
SCP: 5K is a co-op or singleplayer tactical horror FPS project that puts players in the midst of a conspiracy where the SCP Foundation has turned on humanity. Enjoy Early Access as we continue to work towards a completed full release of the project!
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
The SCP Foundation has gone dark. Disturbing intel from one of the many Foundation sites, Area-12, an underground biological research and containment facility in West Virginia, has been forwarded to an anomalous branch of the FBI, the Unusual Incidents Unit (UIU).
Upon arrival the UIU are ambushed and trapped within Area-12 by a facility wide lock-down, leaving you alone and without backup. For reasons yet unclear, Area-12 has adopted a new agenda: creating weaponized hybrids of anomalous creatures. Now the UIU must get to the bottom of “why” and stop them before these monstrosities are unleashed on innocent civilians.

Anomalies are reality-defying objects, artifacts and creatures that inhabit the cracks in our world. These anomalies are what the SCP Foundation was supposed to contain; and their anomalous nature makes them dangerous to the likes of you.
SCP-173-B // The Sculpture
SCP-610 // The Flesh that Hates
SCP-7528 // Screen Anomaly
SCP-1262 // Seed of Destruction
SCP-3199 // Humans Refuted
SCP-621 // Hypnobulbs
SCP-098 // Surgeon Crabs
SCP-7566 // Door Squid
Within Area-12, there are reports of the Foundation experimenting with hybrid anomalies; brutal SCP combinations, bred for ultimate destruction.
Vx-026 // Infector
Vx-349 // Resonator

Raid on Area-12 // UIU Operatives infiltrate Area-12, West Virginia, which is at the center of disturbing events surrounding the SCP Foundation // 4-6 players
Ghosts of the South Gate // GOC Investigate a remote research outpost, NSIS-4, Antarctica after receiving intel from UIU operatives at Area-12 about development of a 'biological weapon' // 4-6 players

Discover Program // 1-6 players
Wave Survival Classic // 1-8 players
Raid on Outpost Axiom // 1-8 players
Outpost Axiom PvP // 2-16 players
Weapons Testing // 1-6 players
PvP Testing // 4-14 players

Tactical Gunplay // Grounded tactical combat utilizing vaulting, peeking corners, breaching doors, and detailed weapon customization
Investigation // Observe your surroundings to look for clues that will help you complete your objectives and find valuable resources or additional intel
Lore + Reporting // Take in as much or as little lore as you like by not only choosing what documents and audio logs you are collecting and observing with your tablet, but also what you find interesting enough to report over radio to your ToC
Immersive Audio // Detailed audio design with occlusion-based wall muffling and spatialized/proximity voice chat

Take advantage of NVIDIA® DLSS, NVIDIA® NIS, and AMD® FidelityFX Super Resolution (FSR) for enhanced visual performance.
Ultra-wide support for an immersive gaming experience.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 924 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
5/10. Love the idea and concept but still think the game has a long way to go. I encountered a lot of bugs like randomly being put in spectator mode or being teleported to random areas. Most of the time it felt like I was running around looking for random ♥♥♥♥♥♥♥♥. Pretty nice gunplay though.
Really good game great graphics is a little frightning lol (I left the game several times due to sh*tting my pants alot.) The Atmoshpere is perfect for the situation one reccomendation for devs would be making the AI learn how to travel in separate ways because ive played a few levels several times and have noticed particulary the zombies that they follow a certian line which gives the player an advantage when facing these threats, Other then that great game reccomend to play it and big thanks to the devs who put the time in making it what it is now
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Arabic, Danish, Hungarian, Japanese, Korean, Norwegian, Polish +1 more
Hours played at review time, across 924 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
一句话评论:氛围塑造和考据相当到位,未来可期,但当前不是一个可放心游玩的状态,且制作组需要仔细思考如何在游戏内容以及叙事之间寻找一个平衡点 优点:如果你是一名SCP系列忠实读者,那5K绝对是当前市面上能够解SCP主题游戏之渴的极少数选项之一。制作组对于游戏内涉及的SCP的考据能称得上是下了功夫,同时也没有单调地成为一个“SCP条目的搬运工”。在UIU章节内出现和提及的大部分SCP以及贯穿整四个章节的610都源自5K文档里对基金会灭世方式的描写,同时在叙事层面一定程度上拥有其独特性。一个获得SCP-5000以后的“事后诸葛亮”基金会和相比原世界线提前嗅到了基金会的小心思的其它GOI之间的博弈有太多有意思的内容可以深挖,从官方目前放出的章节就可见一斑。除此之外,整个游戏能让SCP读者们更直观地感受到基金会的“救世”旅途中那些被一句话带过的惨剧到底代表着多么残酷的牺牲。比如,在将原世界线投放至人口密集城市的610以游戏艺术的方式将其“血淋淋”的冰山一角展现在屏幕上时,带着对SCP-5000的背景知识游玩的玩家很容易便会陷入一种对基金会的残忍手段皱眉的同时理性上却能或多或少理解这般残忍是在和更为残酷的事物作殊死一搏的矛盾心理之中。我在穿过被610感染的医院时,曾经很多次下意识举起左轮手枪想要帮陷在血肉团块里的那些一息尚存的骷髅们从痛苦中解脱(并且游戏内受击的骷髅确实会停止活动)。但当我想起SCP-5000的本质时,已经瞄准的枪口又往往再次低垂。我已明知他们的痛苦不会因为这发子弹击碎他们的头颅而停息,不如将这发子弹留给还在不甘地挣扎的生者。 而在游戏内容和背景叙事的交互上面,游戏内关卡设计与背景故事及SCP设定之间恰到好处的结合的事例并不鲜见。官方对SCP在游戏内表现的开发并不仅仅停留在“SCP读者将会心一笑”的程度,而是让玩家对SCP条目的了解能很大程度上左右一场战斗或解谜的走向。对我而言印象最深的是与SCP-7528及SCP-610的遭遇。对7528有了解的玩家可能第一时间就会想起它“仅能同时存在于一个显示器上”的设定并迅速基于此和队友设计出一套针对性战术。而对610文档里610的宿主那极其顽强的生命力有印象的玩家可能在一开始就会选择霰弹枪这种伤害效率更高的武器,并且对被击倒的610宿主仍然抱有戒心。我很期待在未来的游戏中看到更多类似于教育中心这样让人眼前一亮的与SCP之间的攻防。 缺点:首先,并非结构性问题但对游戏影响最大的问题就是连山填海的bug。对于5K这种强调叙事和氛围营造的游戏而言,一个恶性bug很容易就能让刚刚营造好的氛围瞬间烟消云散,并且让正沉浸于流程中的玩家遭受巨大的游戏体验落差。这里点名批评整个GOC章节中大量的穿墙远程攻击、翻越碰撞箱失灵、交互点判定过于严苛等等问题(好死不死这章节追逐战还特别多)。希望在接下来的游戏开发过程中制作组能够注重对恶性bug的反馈。 其次,可能是由于当前尚处EA阶段(尤其是官方在UIU章节的开场时还要专门用个大红按钮声明一下),游戏内一些更技术层面的机制设计还有待考量,尤其是关于死亡惩罚、检查点,以及非满编小队的可玩性。在前面的主旋律是逃生的UIU章节,死亡惩罚过于轻微,以至于一些难点或者关卡设计缺陷位置可以靠单纯地交替送死强行莽过去。再加上一些节点的难度(特别是对非满编玩家而言)确实有设计缺陷,叠加之下就会出现一些令人啼笑皆非的化学反应。比如若是玩家能抛下“逃生”这一主题带来的执念的话,关闭四个燃气阀门的那里只要你敢死就没有任何难度(同样的,你要是只有两个人的话也几乎不可能一命通过)。然后,整个GOC章节是这个问题的集大成者。不仅战斗难度在低可视度、血牛敌人以及各种车轮战之下陡增,整个关卡只有极少数的检查点,而且都出现在关卡的前五到十分钟流程里。哪怕你离通关只有五步路,要是不小心团灭就被立刻扔回关卡刚开始的某个检查点。最气人的是,流程里给死亡玩家的复活节点倒是不少且合理,也就是说官方其实是知道流程中什么位置算是一个逗号,但他就是不给你放检查点。与此同时,别忘了这一关还有大量的恶性bug可能让你在没犯下什么错的情况下轻松团灭。 再次,尽管在UIU章节中有不少让人眼前一亮的SCP设定与关卡设计的有机结合,但整体来说这三个章节确实表现出它们仅仅是临时的技术和设计展示的局限性。虽然一些设计单提出来很有意思,但从整体上来看前三个章节还是有很浓重的要素拼凑的味道,是不少亮眼设计的较为干硬的焊接。此外,虽然有些SCP的表现方式十分亮眼,但同时也有一些SCP的表现有点乏善可陈。比如SCP-098手术蟹在游戏里的表现只是一个长得有点吓人的没什么特别之处的大型敌人。以及所有基于SCP-1262的关卡总体上来说有些单调。 总而言之,这是一款若是制作组能拿出野心与细心,假以时日定成大器的粉丝向游戏,但它目前的表现还是缺少一些打磨和思考。日后若是游戏出现决定性的改变我会回来修改这个评价。
While SCP 5k has an interesting concept and some promising ideas, it unfortunately fails in its implementation. Below are the pros and cons: Pros: Interesting ideas like forcing the player to rely on using maps to navigate around the area instead of a HUD map, and making reloading more realistic, having partial clips of ammo after reloading instead of the ammo going into a pool, and always having a full clip. Raid on Area 12, Chapter 2, had some good ideas about containing an anomaly without just killing it. Having to destroy the screens to make safe areas to traverse through was a nice idea. Interesting concept playing as the UIU and GOC instead of the SCP Foundation. Cons: Poor environmental signalling: I get wanting to have to rely on the environment to figure out what you have to do instead of having the game explicitly tell you; however, in order to do that, the game environment has to give you clues on what exactly you need to do, and the player has to connect the dots. This game struggles with that, as it was not clearly signalled that you had to rely on maps to figure out where you are, nor was there any commentary from the characters hinting at the idea of using maps. We eventually figured out that the maps are not just set decoration, but that was after like 30 min of running around lost. This makes the player experience feel like they're wandering more than solving a puzzle. Case in point: Raid on Area 12, Chapter 2. [spoiler] It is not explicitly clear where you have to go or what you have to do to get the generator key card. A friend and I ran around for about an hour before figuring out what to do and how to do it, and the game provided no feedback that the solution to get the projector code was indeed what the developers intended, not a cheese strategy. They also placed the generator key card at the back of one of the screening rooms and never indicated which screening room had it. There are 4 screening rooms, meaning anyone playing for the first time has to rely on trial and error to figure out which one it is. [/spoiler] Navigation issues: In Ghosts of the South Gate, they do not provide enough maps on where exactly you are and where you have to go. There is one map my friends and I found; it's in Markus's house, iirc, and given that it's dark and there's a blizzard, it becomes very disorientating quickly about where you are and where you have to go. When you are being chased by [spoiler] SCP 610 instances , you are very likely gonna get lost quickly. This has led to many deaths, and in a tactical shooter with horror elements, the horror elements lose their impact when players die, making it feel more frustrating than fair. Additionally, for some reason, they changed SCP 610 so that it revives after a while and doesn't stay dead; there were more than enough SCP 610 instances when my friends and I were playing that we couldn't kill them all without running out of ammo. They also keep beelining towards us en masse, which feels artificial. [/spoiler] Bugs: Bugs, way too many bugs, this is most egregious on Ghosts of the South Gate, where I was constantly getting stuck on small doorways in the hospital section. Shifts in respawn mechanics without Signalling: Ghosts of the South Gate also switches from timed respawn to respawn waves; there are also only two checkpoints in the entire mission that can take 1 to 2 hours to complete if you're playing for the first time. This leads to frustration as you constantly have to restart from the halfway checkpoint, even if you're near mission completion. If there had been signalling from the game or a part of the mission description that pointed out the change in respawn mechanics, it would have felt fair. Repetitive Tasks: Repetitive tasks, most tasks boil down to "find key card," "shoot X to get through," or "find object and run". Normally, if everything else was tight, this could be excused, but given that everything else is flawed in implementation, it just feels frustrating.
---{Graphics}--- ☐ You forget what reality is ☐ Beautiful ☑ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{Gameplay}--- ☐ Very good ☐ Good ☑ It‘s just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{Audio}--- ☐ Eargasm ☐ Very good ☑ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf ---{Audience}--- ☐ Kids ☑ Teens ☑ Adults ☐ All ---{PC Requirements}--- ☐ Check if you can run paint ☐ Potato ☑ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{Difficulity}--- ☐ Just press 'W' ☐ Easy ☑ Significant brain usage ☐ Easy to learn / Hard to master ☐ Difficult ☐ Dark Souls ---{Grind}--- ☐ Nothing to grind ☑ Only if u care about leaderboards/ranks ☐ Isnt necessary to progress ☐ Average grind level ☐ Too much grind ☐ You‘ll need a second live for grinding ---{Story}--- ☐ No Story ☐ Some lore ☑ Average ☐ Good ☐ Lovely ☐ It‘ll replace your life ---{Price}--- ☐ It’s free! ☐ Worth the price ☑ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{Bugs}--- ☐ Never heard of ☐ Minor bugs ☑ Can get annoying (Frame Drops In Citys) ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs
Man, I really love this game. It's an absolute blast playing with friends the vibes are great, there aren't many bugs, and for an alpha build it's seriously impressive. People saying SCP 5K is dead are just blind. Yeah, the last big update was about 9 months ago, but it added a whole new mode. Stuff like that still shows the devs are actively working. For a small indie team, that's honestly pretty solid. A lot of indie games either fizzle out fast or the devs burn out completely. Good things take time it’s not like a massive triple-A studio with endless resources. Some people act like it should all happen in a year, but that’s not realistic for smaller teams. The game is genuinely hard, but that’s exactly what makes it so damn fun. I’m just tired of all the pointless hate. And honestly, who cares that they released an RNG progression gamemode? It could straight-up be its own game. Are we really sleeping on how cool that is? It perfectly captures that 'you are not this guy, you are THIS guy' feeling, and tbh I love that so much.
游戏挺好,不过更新缓慢,且本体还没1.0就出了所谓DLC的战役画饼,如果真的有好好做游戏,拿出良好的正式版后,玩家们自然会有自己的观察力看游戏的动向和质量,从而为DLC买单,我希望这条评论不会改成差评
6/10 -Graphics are good -Gunplay is decent -Performace is bad (100fps here; 150fps in cyberpunk on ultra with 200mods) -Objectives are random Here is why: The game has a clear order for your objectives. You cant just start 3 generators without doing other things first. Doors will magically close until you collect certain things, and then new doors will magically open once you are done. You can generally explore the entire map from the start but you can not interact with anything that will be useful later. Personally I even encountered a bug where i had no mission objectives displayed on the left which let to immense confusion when my friends kept telling me we had to xyz thing and i kept asking how hell they knew that, since my Journal had 0 entries, I had no map, and no mission objectives. The order of objectives isnt the only issue tho.. It might be better when you know the whole scp lore but objectives can be explained like this.. Move 50 meters NE to a non-disclosed location to find a button. From there go 124 steps W to find a house that you can now enter. Pick up some documents and a perviously locked door opens up. Go through that door, wait for dialouge to finish so the window becomes accessible and jump. You are now able to hold the buttons on 3 generators.. ehm... because you found a map i guess.. This whole game is so random that it just wastes your time on a collossal scale. And your "reward" is a gore filled tunnel system with things touching you from the walls... Am i even allowed review this part on steam?? like wth guys.
Def not for the people who enjoy the SCP fandom. More or less a zombie loot and shooter, but the game puts you in a linear path with pre placed loot so it becomes more of "what gun is the best to kill everything with" its a shotgun its always the shotgun. From the store page I was expecting to see iconic SCP characters in the game but I should've looked more, its more or less you just being an FBI agent that kills everything instead of investigating. SCP SL is great cus it uses iconic scps that if added to this game would make it a lot more enjoyable, like i get scp is a per person perceived universe but i would like to see more content that is actually about scps and not zombies. TLDR: Zombie game not SCP game.
It seems to be abandoned, which is a shame because it was a lot of fun, but the gameplay has no real direction. Last update was that it was bought out by a label 2 months ago, and thats about it. DO NOT BUY
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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