Briefing
- Move with WASD, the arrow keys or a gamepad stick. On a phone, drag anywhere. Your torch points the way you walk. Hold Shift (or ease off the stick) to walk carefully: slower, and silent.
- Light, sound and where you stand all matter. In a blackout your aimed tools can only find what your own lights show. Things that hunt by ear come to noise: running, gunfire, a klaxon. Things that cannot move while watched will move while you blink.
- Tools fire by themselves. Collect the samples that fall to level up, then choose one of three upgrades (keys 1 to 3). You can reroll (R), banish (B) or skip (X).
- Head east. The site runs through three zones. Light Containment is decontaminated at T-06:30 and nothing in it survives. The checkpoints out need a keycard (there is one in the PC-15 office) or open by themselves a minute before the gas. The Entrance Zone checkpoints need the Facility Manager's card, which SCP-049 carries, or open at T-03:00. The gates open at T-01:00: stand at one to leave. At T-00:00 the warhead goes.
- Use the building. Stand beside something for a moment to use it: door panels shut blast doors (they hold until they are broken down), breakers restore power, sentries wake up, lockers open.
- Power matters. When a zone blacks out you see only what your torch and fires show, and doors, sentries, tesla gates and machines stop working. Find the breaker.
- SCP-914, in Light Containment, refines a tool at its top level if you carry its partner perk. Later, a requisition locker does the same. SCP-294 pours a drink; most of them help.
- SCP-173 cannot move while it is in your torchlight, near an eye pod, or in the glow of a flare. SCP-096 is harmless until your torch lingers on it. SCP-106 walks through walls. SCP-682 adapts to whatever hurts it most.
- Tesla gates in Heavy Containment fire every few seconds at anything standing in them, including you. Fuel canisters explode. Both are more useful than they sound.
- Not everything is hostile. SCP-999 will follow you and patch you up. Josie is lucky. A good deal else in here does things nobody has written down yet; try them.
- Tools work together. Tools and perks of one family form a kit. Some pairs become a field mod once both are practised, and two tools at level 5 can cross-test into something new. The requisition card says when a pick would complete one. A waiver gives a lot and takes something back.
- More than one way out. Other people are loose in here too. Some will follow you, some will lead you, and some things in containment would like a favour.
- Two ways out. SCP-914 has an intake booth, and it will take a person. So will other things in here. You come out stronger each time, and less yourself. Leave through the gate unchanged and you leave as D-9341. Leave changed, and the Foundation will find a number for you.
- P or Esc pauses and shows your build. A paused run is saved on this device.
About this game
An unofficial fan game set in the SCP Foundation universe. The anomalies are from the SCP Wiki, described in our own words and drawn to our own designs, and used under CC BY-SA 3.0. This game's text and artwork depicting them are shared under the same licence. The staff, the site and the equipment are original.
- SCP-106 “The Old Man” by Dr Gears
- SCP-127 “The Living Gun” by Arcibi
- SCP-131 “The "Eye Pods"” by Unknown Author
- SCP-173 “The Sculpture” by Moto42
- SCP-207 “Cola Bottles” by Aeish
- SCP-294 “The Coffee Machine” by Arcibi
- SCP-500 “Panacea” by snorlison
- SCP-529 “Josie the Half-Cat” by Unknown Author
- SCP-682 “Hard-to-Destroy Reptile” by Dr Gears and Epic Phail Spy
- SCP-714 “The Jaded Ring” by Arcalane
- SCP-914 “The Clockworks” by Dr Gears
- SCP-939 “With Many Voices” by Adam Smascher and EchoFourDelta
- SCP-999 “The Tickle Monster” by ProfSnider
- SCP-3199 “Humans, Refuted” by bittermixin
- SCP-018 “Super Ball” by Epic Phail Spy
- SCP-035 “Possessive Mask” by Kain Pathos Crow
- SCP-049 “Plague Doctor” by Gabriel Jade
- SCP-096 “The "Shy Guy"” by Dr Dan




