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SCUM News

SCUM - Community showcase

[h3] Hello everyone! Ready for another round of bad puns, random pictures and even less coherent videos to accompany all that? Me neither. Let's dig in -> [/h3]



SCUM - Development update #119

[h3]We wish everyone a warm welcome into the new week with a new update on how things are going with SCUM![/h3]





The programming team is heavily focused on bug fixing, with an additional rework being conducted on the overall look of the rain and the look of the terrain affected by it. Further testing has also been conducted on the lighting probes as well. Also, work has continued on the melee combat functionality for the armed NPCs and on the rework of the foliage. Additionally, certain improvements have been implemented with regard to trophy and weapon rack snapping on loophole walls and hatch floors. Work has also started on adding health functionality for the garden so it functions as a proper base building element, meaning that it will be part of raid protection and will decay just like other BB elements.



Now that the level design rework is almost completely finished, the majority of the LD team is bug fixing and testing what they've been working on. Apart from that, they've continued to rework the BB fortifications, as well as the Zeljava entrance, storage hangar, the airfield runway material, and river layers reworks.



The animators are hammering away and are still exclusively focused on bug fixing.

The hard surface team remains focused and is working on the same features as last week, with an added emphasis on optimizing certain assets and UV maps, as well as retexturing existing models. Simply put, they're ensuring the assets look just as good while using memory more efficiently.

The soft surface team is still helping out with environment rocks for level design, and they are still working on the improvised backpack and TEC1 NPCs. However, they've also worked on preparation for a new character for our animators!

It is also worth mentioning that our UI designer is working on a redesign for the mobile phone UI.



The sound team is working on a variety of weapon sounds and bug fixes - same as last week.



Catching cheaters, testing new features, finding bugs, and engaging with the community - same old, same old.



Our game designers are busy making sure that the bugs on their side are adequately squashed.

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Now, let’s head over to the Q&A section of the dev update:



  • Communication is key, on that we can agree! Unintentional and unnecessary rhyme aside, we want to have it in the game, and we'll make sure to put it in the game sometime down the line after the 1.0 release.




  • Additional map features are not off the table and might find their way into the game at some point after the 1.0 release of the game.




  • The level design of the whole map will be overhauled, which also includes the interiors of houses. You'll be very pleased with the work we've done in that regard.




  • There's no need to fret! The team is doing great, the features we're working on are shaping up nicely, and we'll make sure to iron out all the issues that might be present, further optimize the performance of the game, add some much-requested functionalities, AND support the game with a host of new additions even after its 1.0 release, which will further expand the SCUM experience.




  • We're very much aware of this, and you'll be pleased to know that this will be tended to in the upcoming inventory rework.

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See you next week!

Fratman

SCUM - Hotfix 0.9.606.86781

[h3]Hello everyone, happy Thursday! Cold days are coming to a close so let's warm up some more with a hotfix, check it out! ->[/h3]



  • Fixed the issue where repair, plant and defuse interactions were not available while on ladders, making hatch doors OP from below.
  • Fixed the issue where if looking at Questbook when quests expire, player would have non interactable expired quests.
  • Fixed the issue where ending vehicle service on a car jack would crash the server.
  • Possible fix for a rare server crash relating wheelbarrows.
  • Fixed the issue where refilling turrets with multiple ammo types would sometime crash the server.
  • Fixed the issue where puppets would not attack players in big rafts.
  • Potential fix for a rare client crash when interacting with gardens.
  • Fixed the issue where players exiting vehicles could sometimes cause a server crash.
  • Fixed the issue where a rare server crash could occur when refueling vehicles.


  • Removed the Holiday menu screen (and you thought Mariah Carey would overstay her welcome).
  • Improved puppet attack tracking.
  • Settings applied inside overlapped custom zones in server settings now prioritize the smallest zone.
  • Improved puppet movement around stairs and elevated positions.
  • Adjusted protection level of all helmets.
  • Puppets will now react accordingly when taking damage from flame throwers.
  • Reduced EMP effect radius.
  • Nerfed N9 bayonet damage.
  • Lowered max running speed of skinny and normal puppets.
  • Optimized server loading time and network load for some BB elements.+

SCUM - Community showcase

[h3] Attention inmates! It's that time of the week again and I still haven't run out of puns to accompany captured moments of your shenanigans. So without further ado, the spotlight is all yours and let's get into it -> [/h3]



SCUM - Development update #118

[h3]Happy Monday, prisoners! Here's a new dev update on your favorite survival game to ease you into the new week![/h3]





The programming team has been working on a wide variety of features and fixes. Some crashes caused by gardening are being fixed, along with some reflection probes that weren’t set up properly. Puppet behavior has been tweaked for when they are chasing you (more on that in one of our upcoming updates), and we’ve fixed some bugs related to their behavior when you’re attacking them with a flamethrower. Also, some additional optimizations to the puppet spawns have been added. Multiple UI improvements and additions have been developed for better localization support, as well as subtitles for trader and DLC character dialogues. Snapping of elements on the hatch ceiling, window loophole, and bar wall has been improved. Additional interactions have been added for prisoners on ladders, such as lockpicking and planting explosives. Progress has also been made on enabling armed NPCs to engage in melee combat. On top of all this, bugfixing continues across a multitude of features, and further progress has been made on our anti-cheat efforts.



Our level designers remain heavily focused on bugfixing and ensuring the POIs are spotless. Loopholes in base-building elements are being adjusted, and some doors in bunkers are being replaced with self-closing ones. The Zeljava platform is being reworked, and dirt road textures, along with their overall appearance, have been improved. Several landscape layers have also been refined.



The animation team is still focused almost exclusively on bugfixing. Not much to report, but their work is no less important.

The hard surface team continues their work on the new bow, the Zündapp-inspired motorcycle, and ew weapon conept. A second iteration of the Desert Eagle skin is also in progress. Numerous other optimizations and bugfixes are being implemented.

The soft surface art team has been working on rock textures for the level design team and has continued reworking the improvised backpack. Progress also continues on the TEC1 NPC and a female NPC.



The sound team is working on a variety of weapon sounds and bugfixes.



Catching cheaters, testing new features, finding bugs, and engaging with the community—same routine here.



Our game designers are busy bugfixing and adjusting the armor parameters for helmets.

Now, let’s head over to the Q&A section of the dev update:



  • These have been requested regularly, and we’d like to reiterate that we plan to add something like this at some point. In the meantime, you can use standing torches as lighting features in your base—just make sure not to walk too close to them!




  • UI improvements are being planned and implemented across the board. As we’ve stated, we’ve hired a UI designer to help improve readability, especially for various localizations.




  • Base-building will be expanded in future updates after we reach version 1.0. A boathouse would definitely be cool. While a washing machine wasn’t planned, it does make sense—we’ll see about that. If you have more suggestions, please post them in the “Suggestions” subforum on our Steam page.


  • It is very likely that this issue in particular is something that is tied to the level design and the sound piercing through it. Since virtually the entirety of the map is being reworked, it is possible that it will be fixed once that is implemented with 1.0. We'll also make sure to look into the matter thoroughly and you are welcome to share your findings via our official support here




  • We have an aspiring interior designer in our midst! :D Adding personalized flair to bases would be cool, and I believe more options will be introduced after the 1.0 release. However, I don’t have anything specific to share at the moment.