B1Floor B1
Technology
Two engines built by Blackout Innovations run SCP: BLACKOUT. BARE is the game engine: movement, weapons, bullets, animation, physics, dialogue and lighting. Sound3DX is the sound engine: what you hear, from where, and through which door.
The game engine
BARE is the engine under SCP: BLACKOUT, built by Blackout Innovations on top of Roblox. It runs everything between your input and what happens on screen: how you move, how your weapons fire and where the bullets go, how bodies react, how characters talk to you, and the air you see it all through.
Each system keeps its tuning in data and has its own off switch, so one can change without breaking the others.
Movement
A procedural layer over the character's animation: momentum when you start and stop, a lean into acceleration, feet that stay planted instead of skating, and a dip when you land. Aiming steadies the upper body, so the gun holds within half a degree of the camera while you strafe.
Weapons
Guns with attachments, frag grenades and flashbangs. The server decides every hit and rewinds targets to the moment you fired, so a shot that was on target on your screen lands. Eliminations, assists and broken armour each get their own feedback.
Casting
Bullets are simulated, not instant. Each one travels through the world and can ricochet off hard surfaces at shallow angles or punch through cover, losing power as it goes. Projectiles are pooled, so heavy fire stays cheap.
Animation
Every clip blends: one-shots ease out while still moving instead of freezing on their last frame, and crossfades are matched so nothing dips. Characters act their lines with a procedural face and gestures: lip-sync from the text, blinks, gaze and eleven emotions.
Physics
Shots move bodies. A character that's hit flinches, staggers and catches itself with a step, or falls into a ragdoll that keeps some muscle when it's overwhelmed, then gets back up from the exact pose it landed in. A kill shot pushes the body the way the bullet went.
Dialogue
Conversations play like scenes. The camera picks a framing, over the shoulder, three-quarter or close, that keeps the speaker's face in view and stays off the walls. The HUD clears, and the subtitles show whether a line is speech, radio, intercom or the facility PA.
Lighting
Volumetric fog shaded by the facility's own lights: haze under the fluorescents, red scatter round an emergency lamp. Every room has its own air, the fog clears under open sky and thickens when Site-01 goes to lockdown, and three quality tiers keep it in budget.
Measured in Roblox Studio between 26 and 31 Oct 2026. BARE's volumetric lighting builds on Volumika's particle technique.
Sound3DX
Sound engine for the Roblox Advanced Audio API
Roblox plays the audio. Sound3DX decides what plays, where each sound comes from, how loud it is, and which way it reaches you. It's a set of ordinary Luau modules on the player's device: no plugin, no web service, nothing loaded from outside the game.
It feeds every 3D sound into Roblox's acoustic simulation, where walls muffle sound, sound bends round corners and rooms get their own reverb, then adds what the engine doesn't do on its own.
Carries as far as it should
Every sound has a distance profile. A footstep fades out by 60 studs; a gunshot carries to 400.
Through open doors
A sound in another room reaches you through the open doorway that lets the most through, not through the wall. Close the door and the simulation muffles it again.
Ambience per room
Each room has a preset: looping beds plus random details like creaks and drips. Presets crossfade as you move, and a lockdown or breach reshapes all of them at once.
A mixer that listens
Seven categories with their own sliders and a night mode. Dialogue ducks the music and ambience under it, the strongest duck wins, and every change eases in and out.
Footsteps and weapons
Material banks that never repeat a sample twice in a row, two voices that take turns so steps don't cut each other off, and a suppressed profile for silenced shots.
An honest off switch
Turn the engine off and the same calls play plain Roblox sounds from the same places at the same volume. Bypass it at runtime to hear the difference.
Figures from the 31 Oct 2026 build, measured in Roblox Studio. Sound3DX runs on the Advanced Audio API; acoustic simulation is Roblox's own and is used where the game turns it on.
Sound3DX is licensed to select studios
It isn't sold publicly. If you're building on Roblox and want it in your game, write to the studio with what you're building.
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