1. SCUM
  2. News

SCUM News

SCUM - Community showcase

[h3]Happy Tuesday, prisoners! We are back once again with our crazy people delivering us an inexhaustible source of fun and creativity. Let's dive right into a fresh Community showcase. [/h3]




When you try to craft a campfire, but accidentally open a portal to Hell.



My buddy trying to fix it with an actual Hail Mary.



Utilizing those spray cans to their full potential.



0% fuel. 100% confidence



Guys, we think she needs help..



King in the castle, I have a pot, go do dis, go do dis!



We don’t even want to know..



Fou...Three Horsemen of the Apocalypse



Peak male experience. Beautiful.



Slay, Queen. Literally.


_____________________________________

Okay, now that we've seen everything we needed to see (and some things that we did NOT) it's time for some SCUM-related videos our cool community has created over the past week.

First up, we have "Torak” the home-flipper of the apocalypse. He took a RUINED house that screamed “please collapse” and turned it into a badass fortress. Swing by for some inspiration and learn a thing or two!

https://www.youtube.com/watch?v=eJyilCUDsRc&t=2209

Up next, enjoy this heartwarming tale of sibling bonding—because nothing says “family love” like exploring the ruins, building a dream kitchen, and making some serious money. Thanks, "Luthais".

https://www.youtube.com/watch?v=1K8PtDMo1fA

Finally, "KillaMikeZ2693" shows us how to get the Cursed Puppet Suit at the Halloween House, our latest seasonal update.

https://www.youtube.com/watch?v=t7JHQ8VGKmc&t=146

This was the best from last week's community contribution, hope you guys enjoyed it, and see you next time! Cheers!

Somke

SCUM - Development update #147

[h3]Happy Monday, everyone! As we kick off a new week, here’s a quick look at what the team has been working on over the past few days. Let’s dive in![/h3]





The programming team has been focused on bug fixing to smooth out the gameplay experience. We’re also continuing the inventory rework and working on more advanced NPC movement. Armor class rework is also being polished. Now, each piece of clothing has penetration absorption removed on uncovered areas.



Over the past few days, the team has been busy fine-tuning terrain and continuing work on the Police Station. On the art side, wooden and brick modular elements for houses under construction are coming together nicely. We’re also working on something new and exciting, with multiple team members involved in its development and bug fixing.



The animation team has been busy with new hairstyles, trailer prep, bug fixing, and seasonal content like Halloween and Christmas menu elements. Hard Surface continues work on the Sidecar Bike, knife with flint and compass, while also helping with bug fixes. Soft Surface is focused on character development, bug fixing and new clothing items and the 2D team is working on UI improvements and creating new level design concepts.



The sound team is still developing sound effects for the Thompson SMG and a new vehicle.



The game designers are addressing bugs and making essential internal adjustments to help prevent potential balance issues. They have also finally created the human guts, because nothing says “advanced crafting” like chopping up humanoids for sausages.

___

Bug fixes, inventory rework, and NPC improvements are underway. Terrain and buildings are progressing. Animation and art teams are working on new gear and seasonal content. UI and sound updates continue.

With the hotfix done, we’re now shifting focus to the next big update so expect more news soon!

Somke

SCUM - Hotfix 1.1.0.2.99989+99754

[h3]Hello everyone! What better way to get through the week than with a fresh hotfix? Dive in![/h3]



  • Fixed the issue where sentries would sometimes be stuck in air.
  • Fixed the issue where animation and loading the MAC 10 magazine were not synced.
  • Fixed the issue where it was possible to eat while wearing the K6-3.
  • Fixed the issue where the outposts would load too soon resulting in performance drop.
  • Fixed multiple level design bugs.
  • Fixed the issue where it was possible to place gas lantern lamps even though it would clip through other BB elements.
  • Fixed the issue where it was not possible to drink from water sources from interaction menu.
  • Fixed the issue where the player was slowed down to walking speed while opening the inventory and holding weapon in hands.
  • Fixed multiple item icons bugs.
  • Fixed the issue where even though "enable spawn on the ground" server setting was enabled, some spawn points would still spawn players in the air, without the parachute.
  • Fixed the issue where the BB oven element would have placement problems.
  • Fixed the issue where opening and closing the tab menu while searching the container would show the No items found! text incorrectly even though the items were there.
  • Fixed the issue that made a player immovable while pressing the tab menu while searching the container.
  • Fixed multiple animaton bugs.
  • Fixed the issue where it was possible to place the custom zone center outside of map, causing it to not work.
  • Fixed the issue where cargo drop encounter would keep respawning puppets.
  • Fixed the issue where Sofa recipes were requiring bundles of planks instead of singular planks.
  • Fixed random paint changes while driving painted vehicles.
  • Fixed the issue where cargo drops would spawn in flag area.
  • Fixed the issue where players were teleporting through walls when exiting the vehicle


  • Radio and boombox will now persist in the base.
  • Adjusted CRAP ammo bullet damage towards sentries.
  • Adjusted commond cold and influenza to not cause any symptoms during the incubation stage.

  • [h3]Last, but not least, as you all expected, we are bringing back the SEASONAL Halloween update with all the accompanying content. [/h3]
    That means the Ritual is back, the Ghost is back and Spooktober is in full effect.




  • Implemented a server setting which controls the puppet movement speed.

    [World]

    In game under "WORLD" subsection "NPC" :scum.PuppetRunningSpeedMultiplier=1.000000 - This setting is used to set puppets running speed, minimal value for this is 0.5 and maximum value is 2.0

  • ShowZombies/Animals/ArmedNPCsLocation are now admin commands.

    [General]

    In game under "GENERAL"
    scum.DisableExamineGhost=0 - Enables / Disables examine ghost.

SCUM - Community showcase

[h3]What’s up, everyone?! We’re here again with another community showcase for y'all to enjoy some of the latest unhinged creations our players can come up with.[/h3]





This girl is on fire.





Burek is with meat only!





Proof SCUM community is one of the friendliest and generous in the world!





How my buddy looks at me after I say the most diabolical thing a human mind can come up with.





Oww, we love you too.





Please, don’t do this to our doctor.





This is bearly legal...





...and this is why!





New Battlefield looking fire.





Got your six!



Now, let's check some of the recent videos the community has come up with.

Firstly, we have “The Provoked Prawn Pews“ with some simple and more advanced tips you could've missed.

https://www.youtube.com/watch?v=9pE-zY9c-Kk

In the next video, "DR Grant" takes on one of our merciless sentries and shows us how it's done. Kudos, DR Grant, who is also presenting major lockpicking skills.

https://www.youtube.com/watch?v=aqvUdSfrpg4

"Mr Feudal" is out with another video on our reworks, content, QoL and much more. Beda sends his regards!

https://www.youtube.com/watch?v=o-ZlSN3IIO8

Thanks for sticking by and see you next week!

Somke

SCUM - Development update #146

[h3] Hello folks! Happy Monday - another development update is ready for you to catch up with our team's work so far. Let’s get into it! -> [/h3]





Our programming team is currently busy doing a much-requested inventory/UI rework, as we have stated last time. This overhaul aims to make the interface more intuitive and user-friendly and resolves some of the issues you've been pestering us about for years. Apart from that, they are doing some of the usual polishing and maintenance such as bugfixing and working on overall optimization of various features that are coming up in the future, ensuring that what comes next rolls out as smooth as possible.



The LD crew is primarily testing some exciting upcoming features that we can’t wait to share more about soon. At the moment, they’re also creating assets for the new update, which we’ll be discussing further in the near future. A significant part of their efforts is also dedicated to reworking existing elements based on community feedback, as well as addressing bugs to improve the overall quality and consistency of the game world.



The team at the animation is working tirelessly on bugfixing and improving the overall visual flow and player immersion. Hard surface is hard at work at planning new content for the future and working on new item designs, such as a bottle rework, a knife with flint & compass, and a paint job for the Zündapp, and they're also helping fix bugs for the smoother experience. Soft surface is bugfixing and working on some new clothing items. 2D is doing some bugfixing as well, and working on inventory UI redesign and new concept art.



The sound team is coming up with the sounds for the Thompson SMG and a new vehicle.



Last but not least, our Game Design team is busy polishing the experience by fixing bugs and working through the backlog of design tasks and adjustments.
___

This one was quite short Dev update, as most of it is the support for the update released and the hotfix we have in plan. As soon as we finish this up, we are focusing on the next one. So there are going to be more and more news coming up for the Q4 update that you should keep an eye out for.
Including what you can expect to see, but also how you could be involved in the development as well if you wish. But more on that in the future!

Somke