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SCUM - Community showcase

[h3]Hello Prisoners! Enjoy this fresh new entry into our long-running series featuring your adventures and misadventures on the prison island![/h3]



The mechanic's like ''I'm too old for this crap''

They're called assteroids for a reason...

One will tell you that it's not great, while the other that it's not terrible

Official mod support's gonna be wild one day

Why have only one Trojan horse when you can have two

Plants are not the only one that benefit from direct sunlight

A lot of dirty bikes out there...

Nothing beats landing a nice shot against those damn mechs.

My human head yard is coming up nicely.

Damn Ninja has fallen on some hard times...
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In today's batch of YouTube content creators we have -->

Watch Torak, one of our more prolific content creators, test out our PTE server while being in the spirit of Christmas!

https://www.youtube.com/watch?v=MAyfGOiI2gc&pp=ygUJc2N1bSBnYW1l

Next up, we have chocoTacos' new entry into his survival series where he will be braving the bunkers!

https://www.youtube.com/watch?v=4YWHRv5FvNI

Lastly, we have Dominoe_Effect with an ominous title for his video called ''Perserverance''. Check it out to see what's it about!

https://www.youtube.com/watch?v=_6W3KlwpfjU&pp=ygUJc2N1bSBnYW1l

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See ya next week!

Fratman

SCUM - Development update #154

[h3]Hello Prisoners! We are back with another Dev Update to keep you in the loop on what has been happening lately. Here we go![/h3]





Last week the programming team was mostly focused on the inventory rework, with ongoing improvements and refinements to the system. The team also spent some time on code reviews and bug fixing, covering emblems, custom zones, loot puppets, idle animations for armed NPCs and smaller gameplay issues. In addition, there was work on PlaySafe, crash-related fixes and some business-side tasks.



The level design team was mostly focused on layout tweaks, environment polish, and bug fixing. They spent time working on police station assets, creating construction site blueprints, and testing house interior layouts. There was also work on modular architectural elements (walls, metal structures, construction details), plus materials and textures for buildings.



The animation team was busy with the Sidecar physics, Tommy Gun, NPC/puppet bugs, mounted weapon animations, plus some misc gameplay bugs and work on Dev blog stuff. Hard Surface focused on weapon and vehicle fixes and reworks, icon reworks, item art updates, general bug fixing, and art reviews. Soft Surface was mostly bug fixing and clean-up, while 2D worked on level design art and UI bug fixes.



The sound team focused on bug fixing and updating audio for the Sidecar engine, Tommy Gun and MAC-10 malfunctions, inventory events, and loot puppets, along with editing audio for video content.



The game design team worked on loot puppet packages, NPC loot along with bug fixing and additional tweaks for the Dinghy, Sidecar, and Tommy Gun, and updates to stacking items, trader icons, and custom zone tooltips.

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As you can see, the team's last week’s efforts went into bug fixing, polishing, and system improvements across gameplay, assets, and UI, including inventory and weapon progress, animation and audio fixes, and loot and NPC adjustments. That’s it for now, see you all next week!

-Somke

SCUM - December update... update

[h3]Hello everyone, we have some news to share with you about the upcoming update, so check it out![/h3]

We know you're all excited about the next update coming in the next couple of days, so are we. While we wait, we would like to update you guys on some things connected to the update, some good news, some bad news. So let's just get into it.

[h2]Wild hunters[/h2]
Starting with the Wild Hunter NPCs that were planned for Q4. Unfortunately, you read it right: were.
As we progressed through development of the Wild Hunter NPCs, it has become more and more clear that they could not be ready to be released in a satisfactory state in time. As you can tell by our efforts lately, we do not want to deliver half-finished features to you guys anymore and take our time with them. And so a hard decision was made to postpone the Wild Hunters. Decision based on past experiences and your feedback on previous NPCs, we just do not want to disappoint you guys with such a release. So we decided to take a different route for this update. Instead of wild hunter NPCs, you will be getting new upgrades and better-armed NPCs. By that, we mean the existing AI will get new behaviors and patterns, making them a better enemy for you. We are also bringing some upgrades to the puppets.

Generally, our new strategy for the future is to finish what is already in the game, and has waited for a long time first before adding new stuff in, which is also why this decision has been made. The rest of the items on the roadmap are coming in the update, including the Inventory rework, and more details in the devblog that will arrive in the coming days.

As for the date of the update, the plan is next week, but there is still some heavy testing to be done, considering Inventory rework, seeing that this feature touches on all others, and if something breaks there, everything does.
Also, due to inventory rework being such a big thing, you can expect a soft wipe with the update. We are only forcing it on our official servers, but we strongly suggest you do the same in both SP and private servers as well.

Until next time:
-Beda

SCUM - Community showcase

[h3]Hello Prisoners! We're getting quite close to the holidays! You know what else you are close to? Reading through this weeks' showcase of all things SCUM the community has been up to! [/h3]



You know about 'elf on a shelf', but have you heard of a 'team on a machine'?

This is how you look at the kebab vendor at 4 AM after a bender - eyes on the prize!

What you say when you accept and invitation to a function you know you'll bail out on.

DJ Nighty Jones dropping some beatz!

Look at me! I'm the passenger princess now!

What airsoft bros think they look like when they drop a thousand dollars on their gear.

You miss 100% of opportunities you don't take...

Taking a breather after a raid.

When the flight attendant asks you if you're comfortable while flying economy...

Did you know that the tallest waterfall in the world is Angel Falls in Venezuela, with a plunge of 807 meters?!
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We start this segment with a chill entry where TedSoMocha is getting acquainted with some new areas (for him, of course), while conversing with his fans

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

Wilksey75 is running a series of videos documenting the Adventures (or misadventures) of Skinny Pete. Playing as the weakest possible character on a hardcore server can only be a good idea, right?

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

Lastly, here's Dr. Saico Gaming showcasing some plane action in some crisp 4K resolution.

https://www.youtube.com/watch?v=QDEfX9XJ4l8

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See you next week!

Fratman

SCUM - Development update #153

[h3]Hello Prisoners! Hope you’re all having a smooth Monday! It’s time for another Dev Update covering everything that went down last week. Here we go![/h3]





The programming team focused heavily on bug-fixing while continuing progress on the inventory rework. They also refined NPC movement logic, improved loot-spawn behavior, and tackled several crash issues. Additional work went into strengthening the anticheat system, along with a variety of smaller quality-of-life fixes.



The Level Design team spent the week continuing progress on the police station, as well as polishing a range of modular elements. Additionally, the team made significant progress on developing new architectural materials.



The Animation team concentrated on several key tasks throughout the week while also cooking up a new Devblog. Progress on Tommy Gun, Dinghy and sidecar animation continues, alongside advancing the Puppet’s limping and attack animations. Hard surface team is hard at work with bug fixing and finishing the vehicle models. Soft surface is working on something exciting, but more on that in the future. Wink wink. The 2D team is focused on a major UI rehaul, updating the overall layout and clarity of the interface to create a smoother and more cohesive user experience.



The sound team focused primarily on bug fixes, along with work on the dinghy engine, sidecar engine, and Tommy gun audio. They also handled recording and editing.



The game design team spent the week refining armed NPC movement, fixing several impactful gameplay bugs, and adjusting parameters to ensure interactions feel smooth and consistent.

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Last week was busy as the team worked on new content while fixing existing issues. They focused on balancing gameplay and smoothing out the experience, all while progressing on exciting stuff we’ll share more about in the future.

See you NEXT WEEK

- Somke