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SCUM - Development update Infogamer 2024 edition

[h3]Hello everyone! Another week another update from us, but this time a special Infogamer edition! Check it out! -> [/h3]



As is every time Infogamer comes around, we have been there talking with all of you both veterans and new players that came to our booth! 4 days of energy drinks, beer and homemade rakija some of you brought us later here we are. For the rest of you here is what you missed!



We had a special build showcased in our booth with some unreleased goodies in it. You were able to see early stages of multiple features coming your way! For those who were not there do not worry, you will not wait long to see them as well.





As is tradition, people always walking up to us to get that sweet sweet SCUM merch. And as is tradition they could win them through either brain or brawn. So you could answer questions about the game or do pushups. What you think the ratio of these 2 options was?



Our QA Killbox guys making sure there were no problems, and after they found that was boring they started making some problems.





We did some useful stuff as well, as the hiring drive is going full steam ahead.



Also these guys showed up demanding some keycards or something.

You can also see more in the latest BTS video with also our Uros explaining what he has been doing as well.

[previewyoutube][/previewyoutube]


That is all from us! See you wonderful people next time!
- a very broken and tired Beda

SCUM - Community showcase

[h3] Hello everyone, It is Tuesday which means another Community showcase. We do have some unfortunate news as well, so please check it out. -> [/h3]



This week we do not have videos for you but rather an unfortunate event.

One of our community members, a person who was loved by many in the community Tim Kwass, also known as 321 Spiele unfortunately passed away. It shocked many of us and surely many of you as well. So, we would like to acknowledge him and his love he showed to the community and to the game. Rest in peace our friend you will be missed.

His close friends have decided to start a gofundme to help support his family so if you want to and can please check it out.



Big thank you from us and his family for those of you who have been with him and those who decided to help out.

They do say that laughter is the best way to move forward so to lighten the burden of the news here are our regular scheduled screens and captions.

Looks like gladiators really are back in fashion.

Support your local trader

Just another journalist getting the highest award possible

"My axe, your face - It's a date!"

Me and the boys when we hear that there's going to be car batteries and copper at the function

Not the biggest proponent of skincare, but I'll be damned if those aren't some pearly whites

Berghain might be cool and all, but have you ever been to Samobor though?

Uuuuuhm, is that a threat?!

Pro tip: If you leave a sign like this outside your base, no one can raid it. It simply won't work.

send it

That is all from us for now, till next time.

SCUM - Development update #112

[h3]Hey there, everyone! Hope you're all doing well! We have a new dev update to help ease those Monday blues. [/h3]



Be sure to check out last Friday's BTS video, featuring a duo consisting of one our programmers and one of our game designers!

[previewyoutube][/previewyoutube]



The programming team has been heavily invested in bug fixing. And when we say "heavily," we mean almost the entire team has been focused on it. What could that mean? Alongside bug fixes, work has continued on prisoner camouflage, puppet sleepers, and puppet encounters. The team is still hard at work on quest systems, NPC reload functionality, turrets, and vehicles. Did I mention bug fixing?



The level design team has doubled down on landscape reworks across multiple sectors, including C0, A3, Z0, Z4, D0, D2, and D3. With so much landscaping, the level designers could easily switch careers if they get tired of screen time! Additionally, they've worked on base-building destruction particles and further reworked the base-building elements themselves. Sawmill and quarry machines are complete, and work has started on material reworks for rocks and cliffs.



The animation team is finishing up malfunctions and is heavily focused on the new trailer. The dropship also received some attention over the week.

The hard surface team has been developing the new motorcycle and working on features related to the turret, like the aiming module. Progress continues on the sportbike, tractor, and dinghy, which will also make a return soon. They’ve also begun work on something exciting for the community that we’ll reveal soon. In the meantime, enjoy a sun-soaked look at the Dinghy:



The soft surface team has started testing and creating materials for painting clothes. They've also continued working on the trash ghillie suit, new male and female inmate shirts, and the NPC character. Work has begun on reworking backpacks and quivers as well.



The sound team has been busy with sound design for the trailer, along with turret and quest UI sounds.



Testing, testing, and more testing...it's as simple as that.



Our game designers focused on quests, tutorial development, and overall bug fixing.

Now that we’ve covered everything, here’s this week’s Q&A:


  • All previously available vehicles will make a return to the game – including the chopper. The team has already worked on it, and it’s nearing completion. We appreciate your patience until it’s ready.



  • There's currently a standalone grenade launcher in the game, but a grenade launcher attachment will not be available – at least by the time we reach 1.0. After that, anything’s possible.



  • You won’t be able to put the MAC10 in the dedicated holster item, but you can place it on your back.



  • Horseback riding has been discussed as an idea within the studio, and it would be really cool to have at some point. It won’t be out with 1.0, but it’s definitely something we’d love to explore.



  • Oh man, wouldn’t that be awesome! Throwing them on unsuspecting enemies during base raids sounds really cool. It’s probably not in the works right now, but it’s worth passing on to the team.

SCUM - Community showcase

[h3] Hello everyone, we hope you tricked and treated to your hearts content for the past few days. Since the devs hogged all the attention on Monday, it's time we show the community some love! Check it out! [/h3]



Sometimes being a camper is not that bad.

Stop horsing around.

Smile for the camera.

Dunno why, but this goes hard for some reason.

Sometimes the game just looks georgeues... grogeus, geor- it looks really nice.

I don't think that was a micro-dose, Mark.

Worst poweranger movie I ever saw.

This was the moment he realized, that he did not want to have kids.

Floating pumpkin head is not real, it can't hurt you.

Still better than the Waterworld movie, yes I said it again.

And on more animated front:

In case you missed it the DEV Stream VOD is now live on Youtube as well so if you want to recap check it out here:

[previewyoutube][/previewyoutube]

Looking for some PvP content? Check out MrGameHunter!

[previewyoutube][/previewyoutube]

Or some tips and tricks check out this Luthias video!

[previewyoutube][/previewyoutube]

Till next time! - Beda

SCUM - Development update #111

[h3]Hello there, SCUM people! Here's a new dev update to help you get over the hangover from the weekend Halloween parties! [/h3]



Before you delve into the new dev update, make sure to check out last Friday's BTS video, which features one of our character artists!

[previewyoutube][/previewyoutube]



Our code wizards are working on a variety of tasks. They’ve been conducting various graphics optimizations and introducing fixes for vehicle attachments. The team has also been extensively bug-fixing and working on the upcoming quest system, as well as making additional tweaks and improvements to the encounter manager and the dropship event. To top it off, they’ve also worked on the turret and Cruiser functionalities and given the armed NPCs the ability to reload.



The level design team has mostly continued their efforts from last week, focusing on the landscape rework across the D2 and Z sectors, foliage optimizations, sawmill building and landscape rework, quarry machinery, and improved snow functions. In addition, further optimization of base-building elements has been introduced, reflection capture probes have been placed, and new base-building destruction particles were created.



The animation team has focused heavily on ensuring that malfunctions are... functioning, as well as working on the new teaser trailer and general bug-fixing. Lastly, I took a look at the turrets, and to quote a legendary line from a '90s sitcom: "I think it moved."

The hard surface team has been sprucing up all the vehicles in the game, as well as reworking the RPK/AKM. They’ve also been finishing up the TEC-1 relays and jammers, working on another variation of the turret, preparing the Sportbike for modularity, and creating a new UV map. Here's a sneak peek at an early WIP rework of the AKM:



The soft surface art team has been busy reworking the school backpack, developing the trash ghillie pants, and working on the boots.



The sound team is currently working on sound design for the trailer and the new base-building turrets.



Just like last week, the team is working hard to test all the new features coming into the game.



Our game designers are still hammering away on the quest system, quest rewards, bug-fixing, sentry items, and MAC10 supporting items. Try saying all that in one sentence!

Q&A is not here since, well it has all been answered on our dev stream! For those of you who missed it, do not worry as the VOD will be reuploaded.