SCP: Shellshock Devlog #9
Hello Everybody. I been working alot on SCP: Shellshock. Here are some of the things I have created since the last devlog.
Since the last devlog, I have created two new areas and a bunch of new utility items. The first new area is the biggest sub-sector and most detailed area of light containment, The ANTI-Kill Sector, located in Light Containment, Sector B. The ANTI-Kill sector is an area relating to the Site 23 Neutralization and SCP Security Program's project, the ANTI-Kill program. The goal of the ANTI-Kill program is to take down invincible SCPs such as 682 and 096.

The most detailed area I have created out of the new places, is the ANTI-Kill Sub-Sector. The ANTI-Kill Sub-Sector is a Sub-Sector of Sector B of Light Containment or the "Working Sector". The ANTI-Kill Sub-Sector is home to the ANTI-Kill Program.
Here is a part of the lore I have created for the ANTI-Kill Program:
"The ANTI-Kill Program is currently the main project of the Site 23 Neutralization and SCP Security Program. ANTI-Kill stands for Anomalous Neutralization Threat Initiative Kill Program. The “Big Destroyer” or the EUD-2 is a device that is designed to destroy so-called immortal SCPs, powered by the ANTI-Kill. The EUD-2 is a large device that consists of a chamber and a giant upheld device. The chamber is where the SCP is placed. The giant upheld device pointed at the chamber is the EUD-2. The EUD consists of the giant particle accelerator that charges up and then loads the particles into a chamber then fires based on the ANTI-Kill Artificial Intelligence."
Seeing the EUD-2 for the first time is a "holy shit" moment, in that, "what could this big machine be?". You have no clue what this machine is when you stumble across in your first playthrough. It presents itself as a monster in the dark, even though it has no harm.



Along with this new sub-sector comes more new Light Containment Rooms. These rooms are more interesting and play around with new props and textures. I am currently experimenting around with new architectural styles for rooms, along with new enemies to give Light Containment a more interesting feel. Here are some editor screenshots of these new rooms.



Now, lets talk about the new items I have created. I want SCP: Shellshock to be a gameplay expanded version of SCP: Containment Breach. This means adding more items, interesting levels/gimmicks, enemies, and survival systems. I have been doing this mainly through the use of new enemies and levels, which create intense situations. I have been focusing on adding new items that give the more player more survival options. These new items include different kinds of helmets, gas masks, and adrenaline shots. These items come in different tiers and will be found in the maintenance tunnel armories across the different containment zones. Speaking of maintenance tunnels, each containment zone will have their own maintenance tunnels. I have began to create maintenance tunnels rooms and here are some screenshots of them.



Anyways that all I have to share currently for SCP: Shellshock. See you guys in the next post.
SCP: Shellshock
| Status | In development |
| Author | Disposable Studios |
| Genre | Survival |
| Tags | 3D, Atmospheric, First-Person, Horror, PSX (PlayStation), Retro, scp, singlep, survival-h |
| Languages | English |
More posts
- Devlog #9 Teaser34 days ago
- SCP: Shellshock Devlog #852 days ago
- SCP: Shellshock Devlog #7 - Working Sector70 days ago
- SCP: Shellshock Devlog #6: Menus88 days ago
- SCP: Shellshock Devlog #5: Sound96 days ago
- SCP: Shellshock Devlog #4: Employee Sector Part 2Jul 18, 2025
- SCP: Shellshock Devlog #3 - Employee SectorJul 17, 2025
- SCP: Shellshock Devlog #2 - Items & other stuffJul 11, 2025
- SCP: Shellshock Devlog #1 - The StartJul 07, 2025

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