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SCUM - Community showcase

[h3]Hey everyone! Happy Tuesday! It’s time for our weekly Community Showcase. We’ve got some awesome highlights to share, so let’s dive right in![/h3]



New season of Geordie Shore just dropped.

Seas the day...

The new Sons of Anarchy look kinda sad.

Lighting is important.

They say there’s a lot of fish in the sea but there’s always that one guy that takes them all..

When your buddy hits the corners a little too hard.

They messed up my taxidermy orders.

Ma’am, you can’t park your shark here.

Good thing puppets aren’t sensitive to smell.

Bottle flip, task failed successfully.
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And now, buckle up — because this one’s wild!

Our long-time friends and amazing supporters at The ScumDumpster community just turned 3! To celebrate, they hosted an epic SCUMDumpster Carnival and it was nothing short of spectacular! The team built a massive, colorful playground packed with mini games, prizes, and plenty of fun challenges for everyone. The highlight of the event? A jaw-dropping high-speed acrobatic ride inside a giant sphere! Huge congratulations to The ScumDumpster community on three incredible years. Here’s to many more!













They may have partied a little too hard..

Check out their video as well!

https://www.youtube.com/watch?v=FTOGYI01SGs

Here's a shoutout to our other creators so make sure to check them all out!

The Goodish Gamer tried to make a cooking show… whether they succeeded is up for debate, but they definitely cooked up some laughs!

https://www.youtube.com/watch?v=kaSnR6w9kB8

Interesting enough, content creator Loralyne set off to survive with minimal skill settings. Go check out how far she made it!

https://www.youtube.com/watch?v=cKaO8Q-JR7Y
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That's it folks, thanks for sticking around and see you next week!

Somke

SCUM - Development update #150

[h3]Good day, prisoners! Hope Monday’s going easy on you and that you’re strapped in for a fresh new dev update![/h3]





Our programmers are keeping their heads down and are hard at work on delivering the much-anticipated inventory rework that we’re preparing for the upcoming update, and we’ll talk about that more as we near its release. Apart from that, they have continued their work on additional NPC server settings and on adding the limping option to puppets (and on their loot). Since we mentioned NPCs, they are also working to add additional and more advanced movement capabilities. One of the things that we’re excited about is the sidecar bike, and our programmers are adding a weapon station to it. In addition, they are working on other functionalities for it. It is also worth noting that they have worked on squad emblems, bug fixing, and, last but not least, mod support.



The level design team is almost in its entirety engaged in something… that we can’t talk about just yet (get used to seeing this line because it's gonna be a long process). Exciting stuff that we can’t wait to share once we’re able to talk more.



The animators are mostly engaged with new mocap sessions for the new cinematic trailer and on animations for the Tommy gun and the sidecar bike. The hard surface team is also heavily involved with finishing up the sidecar bike and is making some changes to weapon textures. To top it off, they are also working on a rework for the AK-15. The soft surface crew is working on a new type of clothes. Lastly, 2D has been engaged in some new concept art and on the squad emblems.



Sound engineers are working on some sounds pertaining to the inventory rework and on some bug fixing.



Clearing up some leftover bugs, new documentation prep for 2026, and the inventory rework were the main tasks that our designers were engaged with.

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See ya next week!

Fratman

SCUM - Hotfix 1.1.0.3.100871

[h3]Hey hey everyone, happy Friday! Time for a small but meaningful hotfix! Make sure to update![/h3]



  • Update on the Anti cheat and violation manager.
  • Fixed the issue where crafting blueprints could crash the server.
  • Fixed the issue where projectile velocity would sometimes not be as it should be (exploit fixed).


  • Halloween special event ended.

SCUM - Community showcase

[h3]Good afternoon, Prisoners! It’s Tuesday, and you know what that means - our Community Showcase is back with another awesome batch of your creativity from last week![/h3]



This is what a Croatian mandatory service will look like.

Kid Rock called, he wants his things back.

That thing was too big to be called a sword. Too big, too thick, too heavy, and too rough, it was more like a large hunk of iron.

Who says you can't be fine dining while trying to survive the SCUM island?

When your kids think “personal space” is just a myth.

When the afterparty hits different… and not in a good way.

Hot Wheels SCUM track is officially open today

Nothing says relaxation like setting your wooden house on fire mid-yoga.

Why is it called an accumulation lake if you can’t drop an accumulator in it?

Mom said it's my turn on the wheelbarrow!
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From architectural masterpieces to daring dogfights and high-end edits, there’s plenty to enjoy. Check out the featured videos below! ->

After finding the perfect spot for a base, "Wilksey75" set out on a journey to transform it into something special. Check out the impressive woodwork and admire the architectural harmony in his latest build!

https://www.youtube.com/watch?v=6F-bBJCJXs8

Buckle up! "yoogrind" is taking to the skies to show off his best (and not-so-best) aerial moments.

https://www.youtube.com/watch?v=y1ATsaOEEIU

YouTuber "Com Truse" made this epic high-octane fusion of movie-trailer–level edit you must not miss!

https://www.youtube.com/watch?v=SaCG88B0F6Y&t=1

And that’s a wrap! Our community never fails to impress. Stay tuned and swing by next week for more fun and highlights. Cheers!

Somke

SCUM - Development update #149

[h3]We wish you all a pleasant Monday as we hop into a fresh Dev update to see what was happening over the last week. Let’s begin![/h3]





The programming team has been focused on the inventory rework, with a full overhaul of both the holsters panel and the main inventory panel. Work on new clothing shader support is also in progress, as well as server optimization and prototyping systems for foliage, trees, and zombie behavior. NPC movement has been advanced, quest UI animations are being refined, and features like the sidecar bike weapon station and dinghy functionality are being developed. The team is also continuing to improve mod support and tackle bug fixes, including additional improvements to penetration issues.



Level designers have added new modular elements and updated the clothing damage system, expanding material editing features. Coordination is ongoing regarding integrating new furniture.



The animation team has been focused on cinematic trailer work and bug fixes. Hard surface artists are still hard at work with the AK15, weapon painting UV updates for rifles, new weapon skin UVs. Soft surface artists have been updating female clothing and creating new cloth materials. The 2D team worked on level design concepts, inventory redesign, new atlases, and reviewed emblem integration.



The sound team focused on bug fixes, as well as volume edits and recordings for inventory item handling.



The design team has been working on refining NPC behavior and overall balance, addressing key items from the design backlog, and implementing several important bug fixes. They’ve also been working on a loot system for armed NPCs' design changes.

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As you can see, there’s a lot of progress still happening. From inventory overhauls and new NPC behavior to cinematic animation work and modular environment updates, the team is pushing forward on multiple fronts. Thank you for sticking with us and see you guys next week!

Somke