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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.

SCUM - Community showcase

[h3] Hello everyone! It's Tuesday and the King of cringe captions is here once again to give you another showcase. Check it out! -> [/h3]



SCUM - Development update #117

[h3]Hey there, prisoners! After last weeks irregular post, We're back with the usual weekly updates, so make sure to grab a coffee and enjoy your read![/h3]





The programming team is warming up their fingers and gearing up for this year's release! Starting with working on additional admin commands for private server owners and adding support for extra first-person vehicle animations. Foliage is also being further optimized, and new tooltips are being added for localization purposes. Additionally, player collisions are being modified in custom zones, and there are some new developments in the anti-cheat segment—but more on that when we can give out details, NDAs and that. It goes without saying that a significant effort has been invested in bug fixing as well.



As the entire team has been heavily engaged in overhauling the landscapes of the map, some bugs have naturally cropped up, so the team is now focused on polishing and fixing them.



The animation team is heavily involved with bug fixing. Not much to share from their end.

The hard surface team has been reworking the Kar 98 and finalizing the AKM/RPK rework, as well as the new Manchu bow. A second iteration of the DEagle skin has also been worked on, along with the textures, setup, and query mesh for the new Zündapp-inspired motorcycle.

The soft surface team has been working on clothing for the unreleased NPC characters currently in development.

Here's a sneak peek at the new bow weapon:









The sound team has been working on various bug fixes and new weapon sound effects.



The QA/Community team is doing what they do best—hunting cheaters, sifting through bug reports, and engaging with all of you.



The game designers are focused primarily on bug fixing.

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Now that the update has been out for more than a week, let's see if we can answer a fresh batch of questions in the Q&A section:

  • Thank you for the kind wishes! :) As for the helicopters, there are no plans to implement them at the moment, but it’s not entirely off the table and might make its way into the game at some point.


  • Glad to hear you're finding the game excellent! Regarding our anti-cheat system, already mentioned in the programming section. Rest assured, we'll do our best to mitigate the issue.


  • The map is indeed vast, with a wide variety of locations to explore. However, we recognize that sometimes, especially if the server isn’t full of players, it can feel a bit empty. That’s why we’ve enabled the option for private server owners to modify their servers in ways that create custom zones to incentivize players to converge in specific regions, thereby increasing player interaction. We recommend checking out SCUM servers here and exploring the server recruitment subforum on our Steam page. We hope this helps you find a server that caters to your preference for greater player interaction.


  • One of our recent hires is a UI designer, so we can confidently say that we're working on improvements in that area!


  • The Christmas season is behind us, and we're gearing up for an update that will remove the theme. We're also preparing to include some fixes with that patch, so stay tuned for more information.

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See you next week!

Fratman

SCUM - Community showcase

[h3] I'd thought of opening this years first community showcase with a "did you miss me?", but I think I'll save that for another time, when I'm in the mood for the sound of crickets. Anyhow, I know you can't bear to wait any longer to see what the community has been up to lately. Check it out! -> [/h3]