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SCP: Antimemetics DivisionNewsPatch Notes: v0.21
Game update

Patch Notes: v0.21

SCP: Antimemetics Division · published 17 Jun 2026, 05:32 UTC · build 23770638

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Discord link! https://discord.gg/QWuMEYM6AhThanks for playing the SCP: Antimemetics Division demo! I've patched a few times per day, so here is what most of them contained.Storage is now open! The force-field around Storage was added to streamline the demo, but in reality it left players with a full inventory and no good place to convert it to credits. Storage has the second Reclamation Terminal, which actually used to be the only one, before another was added in the Warehouse. There is a shadow creature in Storage that has gotten loose, but fortunately it does not deal damage. Yet. it tends to scare the crap out of me, being physics-based, but the jury is out on if I can control it enough for the full game.Minor redesign: Hazards are now "Remnants." I debated calling the collectible items "Cognitohazards" or "Infohazards," so instead was just calling them "Hazards." Now they are "Remnants," a special kind of orphaned object that has lost "conceptual cohesion." In-game this just means I renamed them to be "Handheld Ceramics with Loop" instead of a coffee mug, because this item no longer makes sense to the observer. Balance Update: Major increase to the amount of credits earned for Un-redacting documents. Taking damage for reading a computer file is a big ask, so rewards have been increased from 1 for anything, to between 2 and 4 depending on level of corruption.To compensate, a few Remnant items have been removed, and others have had their recycle value slightly lowered.Spoiler: The Mnestic Rebreather Mask now does a small amount of Burnout damage per second while worn. This will likely be redesigned, but if the ~60 seconds of usage this allows is not enough, I can remove the damage.Optimization Updates: The Screen Percentage slider was not working. Changed from using a console command, to properly function using Apply Graphics Settings. The "Medium" graphic setting should make a bigger impact on framerate, though it turns the ceilings dark. Still looking for a proper ambient cubemap that will make this look better.I am working on a custom "Low" setting that tries to maintain the shadow visuals, but need to do much more testing. Another planned feature is either a "Story Mode," where fewer things deal damage. Or a "Hard Mode," where all damage is increased. Getting the difficulty as one-size-fits-all is the wrong approach given how some players are in it for the lore, and others for the survival gameplay, which is clearly too easy right now. Bug Fixes: The major issue discovered after the demo launch turned out to be an object that would always consume your top item when loading from a save. I tore apart the save system looking for the culprit, but it was unrelated. That left the save system needing many fixes. There was a brief period where the starting location was in the parking lot. Sorry to anyone who missed it, that area will be in the full game of course.Revising the save system in a game that people have played means that some may end up with degenerate save files. I am hopeful this has not happened, but am looking for reports about "New Game" launching with the initial room dark and without power, or existing games loading with the wrong items.

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Game update26 Jun 2026Patch Notes v0.25NextFest was great, and the Discord saw a good amount of bugs that have mostly been addressed. Report more bugs! Also, Unreal 5.8 came out, and I experimented with the "performance improvements" of Lumen Lite, potentially a huge upgrade for lower-spec computers? A 5.8 build actually went live for a few minutes, until I did a side-by-side comparison and learned the 5.8 version was performing WOR…