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SCUM - Hotifx 0.3.70.20246

Good Fri...no wait, it's Thursday?


So, we decided to move the patch day a bit. After over 60 patches that most were timed on Friday, we kinda think it maybe doesn't work the best.....yea.

Thursday will be the go to day for patches, in case the patch is broken and not ready for a Thursday release we will use Friday and Monday to fix it up and test, and it should be live on a Tuesday.

[h3]TLDR; Tuesday and Thursday are new patch days![/h3]



[h3]We reworked puppet stats for more variation and dynamic. [/h3]

Fat puppets: are now slower but have higher HP and hit harder.

Muscular puppets: are slower to accelerate but pack a bigger punch and are more resistant to damage.

Armored police and military puppets: have been significantly buffed ( higher bullet and melee resistance, more HP )

Skinny puppets: are now much faster but do less damage and have lower HP.

Also we reworked spawners inside military POIs, puppets should spawn more reliably now and in greater numbers.



[h3]Hey kids....want some tree branches?[/h3]

We added a new item you get when you cut trees (only the really big ones). Tree branch is a singular item, no need to collect anything or bundle anything, and its carried like a log, and doesn't fit into any backpack.

You can chop it down to get long and short sticks, as the biggest trees were giving only logs.



  • Fixed an issue where dropped items wouldn't be immediately visible in the vicinity.

  • Fixed the bug where crow meat would give you mostly water.

  • Fixed the bug where torches would burn way too short in rain.

  • Smoke grenades and flashbangs no longer disappear when thrown too far.

  • Fixed the bug where you couldn't craft improvised mine if a bottle had 2 or less uses. A known bug is if your bottle has 0 uses, the game won't recognize it in vicinity so you need to manually select the ingredients and right click craft.

  • Fixed being able to slide underwater on a sledge.

  • Fixed recipes for trunk door frames.

  • Fixed blueprints sometimes being unfinishable.

  • Fixed the bug where level 2 of base door frames could be built just with long wooden sticks. Now you can use short sticks as well.

  • Added missing reload sound segments to improvised pistol and bolt action rifles.


  • Grenades now have less bounce.

  • Yeast uses reduced from 10 -> 5

  • Larvae and earthworms now digest much faster.

  • Increased earthworm spawning rate.

  • Reduced uses on baking soda from 50 -> 20

  • Increased weight of canned sardines.

  • Added foliage cut statistic, back button to statistics screen.


  • Torches don't show light fire interaction anymore if they have no fuel.

  • Instruments are now fixable with toolboxes.

  • Increased jock jacket capacity to 3x2 (was 2x2).

  • Added muzzle flash to sentry weapon.

  • Torches now extinguish when swimming or diving with them.

  • Replaced timed "show flag area" interaction with show/hide flag area interactions.

  • Changed flare ammo to yellow, so its not similar to shotgun shells.

  • Matched base walls names with recipe names.

  • Changed spawn rate on Batteries, making them more common to find.

  • Bolt action rifles got new reload sounds.

  • Balanced loudness for heartbeat and eat actions.

  • M1 got new outdoor reflection sound in relative to it's ammo caliber

  • Removed creepy well baby sounds...OR DID WE?!?!?!?!?!?


  • Regular client and server optimizations.

  • We enabled multi core audio rendering so all sound processing will be spreaded throughout all CPU cores, this should result in better performance on client side


And now for the end, a little video from our QA team for their 1 year anniversary!

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

Development Update

Good Friday everyone, here we are again with another update.


Before we get tons of "yOu SaId tHeRe WiLl Be A cOnTeNt PaTch" yes we did, but we decided to play SCUM for 3 days as it's more fun than making the game.

Jokes aside, we did play for 3 days straight, as we wanted to feel and play the game as you, the players feel and play it. That's the best way we can get a grip of what is frustrating you guys, and the reason behind it. So what did come of it?

[h3]Here is a list, in no particular order of the biggest issues that we encountered.[/h3]
  • Streaming optimizations and city optimizations.

  • User interface and base building bugfixing/improving

  • Metabolism rework.

  • AI and NPCs.

  • Medical skill.

  • Cooking skill rework.

  • Vehicles, adding new ones (boats, motorcycles), upgrading the system with various features (shooting from the car, animation upgrades etc..)


[h3]"Okay Sippy, you can make a list that's great for you, but when will we see this?"[/h3]

Well the good thing is that even before the 3 days of playing, we were already working on most of those issues.

[h3]"We asked when Sippy, not how long you're working on them"[/h3]

A date? In game dev? We ain't falling for that one again. As soon as possible, that means when it's in a state where we are satisfied with it.

I really should make more Q&A with myself, those are so much easier.



[h2]But as you all know, we love to work on all kind of different things, so lets show you guys what else we have in the works. [/h2]

So as the medical skill is under rework, we also have some medical puppets in the work that you will be able to find around medical POIs.



Can't wait to see what you guys will do with this one



Stealth skill, we are doing things there as well. Sounds were a bit wonky with stealth. That's why the stealth skill will have effect on noise level of various actions such as searching, crafting, lockpicking, opening/closing doors, etc



Weapon malfunctions, we talked about that. It should have been live with the City update but we encountered few issues with them

It's coming along nicely, and with it we are working on weapon holsters and ghillies as well, here are some pictures.









"But Sippy, where is that...."

No we didn't forget about the ghillie suit, you'll get that one as well.














Here is my personal favorite on what we have been working on. You saw that one of the important things is the AI and NPCs.





As those are still just concepts, I won't talk much about it. But feel free to start with the theories, we love those!



Everyone thanks for reading, have a nice weekend, and wash your hands!

SCUM - Lootfix 0.3.69.20119

[h2]Hello ladies and gents, here we are with a small hotfix for the loot that went through the roof.[/h2]



[h2]We might have messed up loot a bit.[/h2]

We did a lot of loot testing yesterday.

So we tried to fix the loot (Yes I said tried, because math is more complicated than you think). And we think we hit the sweet spot (THIS IS NOT A PROMISE!!!).

Mainly loot was reduced. Also we reworked our loot groups to have better consistency through the game and various different locations (rural, police, city, military etc...)


[h2]We also squeezed some QoL and bug fixes in, as a little extra.[/h2]

  • Added weight to all mines.

  • Adjusted weight of repairing kits.

  • Disabled getting any kind of xp from events.

  • Removed warning sound from trap detection.


  • Explosives now deal damage if you ride over them with a sledge.

  • You can fix quads now with vehicle repair kit.

  • Cabins and watchtowers have been upgraded with rainproof roofs. They wont leak anymore

  • Trap detection warning is no longer triggered by unarmed traps.

  • Added Play interaction to instrument.


[h2]PSA: Once this sale of 33% ends we are increasing the price to 30$ [/h2]

Community showcase and QA

Hey everyone happy Thursday! It's your boy Beda with another showcase and Q&A. Yeah it's not Monday but pfft new year new me. What hasn't changed (and probably never will) are my shit jokes and horrible answers. So strap in to glance over the post and yell at me why am I writing this and not releasing the patch even though I have nothing to do with it. Here we go!



What's for lunch? How about a knuckle sandwich!

Opens up a pack of gum in class.

"Do you f***** mind?"

Yeah whatever you hid in your prison pocket is safe to assume not there anymore.

Ever wondered what having both the power of God and anime on your side actually looks like?

"I wish I was Kurt Kobain."

First on the right is flagging himself.


"That's a weird looking snow."


That one per list that I have nothing witty to say, just a cool screenshot.

We tried to tell you to prevent the forest fires peacefully. Now we are using our right to bear arms.(I lied when I said I'll stop making bear puns)


Time for answers. You know the drill semi useful, barely funny and a 100% chance to rustle some jimmies.

  • These are planned, currently the gun team is working on something else but it is planned.


  • Nah


  • Also planned, all of them. Can't say when tho but something is cooking. It's rakija. We are cooking rakija.


  • You met my mother it seems.


  • I would say when ever Sippy feels like it, but that day may never come. Try spamming his DMs.


  • No those are dolls because dolls are precious. Puppets are guys that bring nothing useful but open their mouths anyway.


  1. Unknown yet
  2. Working on it
  3. They are spawning but are rare
  4. That's the idea but most likely will be implemented once we get all the items in the game.
  5. There are issues with that where it would be possible to break the inventory system as it is now
  6. Yeah we heard your feedback about that and are looking into what we can do about it
  7. Not me I can tell you that for sure


  • Depends on your intelligence level. If the leader has lower INT he can manage less people in the squad. That being said there was a bug about it not working properly but the fix was rolled out. If it comes back would appreciate if you report it. Just to Kristian, not me.


  • Well it is whining, but not the bad kind per se. Yes those features were and still are planned for 0.3. However we had (and in some cases still have) issues that came up and resolving them took priority. As for why military puppets. Well
  • someone* made them in like 5 minutes and sneakily added them. We put that special
  • someone* on shock therapy and told him to do all the issues bellow. Even tho he is not a programmer.

    P.S. it was Sippy


  • Stay tuned more on that soon-ish.


That is all from me folks. Stay safe, drink lots of water and don't eat yellow snow.
Cheers.
"Sippy please don't censor me so much this time" Beda

SCUM - Patch 0.3.68.20018

[h2]Hello everyone, hope you all had a good Christmas and jolly holidays! This week we mostly have bugfixes QoL, and optimization stuff. And at the end of the post we will talk a bit about whats coming in the next few weeks![/h2]



[h3]Now you will be able to encounter military and police puppets.[/h3]

Right now there is no big difference between normal puppets and the military police ones. By default they drop better clothing, and the puppets with body armour are bit harder to kill, due to the body armour.

  • Police puppets can be found around and inside the police station.



  • Military puppets can be found in all military zones.



[h3]We reworked MP i SP times for spawning puppets.[/h3]
  • Single player:

    Wild = 5 min
    Exterior = 18 sec
    Interior = 30 sec
  • Multiplayer:

    Wild = 10 min
    Exterior = 30 sec
    Interior = 5 min


Interior zombies will have bad hearing to stop them from reacting while walking down the street, and reacting right away, now they will sleep until you enter their house and make some noise.



  • Fixed bug when prisoner was unable to take compound bow in hands.

  • Fixed the bug where moving an item from chest to inventory would play the sound twice.

  • Fixed various issues with "ghost item widgets" appearing.

  • Fixed bug that caused squad member limit to be invalid on server restart.

  • Fixed Metal Palisades blueprint being unfinishable.

  • Fixed some placed blueprints requiring less ingredients to finish.

  • Fixed possible crash and lag while opening any type of inventory.

  • Fixed front sight being barely visible on Winchester rifle.

  • Fixed bug where looking trough binoculars or scopes while sitting wouldn't have magnification.

  • Fixed tractor brake lights sometimes causing screen to go dark.

  • Fixed the bug with squad mates triggering traps.

  • Fixed bug that allowed you to receive squad chat messages you should not be receiving

  • Fixed a bug where sledges would sometimes fall through terrain.

  • You can no longer launch other players with sledge.




  • Patching wounds within events is now much quicker.

  • The "bury" action now gives you 25 exp and washing items gives you 10 exp. (Survival skill)

  • Rebalanced all helmets and armor vests, they now offer more realistic protection against bullets.

  • Recipe for stab proof vest changed, instead of rags you need 3 diaries now. Also it offers now better protection against smaller caliber guns, but overall durability is lower. Also now it offers better protection against bullets than the stabproof vest.

  • Now you can bondage people with improvised rope and tree bark rope.

  • Items now take slight damage upon throwing.

  • Melee weapons take slight damage on hit now.

  • Spear damage reworked. Still all 3 spears will kill in one hit if it's a headshot. The damage taken from a chest or limb hit is more proportional to each spear, depending on the quality.

  • We changed how gaining base build experience works, before you would get a set amount of exp once you finished the base build element, now you will gain the same amount just in smaller batches with every base build ingredient added (wooden plank, wooden log etc..) This way if more people partake in building a base, everyone gets exp equal to the work put in!

  • Re-added basic tooltips for items (name and description), holding CTRL will expand to the full tooltip, basic tooltips are optional (there is an option to disable them in the options menu, under the GAME section)

  • You can now scroll through the inventory when dragging an item (scroll wheel will rotate the item, CTRL + scroll wheel will scroll)

  • We have a new system of repairing base elements, as a lot of you were frustrated that it takes too much time and resources. Now it only takes 1 use of your toolbox to repair 1 base element to 100%.

  • You can repair your base from your flag area now. When you interact with the flag it shows you how many base elements you have under your flags control. You can decide to repair elements that are less than 25,50,75 percent durability or you can choose to repair all.

  • The amount of base elements under the flag will determine how much usages of a toolbox it will use. So if you have 100 base elements and 90 usages on a toolbox, the repair action will repair 90 base elements starting from the most damaged to least damaged base element.

    The number at the end is the total uses needed

  • Base flag can't be destroyed with weapons or explosions any more.

  • Barbed spike trap can now be destroyed via interaction.

  • Trap explosions effect base elements more realistically. Elements blocked by other elements now get less damage.

  • Prisoner movement speed is now same when limping and limping in melee combat mode.

  • Added new, motion captured movement animations when holding a weapon while walking and jogging.

  • Various improvements to a number of different weapon animations.

  • Exposed squad member limits as parameters in server config. Admin command

  • Reduced amount of experience/fame player gets when firing shotgun.

  • M1891 animation and visual upgrade

  • Supply drops have been rebalanced and they are now more oriented towards the mid game gameplay. Items spawned inside of supply drops:mid tier rifles and handguns, magazines and low tier scopes, mid tier clothing/backpacks, ammo, food, repair kits. There are no more empty supply drops. This is the beginning of balance changes in regards to item spawners.

  • Client and server optimizations.


So now that you made it to the end some news. So right from the start the next patch is planned for 2 weeks from now (so no patch next week), and we do plan for it to be a feature patch.

"Sippy can you maybe leak something?"

No, i can not, but I will. And not just that, next week we plan to show you some new things we are working on. So you can expect a developer update post! Also we will have a new community showcase and Q&A

For the Q&A leave the questions in the comments of this post!

That's all from us have a nice day, and don't leave your pets outside in this cold!

Sippy.