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SCP: Echoes›Events›January 2026 Status Report
Community

January 2026 Status Report

SCP: Echoes · published 21 Jan 2026, 15:26 UTC

All eventsPlayers around this dateRead on Steam

Status Report

It's been a bit since the last report, so here is an update for you to read. This is going to be a shorter one.

Ambient Music

Adlai130s and Royal have been making some awesome soundtracks for the game. Give it a listen!

Settings Menu

btelnyy has been working on updating the settings menu.

Viewmodel Animations

gruchacz has been working hard to update all the viewmodel animations.

Performance (Client)

After months of debugging, I have finally found one of the main performance issues: Physics props.

But don't worry, we're not removing them. We've developed a system to spawn and destroy props based off the positions of players. While there are still some issues with this new system, mainly with props on top of other props, it functions really well, although we don't know how well it will scale. We will have to see in the next playtest.

I've also extended this to work somewhat with items too.

Performance (Server)

This next section is very technical.

Some community members noticed the dedicated server tool takes up a lot of CPU time, which is not a good thing. For server applications, some servers are only given a portion of what is sometimes a 10 year old server CPU. Although server CPUs have more cores, they are typically lower speeds per core, and most game servers (like SCP: Echoes) typically use only one core at a given time.

Since some servers are slow, we needed to optimize the game to run on pretty low-end hardware. So after some profiling, I found out there was some leftover physics settings I can tune to increase performance. I also discovered one major problem: Doors and buttons.

Previously, each door button would read the linked door's current state. This worked fine for smaller scenes, but now the game has quite a few more buttons. While this does not sound like a huge issue, it becomes one due to technical limitations with the game engine. While the problem is fixable, I've opted to use a different approach to solving the original problem. Instead of polling the Door for it's state, why not have the door send the state to the Door Buttons? So I implemented just that, and it worked pretty well, decreasing the CPU time along the way.

Now the game server uses about 50% of a single core (which is still not great). This is a nice improvement from 100% of a single core.

Conclusion

The team and I will sometimes post screenshots and updates in our Discord, so feel free to join if you want to see some additional content!

More from SCP: Echoes

Other announcements

All events
Community9 Sep 2026September 2026 Status ReportHello everyone, we’ve been working on a few different things for the upcoming update(s) to the playtest. Major features include new abilities for the SCPs, new room layouts, crouching, and a new UI. SCP Abilities The SCP team has been getting some touchups to hopefully make them a more enjoyable experience. We’ve got most of the current roster planned out with new abilities and stats, and Virtu…Community25 Jun 2026Playtest is Open and Source AvailableParts of the source code is available on GitHub. Just a heads up that the game isn't open source, but rather source available. Check the licenses for more info. I recently opened up the playtest to the public, and after seeing what people think of the project, I've decided to work on it more. The playtest will remain public for the time being. Shoutout to all of the people who helped make the g…News13 Nov 2025Playtest #2 and Status ReportWhen This weekend I will be rolling out playtesting access to more people on Steam. The playtest will start at 4pm EST. Expect bugs, and maybe even some lag. Control Points These are control points. When playing as the Chaos Insurgency or the Nine-Tailed Fox, your team can capture a control point. To capture the control point, you must make sure no enemies are in the same zone. Your team will b…