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SCUM - Development update #142

[h3] Attention inmates! What better way to kick off a new week than with a brand-new look into what our devs have been cooking up over the past week and something else you need to read! Check it out! [/h3]





There's a lot of interesting stuff that our programmers have been working on. We want to start strong with this segment by saying that work has begun (again) on the much-anticipated inventory rework, and we can't wait to share more info on this! Apart from that, work has also continued on the cuts, bruises, and puncture character visuals and on the aforementioned diseases and symptoms feature. It is also important to note that NPC behaviors are being expanded as the team worked on their limping ability, as well as their reactions to tear gas and flash grenades. Oh, and let's not forget about another big rework which has also seen some breakthroughs in the last week, which is, of course, the long-awaited armor rework. Bug fixing was also heavily prevalent, as well as additional improvements to the encounter system.



Remember what we said last week with regards to these guys? If not, they are (still) working on a plethora of new base-building elements which we still do not want to spoil, but rest assured, you'll learn about them soon enough!



The hard surface team is finishing up the military tomahawk and the improvised water collector, and they've started working on a new cool multi-functional item, which is a knife with a built-in flint and compass! The trench gun is also getting a bayonet, so they're on that as well.

On the soft surface side, they are still at it with the improvements to female character clothing, and the head bandana item, as well as on the wild hunter NPCs coming in an update later this year.

Same as last week, the 2D guys have continued their work on the UI improvements for painting.

The animation team is still mostly engaged with bug fixing and on the animations for the trench gun. Nothing much to add here.



The sound team is also deep into bug fixing and on recording and editing new footstep sounds.



Much remains the same this week as the designers have continued their work on the new common cold mechanic and doing their part with regards to the aforementioned new base-building elements and armor rework.

No Q&A for this week, but there is an announcement of an announcement, so to speak!

So what do we mean by an announcement of an announcement? Well, up to this point, DEV updates served a more informative purpose on what's been going on. And part of it will still be that. But starting next week, DEV updates will be much more. Important announcements regarding updates and requests for feedback on feature development will be. More info in the future, specifically starting next week! So make sure to keep an eye out!


SCUM - Community showcase

[h3]Hey hey everyone, another Tuesday another community showcase! Your good screenshots, our bad comments and some of the videos from yall. You know the drill!-> [/h3]



YOUNG MEN! There's no need to feel down!

Yep, this man always keeps 69 and unprotected.

While this man looks like he has seen horrors beyond imagination.

This is the wall of that one guy that is trying to convince you that 1911 is the best handgun made, even if you never asked.

Kevin Costner would like to know your location.

The gang getting ready to harass a 45 y old dad on the highway with some made up rules.

See this? This is the guy that makes it hard for you to find a vehicle, go get him.

2 minutes into a conversation: "So what's your star sign?"

Just a nice build.

As long as a you keep looking at them, you're fine.

First up, we have Timi TV, asking the community if Jon was right or wrong. Well Timi after official review, Jon was indeed to far ahead on his own. Now let us see what the community thinks!

https://www.youtube.com/watch?v=DL2RgZ5DPWU

And then we have Wobbatz, figuring out what the beeping sound means for the first time!

https://youtu.be/ZhVq0eSzyUA?si=7ZB9lcnk_ZfRH2sB

SCUM - Development update #141

[h3] Attention inmates! Feast your eyes on this fresh new dev update! It's always an interesting read as we're nearing the launch of a new update, so make sure that you don't miss out! [/h3]





Work has progressed on the cuts and bruises visual upgrades and on UI improvements mentioned in the previous update, as well as on the common cold disease and its corresponding symptoms, and on the armor rework. Basically, we're getting ready for the upcoming update that will release this quarter! Greater focus has also been put on the encounter system and subsequent improvements that still need to be made. Last but not least—bugfixing. Lots of it.

Some people pointed out that we did not address the wanting state of the last update. But we kept our heads down and swiftly delivered necessary fixes. Our heads and focus are now turned exclusively towards the next update!



The level designers are working on a plethora of new terrain elements, as well as new base-building elements! Won’t go into specifics regarding the base-building elements—we don’t want to spoil the reveal, but I’ll just say that there are some you guys have been clamoring for quite some time.



The hard surface team has mostly continued their work from last week—texturing the military tomahawk and Tommy gun. However, they are also reworking the art for a multitude of props that you can find within the game.

On the soft surface side, improvements were made to female character clothing, and work has continued on the keyhole shirt. Sculpting for the head bandana item has also commenced.

The 2D guys have continued their work on the UI improvements for painting and have made some new level design concepts.

The animation team is still at it with bugfixing but has also started work on the animations for the upcoming trench gun.



The sound team is deep into bugfixing and making improvements to the overall sound of the game.



The designers are shaping the new common cold mechanic, making improvements to some in-game texts, and doing their part with regards to the new base-building elements.

___


And now onto the Q&A segment of the dev update:



  • That is actually quite a cool idea that is, in fact, in line with the overall theme of the game! It is definitely worth considering in the long run.




  • There will be some way of displaying that your prisoner has the cold that will be more than just a status bar in the health section. We'll see to what extent that goes, but it will definitely have AT LEAST a sound effect.




  • Sorry to see that you feel that way about the game. We definitely keep our ear to the ground when it comes to things that frustrate our community and, with hope, we'll make sure to react much more quickly to the requests that arise. I can tell you all kinds of things now—best to let our actions speak for us. As for the features that you've mentioned—they are still arriving. Q3 encompasses the month of September, and we're barely 1/3 into the month, so there's still time to deliver on our promises.




  • Sorry that we didn't fully answer your request! We've seen a lot of feedback regarding their movement. All that was done to puppet mobility was to increase the overall challenge and difficulty of the game. We've implemented the option to turn off their ability to open doors and vault through windows per the request of players, and it is entirely possible that we will be looking to do something similar for their speed and jumping ability. Can't promise anything, as you can see that there are a lot of other things that need tending, but we'll see what can be done.




  • The encounter manager is, in itself, a marked improvement over the old system, but its design still needs a lot of work to benefit players and their overall enjoyment. It also did wonders for the optimization of the entire game. We just need to fix the most egregious issues with the spawning, potentially provide some additional server settings, and the whole discourse on the encounter system will become a thing of the past. We will continue our work on it, and we’ll make sure to bring it to the best possible shape it can be.

SCUM - Hotfix 1.0.2.2.98029

[h3]Middle of the week, perfect for a hotfix! Check it out! -> [/h3]



  • Multiple level design fixes.
  • Fixed the issue where vehicle handling was messed up when driving on some materials.
  • Fixed the issue where you could not bury/unbury in some locations.
  • Fixed the issue where vehicles would sometimes take too much damage on collision.
  • Fixed the issue where interacting with the improvised motorcycle wheel would cause the character to freeze in some cases.
  • Fixed the issue where custom JSON interact quests would require one extra interaction to complete.
  • Fixed the issue where buried traps were possible to disarm.
  • Fixed the issue where it was not possible to eat directly from chests.
  • Fixed the issue where bullet penetration was overboard in some cases (like BB elements).
  • Fixed the issue where completing the time-limited quest would not give proper rewards in SP.
  • Fixed the issue where it was not possible to enter some rooms in Abandoned bunkers.
  • Fixed the issue where falling sound effects were heard by nearby players already on the ground.
  • Fixed the issue where painted BB elemented would be too bright/candy like.


  • Adjusted the level of wind SFX.

SCUM - Community showcase

[h3]Hello everyone, another Tuesday another community showcase! Great screens, horrible captions and the SCUM League deets and announcement! Check it out! ->[/h3]



A normal meal setup in 2005, a crippling debt picture in 2025.

An average balkan couple.

How many of these minions movies are they gonna make?

This is how we get those "do not use as a hat" safety stickers on boats.

t.A.T.u. looking different these days.

I'm not sleeping just resting my eyes kinda energy.

Downloaded the wrong version of Flash series. Not mad tho.

When the whole server keeps calling you trash.

The unbearable journey your dad had every day to and from school.

Bike furious.


In another news, we teased it a bit last week, but here are some more details from our friends over at SCUM League. So check it out and if you feel you are up to the challenge head on over and apply!



🏆 The Scum League Returns – Register Now!
Prisoners,

We’re excited to announce that SCUM LEAGUE has extended the registration period for the officially rebooted Scum League – the ultimate survival community platform designed to challenge, reward, and unite players across every playstyle!

Whether you thrive in competitive PVP battles, prefer casual exploration, or enjoy the thrill of PVE missions, Scum League has a place for YOU. Craft your own path to glory through strategic planning, daring raids, stealthy maneuvers, or explosive combat — your survival story awaits.
⚔️ What’s New in the League Reboot?
  • Persistent character progression that carries across multiple League seasons.
  • A prime focus on Fair Play with a strict application process
  • 24/7 shadow admins and background checks to keep competition fair and secure
  • 12+ competition and prizes categories designed to suit all playstyles
  • Monthly, Quarterly, and Full-Season rewards up for grabs
  • New Persistent AI Faction – The Rebels
  • New Underground bases. – Secret Bunkers (Vaults)
  • All New Sunken Treasure League Feature.
  • New Quests and much more…

For Full Features information head to scumleague.net
🔥 Join the Challenge
Registration for the new Scum League is now ON THE FINAL CALL. Spots are limited, so don’t miss your chance to compete, rise through the ranks, and etch your name into survival history.
👉 Register now at scumleague.net
Prepare yourself. Choose your strategy. The League awaits.

Watch the trailer made by the fans of Scum League fans here:
[previewyoutube][/previewyoutube]
Watch the official Scum League trailer here:
[previewyoutube][/previewyoutube]