The Helpful Changes To The SCP: 5K Core Features Coming In 1.0

Concept art for the AMP Injector, which is part of the many chanages and additions of the SCP: 5K core features
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With 1.0 currently in production, the developers have recently shared their vision for the changes coming to the SCP: 5K core features. Most of these changes are adjustments to existing systems, while the rest are whole new mechanics. Of course, these aren’t everything that the developers have in store for the core feature changes; they’re just sneak peeks.

Additionally, these are all works in progress, so the final presentation of the SCP: 5K core features will look different upon release. It won’t be surprising if they look different during the production of 1.0 either, that is the nature of development after all. With that now in mind, let’s take a look at the changes and additions coming to the core features.

The 1.0 Changes And Additions For The SCP: 5K Core Features

Various weapons and their respective ammo boxes on a table as part of the changes to the SCP: 5K core features
The new ammo system coming in the SCP: 5K core features (Image: Balor Games)

The changes and additions for the SCP: 5K core features coming in 1.0 are quite exciting to see. Not only do these expand upon existing features, but they also expand SCP: 5K itself with completely new ones. Coincidentally, the first topic of discussion is one of the new features coming in the 1.0 release of SCP: 5K.

The A.M.P Injector

One of the more interesting inclusions of the SCP: 5K core features coming to 1.0 is the AMP injector. This injector will become a critical piece of your equipment while you navigate the winding halls of Area-12. While the injector doesn’t do anything by itself, it does allow you to inject the substances that do matter.

AMP is an acronym standing for Amnestics, Mnestics, and Panacea, which is SCP-500, a drug that will heal you and your teammates. Amnestics will also help your team medically by allowing you to revive them, but the process is a little more complicated and unknown for now. Mnestics will allow players to combat the antimemetic properties of Area-12.

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The Anomalous Interference Mechanic

Another new mechanic coming in the 1.0 version of the SCP: 5K core features is anomalous interference. When using flashlights or night vision goggles, they assist you against human targets, but anomalies are a different story. Several anomalous entities in Area-12 will interfere with flashlights, night vision goggles, and possibly more with the 1.0 release.

For now, anomalous interference flickers your flashlight and dims your night vision goggles. But these aren’t just cool details; they also provide some information upon further inspection. This feature helps you detect the presence, direction, and threat level of various anomalies.

The Improved Tablet

The first of the improvements to existing mechanics comes with the tablet’s enhancements. With this update, your personal tablet will now be able to interact with map kiosks, tracking, and interface with computer terminals. Based on what the developers mention about map kiosks, I assume you’ll be able to download maps onto your tablet.

On the other hand, I assume that accessing terminals with your tablet will function as GTFO does with its terminals. If what I assume is true, then you’ll get to interact with several aspects of Area-12 through these terminals, such as doors and barriers. Not only that, but I suspect that you’ll find lore tidbits and more through these terminals.

The Changes To Ammo And Attachments

One of the more important mechanics of this game is the guns, and one of the changes to the SCP: 5K core features touches on them. The first part of this system changes how ammo works, as each weapon type now has a unique ammo type. There will now be pistol, assault rifle, rifle, shotgun, and anti-material caliber rounds that you can find and pick up.

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Additionally, attachments will also receive a few changes with the 1.0 update. Weapon attachments will affect the player’s stats, and there will be new UI elements that will communicate that to you so that you can make informed choices. But remember, you can’t just run around like a chicken with its head cut off; you have to take it slow, or pay for it.

The Change To Player Movement

The last change in the 1.0 SCP: 5K core features is the change to player movement. Players will now be able to walk, jog, and sprint while navigating the various levels of SCP: 5K. This change will allow players to adjust their speed with precision, allowing them to maneuver with more thought.

Of course, when you really need to, you can sprint without needing a single thought to run away from approaching dangers. Either that, or you can walk to admire the beautiful levels that Affray has made for their game. Either way, you’ll find a use for each movement speed once you get your hands on it; until then, we’ll have to wait.

Is That All For The SCP: 5K Core Features?

A loadout UI on the left side detailing player speed, health, ammo capacity, and more, while the player character stands in the middle
The new loadout screen (Image: Balor Games)

That is indeed all for the changes coming in 1.0 for the SCP: 5K core features, but that’s just one part of the 1.0 release. We’ll go into detail about the other parts of the SCP: 5K 1.0 changes in the coming days, so stay tuned to find out more about the changes coming to the 1.0 release. Until then, I hope these changes make you even more excited for the eventual release of SCP: 5K 1.0.

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For more information on games and SCP: 5K, stay tuned with us.

Sebastian Lebatuan

Sebastian, also known as Fae, is a passionate gamer with an analytical eye for the finest details. With a love for many genres of movies and games alike, it isn't unusual to see them enjoying a new genre.

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