Suggestions Responses
Suggestions for specific SCPs, or suggestions that require little to no input from us have not been included to avoid making this document too repetitive. Keep in mind that if your suggestion is simply doing something better, or making something else match the story, we've probably already discussed and planned it.
How to make 966 less annoying.
Have a knife in one of the entrance zone offices, if you’re good enough to get the knife, 966 would be significantly less annoying, as they could run away from you when you shank them. As they are canonically fragile.
SCP-966 idea
since scp-966 is ridiculously annoying in cb, make it so that scp-966 doesnt attack, but only increases your stamina usage and blink rate. eventually if youre next to them for a long time (very long) youll collapse and 966 will eat you.
this makes it so that by itself, 966 is an inconvenience, but when attacked by other scps they are brutal. also its canon that 966 only attacks when its prey has succumbed to sleep deprivation
966 idea
Same thing as CB, you hear maybe whispers and it is 966, but instead when the whispers play, 966 can hide in a corner maybe behind you, and when you look at it with night vision it will lunge towards you and chase you until you lose it. But when you look at it it will delay its attack kind of. like it hasn’t realized you see it but it would be quick enough for it to be scary.
This might just be a rare event that can happen, you can also just run out of the room when you hear the whispers if you want to avoid it, but people’s natural instinct would to be to put the goggles on and see where it is, and when it’s hiding in a corner looking like it’s about to jump at you I think that would be pretty cool and spooky.
Doesn’t have to be whispers go for whatever you are using I am just talking about the hiding and lunge thing as an idea.
[Included because it relates to weapons]
kill an scp, but not with guns
any scp, an scp that you will lure into a furnace or something and turn it on. containing scp's is fun. but escaping an scp and then killing it is super fun. Kind of like in Half Life Alyx after luring Jeff into a trash compactor. it would only have to be 1 scp. It just sounds fun
One of the rules we're following with the design of this game, is to never give the player too much power over their environment or enemies. You're a helpless class-d put in a situation you're woefully unprepared for. That being said, the point about SCP-966 being annoying in the original game is a very valid one we've addressed through game design. Their role in CBR will be a passive borderline environmental threat that can be avoided relatively easily, but still make for a challenge and can put you in a sticky situation. The end goal here is to create an experience where instead of being angry that they blocked a doorway, you're creeping down a dark hallway fearful that something invisible may be lurking nearby.
SCP-173 rebar wire small detail
Maybe an unnecessary detail but what if when you look at 173 in the new model right before he kills you and his rebar wire is stuck outstretched towards you
Rare chance for 173 to strangle you on death
Since, the original file said “by strangulation”, it’d be an interesting feature if there was a 1 in 20 or something like that chance for the statue to strangle you to death with rebar or whatever it uses to kill people.
Put the 173 tendril to use during the Intro Sequence
During the Containment Breach it would be cool if:
D-Class 2 falls to the ground in shock after seeing D-Class 1's cracked neck with a head twisted 360° staring directly at him, the lights flash and we see D-class 2 struggling to escape from SCP-173's tendril as it chokes him to death.
The current reborn SCP-173 model is fully rigged, so the eyes and rebar will track you, and in the case of the rebar, reach out for you as it gets closer.
SCP-096 Fix
One thing I’ve heard people complain about when it comes to 096 is that after you see his face you don’t really have any reason to keep going. If you wanted to you could just reset your save rather than wait the minute or so it takes for him to kill you. I had the idea that if a few amnestic stations were spread throughout the facility (but only a few) then you could reset him by running to one of these stations after seeing his face and using an amnestic to “forget” his face. That way, there’d be a reason to keep going even after seeing his face. Him screaming before running after you would give you a head-start, but like I said there wouldn’t be many of these in the facility so you’d have to do your best to outrun him and think of the path to the nearest station, leading to a tense situation for the player. Admittedly, though, I’m not sure how much you’d want to add this as I remember you saying that you didn’t like the idea of adding a feature for only one SCP
In terms of adding features for SCPs, we're not entirely opposed to it, but large scale mechanics or important seeming systems shouldn't be created for one single use. It's a fairly easy trap to fall into, but we would like to keep gameplay as cohesive as possible, and also accessible for new players, not requiring them to learn a lot of niche mechanics. That being said, we do have some ideas for ways of preventing soft-locking, such as preventing saves in certain areas or situations such as looking at SCP-096, and also a more robust auto-saving feature.
Flashlight or Laser on mtf weapons
would look cool and communicate their position even when turned to run away + add tension + look cool + pointlight + ratio
One thing we'd definitely be looking for in the future when we implemented MTF units, is some way to more clearly broadcast their positions to the player. They're a deadly force with very few ways to fight back, and as such should push for a more defensive and stealthy playstyle.
When you hover over objects it gives a short description.
Just like if you looked at an object you can pick up like a gas mask or SCP
it will say something like "a gas mask, looks slightly worn" or "SCP-XXXX, unfamiliar of what it does"
just a small detail. I'ts not important to the game but it would surely make the game more interactive and detailed in a way.
The design I made is just an example not what I think it should actually look like.
Instead of a description in the game-world, we've implemented descriptions in the inventory, and are planning a "gallery" feature for the future that allows you to see more detailed breakdowns of every item and entity you've ever collected or encountered along the way.
intro idea
Would be kind of cool, not necessary at all and I don't mind if you don't like this idea. since you are remaking the intro people are going to expect the exact same thing, you enter 173's chamber, there is something wrong with the door, and then there is a breach. But what if when you enter 173's chamber after they announce there is something wrong with the door, the breach sound rises, and when it stops it's announced that "The issue has been resolved, please resume testing with 173." But he gets cut off mid-sentence for the breach to happen anyways
I think it will catch people off guard since they are expecting everything to go exactly the same as old CB, it would be kind of neat since it's sort of saying it's not just the looks and detail that have changed.
If you have something else planned for the intro that's fine too I just wanted to share this idea I had.
We do have a slight jab at the classic intro for how it's handled, but ours is already fully planned out and recorded at this point. It's a three part sequence following your induction, subsequent call to the chamber of SCP-173, and then the breach itself. The environment is designed to be heavily remiscent of the classic game to give old players a sense of comfort and familiarity, whilst also not holding ourselves too close to it to allow for creative freedom.
View model Animations for long-time item use
Personally I don't like starting at a giant bar occupating my whole screen while I stay still waiting 40 seconds to either heal myself, wear a hazmat suit or a gas mask.
I think that long time interactions should have an animation such as an animation for using a medkit, wearing a hazmat suit/bulletvest/ballistic helmet/gas mask
We definitely completely agree with this. Down the line, we're thinking of having an optional first-person view-model, that'd have full animations for most items, and would certainly break up these monotonous times.
Add a scripted sequence when the MTF arrive in the entrance zone
All checkpoints that lead into the entrance zone will have a room with a scripted sequence behind them. The scene plays out as following: The room is divided in two by a tinted glass window like in that one office room with the Albert Einstein photo. The player walks along the glass towards a door at the other end of the hallway. Upon entering the room, the "MTF-unit E11, Nine-tailed-fox has entered the facility etc." - announcement will play. Shortly after, a class-D NPC will enter the room on the other side of the glass. The room will contain a door. The door opens, with the MTF operatives entering the room. The class-D walks towards them, saying something along the lines of "Oh thanks god, I'm finally saved!" , only to get gunned down by the MTF. I think that would help newer players to understand the threat that the MTF pose, just like 096' mechanics are shown through a scripted sequence, while also being a neat piece of storytelling
This is just Half-Life. We're not going to copy other games in this way.
scp-096 idea
I think when you find scp-096 it would be cool if he guarded his face and he would block the side of his face with his hand trying not to kill you unless he wasn't fast enough to block it, and it would give him some character maybe.
While we're not going to have threats actively avoid being dangerous, we do have some new plans. SCP-096 will act more as a general environmental hazard, forcing you to find new routes whilst also being a potentially deadly threat if you look at its face. It will also open up the opportunity for some fairly unique puzzles. I'll leave what that means up to your imaginations.
scp-1123 idea
So I'm not 100 percent sure how scp-1123 works but I am pretty sure it gives you a memory of somebody else's past, in CB it gives you the past of a german prisoner or something. I had the idea that what if you visited scp-106's past. Like in the war and we get to see his origin story or something, and when its over and you are back in the containment chamber 106 appears. It would only be revealed its 106's past near the end but I think it would be pretty interesting. Or maybe the skull can give you a different memory every playthrough so you can add some new ideas and also keep the old one?
This is a good idea, but we have a seperate plan for SCP-1123 that instead expands on the lore of the game for the people keeping track, and helps to set up the mechanics of the player in-universe. The idea of multiple memories would be fun, but it'd certainly be a huge resource drain so would need to be reconsidered at a later date.
SCP-173 death idea
when SCP-173 snaps your neck, your pov should turn to face backwards to simulate your neck being twisted 180 degrees
We are definitely hoping to be able to add death animations for all sorts of things in the future.
pre-breach idea
I am assuming you are sticking with the original story where scp-079 get control to all the doors and stuff and causes the containment breach, In old CB there are glitches on monitors of 079's face. a kind of foreshadowing of what's about to happen, I think it would be cool to see or hear more foreshadows. Maybe a researcher is complaining about the wifi and how everything is scrambled up, or IT guys will be complaining about all the computers they need to fix or something like that, all in the background, stuff you will only notice if you are paying attention. Just ideas I had of how it could be done I really just mean this as a general idea I think would be cool in the game.
In Reborn, SCP-079 acts more as a catalyst for the breach itself, and is borderline incapacitated as a result of that. Because of the method used to cause the breach, this wouldn't realy fit unfortunately.
Funy! idea!
On one of the scientists computers have them playing the old scp cb and have a memory access violation on their monitor, or just have a memory access violation on the monitor.
Yes.
Option to adjust gas mask tint
We're always up for more accessibility and customisation, so this is not out of the question.
Closed Captions
It’s just something nice to have for hearing impaired people and others who can’t hear well.
Following along a similar vein of accessibility, this is also something we have planned alongside official translations for other languages.
jumpscare
while having a conversation with somebody, maybe a survivor, 173 will snap their neck mid sentence and it will be an epic jumpscare.
Could do.
The ID number on the D-Class shown on the jumpsuit
Maybe the back of the d class jumpsuits can show their ID number for example “D-5031” instead of lazily plastering on “D-CLASS”
Player model damage
What if your playermodel looked more injured as you incur more damage from whatever, for example if you get attacked by 106, there will be corrosion on your jumpsuit.
It's definitely something we've considered, as it wouldn't be hard to do. It'd also help with identification and understanding the status of other players in multiplayer.
106 idea
A lot of discussions like this have already been had during our design meetings.
Blood "clotting"
So when you start bleeding in SCP CB, you don’t stop until you use a medkit or die, so instead, at a certain point, blood starts to slowly “clot” aka slow down, and eventually stop. This way, you don’t bleed out because you got hit by a light breeze.
We have a few proposals for a reworked medical system that should address the issues we had with the classic game. This does also include a basic regeneration/clotting mechanic.
A peaking system
This would be very nice, cuz you can actually avoid the scp's and MTF units (if there is gonna be any), much faster then listening. Would also make it a bit scarry.
Peeking
What if the game had peeking mechanics similar to Amnesia, aka pressing Q and E to peak either direction.
Peeking is something we've thought of as a way of expanding on mobility options and also providing some level of parity between VR and desktop players, however, it's still heavily up for debate along with the rest of the movement plans. We want every mechanic to have meaning, and influence the game beyond simply complicating something for the sake of it.
More tesla gates
There should be some tesla gates in heavy, it doesn't make sense that they can only be found in light.
We have two types of gates planned that you'll need to discover for yourself over time.
049 reaction to Teslas
Make 049 react to teslas by standing in front of it and not crossing or make him wait a certain period to cross it.
Do NOT make 049 get stunned by the tesla, that would be unrealistic as he works just like a normal human and would die to such high voltage
SCPs interacting with each-other.
I know how this sounds but hear me out, no fighting or anything like that, but for example, maybe 049 or 106 would turn their heads down and avoid 096. Because they’re not exactly teaming up.
MTF showing fear.
Here’s a concept: Have different voice lines for when say, one of the three MTF members have been killed by scps. The normal voice lines like in the original where they’re confident would be when they have no confidence, and if one of them die, they will be terrified, suddenly turning behind them to check for something trying to kill them, and they could possibly say instead of a cocky line, something like “Please god, I don’t wanna die here.”
We're planning to have a lot more interactions between SCPs and environments in the future. These are things that would fit right in.
Ragdoll physics
Self explanatory, well actually just better physics in general.
We're using Godot rather than Blitz3D, along with an implementation of Jolt Physics.
Option to talk to facility guards and other staff at the intro
It could also be neat to have other survivors that aren’t mtf hunkered down at the start of the game in light containment.
NPCs and Intro Sequence Survivors
I think it would be neat if you could find some NPC Scientists hiding that dont get killed by an scripted SCP encountet event.
And if you could see some reocurring characters from the Intro sequence further down the line but far away not being able to interact with them, like the Guard protecting the scientist from 173 during the beginning.
Making more scripted scenes where we see Scientists/Guards running; dying and even surviving/escaping. IDEA: would be funny if you could see Ulgrin escaping in a evacuation helicopter flipping of the outside during Alpha Warhead Detonation
This is already partially planned as a way to expand on the world and make it all feel more alive and lived in.
MTF better AI with SCPs
I mean, you see it. MTF is working properly with only 3 scps (173, 049, zombies(infected)), it sucks xD, I think they should call for some backup when they see more dangerous scp, like 096 or something, locking down more scps would be nice too
Slight rework of scp 106
it could be a good idea to rework scp 106 a little bit with thigs like improving it's pathfinding logic, and making it faster so it respects its keter classification
We're remaking the game entirely in a new engine, and with a new team, so all AI should be leagues better than Blitz3D's. We're not just making a mod.
Area/Room/Zone Specific Items
I always felt confused when I'd get to the Entrance Zone and find that all of the keycards in that area are Level 1, despite the fact that I required a Level 4 or 5 to get there.
It would be nice if the item placement made a bit more sense and it required a few more steps to get certain items.
For example, the Night Vision Goggles are usually found in darker areas like the basement, but while it's nice that they're there, it doesn't make much sense for military grade NVG to be lying around in the basement on their own.
At least, if you're going to have them there, let them be on a corpse instead of sitting in the corner by themselves like they got out in timeout.
Observation/Control Rooms
This is probably already planned, but on the off chance that it isn't, I'd like there to be observation/control rooms for each SCP, except the ones that need no observation like most of the "Safe" classification SCPs.
These observation/control rooms would be like SCP Containment Breach Ultimate Edition, where they provide a place to save, but also have documents in them.
Perhaps, you can even interact with the controls, sort of like how you can open the door for 035 or gas him.
Just that extra level of interaction would be really cool to see.
More Medical rooms
In a site full of dangerous anomalies im sure injuries happen often, sometimes even getting sick. So it would make sense to maybe have more different types of medical rooms. Maybe more variety than old cb, more than just a small room would be nice.
That's definitely something we're already planning to tackle with our game design.
SCP 1499 Rework
Hello, I want to give an idea that I think would look great in the game. When I met this SCP I thought that when I entered the dimension and moved and took off my mask it would appear in another place, but you stay in the same place, taking away the opportunity to be a faster means of transportation and limiting itself to being only one tool to escape from 106. I don't know if it is possible for you to move in the dimension and appear in another place when you return or it is very complicated and they are a lot of code because I am not a programmer. But I leave the idea there, maybe it is very OP but I leave the idea here.
cognitohazards game effects
the mind affecting scps in cb (035, 012, 513, 895, etc.) arent very creative in showing the players mind getting affected by hostile cognitohazards. instead of just taking control from the player, we could have creepy noises or distorted visuals and effects play when the player is in the presence of these mind bending scps. in the case of 035, maybe have whispers and laugher audible
scp games have the potential to put the player in the perspective of the character, especially when their mind is being attacked. we just havent fully gotten that bizarre experience yet
More Map Creator Customization
Instead of just adding a room and changing the events it would be cool if you could maybe spawn in an npc, like make a guard spawn in a room and make them walk to certain places and say certain lines.
Customizing the intro layout would make each map feel different at the start, maybe adding in your own textures and models instead of replacing current ones. The ability to change what role the character is, like a guard or scientist.
Entire new story modes could be made, you could make the player spawn in a certain room instead of the start room and give maps creator the ability to enable or disable the intro sequence if they don't think it fits in their story or map. It would be cool to download a map and see the person who made it put effort into voice acting and changing the layout of the intro.
More camera effects
More Encounters in the Facility
035 encounter remake
more intro stuff
Animate objects could be interacted with SCP-914
More scripted events.
As this is a full remake, everything is going to be reworked to some degree. We definitely want to put more of a spotlight on major SCPs, systems and features like this.





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