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SCUM - Development update #83 & Community address

[h3] Hey everyone, hope you had a great weekend. Let's start Monday on a positive note with another developer update and something new, the community address![/h3]



  • Working on global raid protection system.
  • Code review.
  • Bugfixing.
  • Working on new NPCs.
  • Working on dropship functionality.
  • Prisoner movement refactor.
  • Working on quest log.


  • Adjusting encounter spawns.
  • Re-working POI layout.
  • Bugfixing.


  • Adjusting foliage.
  • Working on SKS animations.
  • Working on quest assets.
  • Working on modular vehicles assets.
  • Motion capture for new trailer.
  • Bugfixing.


  • Bugfixing.
  • Sample recording.


  • Responding to player inquiries.
  • Player insights surveys
  • Hunting and banning cheaters
  • Steam general discussion and bug reports
  • Testing of upcoming features
  • Various bug reports


  • Working on new GDDs.
  • Working on quest design.




[h2]Community address[/h2]

Now that we got the dev update out of the way, let us get down to the community address. What is this? you may ask. Well, it is a letter to you, all of you about the state of the game right now, and what we are doing about it.

We understand and get it. You feel like you are not being heard in some cases and it is true that the communication about some things from our side was a bit lacking. We want to rectify this and this is the first step. We have however always listened, read, and collected the feedback from all of you guys and that has never and will never stop, for after all what is SCUM without its SCUMmunity. Also, you all have grown, 10 times as much for us to communicate with you all effectively as we have before. So you can expect more ways, and more often to hear from us on the state of the game, development, and much more soonish. But more on that later. Let's get to what you all are eager to hear.

First state of the game are the hordes. Yes, we know they are not working as intended right now and we spent our time investigating and looking into it. The system is complex and relatively new, and issues were expected but not to this extent. Our primary focus right now is to resolve the issues inside bunkers and other High Threat Zones. We agree that spawning is ridiculous and no one wants puppets to spawn on them. I am happy to say that we looked into it and this will be resolved in the next update. The encounter manager is here to stay, not the issues with it. Reasons why are vast and vary as every single player is. From an optimizations standpoint, future features and NPCs will all fit in the end. So we will keep working on it and improving it until it is right and satisfactory for everyone. We are also working on better ways to deal with encounters, the first step being improving the roles of silencers/suppressors making firearms viable as well. More of that in the update as well.

Secondly the vehicles. We know it's been a long time since you've seen a good chunk of them still. Those of you catching up on these can already guess but here I can confirm it. We will begin implementing all the missing vehicles in waves, starting with the ones missing from your hearts the most. Hint: They arrrrre coming back.

With the item number 3 comes anti-cheat. You already know we have upgraded our ticket system, the reasons already mentioned. But there was another reason as well. Our wonderful QA (which was also CM/Anti cheat/Support/Window washer team) was overloaded with everything. With the load lifted from them, they have now, and will continue to do so, be more focused on cheats and anti-cheat methods with collaboration from the rest of the team. We already have active admins, devs online, and more combating cheating, but we are working hard on more auto reporting and acting anti-cheat methods. Unfortunately, that is all I can say about it right now, since the more information I give away the more info those pesky cheat makers will have on what to do. Naughty naughty guys, go away.

All of this and a bunch more bug fixes will be in the next update. We hear you and we are here. Hope you all like the new format with more to come so stay tuned!

-Beda

SCUM - Development update #82

[h3] What better way to kick off another week than with a fresh new dev update! While some of these will look familiar to those that'd read the previous update, there are some exciting new tidbits the team here's been cooking up! [/h3]



  • Additional work on the raid protection system.
  • Working on movement rework.
  • Working on NPC functionalities.
  • Working on quest system.
  • Bugfixing and polishing .


  • Reworking settlements.
  • Window rework.
  • Optimizations.
  • Bugfixing.


  • Working on graffiti.
  • Working on a weapons rework.
  • Working on SKS animations.
  • Working on armed NPC models.
  • Working on new concept art.
  • Working on quest assets and UI.
  • Working on additional Rager parts.
  • Working on modular tractor parts.
  • Working on a new trailer.


  • Working on denoising of existing samples.
  • Bugfixing.


  • Responding to player inquiries.
  • Hunting and banning cheaters.
  • Steam general discussion and bug reports.
  • Testing of upcoming features.
  • Various bug reports.


  • Working on localization updates.
  • Adjusting new dirtbike attachments.
  • Preparing new vehicles.
  • Working on quest design.

SCUM - Development update #81

[h3] Hey hey everyone. Yet another start of the week and with a proper Dev update this time as well! Check out what the crew has been up to! [/h3]



  • Optimizations.
  • Working on movement rework.
  • Working on NPC AI behavior.
  • Bugfixing.
  • Adjusting weapons for NPCs.
  • Working on dropship movement and deployment system.
  • Code review.
  • Resolving issues on the dirtbike.
  • Tweaking raft parameters.
  • Working on quest system.


  • Reworking some POIs.
  • General optimizations.
  • Shader optimizations.
  • Memory optimization.
  • Bugfixing.


  • Reworking foliage.
  • Working on SKS animations.
  • Working on the new trailer.
  • Working on new concept art.
  • Working on modular sportbike.
  • Working on modular quad.
  • Work on new quest items.
  • Working on NPC character models.
  • Working on dropship model.
  • Cleaning up source files.
  • Bugfixing.
  • Working on quest animations.


  • Bugfixing.


  • Responding to player inquiries.
  • Player insights surveys
  • Hunting and banning cheaters
  • Steam general discussion and bug reports
  • Testing of upcoming features
  • Various bug reports


  • Working on new GDDs.
  • Working on quest design.


SCUM Support migration



[h3]Hello everyone, some big news for you all! [/h3]

We are excited to announce that our support system has been upgraded! With the new page you will find all the information needed when you find yourself in a bit of trouble. From FAQ, troubleshooting common issues and expanded direct support.

For those of you with active tickets on the old system you will need to create a new ticket on the new page, as the old one will no longer provide responses.

You can find the new support page here:


Thank you for your attention, until next time! (sooner than you think)

SCUM - Hotfix 0.9.522.83442

[h3]Hello everyone, hotfix is here and it could not come soon enough. Check it out![/h3]



  • Fixed the issue where chests or other large containers would not load its contents if there were a lot of items inside.
  • Fixed the issue with wrong backpack grips.
  • Fixed the issue that broke motorbikes.
  • Fixed the issue where workbenches disappeared when used.
  • Fixed the issue where puppets would spawn on player location when all potential spawn points are invalid.
  • Fixed multiple level design issues.
  • Fixed the issue where Raymond Boots would clip through.
  • Fixed the issue that could cause a server crash on login.


  • Lockpicking logs will now include door owner steam ID just like chests do.


[h3]Known issues:[/h3]
  • Some textures on motorbikes might be broken.
  • There will be long loading time on BB storage shelf sometimes if filled with massive amount of items.