The FNAF Fan Game That Took 7 YEARS to Make….

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SCP the endurance is a FNAF fan game that has been in the works since 2015. the developer started this project to try and combine their two favorite games SCP and Five Nights at Freddy's and use this project to learn more about game development in 2018 the game was actually revived after it had been put on hold and now here we are in 2022 with the game being fully released just from what is shown on the game Joel page the game looks really cool mixing that classic office style FNAF gameplay with the disturbing facilities and entities seen in the SCP Universe the game feature is very unique gameplay that is unlike any other fan game I have played before like what other fan game is gonna have you playing Tic-Tac-Toe to keep yourself alive the game also has some really surreal unexpected sequences that will really catch you off guard as well as a very unique and Visually appealing style and some really cool pre-rendered cutscenes which tie the game's narrative together perfectly oh yeah and it also features one of the most rage inducing nights I have played in a FNAF fan game where they straight up had me trying to code while also trying to not die from like seven different enemies but you'll have to wait towards the end of the video to hear me talk about that anyways without further Ado let's jump into SCP the endurance to see if the seven years of development was really worth the wait foreign starting our new game we immediately get hit with one of the coolest intro cutscenes I have seen in a fan game this cutscene depicts a commercial for something run by the SCP Foundation titled the endurance the endurance is a brand new program which allows class D Personnel to work on a few faulty areas in the facility in exchange for a chance to gather additional food and possibly even make it out of solitary confinement this whole cutscene is done in a really cool corporate style animation which is accompanied by a narrator and some very fitting music the whole thing just has a cool tone to it and is executed perfectly it's not boring at all and doesn't waste any time getting you hooked straight away which I really appreciated right after the cutscene ends we load into our very first night of the game and this one serves as more of a tutorial than an actual night featuring a phone guy who guides us around our office for the very first time he teaches us how to turn our power on and off how to turn our computer on and put in the password and also teaches us about the cameras in this game there are three floors to the facility yes three floors we learned that on cam 2D when clicking on this generator we are able to turn off our ventilation this will save us power but we'll need to be rebooted every once in a while to help us maintain oxygen we also learned that there are two doors on floor e in the cameras you can only close one of the doors at a time and this will become important later we are also introduced to the mask of scp-035 which allows us to fool one of the enemies in a later night one other thing to note which our phone guy doesn't mention as it's pretty obvious is that we have a singular door to our right with a button to close it as well as an open vent to our left and a hallway right in front of us after this brief introduction to the game's mechanics the night soon ends and we move on to Night 2 where the real game actually begins and during Night 2 we actually get introduced to a lot of different scps the first SCP we are introduced to is this Teddy Bear right here who goes by the name of scp-1048 we can actually see a description of these scps on our computer screen by entering the entity library or visiting the extras menu scp-104a is described in the entity library to be a small teddy bear who is capable of moving on its own and is able to communicate through a small range of gestures the subject often shows affection to individuals which is given by a hug to their leg but this SCP is also seen sometimes dancing or jumping in place and while this SCP seems rather harmless at first in game it can actually seriously screw over your run so the way scp-104a works is to save power in the game you are able to actually turn off your computer similar to how you would turn off the ventilation 1048 will appear in the hallways similar to how foxy does in FNAF 2 you and will slowly get closer and closer to the office you will need to spam your flashlight on them to move them back to their original location as failing to do so will result in the bear appearing in your office and sitting on your computer if this happens and your computer is already shut off you will no longer be able to turn it back on which basically screws over your whole run if the PC is on however you can refrain from turning it off for the rest of the night and still have a chance at survival this is probably the easiest enemy to deal with but can still screw you over in some certain scenarios other than this though there are four more scps introduced in this night SCP-173 begins on this camera right here and needs to be monitored similar to Foxy infinite 1. SCP-173 can only move when it is not being looked at so you must make sure you check the cameras from time to time failing to do this will result in 173 moving up a singular camera and if you allow 173 to make it far enough in the building it will eventually make it down to the second floor and crawl through your vent appearing on the left side of your office if this occurs you're basically dead you have to keep eye contact with 173 the entire time to make sure you don't get jump scared but when also trying to juggle your other tasks this is practically impossible this is a really cool mechanic though in my opinion as say it's like 5am and you are very close to beating at night you can still watch over 173 in hopes to stop them for long enough in order to reach 6am which adds a really cool aspect to the character kind of like a final chance of survival even though you already messed up 173's origin is unknown it was founded in 1993 and is constructed from concrete and rebar it is an extremely hostile object and is said to attack you by snapping your neck or strangling you which is exactly what it does in its jump scare the third at SCP introduced to us is scp-106 instead of appearing like the other scps win 106 appears you will hear a sound queue accompanied by a black orb floating in one of the corners of your office this means that you need to put on your mask and wait a few seconds for it to go away failing to do this however will result in one of the most surreal things to ever happen in a FNAF fan game to occur here I'll just let it play out right now foreign yeah so after getting jump scared instead of actually dying we are brought to a first person parkour section and the reason I say this is so surreal is something about the transition from 2D classic FNAF style gameplay to 3D parkour is just so jarring but not in a bad way this just had me so caught off guard the first time it happened but had me really curious to see what there was to explore in this area thanks to the game being made in unity it is able to have a fully explorable first person area which gives this game a really cool layer of variety in this parkour section we are able to find a few different skeletons lying around along with three different parts of a ripped up paper which have a code on them this will come in handy during the final night of the game though and help us unlock the true ending also in this alternate Dimension we are actually given a chance of redemption instead of immediately failing the night we actually come back to life if we are able to parkour without falling and find this portal this brings us back to our office where we can pick up exactly where we left off if we fail the parkour however we fall to our death and the night is over such an interesting and unexpected mechanic for a character this definitely was one of the most standout moments in the game in my opinion scp-106 is described in the entity library to be an elderly humanoid who is not agile and will stay motionless days at a time waiting for somebody to prey on when attacking scp-106 attempts to incapacitate its victim by damaging their major organs muscle groups or tendons where they will then drive them into its pocket Dimension scp-066 tessar reflexes by making us react quickly whenever they try to get into our office every once in a while during the night you will hear banging in the vents meaning that 066 is getting closer to the office after this at any moment a vent towards the top of the screen can come undone we must flick our Mouse as fast as we can and close this event before zero six six plops down onto our desk this game does not give us a lot of time at all to react so whenever you hear this SCP entering the vents you will be on edge the entire time just waiting for that event to come open which can severely impact your run if you let the stress get to you and focus only on the vent when you should be doing your other tasks similar to 173066 won't kill you immediately and will actually just sit on your desk for quite a bit of time before eventually triggering a very loud noise this loud noise increases the AI of all the other scps for Knight two and three we don't really have to worry too much about this one but it is still good practice to be closing those vents every time they open I'll tell you right now nothing is worse than losing a run to whatever this thing is right here the description for scp-066 describes it as a massive braids yards and ribbon strands of scp-066 may be taken individually and manipulated when this is done a note on the diatonic scale c d e f g a b is produced by this object yeah I'm not even going to pretend like I know what that means for the final SCP introduced in I2 we have scp-860 who will be seen staring at us in the cold Forest through our right doorway every once in a while we will hear a breathing noise indicating to us that they are about to strike from here we must close our door quickly as failing to do so will result in us getting jump scared this one is not too hard to deal with on its own but does cause problems involving power management in the later nights as having the door closed for too long eats a lot of power this scp's description is actually very interesting as it's actually just a blue key when this key is used to unlock a door the door leads to a small Forest Clearing instead of the door's usual destiny Nation this explains why there is a snowy forest in the middle of an underground facility the description also states that the trail inside of scp-8601 will lead you to another door attached to an infinite concrete wall and this door will actually lead you to your normal destination this is just such an interesting idea for an SCP and just a quick disclaimer guys this is one of my first exposures to the SCP universe so learning about these characters for the very first time is just really fascinating to me so I hope you guys don't mind hearing these descriptions as I'm not sure how many people have already heard of these characters anyways that is all the enemies that are attacking us during Night 2 and despite pushing four different scps on US during technically our first night this one isn't too hard at all they're pretty lenient on the amount of power you can use during this night and the scps aren't very active 173 moves very slowly and doesn't need to be checked on too often zero six six is pretty easy to get rid of for now and most likely won't kill us even if they do appear in our office and the other scps like 106 and 860 only attack like once or twice during the night so giving us this night to get settled with all the mechanics was a perfect decision on the developers part in my opinion hey by the way if you're enjoying the video so far please consider subscribing it means the world to me night 3 is where the game really starts picking up speed starting from now on we need to make sure we are conserving power as much as possible this often involves turning off the ventilation and only turning it on temporarily to regain oxygen before once again turning it off we can also save power by doing stuff like turning off our PC every time 106 comes in the room as that time we spend in The Mask we won't be able to be on the computer anyways we also need to be checking in on 173 more frequently as it is actually able to reach our office pretty fast in this night on top of all of this we are introduced to yet another SCP who adds another thing to worry about this is scp-079 who appears in the form of this screen that we can look at on the far left of the room scp-079 asks us to play a game of tic-tac-toe with him so now throughout the night we must also try to win or Draw games of tic-tac-toe in order to prevent them from killing us ignoring the game completely or not making a move quick enough will result in 079 shutting off all of our systems which when unexpected can completely screw you over but having a task that requires you to actually sit there for a few seconds planning out your turn can be a huge distraction when you are worried about other things like the ventilation and also checking in on 173 this night requires you to be on your toes the entire time and really test your ability to remember all the mechanics needed to survive the difficulty ramp up is per perfect in my opinion though as it wasn't too hard but did take me a few tries to get through this Knight is perfectly challenging while also not being too punishing zero seven nine is described in the entity Library as an exedy sorcerer micro computer that was built in 1978 in 1981 a now deceased college student attempted to code an AI that would continuously evolve and improve over time the student then moved on after completing the project leaving 079 in his cluttered garbage you can also sometimes throughout the game randomly see zero seven nines face glitch onto the cameras kind of like the hallucinations in FNAF 2 which is just a really cool detail in my opinion seeing and try to interfere with your camera lines up perfectly with its description so it's a very fitting scare to put in the game night 4 continues to ramp up in difficulty this time forcing you to be even more conservative with your power while also introducing the last two scps you will need to face off against the first of these two scps is zero four nine or as most people know them the plague doctor zero four nine will appear in the bottom floor of the facility in the cameras and will roam around for a little bit before approaching one of the two doors you will need to monitor zero four nine throughout the night and close the appropriate door to prevent them from reaching the second floor as failing to do so will result in your death although his jump scare is pretty funny he kind of just leans in and stares at you only one of these doors can be closed at a time but luckily they don't use up any power I never really had any trouble with this one but it still does add a lot of stress to the night sometimes it feels like you don't even have enough time to be checking other cameras other than SCP-173 and the ventilation which can add a lot of tension to those moments when you are checking in on them 049 is described in the entity Library as a humanoid who Bears a medieval plague doctor Mask The Robe zero 49 is wearing is also said to be actually grown out of its body over time which makes it indistinguishable from whatever form is underneath it 049 is capable of speaking in various languages but tends to use either English or medieval French for the final SCP introduced to us in night 4 we have scp-096-096 will act a lot like golden Freddy randomly appearing in your office or in a camera if you see 096 Crouch down in a camera you must immediately flick the camera down in order to prevent your death this makes you have to be more aware of what you're looking at on the cameras in order to spot if this entity is hidden in the shadows if you see this SCP hunched over in your office however you must flick the camera up to get rid of it which isn't a problem on its own but when paired with other entities like 106 and 066 it can feel like you have barely enough time to execute all the movements necessary in order to survive which I find to be a perfect addition as these SCP mechanics don't overlap with any of the others and add yet another layer to the already fast-paced reflex based gameplay this night was extremely sweaty and took me a long time to beat but it is far from the hardest challenge this game has to offer Knight 5 introduces no new entities to the game but serves as a final test before night six every AI is ramped up to almost the max which makes this Knight a stress-inducing chaotic experience where you will be trying to balance so many different things you need to focus on conserving your power watching over the doors on the third floor reacting to the vent flashing your light on the hallway closing the door when necessary flicking the camera down when you see one zero six and playing Tic-Tac-Toe in a constantly difficult six minute night this took me many many attempts to beat but after feeling it it felt like I had truly mastered the game's mechanics one thing I really like about SCP the endurance is it does not rely on RNG mechanics at all during the game every single death felt like a lesson learned and now that I have completed the fifth and final night I feel like I can do it again it doesn't feel like a luck based game but a game about Precision planning and execution which definitely does take away from the horror aspect a little bit but makes the gameplay overall an amazing and enjoyable experience [Music] thank you [Music] thank you [Music] now that is where the main game ends however if we want the true ending we must do a few extra steps to get it and this is by far the hardest part of the entire game and even maybe the most challenging thing I've done in a fan game so remember those papers we were able to collect in the pocket Dimension well we are able to take those three papers on the wall and piece them together in order to form a code with this code we can go in on night six and enter this into the computer which will begin the path to the true ending after this typing run power manager on the computer will unlock a whole new screen on our second monitor now to get the true ending we must type various code prompts on this screen in order to activate the elevators needed to escape and this is no easy task this straight up had me bashing my desk from how difficult it was everything needs to be executed perfectly or else you will die not only do we need to defend ourselves against every single SCP we have to deal with during night five but we now must do that while also balancing all of these coding sections thankfully there was a guide on YouTube which helped me figure out this confusing mess of a true ending but even then it was still so difficult I'm not even sure how to fully explain this Knight but I'm gonna do my best so basically we need to First deactivate the elevators allowing SCP-173 and scp-049 from being able to reach us which will get rid of two threats we would have had to deal with we then need to deactivate three cameras on this floor right here and then activate three elevators before activating the two we shut off at first which allows us to click on the hallway and wait to turn an elevator on or off we must use the information on the left side of the screen to type the proper code these codes need to be entered perfectly and can be extremely hard to type well under the immense pressure the game puts you on this section had me feeling like I deserved a computer science degree after completing it the way I was putting in these codes after many painful attempts though I eventually had the full strategy mastered and executed the true ending which gives us our final cutscene of the game I have stayed in this cursed place for far too long I know how to deal with these creatures [Music] but all it takes is one slip one mistake and I'm gone [Music] I've been risking my life for years [Music] I'm not afraid to risk it one last time foreign overall I would say the SCP the endurance was absolutely worth the wait you can truly feel the level of detail and passion that was put into this game things like the entity Library void sections and the secret endings add so much character to the already great experience the gameplay while not very scary to be honest Phil absolutely Flawless to play this is a fan game based on strategy and execution more than it is based on being scary but that is honestly fine by me if you like mastering these types of games you will absolutely love SCP the endurance the visual style of the game is also really Charming to me all the scps have very unique designs and the facility location doesn't look like anything I've seen out of another fan game the game also has extras and a custom night to perfectly wrap up the game into a nice content complete package if I had to score this game out of 10 I would honestly give it a 9 out of 10. as I truly think the gameplay is perfectly balanced even the sixth night I think it should stay how it is even though it is extremely difficult you feel absolutely amazing after completing it I recommend anyone who seeks out to play these fan games for themselves to definitely check this one out it's definitely not one that should be looked over anyways thank you all so much for watching the video If you enjoyed please consider subscribing it means a lot to me and I will see you all with the next video peace foreign
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Channel: PlainTrace
Views: 647,609
Rating: undefined out of 5
Keywords: PlainTrace, Fan game, fnaf, fnaf fan game, five nights at freddys, deleted, disturbing, disturbing fnaf fan game, scariest fnaf fan game, SCP, scp: the endurance, scp the endurance, scp fan game, scp fnaf, 7 years fnaf fan game, rage fnaf fan game, hard fnaf fan game
Id: D2pCPr7nAko
Channel Id: undefined
Length: 24min 8sec (1448 seconds)
Published: Tue Mar 07 2023
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