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SCUM - Development update #144

[h3] Hello everyone! Happy Monday, and time for another development update. Let's get ready for the update itself by checking out what the crew has been up to. -> [/h3]





Starting off with the programers. As you can guess most of the work going on is regarding the upcoming update this Thursday. So mostly bugfixing, optimizations and finishing up features.



Boys over at LD were qutie busy as well, not only with some of the features in the upcoming update but also cooking up something big for the future. Not something we are prepared to talk about right now, but quite exciting.



The hard surface are finalizing the new trench gun bayonet, the new paint gun item wink wink, and some other reworking and tweaking of items.

Soft surface is honestly just a copy paste from last week which comes to show how long some of these things take.

2D still working on new concept art and getting those new UI elements nice and ready.

The animation team also on bugfixing, helping out with some new content and some nice new animations for the new sickness coming up.



The sound team also deep into bugfixing, recording new sounds and everything else sound does.



And lastly we have the game designers. As they are also finishing up for this weeks update including bugfixing and last minute tweaks.


Yes we know its quite slim for a dev update this week but to be expected as most of the details we wanna save for the update itself coming out in just a couple of days. But worry not as we are just ramping things up in the future. Even after this update we have a couple of things cooking up with some of it directly involving you guys. More info soon enough.

There is also some news,for months now you know that we are getting even more and more independent in the way we operate. Well this also includes that we are now switching back to our own Player support system. Which you can find here

SCUM - Community showcase

[h3]Happy Tuesday! You already know it is time for another community showcase, check it out! ->[/h3]



All the predators fear the banana gun.

If not friend, why friend looking?

Yeah at this point, get new squad mates bro.

Oh wiseman of the toilet, tell me your secrets.

Gas guzzlers 3 anyone?

King in the castle, king in the castle, I have a chair.

Just run bro.

Damn campers.

Do a flip.

SCUM of anarchy?


On the video side of things, first up we have Mr. Feudal with his new video exploring the mines which is quite natural for this dwarf.

https://www.youtube.com/watch?v=jvP_xVg79wY

And we have the Goodish Gamer, where they started buidling their first base. Let's see how it will work out for them!

https://www.youtube.com/watch?v=f0PA9ZKHiEw

SCUM - Development update #143

[h3] Attention inmates! Strap in and strap up as we're gearing for this week's dev update - coming this time with some news pertaining to the next update for the game! [/h3]





Let's start off with our code wizards, shall we? As we've reported last week, work on the much-anticipated inventory rework has been resumed and, make no mistake, this is going to be a mainstay in this section so make sure to get used to it. In other news, work on the new and exciting diseases & common cold feature has mainly been wrapped up and is currently being tested and the initial bugs are being squashed. We've also promised to improve the NPC and their reactions and we're doing just that with our continued efforts on making them react to tear gas grenades and flashbangs. We've also completed our work on the encounter manager improvements, but more on that later! A lot of work has also gone into some UI improvements, the aforementioned new BB elements, and of course the armor penetration rework. Along with the armor rework, we're also working on improvements to bullet penetration, which will now take into account the depth and type of the material the bullet is penetrating. Of course, let's not forget the bugfixing...



Apart from preparations for the launch of new base-building elements and adding details like destruction particles for them, the level designers have also started working on a rework for the industrial kitchen cupboards found in restaurants in the settlements on the map and on certain elements for the eventual introduction of Wild hunters.



The hard surface team is still at it with improving shaders on props such as glass bottles, the trench gun bayonet, and the water collector. However, they've started to work on a rework for the SVD mag.

Nothing new to add here from last week on the soft surface side. They are still at it with the improvements to female character clothing, and are working on all the assets for the head bandana item, as well as on the wild hunter NPCs coming in an update later this year.

Same as last week, the 2D guys have continued their work on the UI improvements for painting and on some level design concepts.

The animation team is still mostly engaged with bug fixing and have begun their work on supporting the NPC reactions to flashbangs with new animations.



The sound team is also deep into bug fixing and on recording and editing new footstep sounds, but have also begun work on the sound effect for the diseases.



This past week, the designers have continued their work and are doing their part with regards to the new base-building elements and on resolving some challenges with the armor rework, as well as some bugfixing and quest improvements.


Now for the meat and potatoes. We said there will be more info on things going on, and we are here to deliver. Today specifically, concerning the next update. So when is it? Q3 is coming to a close. Where is it?

Originally, the update was supposed to be delivered this week; however, during the testing phase, we realized we needed a bit more time to complete some features and test them properly. So the choice was, cut features out or miss the Q3 deadline by a couple of days. We decided to give it a few extra days, so the update release date is 2nd of October.

In other news, there have been questions about wipes. We are looking at our stats and changes in the update, and we can see on the officials that a wipe is needed. So we can confirm that in the coming update, the official servers will receive a soft wipe. However, here is the kicker. For SP saves and private servers, wipe will be recommended but optional , as we are not forcing it for all.

Now, some other big news for everyone, regarding our favorite thing in the game. Yes, the encounter manager.
We are introducing the first pass of changes to the encounter manager and exposing many more options to server settings for customization. This includes things as spawn distance, activation distance, and virtualization timer. Last one put in simple terms is the thing that controls how long it takes a POI to respawn puppets after it was cleared. Not only are we exposing them as settings, but we are also changing them ourselves on official and vanilla settings. According to all the feedback you provided, we can now act upon that.

All that and more coming on the 2nd of October.

SCUM - Community showcase

[h3]Prisoners! It the most 'wonderful' time of the week. You guessed it - another Community showcase is upon you! [/h3]



These guys don't mess around!

Never forget those 'straight to DVD' martial art masterpieces.

The background looks nice, and the foreground is easy on the eyes as well.

No stupid quips here. This is just awesome!

Imagine being one of the most fearsome woodland predators and then dying by a dude sporting that backpack...

'Would you like your head well done, medium, or rare, sir?'

Nothing like a quick afternoon power nap.

I see what you did there...

This and 'Chariots of Fire' in the background.

My eyes...they burn from all the pink.

___

This week's YouTube creator section will feature some prominent names from all over the world, and we're kicking things off with one of our biggest streamers from Thailand called SongSY engaging in all manner of activities SCUM offers - PvP, raiding, bunkers

https://www.youtube.com/watch?v=BC4YHwfGckA

Next up we have Más Menos Trece from Spain with a video promising trouble and messiness.

https://www.youtube.com/watch?v=-XZQgg8exX0

And to top it off, we have カニ🦀 from Japan going in-depth with his exploration of Samobor.

https://www.youtube.com/watch?v=eFs-uYqbOO4

SCUM - Development update #142

[h3] Attention inmates! What better way to kick off a new week than with a brand-new look into what our devs have been cooking up over the past week and something else you need to read! Check it out! [/h3]





There's a lot of interesting stuff that our programmers have been working on. We want to start strong with this segment by saying that work has begun (again) on the much-anticipated inventory rework, and we can't wait to share more info on this! Apart from that, work has also continued on the cuts, bruises, and puncture character visuals and on the aforementioned diseases and symptoms feature. It is also important to note that NPC behaviors are being expanded as the team worked on their limping ability, as well as their reactions to tear gas and flash grenades. Oh, and let's not forget about another big rework which has also seen some breakthroughs in the last week, which is, of course, the long-awaited armor rework. Bug fixing was also heavily prevalent, as well as additional improvements to the encounter system.



Remember what we said last week with regards to these guys? If not, they are (still) working on a plethora of new base-building elements which we still do not want to spoil, but rest assured, you'll learn about them soon enough!



The hard surface team is finishing up the military tomahawk and the improvised water collector, and they've started working on a new cool multi-functional item, which is a knife with a built-in flint and compass! The trench gun is also getting a bayonet, so they're on that as well.

On the soft surface side, they are still at it with the improvements to female character clothing, and the head bandana item, as well as on the wild hunter NPCs coming in an update later this year.

Same as last week, the 2D guys have continued their work on the UI improvements for painting.

The animation team is still mostly engaged with bug fixing and on the animations for the trench gun. Nothing much to add here.



The sound team is also deep into bug fixing and on recording and editing new footstep sounds.



Much remains the same this week as the designers have continued their work on the new common cold mechanic and doing their part with regards to the aforementioned new base-building elements and armor rework.

No Q&A for this week, but there is an announcement of an announcement, so to speak!

So what do we mean by an announcement of an announcement? Well, up to this point, DEV updates served a more informative purpose on what's been going on. And part of it will still be that. But starting next week, DEV updates will be much more. Important announcements regarding updates and requests for feedback on feature development will be. More info in the future, specifically starting next week! So make sure to keep an eye out!