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SCUM - Development update #129 & Important announcement

[h3]Howdy ho fellas! Hope y'all had a wonderful weekend. It's time to keep you updated on what we have been up to so let's get right into it-> [/h3]

But before that an important announcement. As we have announced a new anti cheat system was supposed to release this month. As you can see by usage of the word supposed to, unfortunately more technical difficulties arose than we expected and to ensure it is tested properly we decided to postpone it for a couple of weeks. After all we all want this new anti cheat to work the best possible when it releases.





Our programmers have shifted their focus more on bugfixing and optimisation this time around, but that's not all. They are working on further imrpovements for overall lighting and reflections, debugging puppets, polishing NPC's and doing some tweaks to the clothes' wetness logic.



Besides doing bufixing, the level design team has also been delving into some bugfixing. Followed by, you guessed it - more bug fixing.



Our Animators have laid down their weapons and are now working on the new trailer, testing some new visuals for the male characters' locomotion and the fixing of the bugs, of course.

The Hard surface team is dedicated to optmising the query for the Big Raft, improvements for vehicle shapes and the quest book and also doing their part, when it comes to bugfixing.

Soft surface is working on cloth items making their mesh look better when they've been put on the floor while continuing to prepare assets for the trailer.



The sound team is doing some tweaks to the knockout and forest soundscapes, bugfixing.



The usual - hunting cheaters and bugs, testing, anything but resting.



The design team has been making some adjustments for the famepoint system. And we cannot forget to mention bugfixing too.


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Onto the next part, let's see your impressions from last week;

  • These are some nice ideas and we do want do make it possible to plant an apple tree here and and orange tree there eventually. These elements are pretty draining perfomance wise, though, which is why we'll be looking into that more after the full release.


  • There will be some additions to the squad system, just not the ones you have suggested. The ideas are pretty good though and we might consider something similar, eventually.


  • It's hard to say, due to the technical limitations that would pose a problem with implementing such a feature. For now we're focused on things we can deliver.



  • Well, the Seaplane is already on its way to you and you can rest assured we will continue to support SCUM after the 1.0 release, which includes new content as well.


  • Efficiency is key to survival and one cannot afford to waste recources like that if they intend to see the next day. The animation is also quite funny. The Trazan method is here to stay.


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This wraps up this weeks transmission. For more SCUM content, make sure to keep an eye out on the following platforms:

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-Perito

SCUM - Community showcase

[h3] Attention inmates! Your (bi-)weekly portion of SCUM-community-content is freshly baked and ready for you to consume. Open wide -> [/h3]



"...and then I handed him a bow and arrow and said 'you got this, bro.'"

I had to take a back seat when I saw this one

A friend of mine had the same weird looking toilet at home. I wonder why we lost touch...

There's something oddly sexual about this

Cultists gon do what culstits do

Americans as soon as they get hit by a heat wave. Time to teach that sun what freedom means.

This is what happens when you throw some optimized spawning system into a crowd of SCUM enjoyers

Someone call PETA

Bojack over here should probably lay off the horse...

Makin' my way downtown, with my boi, makin' dildo spears, searchin' for toys!






....






.....Oh.








You're still here??







Fiiiiine, here are some clips or whatever...

First up, we have Gilsrand with a true gem. Short and sweet, with twists and turns, he delivers a story that is going to sound familiar to any of us. Two clans at odds and one needs to go. Give it a look, it's really worth checking out!
[previewyoutube][/previewyoutube]

Maybe I'm a bit of a sadist, maybe it comes with working for Tec-01 and I'm not to blame, but I sure do enjoy these streams of inexperienced players trying their hardest not to become a poorly fed snack to the local pack of wolves and failing miserably. Jokes aside, it's rewarding just to see someone else being quite lost and then getting their bearings in SCUM.
[previewyoutube][/previewyoutube]

To top it all off, we have GrandRiser taking his friends on a bunker tour. He really is that friend, who say's "I know a place" and then takes you to an abandoned underground facility, filled with horrors beyond comprehension.
[previewyoutube][/previewyoutube]


That's all Folks! Till next time!!

-Perito over and out

Don't forget to follow us on our socials if you haven't already!
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SCUM - Development update #128, Reboot Develop & SCUM Survivors showdown

[h3]Attention, inmates! Big post, big news and a big event for you big people, Check it out.-->[/h3]

To start, in DEV related news. You could've seen the lack of activity from us here last week. That is due to the team attending Reboot Develop conference, which was our last time off we have for some time. We had a blast, in football tournament came in last, time went fast, some came home in a cast and now we are back to work on 1.0! Full throttle!







The programming team is working on a plethora of improvements, fixes, and new functionalities—so let's take it from the top. There have been improvements to the soundscape when the player is knocked out, and further balancing has been done regarding CON attribute gain, vehicle fuel consumption, and building blueprints around abandoned bunkers. Blurred vision is also being visually improved, with many fixes introduced for sweat and blood droplets on widescreen monitors, fog effects near the nuclear plant, and more. Additional optimizations were made to shadows and overall lighting.

Furthermore, the team has implemented an improved solution for character and NPC water buoyancy. In terms of UI, the server browser received some extra love this week, alongside additional localization functionalities. To top it off, progress continues on the new anti-cheat system, new methods for cracking base fortifications, and, of course, the armed NPCs.



The level designers are mainly focused on bug fixing, with an additional emphasis on bugs related to materials. Not much else to add here, but rest assured—they’re working hard to make the map look as awesome as possible.



The animators are hammering away at various bug fixes and reworks related to weapons, and have continued their work on the new trailer.

As for the hard surface team, they’re primarily focused on bug fixes related to vehicle collisions and vehicles in general, along with other optimizations and tweaks involving meshes, textures, LODs, etc.

The soft surface team is preparing assets for the trailer and working on general bug fixing.



The sound team is concentrating on bug fixes and certain tweaks to the main menu music.



QA is doing what QA does best: making sure the game experience is as smooth as possible once we get out!



The game designers are focused on improving tutorials for new players, as well as adding new codex entries and survival tips.

Now, onto your impressions from last week's transmission:

  • If there are any doubts regarding the release, let me be perfectly clear: we WILL be releasing the game THIS quarter. When exactly that will take place... you’ll just have to wait and see. We can’t show all our cards just yet ;)


  • We understand your concern, but this time things will be very different. Rest assured, the game will be adequately tested, we’ll be doing things differently, and this will be the best possible version of SCUM ever released.


  • 1. Sport? Not planned for 1.0, but there are plenty of other sporting activities you can do.
    2. Armed NPCs are being worked on and will be included in the 1.0 version of the game.
    3. We’ll share more on those soon!


  • If the vehicle has an engine, it can be brought into working condition. The vehicle you saw is severely lacking in parts, but it is by no means unfixable. The best way is to gather the necessary parts, load them into an already working vehicle, and drive yourself over there.


  • It's something we've considered and something we’d like to do, but we didn’t want to shift our focus away from what currently needs to be done—bug fixes, optimizations, reworks of existing features, and the addition of new ones. Once we reach 1.0 and get our bearings, we’ll revisit this. There will be a host of other priorities post-launch, so proper prioritization will be key.



  • We completely understand your desire and agree that more can be done in that regard. You’ll be pleased to know that we’ll be adding new elements that PvE players will especially enjoy (*cough* armed NPCs
  • cough*), and we’ll continue to support the game with additional content, features, and improvements well beyond launch to further enrich the gameplay loop at every stage.


And now for the announcement you've been teased about Saturday, SCUM Survivors Showdown!



[h2]So what is it?[/h2]

It is a 24/7 event where you will be able to watch at any point some of your favorite people play on the same server, compete and prepare themselves for Friday Night Showdowns! Showdowns will be 1 life matches where they will compete with their teams, carrying with them only what they looted through the week and gather points in hopes of reaching the grand finale! And the winner of the grand finale gets the prize of $5k!

So tune in and cheer on! Oh when does it start? Now! So head on over to twitch, youtube or wherever you want and watch live as the event continues on, and join us Friday as we will be live streaming the showdowns with commentary at our TWITCH CHANNEL!

Talk to yall soon!

SCUM - Community showcase

[h3] Hello, prisoners! Your weekly portion of entertaining community contributions is about to be served so make sure to sit yourselves down and enjoy what we've prepared for you! ->[/h3]



Oh no, it's the Pantsless Pirates! Run for your lives!

Everyone's favourite communication tool in action.

''Country road, take me home, to the base, I beloooooong''

That's a nice view. Too bad its going to be your last...

Damn that's some prime real-estate over here! Nice job, love the architecture!

These guys are taking freedom of practice to a whole new level.

The thousand yard stare of SCUM CM's after going through the submissions in the 'screenshots' and 'artworks' sections.

Is that a silencer or are you happy to see me?

Somebody made a docked aircraft carrier. Nothing funny to write here. It's just awesome!

I won't tell anyone that I've become a server admin, but there will be signs...



Having an awesome community means being there for each other. Here's a quick shout out to our awesome YouTube creators and make sure to take a peek at what their working on:

First off we're featuring an up-and-coming creator from Japan called カニ🦀, who made a chill video consisting of looting and doing some quests.

[previewyoutube][/previewyoutube]

Next, we have Anna with a short compilation of all sorts of funny mayhem that you can encounter in SCUM so make sure to take a look.

[previewyoutube][/previewyoutube]

To top things off, here's a gang from Down Under with a cool-looking tournament concept involving katana blades!

[previewyoutube][/previewyoutube]


Enjoy the rest of your week. As you were, prisoners!

Fratman

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SCUM - Development update #127

[h3]Hello everyone. Another Monday, another update on how things are going on our side. Check it out -> [/h3]





Our programmers are putting in a great amount of effort in a variety of things. This includes but is not limited to rain effects, some work one the armed NPC's and sentries, but most notable is the amount of bug fixing that is getting done.



The level design team has continued to exterminate as many bugs as they can. The death toll is rising and so are the corners of our mouths, as the demise of bugs simply puts a smile on our faces.



The animators are continuously polishing weapon animations and working on the tractor, while also focusing heavily on bug fixes

Hard surface is also working hard on fixing any bugs that surface.

Soft surface on the other hand was focused on multiple tasks, which are comprised of testing

2D has been making some improvements in the server browser and fixing some issues that arose with the tractors icon.



Our sound team (literally just one dude), has had "their" hands full with their work on DEENA's voiceovers and bug fixes.



Same old, same old. Testing features, animations, sniffing out bugs and marking them for death, hunting cheaters and engaging with you guys, of course.



The game design department has commenced their work on polishing codex entry and has also begun adding new entries into it, expanding the onboarding process even further.


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Let's move onto the next segment - your thoughts and prayers from last week:

  • The guns shouldn't be jamming at 100% in the first place and this is something we are already working on and it will be fixed with the full release of the game. Another thing that you should look out for is the condition the magazines and ammunition are in, since they also play a role in guns jamming.
    Adding this as an optional feature in the server settings hasn't been planned for the full release of the game, but the idea does have some merit and we might consider it after the 1.0 release.


  • We'd like to take this opportunity to shed some light on this sentiment, since it is a recurring one.
    The concern you are having is exactly what we do not want to happen and the reason why we are putting so much effort into optimising the game as much as we can with the full release, so you guys get the most smooth and bug free experience in SCUM we can make.


  • So this issue occurs mostly due to the two players having a gap in performance when it comes to their respective rigs and their respective streaming speeds. This issue should appear less frequently with further optimisation of the game, but what you can do for now is to let the player with the better setup take the wheel in order to avoid this occurrence.



  • Sorry to disappoint you, but this will not be a feature in the 1.0 version of the game.
    Base building however, will certainly be expanded on in the future and options like for example having a stone oven at your base might be something we will consider down the line.


  • There is no information currently as post 1.0 plans are still in discussion crossing the t's and dotting the i's. Once we have that roadmap finalized, it will be shared do not worry.


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And this wraps up this weeks transmission. For more SCUM content, make sure to keep an eye out on the following platforms:

Facebook X/Twitter Instagram


-Perito