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SCP: Fragmented Minds on Steam

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You arrive at Mars Site-113, a decaying monument to the SCP Foundation's ambition—and its failures. Once the most secure facility, now a cradle of horrors calling you to uncover its secrets. Face relentless anomalies, humanity's darkest truths, and a mission that demands survival above all else.

SCP: Fragmented Minds is a early access, multiplayer and horror game developed by HST Studios and published by indie.io.
Released on January 27th 2025 is available only on Windows.

It has received 842 reviews of which 780 were positive and 62 were negative resulting in a rating of 8.7 out of 10. 😎

The game is currently priced at 9.49€ on Steam, but you can find it for 3.69€ on Eneba.


The Steam community has classified SCP: Fragmented Minds into these genres:

Media & Screenshots

Get an in-depth look at SCP: Fragmented Minds through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-10400F
  • Memory: 8 GB RAM
  • Graphics: NVIDIA® GeForce® GTX 1060 6gb
  • DirectX: Version 12
  • Storage: 40 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

2 hours played
Aug. 2026
Recommended, with reservations. I like this game a lot so far, and it's come a LONG way since the first early release. That said, to any game developer: Checkpoints or any lack of ability to save the game when I want is a showstopper for me. If I have to go back and replay the last 10, 15, 30 minutes because of some BS game mechanic, you can go to hell. I just quit the game and will likely not come back to it because of this checkpoint BS. "Save stations" are infuriating. If you can implement those, you can trigger the same behavior with a keybind. F5 and F9 are the standard quick save/load combination, and a save option in the pause menu is standard. Please implement it before 1.0 release. TL;DR: Voluntary game saves don't exist. Wait to buy if that's an issue for you.
5 hours played
May 2026
I really like this game. You can tell just by looking at it that the developers care a lot about the vision they have for this, the environments and models are excellent, the performances for characters are well done and the game largely feels very smooth and snappy to play, especially in Chapter 2. I'm very familiar with and a big fan of the SCP Wiki source material and seeing the spins the developers have put on new/old articles is really cool and speaks to a depth of understanding of the sources. The dark future we're seeing only a fragment of through the ruined Site-113 with its entire crew complement left for dead is also a joy to explore (the museum was awesome for this purpose and a real highlight of an area). However, when it comes to the actual moment to moment gameplay is where the experience starts to grate on me. Chapter 1 is a really egregious and probably the best example of this. The vast majority of the experience is spent navigating the abandoned interiors of the outskirts of Site-113 and then the maintenance tunnels that connect you to it directly, with some forays onto the Martian surface. How this plays is a lot of large empty areas that look very nice with not much to do besides walk through them, interspersed with areas where you need to sneak around/confront the SCP-3199 instances that have infested the tunnels, with various 'navigate-this-weird-room' / 'power-the-locked-door' puzzles sprinkled in. There's a boss battle and an escape sequence to cap these off before the chapter ends. All in all its a very linear romp that feels largely the same through the whole thing. These problems are compounded by the movement options being limited to climbing/jumping, and combat options being limited to a wrench, a dodge, and various ways to stun the target (that in my playthrough didn't really feel like they did anything, not sure if bug or balancing.) Chapter 2 immediately shows itself off as a different vibe, the environments of the residential area are more varied and the ways you can navigate them are similarly varied, and the game portions out to the player a very cool movement ability that unfortunately doesn't feel as effectively utilized as it could be. There's several new enemy types besides SCP-3199 and there are some really good mix-ups in how you need to approach them. Your combat options expand slightly with new weapons and the game really starts to feel more fleshed out and closer to what (I believe) the developers likely intend for the overall experience to feel like. However, the problem remains that the environments just feel too big and linear, and this is compounded by the combat still feeling wooden at best, making enemy encounters all feel the same. Throughout my playthrough I kept having the thought that the gameplay systems and the environments felt sort of incongruous to each other, and I think this is because there's a little bit of an identity crisis going on. From the size of the areas and the direct pointers to how areas can be navigated through multiple paths, I think that Fragmented Minds wants to be an immersive sim with an SCP coat of paint like System Shock or Deus Ex, with the closest thing I can think of being Prey. This is supported to me by the inventory/crafting system, and abilities tied to itemization / a mana bar. Where I think it flounders is that the game as a whole is not systems-heavy enough, and the maps are not dense enough with things to find/do (a problem compounded by their size) that it just starts to feel like a linear adventure game with too much downtime. The Dishonored series strikes me as a good comparison, you're dropped into the linear missions and wander to find new toys and things to see. Where they differ is the depth of options Dishonored has compared to Fragmented Minds, and the pace at which Fragmented Minds gives those options to you. Fragmented Minds has a single power (a short ranged teleport) that is given to you about halfway through Chapter 2, and a newly introduced skill tree that only has four options, the two active abilities being to destroy certain barricades and to see the view of cameras in the environment. By the same point in time Dishonored has given you blink, a wide range of tools to deal with enemies and the option to start picking and choosing new powers through collectables. Dishonored also differs in having denser areas with hostile, neutral, and friendly NPCs to deal with as well as the environment itself, and feels like an area undergoing a crisis that you have to move through and have an effect on. Fragmented Minds' friendly NPC encounters are all stuck behind glass and feel like you're being talked at rather than to. Where Prey lets you attack the game in most ways you can think of, Fragmented Minds forces you to approach every area and enemy in the same way. Fragmented Minds is obviously a passion project, and the progress between Chapters 1 and 2 shows me that the developers are getting better at it as they go. Whether that means that in a few years when things are more fleshed out the early chapters will need some remaking or touching up or not is up to them, but I think the bones are here for a really unique experience that this universe has never gotten to have before now. Despite my issues with it I am genuinely excited to see what happens next and hope that the upward trajectory of quality continues. To bring the most important points home, I think giving players more options on smaller maps will help to make Fragmented Minds better feel like what I believe its trying to be, and I wish the developers all the best in bringing their passion to fruition.
13 hours played
May 2026
TL;DR : A fantastic, if a little buggy, immersive survival horror game. It shows great promise, but could definitely stand some more time in the oven. As of chapter 2, the total runtime of this game is about 6 hours (according to my save file) Chapter 1 is a fantastically polished experience, offering the usual SCP delights--lost, alone, and dealing with a breach in an unfamiliar location. Chapter 1 is an absolutely delightful experience. There were multiple sections where the tension of sneaking past enemies was genuinely very stressful, in an amazing way. The use of unreal engine is a bit questionable, but as it stands in chapter 1, it runs fine enough (aside from hitches every now and then) Chapter 2 is the newer of the chapters, and it definitely shows it. Multiple times I've clipped through the world, crashed, gotten stuck in world geometry, and worst of all, had to stand around for minutes while the world very slowly loaded in. The pop-in issue could be the result of my PC being a few years old now, but it is something you should know before going in on chapter 2. It wasn't isolated incidents, either. Every. Single. Area. Had pop-in issues. The best solution I found (instead of just waiting around and potentially getting stuck in a piece of geometry that loads in) is to open your inventory. The item icons serve as an unofficial loading screen. Typically, if the world hasn't popped in entirely, your items won't either. Waiting in your inventory gives you a good idea of when you can continue, and when everything has finished loading. Onto the actual gameplay. SCP Fractured Minds is a great Prey (2017) like, but as of right now, don't expect too much in the way of toys to play with. I think this is the games biggest weak point, at this time. There is simply nothing to do besides move through corridors and progress the story, and exploration has very little use right now. The game opens up in chapter 2, making wide open areas that allow you to navigate however you want. Unlike dishonored or prey, this feels like it has very little use in the current version of the game. I think this would be very easily fixed by adding something like the bone charm system from dishonored, or skill points (there is a skill point system, but I only ever managed to find a single upgrade point, which appeared to be scripted, and there's only three unique skills to use them on in this version of the game) I am quite frustrated by the fact that, by hour six, I have roughly the same amount of toys to play around with as I did by hour 3, save for the gauntlet. I also know I missed a significant amount of content, at least judging by all the doors locked by keycards I hadn't found, or doors powered off that I could not find the fusebox for. The economy also needs work. Chapter one feels very tightly wound, which is good for a horror game! By the end of chapter 1, I had very little in the way of resources, and if this is intending to be a survival horror, thats good! Chapter 2 is less tightly wound, and clearly needs some more work. By the end of chapter 2, I was *flush* for resources. I ended the game with 14 health packs, an ungodly amount of scrap, a few upgrade items, a good 5 vaccine items, and much, much more in the way of consumable drinks. That being said, the drinks and batteries not being listed as consumables under the quick-select menu is a bit confusing, and I think thats a bit of an oversight. Finally, performance. The game runs fine most of the time. Crashes were relatively infrequent, but much more common in chapter 2. Worst of all is the game crashing during the shader pre-caching every single time during chapter 2. I don't know if the pre-caching changes per chapter, but for some reason during my chapter 2 playthrough, the pre-caching crashed... I wanna say 7/10 times. Every single time I started the game there was at least one false-start launch, thanks to this pre-caching crash. Again, this might be an issue with my setup, but it does feel a bit excessive. I am pointing out the flaws in this game a lot, but don't get me wrong, this isn't to say the game is bad at all. The writing can be a little ham-fisted, and the voice acting can be a little hammy, but all in all its a very enjoyable experience for what is here. The game is fantastic at building up tension when it wants to, and two areas in particular are very good at doing so. The absolute highlight of chapter 1 is when you're in the loading bay nest area, sneaking around 5 or so of the 3199 entities, and the highlight of chapter 2 is the strange dreamscape with 096. Absolutely fantastic set-dressing and tension building. Loved every moment of both of these scenes. I truly think that if the devs keep at this pace the finished product might be a game that stands with the greats like Dishonored and Prey.
7 hours played
April 2026
This game has Potential the Developers clearly know how to put togeather a good looking competently made game. The problem is this Game doesnt know what it whants to be. How i see it they whant to Mix two diffrent types 1. Immersive Sims. See Bioshock, see Prey, see Systemshock, with the gauntlet thing we could also talk dishounored 2. Story driven linear games that you from locvation to location. the ones that come to mind are Games like COD but its not the best comparison. A much better Comparison are the first 2 Metro Games Under no circumstances can you mix those two types they go togeather like oil and water and thats the reasont he game is currently bad. To help the Developers See what i mean i will quickly summerise the gameplay elements that make each type good and unique. I am biased towards Immersive Sims Immersive sims incorperate RPG Mechanics in a small but open world. Exploration rewards the player with crafting and upgrade materials to make the run truly yours. Skills open either alternative less risky passages or unlock new loot. The most important aspect of that type of game is that Most problems have multiple solutions. An Example: Your mission is to get into a room and you can acomplish this the brutal way of killing everything or the sneaky way. The brutal path is straight forward but you still have many tools. Your magic powers your gun your sword maybe you can make enemies turn against each other the choice is yours. On the sneaky path maybe you sneak through the halls maybe you find an opening in the vents maybe you create a distraction the choices are a lot. Immersive sims are all about giving players options and empowering them to play the game their way. The problem is this game has all the trapings of an Imersive sim liek crafting looting a skill tree but non of the gameplay there ar eno choices there is only one way to aproach the game the levels are to linear and when the game gives you areas where you can break a vent with a skill it is right next to a door that you could have hacked without the skill making it useless. The Metro type games are all about actions either stealth action or brutal action but as logn as it is action it doesnt matter. Metro gives you the option of either wich is why i will compare it to this game. Metro doesnt need upgrades it doesnt need crafting its all about the moment to moment gameplay sure its linear but its action packed and the choices you get about how you kill a MF shotgun, smg, pistol, maybe throwing knife the choice is yours. Rewards are usualy consumables like ammo, filters, or healing. SCP Fragmented minds level design is structured like Metro all about action but if that is the route the Devs whant than tacking on skills crafting durability and looting is nonsensicle all of this detracts from the actual gameplay wich btw isnt all that good. Only 2 weapons with 1 upgrade each isnt choice. The Devs will have to choose between either style and will ahve to either make the game areas more open so you can aproach the problem your way and actully use the skills use the glove and problem solve or the Devs should remove skills shoudl remove crafting should remove durability and make it into a game about tense moments and action. If they dont this game will remain a beautifully and competently made mess that brings nobody fun. I will still recomend this game because i can see the devs put a lot of effort into this and they certanly know how to make a game they just have to finaly decide what kind of game they whant to make.
16 hours played
April 2026
Chapter 1 Review: Overall this chapter was Amazing, and it seems like it's not only going to be an interesting story, but an amazing game. Chapter 2 Review: While there have been some bugs, since it just came out, overall it was an Amazing Chapter, and the story seems to be ramping up into something bigger. I can't wait for the next chapter. Overall, S.C.P.: Fragmented Minds is a breath of fresh air in the S.C.P. Genre, and stands out against the low efforts, and low quality games we tend to get in this genre. The Development Team have passion, and seem to want to make an amazing game. I would most certainly recommend giving it a try.

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Frequently Asked Questions

SCP: Fragmented Minds is currently priced at 9.49€ on Steam.

No, SCP: Fragmented Minds is currently not on sale. You can purchase it for 9.49€ on Steam.

Yes, SCP: Fragmented Minds received 780 positive votes out of a total of 842 achieving a rating of 8.70.
😎

SCP: Fragmented Minds was developed by HST Studios and published by indie.io.

Yes, SCP: Fragmented Minds is playable and fully supported on Windows.

No, SCP: Fragmented Minds is not playable on MacOS.

No, SCP: Fragmented Minds is not playable on Linux.

This information about SCP: Fragmented Minds is not available yet.

This information about SCP: Fragmented Minds is not available yet.

No, SCP: Fragmented Minds does not support VR.

SCP: Fragmented Minds is a single-player game.

No, SCP: Fragmented Minds does not currently offer any DLC.

No, SCP: Fragmented Minds does not support mods via Steam Workshop.

No, SCP: Fragmented Minds does not support Steam Remote Play.

Yes, SCP: Fragmented Minds is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for SCP: Fragmented Minds.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 18 September 2026 14:20 UTC
SteamSpy data 18 October 2026 23:27 UTC
Steam price 26 October 2026 19:33 UTC
Steam reviews 19 October 2026 10:01 UTC

If you'd like to dive deeper into the details about SCP: Fragmented Minds, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about SCP: Fragmented Minds
  • SteamCharts - Analysis of SCP: Fragmented Minds concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck SCP: Fragmented Minds compatibility
SCP: Fragmented Minds
Rating
8.7
780
62
Game modes
Features
Online players
5
Developer
HST Studios
Publisher
indie.io
Release 27 Jan 2025
Platforms
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