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SCUM - Development update #152

[h3]Hey, hey everyone, happy Monday! Ready for another Dev update? Well, it is sort of not here, but some other announcement, check it out![/h3]



Today, we are going a bit differently, a bit wild, so to speak. The regular list of who did what will not appear, but we are, however, giving you a tease on something we have been working on and what you can expect in the near future.

And that is:

[h2]PTE[/h2]

For those who do not know this term, it stands for Player Test Environment. So, what, how, and why?

PTE will be a whole new branch of SCUM provided by us to ALL players who have a copy of SCUM. We are having some huge changes planned in both the near and far future, but also plans that can change the game in a major way.

Such changes can obviously impact the game a lot, so instead of pushing them live, we will be using the PTE to give you the preview and give you a bigger voice in future development. How and where will be explained when the first one launches. The first PTE is almost ready, as we have a few more details to go through before we are ready to release.

So what can you expect in the first PTE?

Loot, traders and the road between them


The first round goes for the biggest impacts on the gameplay loop today. Loot, traders, and vehicles. Starting with loot.

Our loot table, through the years of adding so much, has become cluttered and too dependent on RNG, resulting in often disappointing outcomes. This was shown not only through all of your feedback, but also the data we see where you guys loot and how you approach it, and our own playtests. So what are the changes?

Loot has been divided and distributed through all sections on the map, so looting becomes a driven mechanic rather than just traveling and scavenging. For example, you are looking for an M16 mag or weapons that belong in the Western Hemisphere family. Military POIs have been divided, so you will know exactly which ones you will have to visit to find them. TEC01 installations have their own tables according to lore of the game and some gameplay balance. Rarity has also been adjusted, so those items that were always intended to be rare will be harder to find (ex., strong explosives), but you will know where to look.

Some POIs have been repurposed/ their intended use brought back up again. You can read this as Make hunting cabins great again. And much more...

Here is a little snippet with no explanation.



Another example are the vehicle parts, you will know what kind of POI you will need to get to, to have the best chance of finding that vehicle part you are looking for.

All the details will be revealed on the PTE launch.

Traders, here we go, a huge change. Looking at your feedback and how they are impacting the game, we are implementing a huge change to traders. Traders in PTE will have a change where their inventory will not be an endless arsenal, but in order to fill their stock, players will need to sell those items first. For example, you go to the Armory trader and want to buy an AK. If no one sold that trader the AK, you will have to go find it yourself. If it is going to be every single trader and every single item, it is something we are still tuning.

And last for this PTE, the vehicles. Part of it we touched upon already with the vehicle parts; here comes the rest. We are also setting up so that specific vehicles spawn in specific locations as well. Giving it much more sense and having them be more of a goal to obtain rather than a random chance. Also, increasing the number of immediately drivable vics is something we are looking into.

And that is it for now. Reminder: this will not be forced on any existing build, server, or save. Rather, it will be its own thing, that you, the community, can give your opinion on and help us guide it to where it needs to be.

Oh and last note, to avoid confusion, this is not all we have ready for you and you can look forward to more in the December update.

Until next time:

-Beda

SCUM - Community showcase

[h3]Good afternoon, Prisoners! You're not off the hook this week - here's a belated, fresh out of the oven Community showcase for your reading/viewing pleasure![/h3]



Cooking pots don't grow on trees..or in the ground for that matter.

Nighttime cozyness.

How going to sleep while still intoxicated looks like.

How parents look at you when you arrive home later that you promised.

Got' em!

Not sure if pirates or vagrants.

What most girls' IG feed looks like during summer.

Granma Clause causing global warming over here!

A face only a mother (or TEC1 scientists) could love.

Finally someone with proper potty manners in this game!
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And now onto our YouTube video creators ->

We'd like to start off this segment with a compilation of random mishaps and misadventures with Rusty and MissEM in lead roles. They are moderately entertaining so make sure to check them out!

https://www.youtube.com/watch?v=qHi84Hj9D5g&t=1256s

Here we have ilGattoSulTubo, who is an Italian streamer with a new series featuring your favourite survival game!

https://www.youtube.com/watch?v=e3FeTL6y11c

To top it off, if you're a SCUM player from Brazil and are possibly looking to get into a hardcore server, check this video out!

https://www.youtube.com/watch?v=jVynad0UNBI


See ya next week!

Fratman

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.

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See ya next week!

Beda

SCUM - Community showcase

[h3]Hey everyone! Happy Tuesday! It’s time for our weekly Community Showcase. We’ve got some awesome highlights to share, so let’s dive right in![/h3]



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.
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And now, buckle up — because this one’s wild!

Our long-time friends and amazing supporters at The ScumDumpster community just turned 3! To celebrate, they hosted an epic SCUMDumpster Carnival and it was nothing short of spectacular! The team built a massive, colorful playground packed with mini games, prizes, and plenty of fun challenges for everyone. The highlight of the event? A jaw-dropping high-speed acrobatic ride inside a giant sphere! Huge congratulations to The ScumDumpster community on three incredible years. Here’s to many more!













They may have partied a little too hard..

Check out their video as well!

https://www.youtube.com/watch?v=FTOGYI01SGs

Here's a shoutout to our other creators so make sure to check them all out!

The Goodish Gamer tried to make a cooking show… whether they succeeded is up for debate, but they definitely cooked up some laughs!

https://www.youtube.com/watch?v=kaSnR6w9kB8

Interesting enough, content creator Loralyne set off to survive with minimal skill settings. Go check out how far she made it!

https://www.youtube.com/watch?v=cKaO8Q-JR7Y
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That's it folks, thanks for sticking around and see you next week!

Somke

SCUM - Development update #150

[h3]Good day, prisoners! Hope Monday’s going easy on you and that you’re strapped in for a fresh new dev update![/h3]





Our programmers are keeping their heads down and are hard at work on delivering the much-anticipated inventory rework that we’re preparing for the upcoming update, and we’ll talk about that more as we near its release. Apart from that, they have continued their work on additional NPC server settings and on adding the limping option to puppets (and on their loot). Since we mentioned NPCs, they are also working to add additional and more advanced movement capabilities. One of the things that we’re excited about is the sidecar bike, and our programmers are adding a weapon station to it. In addition, they are working on other functionalities for it. It is also worth noting that they have worked on squad emblems, bug fixing, and, last but not least, mod support.



The level design team is almost in its entirety engaged in something… that we can’t talk about just yet (get used to seeing this line because it's gonna be a long process). Exciting stuff that we can’t wait to share once we’re able to talk more.



The animators are mostly engaged with new mocap sessions for the new cinematic trailer and on animations for the Tommy gun and the sidecar bike. The hard surface team is also heavily involved with finishing up the sidecar bike and is making some changes to weapon textures. To top it off, they are also working on a rework for the AK-15. The soft surface crew is working on a new type of clothes. Lastly, 2D has been engaged in some new concept art and on the squad emblems.



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



Clearing up some leftover bugs, new documentation prep for 2026, and the inventory rework were the main tasks that our designers were engaged with.

_____

See ya next week!

Fratman