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SCUM - Community showcase

[h3] Attention inmates! It s that time of the week again and we have a freshly baked community showcase for you, so let's see what you guys were cookin' up in the past week -> [/h3]



SCUM - Development update #121

[h3]Prisoners! Your weekly entertainment transmission, containing the latest development progress of SCUM, is ready![/h3]





Aside from intensive bug-fixing efforts, the programming team is working on various tasks, including optimizations for the Sentry, improving movement capabilities for armed NPCs, and ensuring the Kinglet Mariner is roaming the skies. Work is also progressing on the UI redesign for the phone, garden health mechanics, and anti-cheat improvements.



Reworking the map has inevitably resulted in some bugs, and the team is ensuring that any issues found are being addressed. Additional tweaks and testing have also been conducted.



The animation team is primarily focused on bug fixing, with special attention given to weapon-related issues.

The hard surface team continues their work on the trench gun and the Zündapp-inspired motorcycle. Additionally, progress is being made to bring back the fan-favorite tractor in all its modular glory!

There are no major updates from the soft surface team, as they continue working on environmental rocks and NPCs.



The sound team is also engaged in bug fixing across the board.



The QA/CM team is gearing up for the final push, ensuring no bugs slip through the cracks and that cheaters are dealt with effectively.



The designers are also making sure no bugs remain on their end.

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



  • Once caught cheating, bad actors are permanently removed from the game and cannot return. Additional measures to mitigate cheating are in development and will be implemented as soon as possible.




  • That does sound like a cool idea, but currently, nothing of the sort is planned. However, that doesn’t mean it’s entirely off the table!




  • Our primary focus right now is delivering an awesome 1.0 launch for SCUM. The feature you mentioned will be considered, but we can’t share more details at this time.




  • That does indeed sound cool! It would add a nice, personalized touch to players' bases. You should post this suggestion in the 'Suggestions' subforum on our Steam page!




  • It’s always great to hear words of encouragement! Thank you kindly—your support will help us cross the 1.0 finish line.


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See you next week...if you survive...

Fratman

SCUM - Community showcase

[h3] Hello again prisoners! As part of your incarceration, you are hereby subjected to your weekly punishment consisting of subpar puns, obscure references and outstanding community contributions! [/h3]





Let's start with a selection of screenshots from the past week:

SCUM - Development update #120

[h3]Hello everyone! Another Monday, another dev update, check it out![/h3]





Our programming team has really sunk their teeth into bug fixing and optimisation, with it taking up the bulk of our manpower in that regard.
Pesticides aside, more work has been done on the UI front, as well as the highly anticipated Kinglet Mariner and the garden's health functionality that we mentioned last week. Other than that, there have also been further improvements to the armed NPC's movement.
That's not all, there has also been some progress when it comes to the implementation of new anti-cheat efforts.




The Level Design guys are still busy as bees with bug fixing and continuing to polish the work they have finished so far, but still managed to continue to work on the TV base, the WW2 bunkers, POI's environment modelling and some secret stuff that will be for you guys to discover.



Our animators are completely dedicated to fixing bugs as well. Not much to write here, but a considerable amount of work is being done nonetheless.

Hard surface has also continued to work on the Zündapp, the second coming of Jes- I mean the Desert Eagle skin and then some.

Soft surface is finishing up a couple of projects they've been working on while also further working on rock textures and NPC's.



Some bug fixes, continuing to work on weapon sounds and more, the sound team has been doing a little bit of everything.



You can already guess what they've been up to, sniffing out bugs, so others can snuff 'em out, engaging with you guys, testing new features and their favourite sport of all - cheater hunting.



The Game Designers prime target continue to be bug fixes.

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Now, let’s head over to the Q&A section, shall we:



  • Currently, there is no setting to alter the amount of damage taken, depending on where you got hit. There are multiple things at play like ballistics, calibre, model physics to name a few, that have to factored in. We might consider making some changes in the future though.




  • These are issues and optimisations that are included in the upcoming inventory rework, sit tight, I think you might like what we've been preparing for y'all.




  • Not so sure that sentries with larger walking paths will see the light of day, but the upcoming armed NPC's should definitely make SCUM island a much more dynamic environment.




  • Since we have new content and reworks coming to the game, it's counterproductive to fix bugs in one system which going to be overhauled anyway a bit later, we'd be needlessly doubling our workload by doing that, which is why it might seem that those are being disregarded. Rest assured, those pesky bugs will get what's coming to them.




  • If you're familiar with altering JSON files, you already have that option and there's also an extensive guide, that explains everything you need to know, in order to make what you desire a reality. Check out the link below!
    Loot modification

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Till next time!

-Perito

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]