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Community showcase

[h3] Attention prisoners! No need for doom and gloom - here's another community showcase that will additionally fire up your already fiery summer days! -> [/h3]



There's an old saying that if you sprinkle excrement in front of your base door, evil spirits won't come into your base and steal your items.

Chat, is she cooked?

Sewage specialists looking at the final days of clear waters before the tourist season comes.


Hardcore vehicle survival! Nice job guys!

Bravo team - going dark...

That red hue reflecting from the rifle...pure cinema!

The proper term is 'forceful extraction of information'

When you have to do everything alone...

Buy at any local souvenir shop for way too much money!


...and they said it's impossible...

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You know the drill, onto the next segment ->

Here we have msarlandria with another helpful video for beginners, teaching them how to stay alive longer when they drop on the island.

https://www.youtube.com/watch?v=YsQxihd9eIQ

Next up, we have a compilation of the shenanigans and situations prisoners might encounter on a typical day.

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

While we're on the topic of beginners, Kysen made an awesome guide for new players, covering the first steps on how to survive.

https://www.youtube.com/watch?v=-fKAnAc_gTg

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Fratman

Development update #134

[h3] Attention inmates! Time for another peek behind the curtain to see what the team has been brewing in the background. As always, bug fixing is the name of the game — but don’t worry, there are juicy updates sprinkled in for good measure. Let’s dive in -> [/h3]





You guessed it — bug fixing galore! From backend cleanup to tackling persistent issues with fall damage and throwing, the team has been relentless. Some will be hard not to notice, like work that's being done on base building patterns. Others, like backend database stability and new symptom integrations, might sneak up on you mid-match. Either way, smoother days ahead!

Also, a few handy visual upgrades to quests and event overlays are now in testing, making sure your mission data and event info are clearer and more stylish than ever.



A lot of elbow grease is going into polishing the map — squashing bugs, optimizing areas, and making sure every rock, ruin, and radiation zone is in its rightful place. Meanwhile, work continues on some long-anticipated additions, with some exciting visual customization elements in development.



The hard surface folks are keeping things tight and clean with work on new military models and a little something to get your vehicles in motion quicker.

On the soft surface side, it's all about fresh gear: new wardrobe pieces are being stitched up and you’ll want to see what they’ve cooked up.

Animations are being touched up across the board, ensuring smoother transitions, cleaner interactions and your run of the mill bugfixing. The animation team is also lending a hand to other departments, proving to be truly reliable little helpers.



The sound team is delving into ASMR territory with new barefoot footstep recordings, new sounds for the mountain-bike and fine-tuning sounds when it comes to directional winds



When it comes to testing features, sniffing out bugs, battling cheaters, giving support and engaging with you guys, there's nothing these bad boys cant handle. We know, it's more of the same, but no less valued.



Our design team has been busy with the new diseases coming to the game, while also coming up with designs for upcoming patches. Aside from that, they have also been heavily immersed in their research tied to armour classes, definitely things to look forward to.
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On to the next segment, let’s hear some of your impressions from last week:



These candles, as most items with a few exceptions, were designed to not persist in the game due to server load issues. It is simply not possible to make specific exceptions for items like candles at this point. However, new lighting options are heavily requested in this community, we hear you on that part and we'll look further into possible avenues in the future.



We always insist on features offering our players a real challenge, which is why they might seem like Arnie came out of retirement, but even so, players have still been able to find ways to make quick work out of them.
And yes, we will improve the NPC's in all ways we can, as we consider these to be only the first iteration of savage scouts roaming the island.



The reason for the map not being zoomable is because the map rework that has been planned for it. For now, you can use the interactive map if more detail is what your heart desires.



This should not be possible and this is a bug. Guns at full, or almost full health should not jam at all. we are working to have this fixed as soon as possible and if anyone of you wants to help us with this, reach out to us via our support, discord or in the steam bug report forum.

That’s all folks, see you next week and make sure to keep an eye on the following platforms:

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-Perito

SCUM - Hotfix 1.0.1.3.96391

[h3] Hello everyone, happy Thursday! Incoming yet another hotfix, so check it out! -> [/h3]




  • Fixed the issue where plane propellers would cause too much damage to sentries.
  • Fixed the issue that caused log spam and hiccup on the server.
  • Fixed the issue where mines would sometimes resurface after server restart.
  • Fixed the issue where brenner would sometimes not attack armed NPCs.
  • Fixed the issue where exiting photo mode would sometime get the player stuck.
  • Fixed the issue where holsters would not show up at traders or crafting menu after relog.
  • Fixed the issue where abandoned bunker armory loot would not reset on bunker activation.
  • Fixed the issue where you could not service the Rager vehicle on car lift if one wheel was missing.
  • Fixed the issue where you could not craft an improvised rifle with multiple ropes.
  • Fixed the issue where unmounting vehicles could sometime place you in weird places.
  • Fixed the issue where the Eagle version of the Sawed off shotgun would have incorrect weight and size.
  • Fixed the issue where the default interaction for chests would be Maintain for a brief moment.


  • Returned the unofficial translated languages.
  • Using 2 rags of any durability will now be enough to complete Patching Wounds tutorial.


  • Implemented Armed NPC dmg dealt as it's own custom zone setting.
  • Sentry dmg block in custom zone settings is now tied to Sentry dmg dealt setting not projectile damage.

Community showcase

[h3] Attention prisoners! If the scorching heat isn't punishing enough wherever y'all may be, do not worry. Another community showcase is here to put the final nail in the coffin. Enjoy -> [/h3]



You know what's missing here? A monolith of some sorts maybe. Any ideas?

"I didn't hear no bell"

Teamwork makes the dream work.

Moneys is not a problem if you have none.

That's exactly what happens when you give love a bad name.

There's a 99 percent chance that a guy whose hair turns yellow shows up out of nowhere and beats the living hell out of you here.

hear me out

Aye take a look at Keanu Grease over here

"And now for my next song: No Other Quest Beareth Meaning by Metallica"

I'm not sure but I do get the feeling that there is more and more Juggalos in the Scummunity
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You know the drill, onto the next segment ->

Starting off on a high note this week with Grandriser giving the killbox a go. As I said before, teamwork really does make the dream work. He's putting in a good amount of effort, so let's pump those subscriber numbers up a bit,

[previewyoutube][/previewyoutube]

Next up, we have REDRUM THE GAMER who never fails to make me laugh my guts out. No matter
how extensive your loadout is, diplomacy leads to true bromacy, and nothing beats a bromantic broment.

[previewyoutube][/previewyoutube]

Lastly, grab yourself a coffee and a couple of cigarettes. The Goodish Gamer is here to offer some peak parasocial slice-of-life content. Sit down, take a break, and have a chit-chat (albeit a one-sided one).

[previewyoutube][/previewyoutube]
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Don't forget to follow us on our social media channels:

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Perito

SCUM - Development update #133

[h3] Prisoners! Gather 'round if you want to find out the latest news on what the team's been up to! Spoiler alert - there's gonna be a lot of bug fixing, but there are some interesting tidbits that you will find interesting! Take a look -> [/h3]





As was announced, the programmers are heavily invested and are making sure to fix as many bugs as humanly possible to improve the overall experience of the game. However, as we've stated, there are some interesting functionalities that were requested for quite a while! First up, there's the ability to eat/drink while resting! Doesn't sound like much, but it will do wonders for immersion - especially for role-play servers! Next up, we have a rework of the throwing system. Don't want to go too much into the technical details behind this, but what I will say is that throwing will be less janky in the future.



Bug fixing, then some bug fixing, followed by more bug fixing. Not much to add here I'm afraid. The level designers are making sure the map is in tip-top shape and looking as awesome as possible.



The animation team is also at it with bug fixes and helping out the marketing team with some materials. The same goes for the hard surface guys.

The soft surface team, on the other hand, is continuing their work on the Wildhunters! Can't wait to show more on those!



The sound team has been working on improved sound effects for footsteps and gas mask breathing, as well as other bug fixes and improvements.



Prepping the documentation for some new features that will find their way into the game, reworking the armor classes, prepping specific loot tables for radioactive zone armed NPCs, and overall bug fixing.

On to the next segment, let’s hear some of your impressions from last week:

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  • As you could see from the dev update, the team is heavily invested in bringing those much-needed bug fixes to the game. Some of them will need more time than others, but we are doing what we can to consistently bring the bug fixes out.


  • We have this in mind and we'll consider adding it into the game. We're working on quite a few cool new things that will come into the game by the end of the year. If the oven does come, it could be next year at the earliest.


  • I get that wipes are a pain in the backside, but they are an unfortunate necessity for games such as these in the genre that we inhabit. With wipes, we ensure that everything new that comes into the game is adequately implemented, without some weird edge cases. What we can do is minimize them, but we can't get rid of them entirely. That's just the way it is.


  • We're aware of these issues and some of them were fixed with the last hotfix. If you (or anyone) are still experiencing some of these, make sure to let us know.


That’s all folks, see you next week and make sure to keep an eye on the following platforms:

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Fratman