HOWDY!
Enough with the cryptic stuff, here's some actual information for you guys!
Since the beginning of September, I've been working pretty much exclusively on SCP:Daybreak and a new Daybreak-styled game named DDA. -- almost no members of the dev team have been recently active other then SketchyBot (will explain later) and Monolith Worshipper (resident military tech enthusiast, he helps with the pre-daybreak lore, yes, there's pre-daybreak lore.).
Anyway, I've gotten a lot of ideas for Daybreak following my several month vacation to Canada earlier this year, and so: i've been inspired to entirely remake the existing game, just for you guys.
(and I am a bit surprised to see that Daybreak has been "released" for roughly 4 years now, that's crazy.)
Here's the current situation:
- entirely new Unreal Engine 4 project, the old one had too many assets and could barely be transferred to GitHub.
- We have a GitHub.
- the entire character code has been replaced, it's functional, and has zero bugs now.
- I'm working on re-doing/replacing all the old puzzles and systems, but I have not gotten to that yet.
- Lore.
Extra notes:
We (Me and like 3 other people) have been speculating what the Site-52 interiors should be, and I've chosen to include some 70's/80's/early 90's architecture along with some Vaporwave and Neon styled lighting, wall LED's, and a whole indoor mall section planned.
(the Site would be huge, probably the biggest and most unique/varied SCP site to ever exist.)
((There's 7 Sectors each, right now Sector A / Sector 1 is the only existing sector, the area in which you visit in the current game.))
Another thing, the resident modeller and assistant programmer, SketchyBot Is basically unavailable for now, due to life-related reasons, so props and environment remasters would have to wait. but I hope to have some new teasers by November 11th!
Embrace the Dark, Fear The Light!
- Squiffy, Resident SCP Enthusiast and Lead Developer.