
SCP: Pale Weaver is a 2D pixel-art action-adventure. Play as a runaway anomaly: grapple with tentacles, fire silk tethers, and slow time to outrun lockdowns. Death resets the loop—your memory remains, driving you to the Endgame.
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About
SCP: Pale Weaver is a 2D pixel-art action-adventure. After a containment breach, an anomaly escapes—moving through a sealed facility by clinging with tentacles and pulling with web-lines at high speed.
Web-line grappling & tentacle mobility: Fire a line to latch onto walls and targets, stretch the body, redirect momentum, and traverse complex terrain. Alternating tentacle grabs create a distinct “monster parkour” feel.
Temporal anomaly: Dilate time at critical moments to slip through bullet patterns and lockdowns. Death is not the end—the loop resets, while retained memory and growing abilities push everything toward an inevitable endgame.
Breakout and pursuit: Foundation guards, locked doors, hazardous test zones, and runaway entities stand in the way. Unlock new powers through exploration and carve a path deeper into the facility.
Record. Escape. Tear through. Break the shell—when the loop begins to consume itself, the final outcome will be decided.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Russian, Japanese, Traditional Chinese, Korean
Reviews
[h1]我的天哪,是scp!我居然是被收容的触手怪![/h1] [h2]游戏玩法介绍: [/h2] 我们扮演的是一只逃离收容的异常生物,不过看起来可能略带了一些克苏鲁风味,长得像是软体触手章鱼类生物,但同时又有蜘蛛的蛛丝游荡功能,以及吐出宝剑的远程射击能力。 游戏操作以wasd移动和鼠标左键蛛丝游荡、鼠标右键宝剑射击为主,shift可以放慢时间进入子弹时间,另外可以Q键来使用一些道具,以及R键开轮盘功能等。 [h2]游玩感想: [/h2] 能够体验scp收容物的感觉还是不错的,战斗起来手感还行,特别是有子弹时间这个设定,但是目前也有较多操作上感觉有问题的bug或者不足之处。 [h2]遇到的一些bug和相关建议: [/h2] 1、关卡结算是采用全英文的,确实看上去很酷也很有感觉,不过我感觉可以设置里加上是否显示中文结算的选项。 2、游戏内没有字幕,这就导致有些地方混杂着背景的警报音以及剧情音,两边合在一起都听不清。我觉得可以加入字幕并且在有剧情时调低背景音。 3、有时候游戏里的那些研究人员(还有D级人员)被我干掉之后都躺在地上了,墙上全是血了,然后他们作为尸体还能在头上显示出闲聊对话?我觉得他们好像更诡异更应该被收容啊喂!我觉得可以明确一下npc的生存或者死亡状态,另外他们头上的对话由于躺在地上所以变成竖着了,感觉应该把对话小字幕做成不顺应人体方向而是固定横着。 4、当我在墙壁旁边使用攻击,同时朝着移动的时候,有时候会被卡进墙壁或者地面里面,这时候如果再移动的话,就会出现我的本体被卡住了,但是触手的一部分在外面移动的诡异情况。 5、剧情的强制动画建议改成能跳过,而且放动画的时候只是覆盖了背景,背后我正在攻击和移动,我都听到打斗声音了,突然来一段不可跳过的动画就很容易让人懊恼。 6、电梯部分的设计不够严谨,一个是留出了一条缝隙,多次尝试移动之后就会被卡进电梯和墙壁的缝隙里。另外一个就是电梯的移动有时候没上去就判定上来了,然后电梯自己走了留下我在空中凌乱。 7、死亡之后重开时会出现若干个虚影帮我一起打,我不确定这是游戏设计的帮手机制还是记忆残影啥的,但总之它们抢先一步去打boss的时候会出现血迹把整个boss都给糊满,然后我赶到之后能打boss但是只能打一点点,boss直接被大量血迹吞没,导致被卡没了,然后没有击败boss也找不到,就被卡在boss房间里了。。。 8、很多障碍物其实是不打一发宝剑前是不知道能不能穿过去的,比如墙上的一些雕刻,有些是装饰有些是障碍会阻挡,这就导致每次看到东西还得来一发宝剑试探一下能不能穿过去,攻击研究人员的时候就是,明明想着是从从容容一发宝剑干掉然后潇洒离去,结果是宝剑被障碍挡住,只能连滚带爬翻过去在缝隙里干掉他然后再回来。 9、游戏引导较弱,很多功能都没有具体说明,只能自己去摸索。我觉得可以多来点教程说明环节,刚开始只有操作和攻击指引不太够。 [h2]总结: [/h2] 《SCP:苍白织者》是一款2D横板卷轴战斗类游戏,有较多血腥画面,玩家扮演一只逃脱scp基金会收容的异常生物,本体是一只类似于蜘蛛和章鱼合体的单眼软体触手生物,能够使用蛛丝游荡和吐出宝剑射击,同时还能放慢时间进入子弹时间。通过一层层逃离scp基金会,路上还会遇到各种其他诡异的收容物,以及前来追捕的人员。可以随着剧情解锁更多能力,还可以使用技能点来强化技能。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
SCP: Pale Weaver is a 2D action-adventure platformer that offers an unusual perspective within the SCP universe by placing players in the role of a dangerous anomaly struggling to escape containment instead of a human attempting to survive one. Developed and published by why so serious?, the game embraces the eerie atmosphere and mysterious lore that define SCP fiction while introducing a fast-paced gameplay style centered on mobility, survival, and experimentation. This unique premise immediately separates it from many other games inspired by the SCP Foundation, creating an experience where players become the hunted monster rather than the investigators or security personnel. The story unfolds after a catastrophic containment breach inside a heavily secured research facility. As the Pale Weaver, players must navigate laboratories, testing chambers, security zones, and hazardous corridors while avoiding relentless personnel determined to restore containment. The environment itself becomes a major obstacle, with locked pathways, defensive systems, and other anomalies constantly threatening progress. Rather than encouraging slow exploration, the game rewards aggressive movement and quick decision-making, making every successful escape from danger feel earned. The constant pressure reinforces the sense that the facility is actively responding to your presence, creating an engaging atmosphere of pursuit from beginning to end. Movement is unquestionably one of the game's defining features. Instead of relying on standard platforming mechanics, the Pale Weaver traverses the environment using silk-like webs and extendable tentacles that latch onto surfaces and enemies alike. Swinging through corridors, climbing walls, and chaining momentum across hazardous areas gives movement an energetic rhythm that feels both fluid and satisfying. As players gain experience with these mechanics, navigation becomes increasingly expressive, allowing for creative routes through complex environments while maintaining the illusion of controlling an agile supernatural creature instead of an ordinary protagonist. Combat builds naturally upon these traversal mechanics by encouraging players to remain constantly in motion. Standing still is rarely a viable strategy, as enemies and environmental hazards quickly overwhelm careless players. The addition of time-slowing abilities introduces another layer of tactical depth, allowing players to carefully weave through enemy attacks, bypass security measures, and execute precise movements during particularly chaotic encounters. This combination of speed, mobility, and temporal manipulation creates combat scenarios that reward skillful execution rather than brute force, making every confrontation feel dynamic and engaging. Progression also stands out thanks to its narrative integration. Every failed escape attempt contributes to the overall experience rather than serving as a simple punishment. Death resets the journey, but accumulated memories and growing abilities gradually strengthen the Pale Weaver, encouraging players to experiment with different approaches during subsequent runs. This roguelite-inspired structure complements the mysterious storyline, suggesting that each cycle reveals another piece of the facility's secrets while steadily moving the player toward an inevitable conclusion. The mechanic transforms repeated attempts into meaningful progression instead of repetitive trial and error. The visual presentation successfully captures the unsettling tone expected from an SCP-inspired title. Detailed pixel art, atmospheric lighting, and carefully designed industrial environments combine to create an oppressive research facility that feels both dangerous and believable. Blood effects, graphic violence, disturbing creature designs, and unsettling audio all contribute to a mature horror atmosphere without overshadowing the gameplay itself. Although the retro-inspired visuals are relatively simple compared to larger productions, they effectively establish tension while maintaining clear readability during the game's fast-paced movement sequences. While the foundation is highly promising, SCP: Pale Weaver is still an independent project that may continue to evolve through future updates. Some players may find the challenging movement mechanics require patience before they become intuitive, and certain aspects of balance and polish could improve as development continues. Fortunately, the developer has demonstrated a willingness to refine gameplay, improve controls, and respond to community feedback, suggesting continued support after release. Overall, SCP: Pale Weaver delivers an inventive blend of action platforming, horror, and roguelite progression that offers a refreshing take on the SCP mythos. Its emphasis on fluid movement, creative traversal, strategic combat, and environmental storytelling creates a memorable experience that stands apart from many other indie action games. While there is still room for refinement, the game's strong mechanical identity and atmospheric presentation make it an easy recommendation for fans of challenging platformers, supernatural horror, and SCP-inspired storytelling. Rating: 6/10
The game opens with an interesting premise because you control a tentacle monster that escapes from confinement and unleashes chaos upon its captors. Controls are very fun, and the mechanics do not get in the way of playing efficiently. Left and right move the monster, while pressing up or down releases web that lets you stick to surfaces. The feel is more like flying a spaceship through space because there are no restrictions. You can also slow down the action, but I did not find it very useful or necessary. If you want more precision, you can also shoot web with the left mouse button, while the right button is reserved for shooting projectiles. Right away, the game shows that it is not afraid of brutality, as your swords will cut people in half or pin them to a wall, while splattering walls with gallons of blood. Progress goes through small stages in which you have to cut through enemies and traps to reach the exit. With each new stage, the opposition becomes tougher and deadlier. Scientists are quickly replaced with soldiers, who take more punishment and can still walk around with several swords stuck in them. Later the game adds tall nuns with machine-guns, drones, and robots. What makes battles a bit annoying is that enemies are an obstacle even when dead, which means your swords will stick in them instead of enemies behind them. So you will have to mash the attack button to push dead bodies out of the way and finally have a clear shot. Speaking of button-mashing, it’s pretty brutal because you can’t simply hold down the mouse button for continuous fire. To counter enemies, you collect souls from killed enemies that can be invested into usable items by activating terminals. Sadly, this part is missing translation and you have no clue what you are buying. Surprisingly, the conversations and thoughts of people encountered in stages have a translation, and there is quite a lot of text that reveals more about what is going on. In some stages, the opposition takes the form of bosses, which are very cool because they are pulled from the SCP lore. They even have their file number written on their health bar so you can search online and read more about them. You can also find some numbers for monsters that are locked in cages in the background, which you do not necessarily have to fight. However, bosses are pretty easy because you can cheat them by standing far away and spamming your sword launching attack. You will hear swords stick into the boss, but it will not shoot back at you because you are out of its field of vision. Although its health bar shows up only when you are close, you know when it is dead because the final strike will slow down the action for a second or two. Another cool thing about them is that some come with an amazing battle song with vocals that you do not expect in a game like this. But even if you die, you will restart the stage from the beginning, and you will see yourself from the previous run, just like watching a ghost driver in racing games. However, this copy is actually lethal to enemies and will kill everything you killed in your previous run. In practice, you can kill most of the stage enemies and deal damage to a boss, and then die. After respawn, you just sit for a moment until your copy does its job, after which you step in to finish off the boss. After finishing a stage, you receive a battle evaluation with a bunch of stats and an extensive report about what went on. Besides souls, your monster also gains experience that leads to a level up and a skill point, which can be invested into a small but decent skill tree. You can improve your shot power, increase defense and health, gain auto heal capability, or heal on kill. You might need every upgrade you can get because later enemies can take you out after just a few shots. It takes around two to three hours to beat the game, and you can shorten it even further when you realize that you can just rush towards the exit and ignore enemies and sometimes even bosses. There are bugs, especially with your tentacles clipping through the environment and sometimes getting caught in it, but a quit reset fixes that. The whole package is weird and fun, and mostly experimental.
期待了好久,终于出正式版了,有点小变态,很喜欢
Tried it, could use some translation or maybe english subtitles as to what's being said. Not my sort of game physics
[h1]《SCP:苍白织者》:如同标题一样苍白[/h1] 虽然不得不承认的是,从个人制作独游的角度来说,《SCP:苍白织者》在角色物理效果的实现上的确非常优秀,毕竟虽然我看不出游戏系统,但很少有人会在这种如同RPG Maker一般的画风下为游戏塞入这样一套灵活自然且快节奏的操作系统。 然而,即便套用了SCP的外壳,这部明显模仿《红怪》的游戏依旧存在着很多问题。比如游戏的地图设计过于简单直白,且不同区域之间采用的居然是带有关卡结算的断章机制,同时区域切换时的加载也并不自然。举个例子就是,玩家在单个区域死亡时,游戏会重新加载你初进入这一区域时的状态,简单来说,就比如你在初始地图中死亡游戏就会直接重新开始,而如果你已经进入了新区域,那在新区域中死亡,游戏则会从中途加载。 而在此基础上,游戏在地图的视觉效果和空间布局上采用了过于单调的设计,不仅视觉元素繁杂,会让玩家所接收到的画面信息糊在一起,简单来说就是看不懂哪里是背景、哪里是包括NPC在内的可交互物体,总之缺乏有效的信息引导和视觉提示,因此游玩下来有一种明显的廉价感。至于地图之间的衔接,由于需要断章加载,且有时甚至还会短暂卡回游戏开头,所以割裂感十分严重。在这套拙劣的设计思路下,本作自然也没能还原出《红怪》原作那种可以为玩家提供探索动力的类银河恶魔城地图的精髓,以至于只能成为一个苍白的模仿者。 而在游戏机制上,本作确实有心模仿《红怪》,因此为触手怪体态的玩家可控角色加入了大量的技能系统,包括飞行和蛛丝摆荡、以及像原作一样的尖刺攻击,但在视觉效果、游戏目标和地图设计表述不清的情况下,玩家拿到手的内容相当于是一款拥有复杂玩法、但说明书只指出了哪里是按钮的dx玩具,体验起来自然也一头雾水。 当然,与原作反套路的动作解谜逆恐怖元素不同,本作的设计核心还是更加强调动作元素,因此也在游戏中为NPC加入了一定的简单战斗模组并以此强调角色的攻击能力,同时还在此基础上塞入了一些boss战,以便玩家真的将其当做一款快节奏的动作游戏来看待。 但本作的物理模组并没有做一些必要的穿透,许多尸体和可破坏物品的残骸反而会挡住其他敌人在不影响其移动的情况下拦下玩家的攻击,十分拖累boss战以外的战斗节奏。更不用说本作的这点创新依旧拯救不了前文所说的内容表述不明的问题,所以体验下来依旧十分混乱。 至于在所谓的SCP元素上,也许作者确实在剧情中动了一些心思,但反馈到玩家这里的就只有故弄玄虚的文本、以现有SCP文档为基础牵强附会做出的可互动内容以及一些不考虑逻辑就塞到地图中的热门SCP项目的彩蛋,让人感觉游戏对题材的体现只涉及到了一点皮毛,并不能像《这里没有逆模型部》甚至是《控制》这种哪怕通篇都在利用SCP的概念、但就算不需要提到SCP也依旧能展现创作魅力的作品一样体现SCP要素在这部作品中的必要性。 因此作为一款独立游戏,我承认这部作品的操作的确非常优秀,绝对超越了绝大多数同定位作品在游戏动作机制中投入的水准。但在内容上,《苍白织者》过于混乱的表述和实际上较为复杂的机制,也让整部作品的体验变得像标题一样苍白无力,着实有些可惜。 [quote]关注「[url=https://steamcommunity.com/groups/45531088] 鸢尾花 [/url]」[/quote] [u][b] 致那一朵未至鸢尾花 [/b][/u]
[h1]基金会又又又又收容失效啦[/h1] [h2]关于游戏——这次我们将主宰恐怖[/h2] 大部分人聊到SCP系列的时候,脑中第一反应肯定都是那些常人无法理解的恐怖事物。而与这方面相关的游戏,也绝大部分是以D级人员的身份来体验危机事件,随着收容失效,恐怖的东西扭曲进黑暗之中等待着你的到来。但这一次的《苍白织者》反而有些不太一样。 因为这一次,你将主动扮演SCP,想办法逃离基金会的掌控并大肆杀戮。从游戏的画面以及主角的外观与特性来看,本作在某些方面可能是受到了《红怪》的启发。 在游戏中,我们扮演的生物是一种白色的,类似于蜘蛛与章鱼结合的软体生物,它可以射出蛛丝前往任何地方,移动起来相当迅捷,它不仅可以吐出可以将人轻松大卸八块的白色钉子,还可以吐出某些特殊的物质将人高高吊起。不过游戏中我们虽然作为SCP,但其实很容易就会被打死,甚至在流程中我们还会遭遇其他的收容物,例如大名鼎鼎的小花生实际上就在开始没多久的下层。 当而死亡之后我们依旧可以保留在流程中获得的能力,让下一次的逃亡更加顺利。 [h2]还需要继续磨练的一些地方[/h2] 虽说游戏的整体想法都很不错,但现阶段依旧存在着一些缺点还需要进行改进。像是游戏中的背景播报是中文,但每个研究员嘴里说的却是英文,而且每个角色死亡时的声音都挺大的导致完全听不清楚他们在说什么。 其次,部分场景中的障碍物辨识度偏低,不少物体乍看之下与背景融为一体,只有主动攻击后才发现原来是可破坏或可交互的物件。这种设计容易影响探索体验,希望后续能够通过调整美术表现或增加提示来改善辨识度。 最后,电梯的碰撞判定似乎也存在一些问题,偶尔会出现将玩家卡出地图或挤出电梯的情况,体验上多少有些影响,希望后续更新能够一并修复。 [h2]总结——一场血腥的杀戮与逃亡[/h2] 这是一款以SCP异常收容物为主角的作品,我们终于不再扮演体验恐怖的主角而是恐惧本身。白色蜘蛛般身形的怪物拥有高速移动、蛛丝摆荡以及各种残忍的攻击方式,在基金会设施中一路杀出重围的过程相当爽快,也能明显看出《红怪》对本作带来的影响。不过,目前游戏仍处于需要继续打磨的阶段。但就从目前的游戏品质来看,已经是很不错的了,如果喜欢《SCP》或者类似于《红怪》那样扮演怪物屠杀人类,本作还是很值得体验的。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
有一定特色的游戏。一些基本功方面,如按钮布局,音效配合,易用便捷,跟手响应等,能看出来作者的心意和付出;对于一个小厂来说,能呈现出这样的效果已经ok了,个人感觉也可以,可以推荐。如果还在犹豫,可以看看更多评论和商店演示,是骡子是马再多多感受综合评估一下,到那时再决定是否入库吧。 we need cloud save, Ach. 我们需要云存档,成就。
机动特性,血腥效果都不错。 字号太小,语音听不清。转场时会先闪回当前关卡起点。 死亡转场突兀,不知道是赢了还是输了还是咋回事了。 左键一会是变眼球一会是变锁链,右键普攻比较奇怪。其他键位也有点奇怪。 美术和特性很突出,但是缺少有效教程和目标指引。 比如让我按Q抓取的时候,我以为抓取道具,抓取尸块,我都试了,结果好像是抓房顶拉动自己身体过去? 很多令我困惑的地方,感觉底子挺好,如果是EA发售再进行大量优化就好了。 任务栏的图标和名称还是临时项目,没更新。
从收容失效的设施往外逃,操控的是一只逃脱的异常生物。白色触手在高墙间吐丝穿行,用蛛丝拉拽自己贴上天花板,再以弹射的利刃把守卫钉在墙面。移动和攻击的机制初上手时手感扎实,子弹时间激活的瞬间尤其出彩,丝线在弹幕中划出的轨迹让高速跑酷有了清晰的视觉支点。关卡沿途散布着其他收容物,基金会标志性的小花生出现在下层区域,这些彩蛋对SCP爱好者来说有一定吸引力。 敌人从手无寸铁的研究员逐步升级为持枪士兵、机枪修女和无人机。技能点解锁的新能力给了重复挑战的动力,死亡后保留记忆的循环降低了试错成本。这套循环被大量技术瑕疵打断。攻击贴墙时角色会卡进墙体,触手的一部分留在墙外移动;电梯判定前后矛盾,有时没站上去门就关了,有时人被挤进缝隙直接穿模。死亡复活的虚影偶尔抢先冲进Boss房间,血迹特效糊满屏幕,Boss被粒子吞没后既找不到也打不到,直接把人卡死在房间里。 音频层面同样粗糙。背景播报是中文,角色嘴里说的却是英文,警报声盖过一切对话,没有字幕辅助,剧情信息几乎全靠猜。可交互物体和纯装饰的辨识度偏低,很多障碍不打一发试探就分不清能否通过。尸体留在地上会挡住后续射出的利刃,清理尸体需要反复点击攻击键推开,连射不支持按住鼠标,节奏断裂感明显。过场动画强制播放且无法跳过,播放期间背景的战斗仍在进行,切回操作时已经身处险境。引导也偏弱,不少功能缺少说明,只能自己摸索。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
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