SCUM - Development update #153
[h3]Hello Prisoners! Hope you’re all having a smooth Monday! It’s time for another Dev Update covering everything that went down last week. Here we go![/h3]


The programming team focused heavily on bug-fixing while continuing progress on the inventory rework. They also refined NPC movement logic, improved loot-spawn behavior, and tackled several crash issues. Additional work went into strengthening the anticheat system, along with a variety of smaller quality-of-life fixes.

The Level Design team spent the week continuing progress on the police station, as well as polishing a range of modular elements. Additionally, the team made significant progress on developing new architectural materials.

The Animation team concentrated on several key tasks throughout the week while also cooking up a new Devblog. Progress on Tommy Gun, Dinghy and sidecar animation continues, alongside advancing the Puppet’s limping and attack animations. Hard surface team is hard at work with bug fixing and finishing the vehicle models. Soft surface is working on something exciting, but more on that in the future. Wink wink. The 2D team is focused on a major UI rehaul, updating the overall layout and clarity of the interface to create a smoother and more cohesive user experience.

The sound team focused primarily on bug fixes, along with work on the dinghy engine, sidecar engine, and Tommy gun audio. They also handled recording and editing.

The game design team spent the week refining armed NPC movement, fixing several impactful gameplay bugs, and adjusting parameters to ensure interactions feel smooth and consistent.
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Last week was busy as the team worked on new content while fixing existing issues. They focused on balancing gameplay and smoothing out the experience, all while progressing on exciting stuff we’ll share more about in the future.
See you NEXT WEEK
- Somke


The programming team focused heavily on bug-fixing while continuing progress on the inventory rework. They also refined NPC movement logic, improved loot-spawn behavior, and tackled several crash issues. Additional work went into strengthening the anticheat system, along with a variety of smaller quality-of-life fixes.

The Level Design team spent the week continuing progress on the police station, as well as polishing a range of modular elements. Additionally, the team made significant progress on developing new architectural materials.

The Animation team concentrated on several key tasks throughout the week while also cooking up a new Devblog. Progress on Tommy Gun, Dinghy and sidecar animation continues, alongside advancing the Puppet’s limping and attack animations. Hard surface team is hard at work with bug fixing and finishing the vehicle models. Soft surface is working on something exciting, but more on that in the future. Wink wink. The 2D team is focused on a major UI rehaul, updating the overall layout and clarity of the interface to create a smoother and more cohesive user experience.

The sound team focused primarily on bug fixes, along with work on the dinghy engine, sidecar engine, and Tommy gun audio. They also handled recording and editing.

The game design team spent the week refining armed NPC movement, fixing several impactful gameplay bugs, and adjusting parameters to ensure interactions feel smooth and consistent.
_______________
Last week was busy as the team worked on new content while fixing existing issues. They focused on balancing gameplay and smoothing out the experience, all while progressing on exciting stuff we’ll share more about in the future.
See you NEXT WEEK
- Somke

You know some Eyes Wide Shut tomfoolery is taking place here.
Pineapple party went too far.
Cold-sensitive people as soon as November kicks in.
The Christmas spirit is strong in this base.
Wake the f*** up, prisoner! We have a base to burn!
All gathered up for the Holidays.
Black Friday hordes are getting worse each year...
When your kid's listening to so much of this that it seeps into your subconscious.
You know you're stopping at a fast food joint after a dinner party like this.
This base should come with a health warning before entering.





Red Dead Redemption meets spring break in Tijuana.
We love to see our players truly immersing themselves in the cooking system.
When the meth kicks in before the hypothermia.
When life gives you base building elements, make a jet, I guess.
Jaws didn’t read the patch notes.
When your girlfriend dyes her hair and forgets to clean the tub.
Touching grass…safely.
Alcohol level: yes.
Me: plants are my babies. Also me: forgets to water them for a week.
Tropic Thunder 2?