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SCUM - Development update #130

[h3] Attention prisoners! Since we're ever so kind, we'd like to make your Tuesday a little less miserable with this new dev update! [/h3]





The programming team has dedicated extensive and almost exclusive efforts to bug fixing over the past week. We know this might not feel like a lot to share, and we've seen some frustration about that, but given the current phase of development, it's crucial to ensure the game runs as smoothly as possible and has as few bugs as possible. This focus naturally results in an “all hands on deck” approach toward bug fixing.



The same applies to the level designers, who are also focused on cleaning up old and new bugs on the map. We understand when people question the point of posting these updates if there’s nothing new to add. Regardless, the point is to reiterate each week that the team is indeed working hard on the game and to reinforce our commitment to delivering the game within this quarter!



The animators are working on new cinematics and are also heavily focused on bug fixing.

The hard surface team has been improving the materials for the raft and refining the physics on the vehicles. They’re also creating a new mesh and textures for the tractor tires.

The soft surface team, along with the 2D team, has been focused on testing and bug fixing the UI.



Our sound team has been focused on bug fixing, NPC voiceovers, a new unconsciousness soundscape, and other sounds for specific actions.



As always, nothing new to report here.



The game design team is also focused mostly on bug fixing. Not much else to add here.

___

Let's move on to the next segment — let’s hear some of your questions, concerns, and suggestions from last week:

  • We're preparing a lot in that regard, so make sure to stay tuned. You’ll see more very soon — prior to the release of 1.0. We’ve even reported on some of it in previous dev updates!


  • We’d like to take this opportunity to shed some light on this sentiment, as it’s a recurring one. We’re not putting out anything before we hit 1.0, which is why you may feel that we aren’t giving the game the attention it deserves. This couldn’t be further from the truth — the team is working incredibly hard to deliver 1.0 on time, and we can’t wait for you to sink your teeth into it.


  • That actually sounds like an awesome idea — a trader outpost in the middle of the water that can only be accessed by boat. It doesn’t even need to be a trader; it could be a special POI. It’s definitely not out of the question.


  • The behind-the-scenes videos are in high demand, and we’ll make sure to release a new series before the 1.0 launch. We just need to ensure we don’t disturb our awesome devs too much from their work — but I imagine they’ll love to appear once they find out people want to hear from them! :)


  • Funny as that would be, there is no correlation between the anti-cheat system and Twitch. Honestly, it would make more sense than the actual reason they banned our account. To give credit where it’s due, they didn’t ban us last week and we held a great stream, which you can watch here.


That’s it for this week, prisoners. See you in the next one! For more SCUM content, be sure to keep an eye on the following platforms:

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Fratman

SCUM - Community showcase

[h3] Prisoners! Make sure to enjoy this week's Community showcase before someone takes it down for no reason whatsoever! [/h3]



Heartbroken and jealous that I wasn't invited over for dinner :frown:

Drop the 'S' and we'll know you've named the island after yourself...

Damn guys you're really making me hungry this week with these screenshots.

Summer pre-season on the Croatian coast be like...

How an average Slavic high-school get-together looks like.

Someone had a fun night...

..and this guy was obviously a part of it.

Not saying anything, but there are a lot of pink colored vehicles here...

Now this is the right way to wait for 1.0!

How that 10/10 dating app baddie greets you when you arrive at 'her' home!

And last (but definitely not least)...



Hope the author of this masterpiece doesn't flag this as copyright infringement...

___

Now that the screenshots are out of the way, here's a quick look at what the community has been up to on YouTube!

First up, we have Dr. Saico Gaming with a chill video of him doing some quests, looting, shooting and surviving - great to share to people that like singleplayer and survival games.
[previewyoutube][/previewyoutube]

Here's the team from the ZTE Australia server with another awesome event, showcasing their creativity and ingenuity with their own in-game events! Nice job, people!
[previewyoutube][/previewyoutube]

To top it all off, we have InexusHD with a kick-ass compilation of...kicking ass! There's no better way to say it, so make sure to give him a look!
[previewyoutube][/previewyoutube]


That's it for this week! Hope to see you in the next one!

Fratman

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SCUM - Development update #129 & Important announcement

[h3]Howdy ho fellas! Hope y'all had a wonderful weekend. It's time to keep you updated on what we have been up to so let's get right into it-> [/h3]

But before that an important announcement. As we have announced a new anti cheat system was supposed to release this month. As you can see by usage of the word supposed to, unfortunately more technical difficulties arose than we expected and to ensure it is tested properly we decided to postpone it for a couple of weeks. After all we all want this new anti cheat to work the best possible when it releases.





Our programmers have shifted their focus more on bugfixing and optimisation this time around, but that's not all. They are working on further imrpovements for overall lighting and reflections, debugging puppets, polishing NPC's and doing some tweaks to the clothes' wetness logic.



Besides doing bufixing, the level design team has also been delving into some bugfixing. Followed by, you guessed it - more bug fixing.



Our Animators have laid down their weapons and are now working on the new trailer, testing some new visuals for the male characters' locomotion and the fixing of the bugs, of course.

The Hard surface team is dedicated to optmising the query for the Big Raft, improvements for vehicle shapes and the quest book and also doing their part, when it comes to bugfixing.

Soft surface is working on cloth items making their mesh look better when they've been put on the floor while continuing to prepare assets for the trailer.



The sound team is doing some tweaks to the knockout and forest soundscapes, bugfixing.



The usual - hunting cheaters and bugs, testing, anything but resting.



The design team has been making some adjustments for the famepoint system. And we cannot forget to mention bugfixing too.


___

Onto the next part, let's see your impressions from last week;

  • These are some nice ideas and we do want do make it possible to plant an apple tree here and and orange tree there eventually. These elements are pretty draining perfomance wise, though, which is why we'll be looking into that more after the full release.


  • There will be some additions to the squad system, just not the ones you have suggested. The ideas are pretty good though and we might consider something similar, eventually.


  • It's hard to say, due to the technical limitations that would pose a problem with implementing such a feature. For now we're focused on things we can deliver.



  • Well, the Seaplane is already on its way to you and you can rest assured we will continue to support SCUM after the 1.0 release, which includes new content as well.


  • Efficiency is key to survival and one cannot afford to waste recources like that if they intend to see the next day. The animation is also quite funny. The Trazan method is here to stay.


___

This wraps up this weeks transmission. For more SCUM content, make sure to keep an eye out on the following platforms:

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-Perito

SCUM - Community showcase

[h3] Attention inmates! Your (bi-)weekly portion of SCUM-community-content is freshly baked and ready for you to consume. Open wide -> [/h3]



"...and then I handed him a bow and arrow and said 'you got this, bro.'"

I had to take a back seat when I saw this one

A friend of mine had the same weird looking toilet at home. I wonder why we lost touch...

There's something oddly sexual about this

Cultists gon do what culstits do

Americans as soon as they get hit by a heat wave. Time to teach that sun what freedom means.

This is what happens when you throw some optimized spawning system into a crowd of SCUM enjoyers

Someone call PETA

Bojack over here should probably lay off the horse...

Makin' my way downtown, with my boi, makin' dildo spears, searchin' for toys!






....






.....Oh.








You're still here??







Fiiiiine, here are some clips or whatever...

First up, we have Gilsrand with a true gem. Short and sweet, with twists and turns, he delivers a story that is going to sound familiar to any of us. Two clans at odds and one needs to go. Give it a look, it's really worth checking out!
[previewyoutube][/previewyoutube]

Maybe I'm a bit of a sadist, maybe it comes with working for Tec-01 and I'm not to blame, but I sure do enjoy these streams of inexperienced players trying their hardest not to become a poorly fed snack to the local pack of wolves and failing miserably. Jokes aside, it's rewarding just to see someone else being quite lost and then getting their bearings in SCUM.
[previewyoutube][/previewyoutube]

To top it all off, we have GrandRiser taking his friends on a bunker tour. He really is that friend, who say's "I know a place" and then takes you to an abandoned underground facility, filled with horrors beyond comprehension.
[previewyoutube][/previewyoutube]


That's all Folks! Till next time!!

-Perito over and out

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SCUM - Development update #128, Reboot Develop & SCUM Survivors showdown

[h3]Attention, inmates! Big post, big news and a big event for you big people, Check it out.-->[/h3]

To start, in DEV related news. You could've seen the lack of activity from us here last week. That is due to the team attending Reboot Develop conference, which was our last time off we have for some time. We had a blast, in football tournament came in last, time went fast, some came home in a cast and now we are back to work on 1.0! Full throttle!







The programming team is working on a plethora of improvements, fixes, and new functionalities—so let's take it from the top. There have been improvements to the soundscape when the player is knocked out, and further balancing has been done regarding CON attribute gain, vehicle fuel consumption, and building blueprints around abandoned bunkers. Blurred vision is also being visually improved, with many fixes introduced for sweat and blood droplets on widescreen monitors, fog effects near the nuclear plant, and more. Additional optimizations were made to shadows and overall lighting.

Furthermore, the team has implemented an improved solution for character and NPC water buoyancy. In terms of UI, the server browser received some extra love this week, alongside additional localization functionalities. To top it off, progress continues on the new anti-cheat system, new methods for cracking base fortifications, and, of course, the armed NPCs.



The level designers are mainly focused on bug fixing, with an additional emphasis on bugs related to materials. Not much else to add here, but rest assured—they’re working hard to make the map look as awesome as possible.



The animators are hammering away at various bug fixes and reworks related to weapons, and have continued their work on the new trailer.

As for the hard surface team, they’re primarily focused on bug fixes related to vehicle collisions and vehicles in general, along with other optimizations and tweaks involving meshes, textures, LODs, etc.

The soft surface team is preparing assets for the trailer and working on general bug fixing.



The sound team is concentrating on bug fixes and certain tweaks to the main menu music.



QA is doing what QA does best: making sure the game experience is as smooth as possible once we get out!



The game designers are focused on improving tutorials for new players, as well as adding new codex entries and survival tips.

Now, onto your impressions from last week's transmission:

  • If there are any doubts regarding the release, let me be perfectly clear: we WILL be releasing the game THIS quarter. When exactly that will take place... you’ll just have to wait and see. We can’t show all our cards just yet ;)


  • We understand your concern, but this time things will be very different. Rest assured, the game will be adequately tested, we’ll be doing things differently, and this will be the best possible version of SCUM ever released.


  • 1. Sport? Not planned for 1.0, but there are plenty of other sporting activities you can do.
    2. Armed NPCs are being worked on and will be included in the 1.0 version of the game.
    3. We’ll share more on those soon!


  • If the vehicle has an engine, it can be brought into working condition. The vehicle you saw is severely lacking in parts, but it is by no means unfixable. The best way is to gather the necessary parts, load them into an already working vehicle, and drive yourself over there.


  • It's something we've considered and something we’d like to do, but we didn’t want to shift our focus away from what currently needs to be done—bug fixes, optimizations, reworks of existing features, and the addition of new ones. Once we reach 1.0 and get our bearings, we’ll revisit this. There will be a host of other priorities post-launch, so proper prioritization will be key.



  • We completely understand your desire and agree that more can be done in that regard. You’ll be pleased to know that we’ll be adding new elements that PvE players will especially enjoy (*cough* armed NPCs
  • cough*), and we’ll continue to support the game with additional content, features, and improvements well beyond launch to further enrich the gameplay loop at every stage.


And now for the announcement you've been teased about Saturday, SCUM Survivors Showdown!



[h2]So what is it?[/h2]

It is a 24/7 event where you will be able to watch at any point some of your favorite people play on the same server, compete and prepare themselves for Friday Night Showdowns! Showdowns will be 1 life matches where they will compete with their teams, carrying with them only what they looted through the week and gather points in hopes of reaching the grand finale! And the winner of the grand finale gets the prize of $5k!

So tune in and cheer on! Oh when does it start? Now! So head on over to twitch, youtube or wherever you want and watch live as the event continues on, and join us Friday as we will be live streaming the showdowns with commentary at our TWITCH CHANNEL!

Talk to yall soon!