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SCE Protocol

"You volunteered for this." Hunt horrors, hiveminds, & monsters to eradicate them one by one.

File Details

SCE Protocol Build32.1.zip

  • B
  • May 4, 2026
  • 897.78 MB
  • 103
  • 1.20.1
  • Forge

File Name

Containment Protocol Build32.1.zip

Supported Versions

  • 1.20.1

Back up your worlds and saves and stuff!

Update Highlights

  • Performance improvements across the board (this sadly means some cosmetic mods have been disabled (for now at least), but better candidates are being tested for next update)
  • Cool new World Events to spice up gameplay and give players more to think about; these events can be stopped PERMANENTLY by completing certain Quests!
  • Quick Kits added for instant, powerful loadouts (with cooldowns for balance; the cooldowns might be WAY too short right now, lol)
  • Coins no longer drop from your inventory when you die (unless you have them in a backpack), so have no fear on your travels! Flex your riches and use them to buy Tactics on-the-go or buy recovery supplies after a death!
  • Day/Night cycle increased to 30 minutes each! Less "Stop what you're doing and sleep to avoid Horrors" fatigue

Combat & Tactics

  • Missiles now land with randomized timing (less predictable, more chaotic)
  • Cluster Barrage optimized to reduce lag
  • 18 new Tactics slots added (I.E. more room for more Tactics to be added later)
  • New bridge call-in added
  • Scoreboard improved and renamed to "Info" to cover Tactics as well as general things like active events & event coordinates
  • Added clickable text that redirects to applicable quests for certain Tactics' unlock requirements
  • New "Tech Market," which basically just serves as a hub to more-easily see what you can make with Create, and a quick verbal description of what each part does, as well as a shapeless crafting option for each part
  • New "Quick Kits" in the (renamed) "Supply Drops & Quick Kits" section under "Tactics":
    • Recon for surveillance, as well as self and team mobility
    • Field Medic/Survivalist: Set up treatment tents, provide cover and support from afar, crucial healing, etc.
    • Demolitionist (boom)
    • Soldier (pretty well-rounded "Deal dmg, eat hot chip, survive" build)
    • Engineer (quite powerful. "Erectin' a sentry! ...and an... entire building")
    • Occult (possibly the most versatile and utility-focused kit, allowing you to teleport potentially great distances, move quickly, summon support, cheat death, etc., but it requires some set-up, dedication, and knowledge to get its FULL value and potential!
    • These are all designed to just give players a taste of what's possible in this mod pack, without forcing them to stumble upon it first, or read a bunch to realize it's there, and hopefully without relying on these kits too much; I hope players will be inspired to create this gear (and more) themselves once they see what's possible, because these by no means give the strongest gear.

World & Events

  • New events that happen occasionally, then naturally subside after a while. They're all temporary, avoidable, "Eradicatable," and/or optional:

    • Scorching Sun (during these days, stay in cover from the sun's harmful rays)
    • Scorching Earth (watch your step)
    • Horde Defense (optional enhanced horde challenge)
  • Sky Arena fixed (mobs now spawn correctly)

  • Underground Rescue Event improved with closer extraction points and consistent coordinates

  • Better event warnings, UI, and guidance overall (but this is also part of what the scoreboard update does)

  • Ice Maze now has a quest to guide players (about time, tbh)


Economy Changes

  • Again, coins no longer drop on death
  • Added Farmer’s Market for selling crops, food, and more
  • Gambling is now quick and ready-to-use (just find the gambling section under Misc.)
  • Expanded currency exchange options (so we can get change for larger coins, and spend more coins for more XP)
  • "Ammo" and "Explosives" category unified into "Munitions"

Day/Night & Horde System

  • Full cycle is now 1 hour (30 min day / 30 min night)

  • Night warnings are less frequent and fade over time

  • Added an audio queue to warn when true Horrors can begin manifesting at night

  • Horde triggers reworked/new triggers added:

    • Being in bright light at night can trigger hordes
    • Being in the open around high noon can trigger hordes (high sun; high visibility)
      • New on-screen buildup bar before hordes trigger from the above conditions
      • Always remember: You have the "Horde Inhibitor" Tactic! Buy them and use them if you don't want to worry about exposure-based Hordes as much!
  • Midnight XP bonus rebalanced to fit the new 30-minute nights (longer duration, but a lower XP increase)


Vehicles

  • Vehicles no longer self-repair
  • Infinitely generating railways were planned for this update, but have been disabled due to instability based on vote feedback
    • This may return in a future update once issues are resolved

Progression & Survival

  • Players now start with a Sewing Table and Smithing Table
  • Starter Backpack and Tool Belt are now Soulbound
  • Added clear explanations for certain effects and how to clear them
  • Reduced sanity penalties from damage and pet deaths

Mobs & Difficulty

  • Enemy NPC headshot damage reduced
  • Humanoid Faction NPCs (the ones with guns) spawn slightly more often in cities
    • The goal was to make cities and areas with zombie spawners still feel chaotic and challenging, but not like you're being one-shot instantly by the NPCs with guns
  • New Eradication questline that prevents the Humanoid Factions from spawning near zombie spawners
    • Once Eradicated, zombie spawners may see a bit of a resurgence
  • Corpse Fly can now be eradicated, allowing safer consumption of Rotten Flesh! Hooraaaay! :D

Fixes & Improvements

  • Many bug fixes and stability improvements, again
  • Fixed various quest progression, visibility, and reward issues
  • Fixed event logic issues (including Scorching Sun timing, i HOPE)
  • Talked with the "ReviveMe!" dev, and they've potentially given us a handy crash/instability fix just in time for this update! Hooraaay again! :D
    • Adjusted some "ReviveMe!" configs, such as the timer not resetting on damage, and not needing to look right at whoever you're reviving the whole time

Other

  • More Distant Friends skins added
  • Updated main menu with a custom terminal-style UI to match the title. Still could use some work, but it's quaint right now, I think.

Notes

  • Some content was removed or replaced to improve performance
  • Rail systems and other unstable features are still under review