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Development Update #138

[h3] Attention inmates! Summer is still in full swing, but the pace is slowly and steadily being turned up. Enjoy this week's edition of our dev update! -> [/h3]



Since half of the team is still on vacation — gathering much-needed energy for the development of new features and updates for the game — a restful mind is a creative mind, and we'll need that to tackle the challenges that await us. Even though we're not operating at full capacity, we're still poised to deliver a solid update on the 28th of August! More info on this update is coming during the week. In the meantime, allow us to address your concerns and suggestions in this week's dev update.
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  • While the cadence of updates and fixes might be much better, and while there are still a lot of outstanding issues present in the game, this does not mean that people have to be caged in the studio. Proper work organization allows us to progress a bit slower, but at the same time it enables our people to enjoy vacations with their families. As it is with the game, everything is a balancing act, and this is something that we have to — and WANT to — balance.




  • This does indeed sound like a good idea, especially with the scaling of this ability based on attributes. Although the designers have certainly heard of this already, there's no harm in reminding them.




  • As we've mentioned, summer is underway and our people are on vacation. Once they're back (this week) we'll have more to share in future dev updates. As for the bug you've mentioned, we'd kindly ask you to provide more info via https://scum.help.jagex.com/hc/en-gb and our team will make sure to look into it.




  • We'll see if there's something that can be done about that. Relaying this further.




  • The disappointment felt by a significant part of our community is very much felt within the studio as well. We could have done better and we could have done more. I know that this reply will receive a lot of hate and that it sounds like empty platitudes, but there's not much more I can say. We could have done more and we should have done more. Our only hope is to consistently deliver more with future updates and hope that our fans will return — and that we'll gain many new ones as well.




  • Unfortunately, there's not a lot I can share on the CON issue. A smaller rework of this system will be required to fix it, but when that will take place, I cannot say for certain. As for wetness, it will be fixed in the upcoming update going live on the 28th of August. Mod support is also under consideration, and we'll let you know when we ourselves know more about this topic.




  • Never would I say to “get bent” — either figuratively or literally — to the requests put forward by the community. Read the answer to the previous question with regard to CON. And there's no Mandela effect here. There was the idea to implement such a feature, but we simply did not have the time to implement gyms and other things that would increase your attributes. We're confident that we'll add them in one of the upcoming updates now that 1.0 is out of the bag.




  • The option to consume food while sitting down has been implemented and will be part of the update that goes live on the 28th of August! As we've mentioned in one of the previous replies, mod support is under consideration, and we'll let you know when we ourselves know more on this topic.




  • Our intention is to release these fixes in bulk, with the exception of issues that cause either client or server crashes and other extremely egregious bugs. I assume that the majority of folks mentioning CON drop, wetness, and other things would also label them as extremely egregious, but other matters took precedence. History will tell whether that was a good idea or not. However, we do agree that perhaps more transparency is needed in communicating what our team is working on. We'll see what can be done in that regard.




  • There is a plan to add something like that, even though it carries certain challenges that will need to be overcome to ensure proper implementation. In any case, it’s in our scope, and it will find its way into the game at some point.


That’s 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

Community showcase

[h3] Attention inmates! Here's a new batch of community-made content to make those summer days more (un)bearable! ->[/h3]



Someone made a dent in the NPC population.

Roach, is that you?

Modern architecture really needs to be put in check.

I don't even wanna know...

How that first weekend beer looks at me after finishing the Friday shift.

What true peace looks like.

Have to go to the eye doctor after looking at so many pink.

I don't even wanna know vol.2

Hope they have a discount for locals.

How gen Z wartime photos would look like
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You know the drill, onto the next segment ->

What better person to watch and learn how to take on abandoned bunkers than one of the winners of our first SCUM Survivor Showdown!
https://www.youtube.com/watch?v=pt93r1_VMA8&ab_channel=Luthais

Next up, we have an entertaining compilation of adventures from your favourite SCUM couple.
https://www.youtube.com/watch?v=X0eAjejHhd8&ab_channel=Justourluckgaming

To top it off, here's Jatsie with a guide on how to tackle exhaustion with cooking.
https://www.youtube.com/watch?v=ApUpAdFvKj4&ab_channel=Jatsie

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Fratman

Development Update #137

[h3] Attention inmates! Hope these heatwaves haven't kept you from enjoying the good things summer has to offer! Here's a quick look at what we've been up to over the past week -> [/h3]



As we've mentioned, summer is underway and there's a fair bit of people are on their well-deserved vacations, so bear with us as this dev update will be a bit on the leaner side with content.

  • The programming team has mainly been engaged with bugfixing and implementing the improvised motorcycle wheel into the game, making sure it is ready for our QA team to test it out.
  • Our levels designers are still caught up with bugfixing.
  • The animators are still at work on a new trailer and on new animations for the Faceroll Smasher and the Military Shovel.
  • The hard surface are team is hammering away on new weapon models, while the soft surface team is working on new clothes models and new NPC models.
  • The sound team is working on audio for the NPCs that will be appearing in the area around the Krško plant and is continuing their work on recording new footstep audio.
  • To top it off, our game designers are tweaking, as well as preparing all the captions and descriptions for the new items that will find their into the game.

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



  • It is possible that we'll add something like that in one of the updates that will come into the game next year. Can't say anything for sure at the moment, but we'll see.




  • That is something that will be addressed with the inventory rework that will be implemented by the end of the year.




  • This is not set in stone. While the current setting will remain in place for now, it could be subject to change in the future. I know that's not the answer that you want to hear, but we'll keep our ear close to the ground with regards to this.




  • Melee rework is something that has been requested for quite some time now and will be one of the biggest additions to the game. While we can't say when specifically it might get into the game, we want to confirm that this is something that we'll definitely work on in the coming future and that we'll rework this feature.




  • Can you further explain how would a personal flotation device add to the overall experience? We'll be adding a dinghy eventually, but that can be sailed. With a PFD you can just...well...float. We're open to hear your idea on it.




  • We'll look into providing further tweaks to the encounter manager, which will find their way into the game by the end of the year. More info on that will be shared once we'll have something more solid.




  • It's fixed and will be implemented with the update that's coming into the game very soon!



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

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