SCUM - Development update #151
[h3] Hey, hey, everyone! Happy Monday. Time for another Dev update! Check it out! [/h3]


Programmers have been really busy last week. Work continues on such important work as the inventory rework, code review, and more, as you read about last week. With that, they are working on a new build machine system, so updates have fewer issues on that front. All that, bugfixing, and more for the next update, just another week in the life of the programmers.

We said it last week, so it is this week. Level designers are all working on something we cannot speak about at this moment in time.

The animators are working on the new sidecar animations and rigging for another new vehicle. Bugfixing here and there and setting up grips for the next update. Other than that, I'm working on the cinematic trailer.
Hard surface are heavily into bugfixing and finishing the vehicle models.
Softsurface also working on new stuff, but more on that in the future.

Sound engineers are working on some sounds pertaining to the inventory rework and on some bug fixing. Same as last week.

Clearing up some leftover bugs, new documentation prep for 2026, and the inventory rework were the main tasks that our designers were engaged with. Also, the same as last week.
_____
See ya next week!
Beda


Programmers have been really busy last week. Work continues on such important work as the inventory rework, code review, and more, as you read about last week. With that, they are working on a new build machine system, so updates have fewer issues on that front. All that, bugfixing, and more for the next update, just another week in the life of the programmers.

We said it last week, so it is this week. Level designers are all working on something we cannot speak about at this moment in time.

The animators are working on the new sidecar animations and rigging for another new vehicle. Bugfixing here and there and setting up grips for the next update. Other than that, I'm working on the cinematic trailer.
Hard surface are heavily into bugfixing and finishing the vehicle models.
Softsurface also working on new stuff, but more on that in the future.

Sound engineers are working on some sounds pertaining to the inventory rework and on some bug fixing. Same as last week.

Clearing up some leftover bugs, new documentation prep for 2026, and the inventory rework were the main tasks that our designers were engaged with. Also, the same as last week.
_____
See ya next week!
Beda

New season of Geordie Shore just dropped.
Seas the day...
The new Sons of Anarchy look kinda sad.
Lighting is important.
They say there’s a lot of fish in the sea but there’s always that one guy that takes them all..
When your buddy hits the corners a little too hard.
They messed up my taxidermy orders.
Ma’am, you can’t park your shark here.
Good thing puppets aren’t sensitive to smell.
Bottle flip, task failed successfully.






They may have partied a little too hard..
This is what a Croatian mandatory service will look like.
Kid Rock called, he wants his things back.
That thing was too big to be called a sword. Too big, too thick, too heavy, and too rough, it was more like a large hunk of iron.
Who says you can't be fine dining while trying to survive the SCUM island?
When your kids think “personal space” is just a myth.
When the afterparty hits different… and not in a good way.
Hot Wheels SCUM track is officially open today
Nothing says relaxation like setting your wooden house on fire mid-yoga.
Why is it called an accumulation lake if you can’t drop an accumulator in it?
Mom said it's my turn on the wheelbarrow!