Video Game: SCP Containment Breach
"That...that's SCP: Containment Breach
him?! That's the guy! He's gonna
get me and— bite my nipples off!"
) is an independently developed Survival Horror
game based on the SCP Foundation
wiki. You take on the role of a D-Class
assigned to an experiment with SCP-173
. You're directed into the chamber with two other D-Class personnel, all standard procedure...
... And then everything goes straight to Hell. The doors malfunction, the lights go out, and suddenly you're smack in the middle of a full-scale containment breach
. While you might consider yourself fortunate that SCP-173 didn't murder you on the spot, don't worry, it was just busy. It's coming after you, and it will
kill you if you're not careful.
Armed with whatever you can find along the way, you have to make your way through the facility, dodging SCP-173 and whatever other horrors have been released while trying to find a way to contain the situation.
Many of the tropes which apply to individual SCPs
naturally apply here, too.
- All There in the Manual: While the game does provide documents explaining the nature of the SCPs you come across, getting those generally requires entering the cells in the first place. Having read the wiki and knowing what the designations refer to helps immensely in avoiding walking into rooms with murderous occupants.
- Amplifier Artifact: SCP-914 when set on Fine or Very Fine, though this can backfire depending on the object.
- Big Bad Ensemble: While SCP-173 is the first and most recurring enemy, SCP-106 is also constantly pursuing you and is the True Final Boss when you go through Gate A. SCP-079 is also a recurring enemy, although you end up in an Enemy Mine situation with it towards the end.
- As of the 0.6 update onwards, we see SCP-049 (The Plague Doctor), SCP-096 (The Shy Guy), and SCP-682 (The Unkillable Creature) as enemies, but the latter is only seen during one of the endings.
- Bigger Bad: Who AND whatever caused the containment breach. Later found out to be a combination of Dr. Maynard, the Chaos Insurgency, SCP-079, as well as a mysterious man who talks to 079 following the breach.
- Black Mesa Commute: Later versions added an extended intro sequence with guards hustling you over to 173's cell. During this tour section, the tunnel and catwalk bridge are fully-lit, with no gas shooting into your eyeballs (which is nice).
- Brown Note: Watching the security footage of SCP-895 for long enough will kill you, and your gaze is actively drawn to it the first time. SCP-1025 will give you whatever medical condition you read about if you're dumb enough to read it.
- Deadly Gas: Black gas is sprayed in certain areas. Unless you're wearing a gas mask, it causes you to cough and blink rapidly. That alone won't kill you, but SCP-173 sure will if it's nearby.
- The Dev Team Thinks of Everything: The amount of thought and effort put into this game is impressive to say the least. There's hundreds of unique things that you can get to happen by chucking random stuff into SCP-914, including other SCPs. The opening sequence also accounts for various attempts to go Off the Rails. And then there's the number of text inputs for SCP-294, seen here.
- Disc One Nuke: It is extremely common to find SCP-914 within the first half hour of the game. By the time you get to it you should have a few plot mandated items to give you nearly unlimited sprint, a navigator warning you of SCPs, and a keyboard that accesses every door in the facility.
- Don't Look at Me: As usual, SCP-096 will instantly attack and kill anyone who sees its face. Especially you. Inverted COMPLETELY in the case of SCP-173.
- Dream Walker: SCP-990 occasionally appears in the loading screens, giving the player vague warnings.
- Driven to Suicide: SCP-012 will make you kill yourself trying to finish it if you get close enough. As long as you don't walk into the room, it's fine.
- Easter Egg: There are a number of joke SCPs or SCPs that don't really impact the game that you can find and interact with. They don't really affect the gameplay experience that much and mainly serve as a Continuity Nod and/or Mythology Gag.
- Eldritch Location: SCP-106's Pocket Dimension. It is composed of endless hallways and diverging paths and the entire layout can randomly change when the player character blinks. There are also bottomless pits and floating stone structures lain about. All of this is directly controlled by SCP-106 himself.
- SCP-860-1 as well. It is a never-ending forest blanketed by a blue fog, and it is implied that there is no exit. While it is in the process of being added into the game, it's been confirmed that something will be stalking you as you try to escape the forest.
- Enemy Detecting Radar: An upgrade to the mapping device allows it to track SCPs within a certain distance, but only to the extent of "it's about this close to you" without giving a bearing.
- Enemy Mine: You can end up having to work with SCP-079 in order for both of you to escape.
- Foreshadowing: While exploring, you can end up just outside SCP-682's chamber, at which point SCP-079 states that you will not escape. If you go out Gate B, not only will you not escape, but SCP-682 escaping will be the reason for it.
- Game-Breaking Bug: Errors can occasionally lock you in the maintenance tunnels by removing the activation buttons for the elevators, and map seeds might create layouts which can't be beaten.
- Guide Dang It: It might not be apparent the first time around that trapping SCP-106 can be detrimental to one of the endings (it certainly isn't impossible, but a lot harder). The codes to the offices are also hard to find unless you know where to look.
- You can disarm the nuke that is set off in the Gate B ending, but only if you know where to look for the warhead control room, which is quite difficult to find.
- Happy Ending Override: Should you get attract the ire of some SCPs, this happens. You can end the game with your character being driven insane by SCP-372 for the rest of your life, stalked by SCP-513-1, being chased by SCP-096, slowly being infected by SCP-049's "cure", and dying of a gunshot wound if you are unlucky enough to encounter all the enemies in the game.
- Hopeless Boss Fight: If you see SCP-096's face, then you might as well just stand still and let him kill you. There is no escape from him. He will pursue you throughout the entire game if he has to. That's no exaggeration.
- Hope Spot:
- If you disarm the nuke before going out Gate B then you get a chance to make your getaway while the Foundation fights 682... except that you get gunned down in the crossfire of the battle soon after.
- While in SCP-106's pocket dimension, there's a chance that you will warp into a room which resembles a hallway from the site. This is merely a fake, leaving this hall sends you back into the dimension's main rooms.
- Interface Screw:
- Loading screens usually show an image of something relevant to the game (and the SCP continuity), with a text description of it. However, there's a chance SCP-990 appears here. When this happens, the text of what would be the title turns into gibberish and the description becomes a corrupted version of "You can't control it."
- SCP-895 slightly distorts the map when you're near it and scrambles the radio.
- Jump Scare: Invoked with SCP-372, which can only be seen in your peripheral vision. 372 is harmless, but its entire purpose is to freak you out and make you nervous (there are instances when you'll involuntarily track it, too, but these are rare). SCP-173's nature means that this will likely happen to you at least once when dealing with it.
- Leitmotif: When SCP-106 is chasing the player this plays.
- Lights Off, Somebody Dies: Certain scripted events, including the opening, shut off the lights so SCP-173 can move freely. One event later in the game can kill you this way, as can the opening if you're not careful. Standing perfect still will generally prevent your death, but be ready to move right after the lights come back.
- Luck-Based Mission: You can go a long time without so much as seeing SCP-173, or you can turn around to shut a door just after leaving the first room and have it snap your neck out of nowhere. Being a solid object, it can also end up trapping you in a corner until you inevitably lose.
- Multiple Endings: There are currently four, which depend on your choices made in the game and which exit you choose. More may be added later but currently your choices are:
- You get out of the facility through Gate B and it seems that your home-free... except that the alarms start blaring and the facility intercom shouts that SCP-682 has just escaped and tells everybody to evacuate before the on-site nuke is used to blast 682. You do not escape.
- If you disarm the nuke before going out through Gate B, then it fails to detonate. However, you still don't escape because are gunned down in the middle of the fight with SCP-682.
- You get out through Gate A only to come to a bridge with Foundation agents on the other side, blocking your escape. Suddenly SCP-106 attacks, having followed you out. 106 gets blasted back to his shadow dimension by the H.I.D turret and you make your getaway only to be taken away by what seems to be the Chaos Insurgency.
- If you contain SCP-106 and then get out though Gate A, the guards capture you and the foundation is considering having you reclassified as an SCP due to your extraordinary luck, ability to predict the unpredictable, and your ability to survive even the most fatal scenarios against all odds.
- Neck Snap: SCP-173's trademark.
- Nuke 'Em: The fallback plan if SCP-682 escapes. You can shut this off if you find the warhead control room.
- Offscreen Teleportation: SCP-173 uses the vent system to travel around the facility, so it can appear out of nowhere. SCP-106 takes this further, being able to appear out of nowhere and being incorporeal.
- Off the Rails: You can try to do this in the opening. It doesn't end well.
- One Size Fits All: SCP-714 fits itself to the wearer's finger.
- Perpetual Motion Machine: Running the radio and mapping device through SCP-914 can take away the need to power them with batteries.
- Plague Zombie: SCP-008 will eventually turn the player into one if they get exposed to it, causing a Non-Standard Game Over. You can cure it with SCP-500.
- Played very straight with SCP-049-2, the Plague Doctor's zombies.
- Randomly Generated Levels: The layout changes with each new game.
- Red Shirt: Your character is one. Fittingly, the opening sequence has the player and a few other D-Class being sent into SCP-173's room, an experiment that's practically suicide.
- Royalty-Free Soundtrack: At least half of the game's soundtrack is composed by Kevin McLeod.
- Schmuck Bait: SCP cells are often blocked by little more than a keycard. As long as you have that, there's nothing stopping you from walking in and getting yourself killed by whatever horror it contains. This is especially true of SCP-049, which is inactive until you get close enough to its cell.
- Sequel Hook: If you go out Gate A, the Chaos Insurgency will appear and take you away, apparently having plans for you...
- Shout-Out: The map seeds are usually random letters and numbers, but you might occasionally get something like "rustledjim" ("Rustled jimmies").
- Sprint Meter: There's a meter for sprinting and one for blinking, so you can't just stare at SCP-173 forever.
- Touch of Death: SCP-049. SCP-106 drags you into a pocket dimension on the first touch, then kills you.
- You Wake Up in a Room: The game starts in your cell, from which you are removed for an experiment with SCP-173. There's also a document explaining your purpose at the facility.
- Villainous Rescue: THREE happen within seconds of each other in the Gate A ending. You are just getting ready to escape the facility when you run into a barricade set up by the MTF, who outnumber D-9341 and are prepared to shoot him. Just before you get discovered, SCP-106 appears, and he draws the attention of the MTF, who shoot him instead of you. After this, the MTF are diverted by SCP-682 trying to break free, allowing you to escape into the tunnels of the facility and escape. Just as you are nearing freedom, a group of soldiers appears and kidnaps you, followed by a radio announcement of D-9341 escaping from the MTF, meaning they saved you from death.
- Video Game Cruelty Potential: You can trap SCP-106 in his cage, thus eliminating one of the big threats that will harass you throughout the game. The only downside? To do it you have to break a man's femur in order to lure 106 into the cage and trap him. Not only do you injure the man to make him scream, but by locking him in with 106, you definitely sentenced him to a horribly painful demise. The game makes you listen as he gives bloodcurdling screams in pure pain and horror, just to let you know what a bastard you are to do something so selfish.
- What Could Have Been: SCP-689 was going to be in the game but the creator apparently decided against it. SCP-650 was also under consideration before progress on it slowed down until halting. SCP-513 was also implimented differently before being removed for a period of time and getting added back in its current form.