1. SCUM
  2. News

SCUM News

SCUM - Community showcase

[h3] Attention inmates! Any requests for parole have been denied, as tec-01 considers it "inhuman" towards those who wouldn't get it. But fret not, instead we have another community showcase for you. Check it out -> [/h3]




What listening to a kid named Cudi in 2008 felt like.

The programmers after QA guys enter their room asking "WHO MADE THIS FEATURE?!"

Creativity goes a long bay.

Let him cook they said.

E.I.E.I.O. has made some amazing shots so they will get a bit more attention this week, with two whole shoutouts. This is numero uno.

And numero dos would have easily won first place when we made that impromptu album cover competition.

There are two wolves inside of you ...and one of them is a chicken.

Mom, I'm scared, pick me up.

Speed is irrelevant when you're being chased by a furrari...

How deer he photobomb her like that?!


Next in line, a shout-out to some of our content creators on YouTube:

The Saga continues. Check out Dr. Grant's neatly compiled matches from the second week of the SCUM survival showdown. A big shout out to him for the effort and high quality, make sure to check it out!
[previewyoutube][/previewyoutube]

As usual, there's always some new creators taking their shot at becoming a content creator who could use a lil' push. Here's Koje with a PvP compilation that shows that the right choice of music can make all the difference.
[previewyoutube][/previewyoutube]

It's been a while since I showed some love to our international creators, so here's MexLoco Gaming with some wholesome SCUM content, just roaming the island with the boys.
[previewyoutube][/previewyoutube]

That’s it everyone, until next week and make sure to keep an eye on the following platforms:

Facebook X/Twitter Instagram Tiktok

-Perito

SCUM - Development update #132 (with a twist)

[h3] Attention inmates! We've heard some of your feedback with regards to the recent dev updates. Seeing as the vast majority of the team has been (and still will be) focused on bugfixing by the time we get to 1.0, we wanted to do something a bit different this time around. [/h3]

Since we've publicly released the latest community address a couple of days ago, we thought it would be much more beneficial for our community to double down on the Q&A section and address the most pertinent questions and feedback that you've left us. First off, here's the link to the community address for those who've missed it:

[previewyoutube][/previewyoutube]

Now that you've got a refresher on the address itself, we're off to the Q&A section to get those burning questions answered:

  • The things listed in Q2 will come with the 1.0 release. As for the specific release date, you'll just have to wait for it a little longer.


  • Official mod support is not coming with 1.0. Once we get there, we'll start to think about when and how it could be eventually included.


  • There will be no option to switch between the ''old'' and ''new'' spawning system. The encounter system is here to stay as the old one was very taxing on the overall performance of the server and the game in general. As for its functionality, you'll be pleased to know that it has been further modified and tweaked for 1.0 and you will find that it greatly improved. However, if this will still be a deal-breaker for you, the released server files will enable you to easily open up a server with custom settings which mimic ''old'' puppet spawn settings.


  • These systems were not mentioned specifically, but have been heavily impacted by our bugfixing and quality-of-life efforts. A lot of improvements were made to these, as well as to many other mechanics. The same that was written in the previous comment with regards to the puppet spawns can be applied to yours as well.



  • Walking puppets are way too easy to pick off. Especially if you're adequately geared. Jokes aside, we saw a fair amount of requests that puppet movement speed setting. We can't confirm anything specifically with regards to that, but it is not off the table entirely and might find its way into the game at some point after 1.0.


  • The trucks you are mentioning were not originally present there. This is just a sliver of the updates that were make to the map and the settlements which make them feel more immersive.


  • We're aware that the inventory rework is one of the most requested features, but it is definitely not a small one in scope. In order to make sure that we fully realize it, test it out and implement it, we need time. With 1.0, we want to be more realistic and transparent about the features we are delivering, and at this moment, moving the inventory rework earlier in the year is simply not...well...realistic. Also, the same person that will be working on the inventory rework is now working on the release of the server files, so I'd wager that's a good trade-off, wouldn't you agree?


  • Maybe some seasonal content, but nothing major. As well be going into 1.0, we'll strive for these structured periodic releases that are polished, optimized and bug-free.


  • The NPCs are currently made as an additional threat on your survival journey, and as a boon as they will be carrying some sweet loot if you manage to best them. Other NPC functionalities will be coming as part of first post-launch update in Q3 of this year.


  • We can't rule out the possibility of wipes entirely after 1.0, but what we will strive for is to make them as infrequent as possible.


  • Unfortunately, we ran out of time to make them modular and reintroduce them back into the game. Can't say much more on that I'm afraid. We'll get them back in there with subsequent updates.


  • The same can be applied with the second comment. We never claimed that mod support will surely and definitely come into the game. We said that we'd consider adding it sometime after 1.0.


  • The wipe that will take place will be a full one, meaning that characters and stats are also getting wiped. It's an unfortunate necessity, but one that must be made in order to ensure proper implementation of all the changes that we are introducing into the game, and to ensure a level playing field for newcomers. Lots of characters got boosted by exploits over the years so we need to make sure to address them as well.


  • Thank you Sarah for the kind words. Our aim is to provide the best possible experience for all players and we believe that we are going in the right direction to facilitate just that. It's been a long road, but our biggest and most important milestone is just ahead of us and we're thankful to have shared the journey with our devoted fans



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

Facebook X/Twitter Instagram TikTok

Fratman

SCUM - May Community address

Hello everyone! A new community update on what we've been up to and what you can expect, check it out!



[previewyoutube][/previewyoutube]

SCUM - Community showcase

[h3] Prisoners! You've all been sentenced to a punishment worse than solitary confinement - a new entry in the 'community showcase' series! ''Enjoy!'' [/h3]

Hope the roleplay mission did not include pineapple T-shirts...

Introducing the new 'Horde catcher 2000'. Pre-order your now!

How can you be in love with me? We bear-ly know each other!

How your girl sees that pimple on your nose.

When you can't remember her name, but you're good at basebuilding in SCUM.

The impeccable style of a seasoned Discord mod.

Never get between a man and his one true love.

Wish my morning poops were this epic.

Well that's just unfortunate.

When the Green Mile club isn't your vibe so you open your own.


As is tradition, next up are some clips from our YouTube . show your other community members some love and support, since that is what TEC-01 is all about->

Let's start things off with Bostonski flexing his RTX 5090 FE monster and testing out SCUM in 4K!

[previewyoutube][/previewyoutube]

Next up we have Fresco Turbina promoting all kinds of shenanigans on the ANTITEC 2.0 server so make sure to check them out!

[previewyoutube][/previewyoutube]

Let's end this segment with with Torak's guide on setting up a base on vanilla settings, which should help out greenhorn players:

[previewyoutube][/previewyoutube]

___

In the end, we'd like to invite our community to follow us on our new Tiktok account which you can find here.

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

Facebook X/Twitter Instagram Tiktok

Fratman

SCUM - Development update #131

[h3] Hello everyone! We hope you had a wonderful weekend and are ready for an update on how things are developing on our end. Let's see how many times you need to read "bug fixing" before it starts to sound weird in your own head -> [/h3]





Our code wizards have continued with their efforts with being laser-focused on bug fixing, but some hocus pocus in terms of coding is still in order. Besides the usual, they have also made some progress with implementing new anti-cheat capabilities and lightsource meshes. Hitches related to vehicle loading have also been fixed.

Bug fixing, then some bug fixing, followed by more bug fixing.



Bug fixing, then some bug fixing, followed by more bug fixing.

The animation team has continued with last weeks tasks, one of them was bug fixing.

The Hard surface guys have been pretty busy with a variety of things, bug fixing not being one of them. They have made some adjustments to the Rager's front window armor and improvements overall to the Rager's attachments. Work on the vehicles collisions physics has resumed.

The soft surface team and the 2D guys have continued with testing and bug fixing.



The animation team has continued with last weeks tasks, one of them was bug fixing.

The Hard surface guys have been pretty busy with a variety of things, bug fixing not being one of them. They have made some adjustments to the Rager's front window armor and improvements overall to the Rager's attachments. Work on the vehicles collisions physics has resumed.

The soft surface team and the 2D guys have continued with testing and bug fixing.



The sound team has carried on with their work on NPC voiceovers and bug fixing, of course.



Who do you think is finding and reporting all those Bugs in need of fixing, eh?



Aside from the usual bug fixing, the game design team has also made some adjustments to DEENA's Task, making sure that greenhorns don't die before even setting foot on the island
___

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

  • Hell yes, the new anti-cheat will be implemented before 1.0 and hell no, we will not let cheaters bleed into the new release.


  • It'd actually be quite difficult to implement such a feature on a technical level due to the sheer amount of variations when it comes weapons and according parts. Add to that the fact that this would be for a command, that is used in quite specific situations and not as commonly and you have your answer.
    Regarding your suggestion with magazines, you are already able to spawn those fully loaded if you press space and enter ammo count followed by the wanted amount into the command.


  • Since we've shifted our focus toward the 1.0 version of the game, there's no turning back, really. If we were to release another update somewhere in between, it'd would mean that we'd have to develop a "0.99 version" alongside the 1.0 Version of SCUM which is impossible to pull off with the manpower we have and simply inefficient.


  • No, unfortunately there will be no official mod support with the full release, but you will be able to privately host servers and tweak the server settings however you like.



  • Yo, we bought a horse.



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

Facebook X/Twitter Instagram

-Perito