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Community showcase

[h3] Attention inmates! It's the most wonderful time of the week! Here's a new batch of amusement and shenanigans - coming to you straight from the prison island! ->[/h3]



When my wife tells me that I'm on the toilet for too long.

Didn't know that cowboy love movie is getting a sequel.

People are usually putting their towels to secure their place on the beach. This is ridiculous.

Hope that trigger finger's not itchy.

That's one awesome tower! Props for this one!

Feeling sad I wasn't invited to this...

This selfie has a baroque quality to it.

Wonder how many got out alive from that bunker...

Wouldn't want to mess with her...

Pure cinema
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You know the drill, onto the next segment ->

First up, we have Gaming Central with a video on one of (in their opinion) the best locations for looting in the game. Telling you outright would be spoiling, so make sure to take a look!
https://www.youtube.com/watch?v=CEdcOIkZ6bA&ab_channel=GamingCentral

Next up we have Davo with a self-imposed challenge on acquiring a plane in a set amount of time. It could be helpful to some of you having trouble with getting a hold of a plane.
https://www.youtube.com/watch?v=kKuStEX5Mks&ab_channel=Davo

To top this segment off, we have Mr. Candy braving the B2 Airfield on his own. If you have developed a phobia for Sentries, watch at your own discretion!
https://www.youtube.com/watch?v=LbQDq1ekyKY&ab_channel=MrCandy

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Fratman

Development Update #136

[h3] Attention inmates! The gears keep turning and the hammers keep swinging and the team’s been busy stirring up plenty of new chaos. From mine-triggering mayhem to new symptoms, this week’s update is packed with progress. Let’s take a look-> [/h3]





Let's start with our code wizards, they continued work on cross-stream locking and onboarding UI improvements. A crash related to the dropship and foliage has been fixed, and there’s a new admin command related to hunts has been implemented. Another improvement this week includes contact shadow support for the character mesh manager, which should make prisoners look even better under dynamic lighting.

Development is also ongoing for a feature that’ll allow all consistent characters to trigger mines, so keep an eye (and a foot) out for that. Get your tea and mittens ready, there's good progress on new symptoms and conditions everything from the common cold and fevers to fevers and stuffed noses. This ties into the broader disease and condition system we teased before, and there’s still more to come. A logging system for NPC kills was added, and first-person aiming while using a bow is now functional. On top of that, a ton of bug fixing has been going on and some early research into an upcoming rework.



Our level designers continue to stay locked in on bug fixing, but they’re also implementing fake GI into building interiors to bring out more depth and atmosphere.



Lots of movement from the animation team this week. They’ve been focused on new item animations, particularly for the axe and shovel, and more updates to the flag pole animation set. They’re also laying the groundwork for upcoming features like bruises, burns, and bleeding effects. Work is ongoing on new interior lighting and as always, bug fixing continues in the background.

On the hard surface side of things, the team is keeping busy with a bunch of new gear. The military tomahawk is in progress, alongside a new improvised tomahawk, and an improvised wheel item is being worked on to help with faster repairs and most importantly mobilization.

The soft surface team is starting preparations for the next Twitch drop campaign, which is already shaping up to have some great loot.

The 2D team is handling a mix of things right now, from level design concept art to updates to the Journal and new UI features for pattern based painting.



The sound team has been making updates across the board. They’ve reworked camper door sounds, tweaked some UI audio elements, and continued recording barefoot footstep sounds.



The design team has been busy with ongoing content development. In addition to general bug fixing, they are also currently designing a new time-limited quest for an upcoming update.

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[h3]Onto the next segment, your impressions from last week:[/h3]




  • We’re aware of the boat-spawning issue and we do understand how it can cause frustrations when having to generally deal with an unstable connection and we are looking into possible solutions. One idea we’re exploring is adding items that would prevent drowning if you end up separated from your boat. While it’s not fixed yet, rest assured this is on our radar and we’ll keep you updated as we make progress.




  • Stat mechanics are working as intended to keep the gameplay challenging, characters aren’t meant to max out easily. But we are looking into ways to make this process feel less punishing, without breaking the core balance, like offering players more ways to raise their stats. In regards to drying clothes and other existing issues, we do have our sights on we’re aiming to tackle them as soon as resources allow. It’s always a balance between fixing existing issues and building new content, but improving player experience remains a top priority.




  • The upcoming NPC upgrades will significantly enhance their behavior and the players immersion in the world. Think smarter, more reactive enemies that add to the tension and atmosphere of the island. We’re still working out some the details and will share more concrete info as development progresses.




  • We do recognize that RCON is a great feature for server admins, but it’s not on our immediate roadmap, unfortunately. We do have more pressing development tasks that require our attention first. But fret not, we’re keeping track of the demand and we will revisit this in the future.




  • This magnifying glass zoom-in feature for the map would be a small touch, but it might could go a long way in terms of usability and immersion. It's one of those QoL additions that seems simple on the surface but adds real value to the experience. We’ll throw it into the idea pool and see how it fits into upcoming UI improvements, since we do also have plans of our own for the future.


That would be all for this week! See you in the next one and make sure to keep an eye on the following platforms:

Discord Facebook Twitter/X Instagram TikTok

- Perito

Community showcase

[h3] Attention inmates! It seems your newly wrought freedoms are leading to some interesting developments. So, here's a showcase of what you've come up with lately—along with some bad puns as punishment, just so you don't forget that Tec-01 owns you. Let's get into it ->[/h3]



It's always important to bring the essentials to a biking trip, something to eat, lots of water and a Block 21 with crafted armour piercing bullets, of course.

Mack, waiting for my community showcases to become funny.

They really radiate positivity in this one

Poor guy, he looks like he just needs a vacation.

This guy's only crime is being good looking.

My boy's packing some serious meat over here.

Guys, this YMCAin't it.

There's something off about this, but I cant put my finger on it...

any second now....

People think I was barn stable, I say neigh.

Bro got his vacation, at last.

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You know the drill, onto the next segment ->


First up on our roster, SCUM TUTORIAL with a brutal raid defense. At times, it feels more like a war zone than anything else. Glory for spilling guts and no fame for the famished on this island!
https://www.youtube.com/watch?v=QX2wP6pN7So


With the recently released server files, there's a lot of you out there who will take up roles of server owners and admins. That's why my boy AlexDerKoenich is here to save the day with extensive instructions on commands and Dev-commands. This is part of a multi work series by Alex, where he also explains quest creation, loot modification, setting up traders and more, so make sure to give it a look. Mahlzeit!
https://www.youtube.com/watch?v=BgQoqStRk9c


And this week's cherry on top is John_dominator with his awesome adventures on this "modded" SCUM server. Some complain the Brenner is too overpowered, so these guys decided to give him the ability to super jump. Amazing move. Proud of you. REDRUM THE GAMER also uploadied some footage of this server so if you're interested in more, go check it out.
https://www.youtube.com/watch?v=jP9tmcMgkvo&t=363s

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Don't forget to follow us on our social media channels:

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Perito over and out

still waiting...

Development update #135

[h3] Attention inmates! The heat is on, and summer is in full swing, but that doesn't stop us from working on some cool new things! See what's up in this week's edition of our dev update! -> [/h3]





Aside from bug fixing, which is still quite prominent for this team, there's a lot of new things that we can share here! Let's start with the big ones, shall we? First up, work has begun on adding cuts and bruises visual effects for the prisoners, meaning that you'll be able to see the injuries your characters are sustaining. Also, the very early stages of work have begun on the much-anticipated infections and diseases system! Can't share more details on it yet, but you can bet that we'll have more on that in the weeks to come! Work has continued also on the clothes painting mechanic, but you already saw some of that from before. Apart from that, there were also some optimizations made to the mesh lights, an admin command for removing NPCs was added,



Our level designers are still deeply involved with bug fixing. Not much to add here at the moment.



The hard surface folks are actually working on some cool new things! First up, they're finishing up the military shovel and are reworking the look of the electrician tools. They've also started working on the military tomahawk item, as well as some new firepower in the form of a Tommy Gun! To top it off, we're also working on an improvised wheel item that will help you get those vehicles in working condition faster!

On the soft surface side, they are starting to prepare for a new Twitch drop campaign that we'll have sometime in the future!

The 2D team has been engaged with some level design textures and making corrections to the mobile phone UI to better distinguish between new and opened quests, as well as some corrections to the Journal UI.

The animation team is also heavily involved with bug fixing, but are also working on new marketing materials, and new animations for the flag pole BB element! More on that in future updates!



The sound team is making changes to the directional wind and to the wind effect for roofless vehicles, and is recording new barefoot footsteps and editing water/sea sound effects.



Our design team has been engaged with some bug fixing, but are also heavily involved with designing the aforementioned disease feature.

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[h3]Now let’s hear some of your impressions from last week:[/h3]




  • We're very much aware of this. We're working to upgrade some of these processes within the company to make sure that we roll out better and meatier updates and fixes, while being realistic about what we can achieve within the time frames that we have. It's always a balancing act between working on new stuff and fixing the old. Our main goal is to start rolling out things that don't need additional tweaks and fixes to avoid spending time on fixing as much as possible so we can focus more on new stuff. We're not there yet, obviously, but it's something that we'll be striving for.




  • Yep, both of those would be very cool and are definitely worth considering. The mobile phone feature could be vastly expanded with additional possibilities, but we'll see how we'll approach this, taking into account all the other cool stuff that we want to and will start working on very soon!




  • This one is making a lot of rounds and we can see that a lot of players are impacted by this so let me address it by stating that the team is aware of this and that some work has already been done to mitigate this issue. All in all, I'd just like to say that the team does indeed hear you on this and that we'll be looking into it. In the meantime, make sure that you use a bonfire, that you take off your wet clothes and that you put them close to the fire as much as possible. I know that some will say that this also does not work — it does, albeit slowly.




  • Just to make sure that we're not scaredy-cats that avoid heavy topics — here's an address to that topic that we've missed in previous updates. We acknowledge that the current system could be vastly improved. Having an NPC with a shotgun spawn in your direct vicinity is not a recipe for a good time. We get it completely. However, taking into account what we've addressed in the first question, there's only so much time and resources that we can spend on a variety of things that need to be worked on. Make no mistake — I'm not here to sound apologetic and to make excuses. In any case, the team is aware of this, the NPCs and their behavior will be significantly improved in one of the updates that will come to the game by the end of the year, and we'll see if we'll manage to squeeze in some improvements to the encounter system. Players can leverage the newly released server files and introduce a lot of modifications to their servers, which can improve the spawns of the NPCs. It's a bandage solution and not a real one, but at least it may provide a less frustrating experience until we manage to deliver the real thing.




  • The NPC behavior and reactions will be improved in one of the subsequent updates that will come into the game by the end of the year. They already stagger when they get shot, but it is not a good experience if they get a bullet to the head and handle it like champs. We'll look into it.


That would be all for this week! See you in the next one and make sure to keep an eye on the following platforms:

Discord Facebook Twitter/X Instagram TikTok

- Fratman

SCUM - Watchdogs incoming!

[h3]Hello everyone, we have some news incoming regarding watchdogs and server protection on officials! Check it out! [/h3]



A while ago we have introduced the watchdogs, a system that will detect and prevent people from avoiding the ping limit using different kinds of software in order to ensure the best performance on our servers. Since the release they have been available to all private server owners and we have been testing them out on officials as well. We are now confident enough that they are working as intended we are going to be enabling them on all of our official servers, making sure the best gameplay possible is going on them.

However we also recognize the need for more global servers with this as we know a lot of you want to play with each other no matter what. So we are opening up more official global servers where you can play from anywhere with no ping limit:

  • SCUM Server Official Global #1 - Asia
    69.41.166.95:20098
  • SCUM Server Official Global #1 - Brazil
    213.156.149.233:20098
  • SCUM Server Official Global #1 - South Africa
    94.156.93.167:20098
  • SCUM Server Official Global #1 - US Central
    46.183.148.35:20098
  • SCUM Server Official Global #2 - Asia
    69.41.166.95:20226
  • SCUM Server Official Global #2 - Brazil
    213.156.149.233:20226
  • SCUM Server Official Global #2 - Europe
    195.181.170.67:8834
  • SCUM Server Official Global #2 - South Africa
    94.156.93.167:20226
  • SCUM Server Official Global #2 - US Central
    46.183.148.35:20226
  • SCUM Server Official Global #3 - Europe
    195.181.170.67:8962