1. SCUM
  2. News

SCUM News

SCUM - Development update #110

[h3]Salutations SCUM people! Here's a new dev update fresh out of the oven, along with a sweet new community announcement![/h3]



Before the read, if you have not already, make sure you check out last Fridays BTS video!

[previewyoutube][/previewyoutube]



Our programming team is steadily preparing for the implementation of new features and additional improvements. Aside from bug-fixing across the board, work has progressed on enhancements for indoor lighting and the Cruiser motorcycle, and the base-building turret is nearing completion. The dropship has also been further refined. The dropship encounter that is triggered with the cargo drop is being developed, and the ability for them to release tear gas on players is also in progress. Encounters are being fine-tuned, particularly those in high- and mid-threat zones. Work on quests is progressing smoothly, and we can’t wait for you to try them out. Last but not least, development on armed NPCs continues.



The level design team has been preparing for new foliage distant LOD's and landscape rework across all B and Z sectors, as well as the D2 sector. Progress has also been made on the sawmill main building and the stone mine platform and machinery. Base-building palisades and other elements, along with a master material for all the elements and the new snow textures which will make it look much nicer.



The animation team has continued their work on weapon malfunctions and on the new trailer for the game, turret animations, and the dropship. Importantly, many bugs were squashed.

The hard surface team primarily focused on bug-fixing, alongside work on turret texturing, sport bike attachments, and the TEC1 relay and jammer.

The soft surface art team has been heavily focused on TEC1 NPCs and the trash ghillie suit.

Here's a quick look at the sport bike with attachments installed on him:





The sound team is currently working on sound design for the trailer and the MAC-10 weapon.



Nothing’s changed here. However, more and more new features are being provided for testing.



Our game designers are diligently working on everything related to the quest system, from bug-fixing to setting up quest rewards. They’re also establishing the workflow for the tutorial.

No Q&A this week as we have something special for you this week. We will be doing our first ever Dev stream! That's right, we will be streaming the game and answering your questions live on our Twitch channel. Our first Dev on will be the ever favorite Martin, our senior Game Designer. You have a question for him? Whether it is game related or what his favorite hair product is, leave it in the comments below and we will pick the best, polite ones. Make sure you are there!

SCUM - Halloween update 0.9.544.82725

[h3] Hello everyone, are you ready for Spooky season? The annual Halloween update is live, so be careful out there and prepare an extra pair of underwear. Check it out! [/h3]



We are all hands on the next bigger update with a lot of nice things coming your way, some of which you can already see through our Dev blogs. This, however, does not mean you will miss out on the regular Halloween update as we are still providing you with the much requested spookiness this season. For those of you that are with us for the first time here is what you can look forward to!

[h2]The Ritual[/h2]



The haunted house is active again, and with it the ritual is here! If you need a refresher, here is the riddle to help you out.

“When the midnight darkness comes to pass,
the bullish sword will show the path.
Down you go, just follow the stairs,
if you're lucky enough, you'll meet your death.
Around the corner, you'll find a light,
the gates of hell will shine so bright.
Seven lit candles around a puppet's head
will without question resurrect the dead.
Add ten bones and a couple of eyes,
and you'll get the chance to stay alive.”




So explore the catacombs, solve the riddle, complete the ritual, and claim your prize!

[h2]Jack-o-Lantern[/h2]

What is a true Halloween without proper decorations? We have 3 new Jack-o-lanterns for you to craft and make your home a haunted house.



And do not be surprised if you see some flying around, they are friendly we swear.

[h2]New Menu[/h2]

As is tradition, with the seasonal update comes a new seasonal menu. So you can get in spooky season from the moment you start the game!




[h2]New emotes[/h2]

We have 2 new emotes for you as well! Both to scare and bamboozle other players. The Imposter:



Where you can roam around like a puppet until it is your time to strike!

And the play dead, for when you pray they will not notice you.



All that and more surprises await!

- Beda

SCUM - Community showcase

[h3]Hello hello, what do we have here? A return of the king. it was a long time since we all sat together and checked out your screenshots, videos content in general with of course everfunny caption by us. So let us check out the Community showcase![/h3]




You can't sit with us hombre.

Every girl I know has had the same nightclub experience.

Tough crowd.

Welcome to the zone traveler.

Highway to the danger zone.

Left if performance but right is style.

Tis but a flesh wound.

Nice.

That's not a knife, this is a knife.

Bearly made it out of there. (Yes the bear puns are back.)


And now for some videos,

First of all a shameless plug of our own creation, the Behind the scenes videos are back so check out the newest one!

[previewyoutube][/previewyoutube]

Next up we have Fric with a nice little kill compilation. Do not have a clan war in the comments.

[previewyoutube][/previewyoutube]

And last for now, congrats to Dr Grant on 6k subscriber milestone, check him out as well.

[previewyoutube][/previewyoutube]


That is all for now, but who knows, these might become regular again.

-Beda









SCUM - Development update #109

[h3]Hey there SCUM aficionados! Hope Monday's treating you well. Here's this week's dev update for you to sink your teeth into.[/h3]





Our programmers have been hard at work on a variety of tasks. To start, they’ve been working on optimizations for post-processing effects, cloud shadows, and volumetric fog. Dropship encounters were also refined, and work has progressed on the armed NPCs. They’ve also continued to focus on the turrets, quests, quest world markers, and the cruiser vehicle. Additionaly the ladder-connecting functionality is being worked on. Last but not least, a lot of bug fixing was also conducted.



The level design team has really been at it! Last week, they prepared new foliage, made additional adjustments to the base building elements, and worked on landscapes for rock placements. The sawmill main building and hangar are being reworked, and distant LODs for the prison were modified, along with the machinery in the stone mine. Additionally, the team is making adjustments that will greatly improve indoor lighting in buildings.



The animation team has continued their work on the foliage, new pushing animations for bikes and the quad, and the new trailer. They’ve also put greater focus on bug fixing and preparing the Halloween content.

The hard surface team worked on the engine attachments for the quad, dirt bike, and cruiser, as well as on the malfunction graphics. Among other things, the tractor is being set up along with its dashboard and light emissions, and bike and RIS interactions are being improved. Also, work has continued on the turret models and texturing, which we teased in one of the recent dev updates, as well as on the rework of the improvised rifle and the TEC1 relay and jammer items.

The soft surface art team mainly continued their work from last week with the female inmate clothes, trash ghillie suit, and school bag, with added tasks related to the headlamp vertex color, armband slots, and high poly weapons for the tribal characters!

We have a small taste of the fan-favorite vehicle for you guys — the aforementioned dashboard of the almighty tractor!


(Here's hoping this speedometer will fare better than the RIS one when it launched...)



The sound team is still making sure that the sounds for the turret and for the quests pop.



These guys do what they do best — drink an inordinate amount of energy drinks, keep the cheaters at bay, and test out new features coming into the game.



Our game designers are keeping their heads down and ensuring that the quests are as awesome as they can be!


__________________

And now, it is time for Q&A:


  • I'm fairly certain that's a regular person. There's no reason to put those fever dream gremlins as a reference.


  • Combating cheaters is definitely our top priority. We'll make sure to eradicate the issue almost completely by the time we hit 1.0, but our current top priorities lie with fixing the most egregious bugs and introducing new features and reworks.


  • Those will come a bit later. Our current focus is on the upcoming quests and new reworks that are coming in hot. We might have something in store for you in that regard very soon. ;)


  • This will be part of the upcoming inventory rework. We understand the necessity for this improvement, and work has already begun.


  • Those sound insanely cool and are definitely worth considering. However, they do seem like a big post-launch update, so it's best to be patient with this in particular.


See you next week!

Fratman

SCUM - Horde news

[h3]Hey everyone happy Thursday! Hope you are all good, this is a surprise post as we want to continue to keep you guys in the loop. So here are some news with the Horde we want to share with you guys. [/h3]



We promised you guys we will give you more news about the hordes as soon as we could, and on that promise we deliver. As you are reading this we have started testing new changes to the Horde system to adjust it properly according to your guys feedback and the issues we seen ourselves over time.

But not only us, as we want the community involvement in this as well. With the soft launch of Dropships we have some pretty good feedback, allowing us to adjust and tweak the feature before full release. So we are adjusting this approach to the horde changes, and all of our Alpha testers have access to the horde changes. And all of them will be adjusted according to their feedback.



The changes include both how and when the hordes get triggered and the puppet spawn proximity depending on the area. We do not want to share numbers at this point as the numbers are not what is important here, what is important is that it feels good and that is the feedback we want. To have it feel right. And on this we have our community and Alpha testers to rely on. For now let's have them check it out and break everything and adjust further as needed, and thank you all for your patience. You will hear from us soon!


- Beda