP-173 because it was a personal favorite and he also felt that implementing a blink function into the program would make gameplay more interesting. The game is highly atmospheric, as Rikkonen felt that the best way to create a truly scary game would be to focus on the environment and soundscape, rather than exclusively the monsters. In an interview with "Edge" magazine, he said: I think one of the things that makes "Containment  Breach" so scary is that the player is almost never safe, and even the slightest slip can end the game. You have to constantly stay alert for SCP-173, listening for any scraping sounds and carefully looking around when entering a new room. The randomly generated map and randomly placed events are an important part of making CB scary too. No matter how many times you play it, you can never be 100 percent sure what happens next. I’ve also spent a lot of time looking for and making the sounds and music clips for the game. [The] atmosphere is  one of the key elements of a good horror game, and a well-made soundscape adds a lot to the atmosphere. And while Rikkonen found them to be "a somewhat cheap way of scaring people", he implemented several jump scares to "keep the players on their toes." He explained, "When you’re making a game about a creature that charges at you with supernatural speed when you’re not looking at it, you pretty much have to have some jump scares." When Rikkonen first started working on the game, he was graduating from upper secondary school. While he enjoyed making  games, he had always considered it a mere hobby and a "pipe dream". However, after the success of the game, Rikkonen decided to pursue game programming at the University of Turku. Over the course of its development, "SCP Containment Breach" has become the combined effort of its community, relying largely on community-created content for its updates. Between v1.3 and v1.3.11, a group of independent game developers called Third Subdivision Studios assisted Regalis, who was mostly focused on his other game titled "Subsurface", which later became "Barotrauma". Third Subdivision also created a mod of the game called "SCP – Nine-Tailed  Fox", which swaps the player's role for that of one of the Nine-Tailed Fox agents. Following the release of v1.3.11, v1.4 began development, meant to be the final update. After internal conflicts within the development team, a member of Third Subvision Studios was suspended from further working on the game, leading to Third Subvision Studio's withdrawal from the project. Development continued with a vastly reduced team, the plans for 1.4 changing a multitude of times. v1.4 is being developed on a new custom game engine named PGE ("pulsegun engine"). Reception. The game has received generally positive reviews . Gaming website "Rock, Paper, Shotgun" said "It's "Warehouse 13" without the quips and the quirks but with a lot more panic, screaming and hiding from creatures made of teeth and wire" adding that "it has a fairly weak model and texture at the moment but hopefully it’ll turn into a massive collaboration". "Edge magazine" gave the game a positive review, calling it an "indie title made in the low-end Blitz3D engine that casts a cheap-looking creature", but adding it "somehow manages to be scarier than most recent big-budget horror games combined." Jay Is Games wrote  that while the game was "not perfect and still a little buggy", it nevertheless "has some serious moments of inarticulate, squealing terror." Nicholas Greene of "GeekInsider" wrote positively of the gameplay, specifically applauding the use of the blink timer. Greene also noted that its "somewhat dated appearance does absolutely nothing to make it less frightening". The game was featured at the number 22 spot on "PC Gamer"'s top 50 best free PC games, saying that ""Containment Breach"s power is doubled by drawing on the SCP mythos: a set of invented (or are they?) internet stories about horrors and monsters  locked up by a shadowy organization". With the release of version 0.8 in late 2013, Ian Birnbaum of PC Gamer once again reiterated the site's praise for the game, calling it "excellently scary". "SCP – Containment Breach"'s basic formula and assets have been adapted into multiple other games, such as the free Steam multiplayer game "" and the (now discontinued) modern interpretation "" on the Unity game engine. It can only be downloaded from a website.