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Development update #135

[h3] Attention inmates! The heat is on, and summer is in full swing, but that doesn't stop us from working on some cool new things! See what's up in this week's edition of our dev update! -> [/h3]





Aside from bug fixing, which is still quite prominent for this team, there's a lot of new things that we can share here! Let's start with the big ones, shall we? First up, work has begun on adding cuts and bruises visual effects for the prisoners, meaning that you'll be able to see the injuries your characters are sustaining. Also, the very early stages of work have begun on the much-anticipated infections and diseases system! Can't share more details on it yet, but you can bet that we'll have more on that in the weeks to come! Work has continued also on the clothes painting mechanic, but you already saw some of that from before. Apart from that, there were also some optimizations made to the mesh lights, an admin command for removing NPCs was added,



Our level designers are still deeply involved with bug fixing. Not much to add here at the moment.



The hard surface folks are actually working on some cool new things! First up, they're finishing up the military shovel and are reworking the look of the electrician tools. They've also started working on the military tomahawk item, as well as some new firepower in the form of a Tommy Gun! To top it off, we're also working on an improvised wheel item that will help you get those vehicles in working condition faster!

On the soft surface side, they are starting to prepare for a new Twitch drop campaign that we'll have sometime in the future!

The 2D team has been engaged with some level design textures and making corrections to the mobile phone UI to better distinguish between new and opened quests, as well as some corrections to the Journal UI.

The animation team is also heavily involved with bug fixing, but are also working on new marketing materials, and new animations for the flag pole BB element! More on that in future updates!



The sound team is making changes to the directional wind and to the wind effect for roofless vehicles, and is recording new barefoot footsteps and editing water/sea sound effects.



Our design team has been engaged with some bug fixing, but are also heavily involved with designing the aforementioned disease feature.

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[h3]Now let’s hear some of your impressions from last week:[/h3]




  • We're very much aware of this. We're working to upgrade some of these processes within the company to make sure that we roll out better and meatier updates and fixes, while being realistic about what we can achieve within the time frames that we have. It's always a balancing act between working on new stuff and fixing the old. Our main goal is to start rolling out things that don't need additional tweaks and fixes to avoid spending time on fixing as much as possible so we can focus more on new stuff. We're not there yet, obviously, but it's something that we'll be striving for.




  • Yep, both of those would be very cool and are definitely worth considering. The mobile phone feature could be vastly expanded with additional possibilities, but we'll see how we'll approach this, taking into account all the other cool stuff that we want to and will start working on very soon!




  • This one is making a lot of rounds and we can see that a lot of players are impacted by this so let me address it by stating that the team is aware of this and that some work has already been done to mitigate this issue. All in all, I'd just like to say that the team does indeed hear you on this and that we'll be looking into it. In the meantime, make sure that you use a bonfire, that you take off your wet clothes and that you put them close to the fire as much as possible. I know that some will say that this also does not work — it does, albeit slowly.




  • Just to make sure that we're not scaredy-cats that avoid heavy topics — here's an address to that topic that we've missed in previous updates. We acknowledge that the current system could be vastly improved. Having an NPC with a shotgun spawn in your direct vicinity is not a recipe for a good time. We get it completely. However, taking into account what we've addressed in the first question, there's only so much time and resources that we can spend on a variety of things that need to be worked on. Make no mistake — I'm not here to sound apologetic and to make excuses. In any case, the team is aware of this, the NPCs and their behavior will be significantly improved in one of the updates that will come to the game by the end of the year, and we'll see if we'll manage to squeeze in some improvements to the encounter system. Players can leverage the newly released server files and introduce a lot of modifications to their servers, which can improve the spawns of the NPCs. It's a bandage solution and not a real one, but at least it may provide a less frustrating experience until we manage to deliver the real thing.




  • The NPC behavior and reactions will be improved in one of the subsequent updates that will come into the game by the end of the year. They already stagger when they get shot, but it is not a good experience if they get a bullet to the head and handle it like champs. We'll look into it.


That would be all for this week! See you in the next one and make sure to keep an eye on the following platforms:

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- Fratman

SCUM - Watchdogs incoming!

[h3]Hello everyone, we have some news incoming regarding watchdogs and server protection on officials! Check it out! [/h3]



A while ago we have introduced the watchdogs, a system that will detect and prevent people from avoiding the ping limit using different kinds of software in order to ensure the best performance on our servers. Since the release they have been available to all private server owners and we have been testing them out on officials as well. We are now confident enough that they are working as intended we are going to be enabling them on all of our official servers, making sure the best gameplay possible is going on them.

However we also recognize the need for more global servers with this as we know a lot of you want to play with each other no matter what. So we are opening up more official global servers where you can play from anywhere with no ping limit:

  • SCUM Server Official Global #1 - Asia
    69.41.166.95:20098
  • SCUM Server Official Global #1 - Brazil
    213.156.149.233:20098
  • SCUM Server Official Global #1 - South Africa
    94.156.93.167:20098
  • SCUM Server Official Global #1 - US Central
    46.183.148.35:20098
  • SCUM Server Official Global #2 - Asia
    69.41.166.95:20226
  • SCUM Server Official Global #2 - Brazil
    213.156.149.233:20226
  • SCUM Server Official Global #2 - Europe
    195.181.170.67:8834
  • SCUM Server Official Global #2 - South Africa
    94.156.93.167:20226
  • SCUM Server Official Global #2 - US Central
    46.183.148.35:20226
  • SCUM Server Official Global #3 - Europe
    195.181.170.67:8962

Community showcase

[h3] Attention prisoners! No need for doom and gloom - here's another community showcase that will additionally fire up your already fiery summer days! -> [/h3]



There's an old saying that if you sprinkle excrement in front of your base door, evil spirits won't come into your base and steal your items.

Chat, is she cooked?

Sewage specialists looking at the final days of clear waters before the tourist season comes.


Hardcore vehicle survival! Nice job guys!

Bravo team - going dark...

That red hue reflecting from the rifle...pure cinema!

The proper term is 'forceful extraction of information'

When you have to do everything alone...

Buy at any local souvenir shop for way too much money!


...and they said it's impossible...

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You know the drill, onto the next segment ->

Here we have msarlandria with another helpful video for beginners, teaching them how to stay alive longer when they drop on the island.

https://www.youtube.com/watch?v=YsQxihd9eIQ

Next up, we have a compilation of the shenanigans and situations prisoners might encounter on a typical day.

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

While we're on the topic of beginners, Kysen made an awesome guide for new players, covering the first steps on how to survive.

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

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Don't forget to follow us on our social media channels:

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Fratman

Development update #134

[h3] Attention inmates! Time for another peek behind the curtain to see what the team has been brewing in the background. As always, bug fixing is the name of the game — but don’t worry, there are juicy updates sprinkled in for good measure. Let’s dive in -> [/h3]





You guessed it — bug fixing galore! From backend cleanup to tackling persistent issues with fall damage and throwing, the team has been relentless. Some will be hard not to notice, like work that's being done on base building patterns. Others, like backend database stability and new symptom integrations, might sneak up on you mid-match. Either way, smoother days ahead!

Also, a few handy visual upgrades to quests and event overlays are now in testing, making sure your mission data and event info are clearer and more stylish than ever.



A lot of elbow grease is going into polishing the map — squashing bugs, optimizing areas, and making sure every rock, ruin, and radiation zone is in its rightful place. Meanwhile, work continues on some long-anticipated additions, with some exciting visual customization elements in development.



The hard surface folks are keeping things tight and clean with work on new military models and a little something to get your vehicles in motion quicker.

On the soft surface side, it's all about fresh gear: new wardrobe pieces are being stitched up and you’ll want to see what they’ve cooked up.

Animations are being touched up across the board, ensuring smoother transitions, cleaner interactions and your run of the mill bugfixing. The animation team is also lending a hand to other departments, proving to be truly reliable little helpers.



The sound team is delving into ASMR territory with new barefoot footstep recordings, new sounds for the mountain-bike and fine-tuning sounds when it comes to directional winds



When it comes to testing features, sniffing out bugs, battling cheaters, giving support and engaging with you guys, there's nothing these bad boys cant handle. We know, it's more of the same, but no less valued.



Our design team has been busy with the new diseases coming to the game, while also coming up with designs for upcoming patches. Aside from that, they have also been heavily immersed in their research tied to armour classes, definitely things to look forward to.
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On to the next segment, let’s hear some of your impressions from last week:



These candles, as most items with a few exceptions, were designed to not persist in the game due to server load issues. It is simply not possible to make specific exceptions for items like candles at this point. However, new lighting options are heavily requested in this community, we hear you on that part and we'll look further into possible avenues in the future.



We always insist on features offering our players a real challenge, which is why they might seem like Arnie came out of retirement, but even so, players have still been able to find ways to make quick work out of them.
And yes, we will improve the NPC's in all ways we can, as we consider these to be only the first iteration of savage scouts roaming the island.



The reason for the map not being zoomable is because the map rework that has been planned for it. For now, you can use the interactive map if more detail is what your heart desires.



This should not be possible and this is a bug. Guns at full, or almost full health should not jam at all. we are working to have this fixed as soon as possible and if anyone of you wants to help us with this, reach out to us via our support, discord or in the steam bug report forum.

That’s all folks, see you next week and make sure to keep an eye on the following platforms:

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-Perito

SCUM - Hotfix 1.0.1.3.96391

[h3] Hello everyone, happy Thursday! Incoming yet another hotfix, so check it out! -> [/h3]




  • Fixed the issue where plane propellers would cause too much damage to sentries.
  • Fixed the issue that caused log spam and hiccup on the server.
  • Fixed the issue where mines would sometimes resurface after server restart.
  • Fixed the issue where brenner would sometimes not attack armed NPCs.
  • Fixed the issue where exiting photo mode would sometime get the player stuck.
  • Fixed the issue where holsters would not show up at traders or crafting menu after relog.
  • Fixed the issue where abandoned bunker armory loot would not reset on bunker activation.
  • Fixed the issue where you could not service the Rager vehicle on car lift if one wheel was missing.
  • Fixed the issue where you could not craft an improvised rifle with multiple ropes.
  • Fixed the issue where unmounting vehicles could sometime place you in weird places.
  • Fixed the issue where the Eagle version of the Sawed off shotgun would have incorrect weight and size.
  • Fixed the issue where the default interaction for chests would be Maintain for a brief moment.


  • Returned the unofficial translated languages.
  • Using 2 rags of any durability will now be enough to complete Patching Wounds tutorial.


  • Implemented Armed NPC dmg dealt as it's own custom zone setting.
  • Sentry dmg block in custom zone settings is now tied to Sentry dmg dealt setting not projectile damage.