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SCUM News

SCUM - Community showcase

[h3]Good day, everyone, it’s Tuesday, so you know what that means - a new showcase showcasing more interesting antics our players have pulled off in the game. Let’s dive in and check out their shenanigans!![/h3]



Just a bunny with a slightly rabid stare.



Last night the DJ saved their lives.

You can't park here, mate.

When you and your crew finally loot some good pumpkins.

I spy with my little eye…a very permanent landing.

You are a Hairy wizard!

Thriving, in my lane, unbothered.

No funny caption, just a chill picture.

Either kiss each other, or kiss the asphalt.

We wear slippers inside the house here, Western man.
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And, as usual, it’s time to dive into some awesome videos from our creators and players.

Once again, we have "Torak" who is laser-focused on constructing his mountain base, and he’s proven that his flying and landing skills are nothing short of impressive. Check it out - you might pick up a trick or two along the way

https://www.youtube.com/watch?v=rhDTKi3tpCQ

Second in line comes “RayKit” whose gaming crew showed us just how much you can earn in a single day - and the numbers might surprise you.

https://www.youtube.com/watch?v=zQ4k6fdVqO4

Finally, "Luthais" is back with another chill SCUM session you won’t want to miss.

https://www.youtube.com/watch?v=wSbzY8a6XXo

Thanks for your patience! We’ll see you again next Tuesday - stay tuned for more!

Somke

SCUM - Development update #148

[h3]Happy Monday, Prisoners! We’ve got a fresh batch of updates on our teams’ progress. Some of these you may have already heard about and are still actively in development, while others are brand new, so let’s dive in![/h3]





The programming team has been focused on the ongoing inventory UI rework. In addition, they’re working on official mod support, as well as a system for saving destroyed trees and bushes. Improvements to NPC movement are underway, aiming for more advanced and balanced behavior. Other ongoing tasks include quest UI animations, a weapon station for the sidecar bike, bug fixing, and helmet penetration setup.



The level design team has been fine-tuning the main menu level for Halloween and creating modular elements for new industrial buildings. New concepts for BB elements are in progress, along with a master shader for clothing items that will showcase a new damage look.



The art team has been busy with the gameplay/cinematic trailer and adding some finishing touches to the Tommy gun. They’ve also been working on the Halloween and Winter main menu rework. Hard surface artists continue work on the Zundapp, AK15 rework, and fixing bugs where magazines were still paintable. They’ve also been updating weapon paint UVs. Soft surface artists are working on new clothing items. The 2D team is creating level design concepts and supporting the inventory rework.



Audio designers are busy with sidecar and dinghy engine sounds, Tommy gun continuous fire design, bug fixing, and attenuation tweaks.



The design team is focused on NPC upgrades, bug fixing, armed NPCs, and developing future design concepts and ideas.

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As always, the team is hard at work fixing bugs, continuing the inventory rework, adjusting NPCs, and working on new concepts for clothing items, BB elements, and other gear. All of this is part of our focus on delivering the next update.

Somke

SCUM - Community showcase

[h3]Happy Tuesday, prisoners! We are back once again with our crazy people delivering us an inexhaustible source of fun and creativity. Let's dive right into a fresh Community showcase. [/h3]




When you try to craft a campfire, but accidentally open a portal to Hell.



My buddy trying to fix it with an actual Hail Mary.



Utilizing those spray cans to their full potential.



0% fuel. 100% confidence



Guys, we think she needs help..



King in the castle, I have a pot, go do dis, go do dis!



We don’t even want to know..



Fou...Three Horsemen of the Apocalypse



Peak male experience. Beautiful.



Slay, Queen. Literally.


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Okay, now that we've seen everything we needed to see (and some things that we did NOT) it's time for some SCUM-related videos our cool community has created over the past week.

First up, we have "Torak” the home-flipper of the apocalypse. He took a RUINED house that screamed “please collapse” and turned it into a badass fortress. Swing by for some inspiration and learn a thing or two!

https://www.youtube.com/watch?v=eJyilCUDsRc&t=2209

Up next, enjoy this heartwarming tale of sibling bonding—because nothing says “family love” like exploring the ruins, building a dream kitchen, and making some serious money. Thanks, "Luthais".

https://www.youtube.com/watch?v=1K8PtDMo1fA

Finally, "KillaMikeZ2693" shows us how to get the Cursed Puppet Suit at the Halloween House, our latest seasonal update.

https://www.youtube.com/watch?v=t7JHQ8VGKmc&t=146

This was the best from last week's community contribution, hope you guys enjoyed it, and see you next time! Cheers!

Somke

SCUM - Development update #147

[h3]Happy Monday, everyone! As we kick off a new week, here’s a quick look at what the team has been working on over the past few days. Let’s dive in![/h3]





The programming team has been focused on bug fixing to smooth out the gameplay experience. We’re also continuing the inventory rework and working on more advanced NPC movement. Armor class rework is also being polished. Now, each piece of clothing has penetration absorption removed on uncovered areas.



Over the past few days, the team has been busy fine-tuning terrain and continuing work on the Police Station. On the art side, wooden and brick modular elements for houses under construction are coming together nicely. We’re also working on something new and exciting, with multiple team members involved in its development and bug fixing.



The animation team has been busy with new hairstyles, trailer prep, bug fixing, and seasonal content like Halloween and Christmas menu elements. Hard Surface continues work on the Sidecar Bike, knife with flint and compass, while also helping with bug fixes. Soft Surface is focused on character development, bug fixing and new clothing items and the 2D team is working on UI improvements and creating new level design concepts.



The sound team is still developing sound effects for the Thompson SMG and a new vehicle.



The game designers are addressing bugs and making essential internal adjustments to help prevent potential balance issues. They have also finally created the human guts, because nothing says “advanced crafting” like chopping up humanoids for sausages.

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Bug fixes, inventory rework, and NPC improvements are underway. Terrain and buildings are progressing. Animation and art teams are working on new gear and seasonal content. UI and sound updates continue.

With the hotfix done, we’re now shifting focus to the next big update so expect more news soon!

Somke

SCUM - Hotfix 1.1.0.2.99989+99754

[h3]Hello everyone! What better way to get through the week than with a fresh hotfix? Dive in![/h3]



  • Fixed the issue where sentries would sometimes be stuck in air.
  • Fixed the issue where animation and loading the MAC 10 magazine were not synced.
  • Fixed the issue where it was possible to eat while wearing the K6-3.
  • Fixed the issue where the outposts would load too soon resulting in performance drop.
  • Fixed multiple level design bugs.
  • Fixed the issue where it was possible to place gas lantern lamps even though it would clip through other BB elements.
  • Fixed the issue where it was not possible to drink from water sources from interaction menu.
  • Fixed the issue where the player was slowed down to walking speed while opening the inventory and holding weapon in hands.
  • Fixed multiple item icons bugs.
  • Fixed the issue where even though "enable spawn on the ground" server setting was enabled, some spawn points would still spawn players in the air, without the parachute.
  • Fixed the issue where the BB oven element would have placement problems.
  • Fixed the issue where opening and closing the tab menu while searching the container would show the No items found! text incorrectly even though the items were there.
  • Fixed the issue that made a player immovable while pressing the tab menu while searching the container.
  • Fixed multiple animaton bugs.
  • Fixed the issue where it was possible to place the custom zone center outside of map, causing it to not work.
  • Fixed the issue where cargo drop encounter would keep respawning puppets.
  • Fixed the issue where Sofa recipes were requiring bundles of planks instead of singular planks.
  • Fixed random paint changes while driving painted vehicles.
  • Fixed the issue where cargo drops would spawn in flag area.
  • Fixed the issue where players were teleporting through walls when exiting the vehicle


  • Radio and boombox will now persist in the base.
  • Adjusted CRAP ammo bullet damage towards sentries.
  • Adjusted commond cold and influenza to not cause any symptoms during the incubation stage.

  • [h3]Last, but not least, as you all expected, we are bringing back the SEASONAL Halloween update with all the accompanying content. [/h3]
    That means the Ritual is back, the Ghost is back and Spooktober is in full effect.




  • Implemented a server setting which controls the puppet movement speed.

    [World]

    In game under "WORLD" subsection "NPC" :scum.PuppetRunningSpeedMultiplier=1.000000 - This setting is used to set puppets running speed, minimal value for this is 0.5 and maximum value is 2.0

  • ShowZombies/Animals/ArmedNPCsLocation are now admin commands.

    [General]

    In game under "GENERAL"
    scum.DisableExamineGhost=0 - Enables / Disables examine ghost.