
Step into the enigmatic world of SCP OPERATIONS. Lead your team of elite agents through tactical, turn-based combat against the Chaos Insurgency and dangerous SCP objects. Uncover secrets and protect humanity.
Modeled estimate, not a reported figure. How we estimate →
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

Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
fun game. very short, very easy. not being able to start combat sucks, and too much extra xp with nothing to spend it on. Worth it when on sale, if you enjoy simple easy games
Игра в принципе интересная, но минусы есть. Мне понравилось времяпровождение в этой игре. Не понравилось лишь, то что в игре немного персонажей с которыми мы сражаемся (Повстанцы, повстанцы и ещё небольшое кол-во SCPs). Большую часть игру вы сражаетесь только с Повстанцеми Хаоса. Ещё один ньаньсик когда я сражался с финальным SCP (Не буду озвучивать его номер чтоб не сполирить). Я его снёс с одного хода. У всех моих солдат были фулл прокачка, босс ничего опасного им не сделал. Надеюсь с новым обновлением (Если оно будет) игра исправит эти ньаньсики! Если вам некуда девать лишние деньги и если вы любитель SCP, то советую вам это игру! (Я купил её за 50 рублей т.к. весенняя распродажа)
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Cheap, short and way too easy, but I guess I got what I wanted - shooting some bad guys in a turn-based game. I don't think the talent pricing is okay. Action economy is the most important thing in these games and there's no way it should cost the same amount of XP as mere +3 HP. Simply maxing out the AP as soon as possible turns your team into unbeatable supersoldiers that end every battle in turn 1. Weapons are a bit weird, too. The pistols and shotgun are OK, but then there's the rifle that's simply weaker than pistols, has worse range and doesn't have the versality of a single pistol that only costs 1 AP and won't waste damage. And grenades? You collect so many of them but there's never any need to use them as the normal weapons are always better. Enemies are never close enough to each other to hit two of them and I am not sure if gas grenade even works at all. The game looks surprisingly good for such a small project. Yeah, I could notice the copypasted models of the environment, but hey, it's not eye-jarring and honestly, the visuals are quite immersive. It really looks better than Wasteland 2 for example, I'd say. Level design gameplay-wise is too simple though. It's just one path that sometimes splits for a moment, and there isn't much use of the cover system if your guys can just run forward and murder everything... though I guess it would be better if there was any incentive to use that cover. But then, there's no possibility to prepare your guys' positions before battle as they always walk together single file and there's no way to start the battle manually. And the SCP things. Now, I'm not a fan of SCP at all and all my knowledge about the topic is limited to a peanut-looking guy that kills you if you look away, and... well, I didn't really get to learn anything from here but neither did I feel like being excluded from the topic - the horror wasn't there at all and I didn't need to apply any special knowledge to fight those non-human dangers. I just moved and shot and the danger wasn't there anymore in a turn or two without any risk for my guys. I guess it was a little disappointing. But you know what? I believe I still had fun. My squad went there and saved the day(s), apparently facing what others couldn't, and came back to tell about it. A little story for a little price, and I think it's fine. Could be better, but that's something to hope for in the next title, eh?
I've changed this to a negative review due to the Developer choosing to add AI assets (including the new store thumbnail) to the game.
Addition of more in-depth MTF member options (among other requests) I suggest the addition of kits and equipment collectible across each mission concentrated around outposts and camps to fit seamlessly in the environment, gear like gas masks to give protection against gasses and certain anomalies (though reducing run distance by 1 or 2 cells in combat mode, along with having an amount of turns limit within which it can block the effects, and for exploration outside of combat mode we can use time limit shown with a bar above the members similar to the Ivy exposure limit bar in the second mission), varying levels of body armor NIJ protection (Level-I to Level-IV armor, potentially also affecting run distance cells depending on the weight of each body armor level), affecting character protection and appearance depending on which pieces of gear and equipment are equipped, the base clothing underneath all the gear and equipment of each character may also be changed with optional clothing to adapt to the environment (woodland uniforms for forests, arid for deserts, black for urban and operations within facilities, and snow for snowy environments) and maybe something like a MOPP suit (in woodland or neutral color camouflage) if potentially added, providing nuclear, chemical and biological protection, though perhaps reducing movement by 1 cell. I also suggest weapons and modifications spread throughout the maps concentrated around armories and armed posts much like the features I have listed before, except this time it's for weapons instead of apparel, modifications such as optics, fore grips, magazines, lasers and lights, muzzle devices, et cetera, all to slightly tweak the operator's weapons handling. In the menu, I suggest making each character name match the gender, nationality and ethnicity of the person in the profile profile picture (For example one of my men had an indian surname and nation of origin despite obviously being european in appearance which was kinda funny), or vice versa of course (either way would fix the problem of using auto-generated names and pics, which is actually a quite liberating feature and adds to the immersion of world-expansion), this can be done by selecting a wide but limited number of faces for each gender and nationality, then assaigning them to fitting countries of origin and names, or some other way, you guys are in charge of it. I also really like the writing and story and much more could also be built up more from what's already been done, such as documents, intel and organization communications. The story is deep and involved enough but not too much that it scopes the entire world like many other SCP games, just centered around this specific team and their mission, the maps are also very good though once indoors (for example the facility in the last mission) you could add an effect on the part where the wall cuts similar to the effect on trees where they fade when in contact with the camera, it would give the illusion of a wall instead of an abrupt stop. This is a very promising game that exploits a department that no other SCP game has, which is the CRPG department, an SCP CRPG game offers a story set in the SCP world with visuals and mechanics highly akin to Wasteland 2 and 3, which this game reminds me a lot of, please if your team is feeling up to it, continue adding more stuff, no matter how small, thank you for your cooperation, if you do indeed follow-up with the requests of those in this discussion thread. (Review copy-and-pasted from Discussions, moved and edited lightly to reviews post-completion of the game, very good I like it :)), hope it continues development soon when the devs feel up to it.)
kinda mid. scps arent accurate to the wiki, the story is pretty bland. and there isnt enough combat for this to really be a strategic combat game.
Five bucks for a SCP turn based tactical game? No question, BOUGHT! Did it hold up to the lore, barely, Was the writing and story on point, juuuust barely, Do you get to level up your squad? Yes but there is only SOME depth to this, could have been so much more! Where is the lost of sanity when faced with the creatures of SCP? Speaking of there really wasn't much SCP in this SCP, it had it but again barely. Glad i bought and played, but NOT what i was hoping for. Played the full game in 5 hours, and most of the content was running around. Leveling and equipping my squad barely kept this from sucking. Also to clarify, the writing was ok, it feels like it was written by someone where English was a second language, i could have written a more tense dialogue/story prepper. Again, not plan bad, just missing the polish it needed to be actually good.
decently fun and the demo is free, its a good way to pass the time and somewhat enter the scp universe only focusing on a small selection of scp's. on the other hand the optimisation is far from optimal, in the second level of the game i had found myself sat waiting for a solid 5-10 minutes for the briefing to stop lagging due to the amount of assets all loading and generating on the map, even once it was done loading i kept experiencing loss of frames traversing the map. despite the flaws its still something i suggest checking out as its a breath of fresh air, a break from the usual facility escape games the scp universe has
SCP Operations is a turn-based tactical strategy game that translates the unsettling lore of the SCP Foundation into a structured, squad-focused combat experience. Developed by LUXO Interactive and published by LUK KUS SOFT, the game positions the player as a Mobile Task Force commander operating in secrecy, tasked with containing anomalous threats while navigating human opposition and unpredictable SCP entities. Rather than leaning into horror through jump scares or atmosphere alone, the game builds tension through uncertainty, calculated risk, and the ever-present possibility that conventional tactics may fail when confronted with the anomalous. The core gameplay revolves around methodical, turn-based encounters where positioning, line of sight, and ability usage matter more than raw firepower. Each mission places your squad into hostile environments ranging from remote wilderness to compromised facilities, with objectives that often go beyond simple elimination. Extraction, containment, and survival under escalating threat conditions all play a role, reinforcing the SCP Foundation’s core philosophy of control rather than conquest. The pacing is deliberately slow and deliberate, encouraging players to think several turns ahead and consider the consequences of every movement. What sets SCP Operations apart from more traditional tactical games is how it incorporates SCP anomalies into combat scenarios. These entities are not merely stronger enemies with higher stats; many of them alter the rules of engagement entirely. Some SCPs introduce environmental hazards, others spawn unpredictable threats, and some force the player to adapt mid-mission as conditions shift unexpectedly. This design choice reflects the source material well, capturing the idea that anomalies are fundamentally dangerous because they cannot always be understood or countered using standard military logic. Squad management and progression form the backbone of long-term engagement. Each operative can be customized through skill trees and equipment loadouts, allowing players to shape specialists suited for specific mission types. Weapons, armor, and utility items provide meaningful tactical variation, and careful squad composition becomes increasingly important as missions grow more complex. Losing an agent is not merely a temporary setback; it can disrupt carefully planned strategies and create a tangible sense of risk that persists throughout a campaign. Narrative elements are woven subtly into the structure rather than presented through lengthy cutscenes. Briefings, mission descriptions, and contextual details provide insight into the Foundation’s operations and the broader conflict with hostile groups such as the Chaos Insurgency. For players familiar with SCP lore, these references add depth and authenticity, while newcomers can still engage with the story through its clear themes of secrecy, moral ambiguity, and containment at any cost. The game does not attempt to explain every anomaly in detail, instead embracing mystery as part of its identity. Visually, SCP Operations prioritizes clarity and readability over spectacle. Maps are designed to communicate tactical information efficiently, ensuring that terrain, cover, and enemy positions are easy to interpret. While the graphical presentation is modest, it serves the gameplay well, preventing visual clutter during complex encounters. Sound design complements this approach, using restrained audio cues to signal danger or changes in battlefield conditions without overwhelming the player. Difficulty scales steadily as the campaign progresses, and while early missions serve as a functional introduction to the mechanics, later encounters demand a deeper understanding of both squad synergy and anomalous behavior. This can create a steep learning curve, particularly for players unfamiliar with turn-based tactics, but it also gives victories a strong sense of accomplishment. Failures often feel instructional rather than arbitrary, encouraging refinement rather than frustration. Overall, SCP Operations succeeds as a thoughtful and system-driven tactical game that respects both its genre and its source material. It may not offer the polish or cinematic presentation of larger strategy titles, but it compensates with strong mechanical foundations, meaningful decision-making, and a distinctive thematic identity. For players who enjoy turn-based tactics, squad management, and the unsettling creativity of the SCP universe, SCP Operations provides a compelling and strategic experience where caution, planning, and adaptability are the true keys to survival. Rating: 6/10
While it is rather short and lacking, in my opinion, customization, the game is a fantastic rendition of the universe and has great mechanics, would recommend for anyone who are fans of the SCP universe.
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Players by region
Where this game's players are, estimated from review languages.
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