SCP - Containment Breach (found here) is an independently developed Survival Horror game based on the SCP Foundation wiki. You take on the role of a D-Class personnel, designated D-9341, who is 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, that's not the end of it. It can travel through the site's ventilation system, meaning that it can pop out at any moment in any room.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 out of this nightmare.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.
Arson, Murder, and Jaywalking: One of the "cheery" Channel 3 radio messages go over the "Deadly Seven", covering serveral dangerous substances you could consume, including spiders.
Message: When dining at the facility cafeteria, always remember to check your ration for the deadly seven. Strychnine, Arsenic Trioxide, Nitrobenzene, Mercury, Epichlorohydrin, Acetone Thiosemicarbazone, and spiders. Stay healthy! Stay vigilant.
Big Bad Ensemble: While SCP-173 is the first and most recurring enemy, SCP-106 can also emerge from the ground or ceiling at any moment. SCP-079 is also a recurring enemy, as it will attempt to hinder the player's process through various ways and is also revealed to be the secondary cause of the containment breach.
Bad Ass Normal: Despite you being a helpless Class-D with no special abilities, you can still contain SCP-106, turn off the Alpha Warheads, and succesfully dodge gunfire from both MTF units and apaches.
Bigger Bad: The cause of the containment breach. It's revealed to be a combination of two undercover Chaos Insurgency agents named Agent Skinner and Dr. Maynard. Dr. Maynard had given SCP-079 access to the site's major systems while Agent Skinner released SCP-106 as a distraction.
Brown Note: Viewing SCP-895's CCTV monitor for too long will kill you, and your gaze is actively drawn to it when you're in the same room (it also doesn't help that SCP-079 can broadcast its feed on any CCTV monitor throughout the facility). SCP-1025 will give you whatever medical condition you read about if you're dumb enough to read it. Similarly, you'll go completely insane if you go near SCP-012, ultimately bleeding out in front of it while trying to complete it. It doesn't help you're drawn towards it. Thankfully, it can be avoided, utilizing SCP-714.
Criminals: Admittedly, Class-D personnel are collected worldwide from serveral prisons, usually being people stuck in death row, so our "hero" may not be as heroic as we thought.
Deadly Gas: Decontamination gas is sprayed in certain areas as a means of slowing down SCPs. Unless you're wearing a gas mask, it causes you to cough and blink rapidly. Standing too long in it will eventually cause you to die due to suffocation.
Disc One Nuke: It is extremely common to find SCP-914 within the first half hour of the game. Using it effectively can grant you unlimited sprint, the ability to see when SCPs are nearby, and a keycard of the highest level.
Dream Walker: SCP-990 occasionally appears in the loading screens, giving you vague warnings.
Driven to Suicide: SCP-012 will make you kill yourself trying to finish it if you remain in its presence for too long. 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.
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.
Enemy Detecting Radar: Putting the S-Nav through SCP-914 on the 'Very Fine' setting 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 making a deal with SCP-079 so that he can open Gate B for you.
On occasion the game can crash with the message "Memory Access Violation" (meaning that an error occurred when the game was trying to load a certain sound/mesh/texture). The situations where this happens varies with computer, but it's often due to a coding mistake.
Also on occasion, reloading a save when you die causes you to fall through the floor of the map. To get back, you have to restart the game and then reload the save. Update logs say that the bug has been fixed, but it still happens.
Guide Dang It: Absolutely nothing is explained to you in the game. The only way you can learn about how to get certain endings or how to effectively dodge SCPs is by looking it up on the wiki.
If you don't contain SCP-106 before heading to Gate A, then the personnel stationed there will be focused on 106 rather then the player. The player can take this opportunity to escape through one of the service tunnels....only to be stopped by the Chaos Insurgency, who warp the player away believing that D-9341 knows too much to be killed.
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: Putting yourself through SCP-914 on the '1:1' setting will invert your controls.
Invoked with SCP-372, which can only be seen in your peripheral vision. 372 is harmless, but its entire purpose is to occasionally fly across the screen to freak the player out. 372 can be avoided entirely by simply not entering its containment chamber.
The game plays a loud Scare Chord whenever SCP-173 suddenly appears close to you.
Occasionally SCP-106's face will flash in front of you while you're in the Pocket Dimension.
SCP-895's monitor will display shock images if you stare at ittoo long. And thanks to SCP-079, it can randomly happen on any of the CCTV's throughout the facility.
Lights Off, Somebody Dies: During the intro sequence the lights begin to flicker, allowing SCP-173 to kill two D-Class personnel (but not you) along with a guard before going into the ventilation system.
Luck-Based Mission: Due to SCP-173 having a glitchy pathfinding system it can occasionally snap the player's neck from out of nowhere. As of recent versions this has been happening more frequently.
Previously played straight with room generation, too. It was entirely possible to go for over an hour without finding a single keycard... or you could find all of the essential items within ten minutes and then encounter SCP-914 just a stone's throw away from the starting point. Newer versions have mostly corrected this.
Due to the Mobile Task Force having an incredibly buggy AI, they can often get stuck in doors making it impossible to get around them without the use of console commands.
Malevolent Architecture: The Heavy Containment zone is dedicated to SCPs which are both dangerous and difficult to contain. This sure seems like the most optimal place to store a warhead, doesn't it?
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. The blast goes off and you die. The end screen shows a radio conversation between two personnel, with one of them requesting the deployment of an MTF unit to scout for remains at ground zero. However, the transmission is cut-off mid sentence as a large roar is heard, indicating that the nuclear blast was not successful in destroying SCP-682.
If you disarm the nuke before going out through Gate B, then it fails to detonate. However, you still don't escape because you 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 task forces on the other side, blocking your escape. Suddenly SCP-106 will attempt to escape through Gate A. The Foundation will then use a High Intensity Discharge (H.I.D.) Turret to force it to retreat back into its pocket dimension. You then use this opportunity to escape through the service tunnel, only to be stopped by the Chaos Insurgency. They state that you know too much to be killed, and proceed to warp you away.
Offscreen Teleportation: SCP-173 is said to be using the ventilation system to travel around the facility, when in reality it's just pre-set to spawn in certain rooms. SCP-106 takes this further, being able to appear out of nowhere and being incorporeal.
Scenic Tour Level: As of 0.5 there's 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).
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.
One SCP is a skull that's designated "safe". It will kill you if you touch it.
Shout-Out: The map seeds are usually random letters and numbers, but you might occasionally get something like "rustledjim" ("Rustled jimmies").
The Computer Is a Cheating Bastard: SCP-173 can often clip through walls, leading to many points where it can kill you from out of nowhere. The bug has been said to have been fixed in 4 different versions of the game, but it still exists in the current version as of now.
Ordering an explosive or any other drink that can kill you from SCP-294.
Getting shot by an MTF unit.
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.