SCUM - Development update #126
[h3]PRISONERS! Your weekly PSA on the development of the game is about to drop. Enjoy your read![/h3]


The programmers are mainly focused on clearing that infamous backlog of bugs—and you’ll be pleased to hear that the list of these pesky critters is steadily shrinking. More specifically, improvements have been made to the encounter manager, along with various graphical and localization fixes. On top of that, several changes and improvements have been applied to tutorial tasks. While there may not be a ton of flashy new things to show right now, we can't stress enough how hard the team is working on bugfixing and ensuring the launch is polished and ready for version 1.0.

The same can be said for the level designers—they’re heavily focused on bugfixing as well. Specifically, they've been working on adding group spawners for NPCs, tractor vehicle attachments to the map, distant LODs for landscape foliage, and reworking asphalt and landscape roads.

The animators are also putting their efforts into bugfixing, polishing weapon animations and grips, and making some adjustments to the tractor.
The hard surface team’s primary focus last week was—you guessed it—bugfixing.
The soft surface team is still preparing assets for the trailer and, like the rest of the team, focusing on overall bugfixing.
The 2D team has made improvements to the criminal record screen.

The sound team is focused on bugfixing as well, particularly Deena’s voiceovers and environmental sounds.

QA is doing what QA does best—nothing new to report there.

The game designers have been making changes to the codex, adding new entries, creating loot tables for armed NPCs, and developing new Deena tasks to improve the onboarding process for new players.
___
Now, onto your feedback from last week's transmission:
___
This marks the end of the update. For more SCUM content, make sure to keep an eye out on the following platforms:
Facebook X/Twitter Instagram


The programmers are mainly focused on clearing that infamous backlog of bugs—and you’ll be pleased to hear that the list of these pesky critters is steadily shrinking. More specifically, improvements have been made to the encounter manager, along with various graphical and localization fixes. On top of that, several changes and improvements have been applied to tutorial tasks. While there may not be a ton of flashy new things to show right now, we can't stress enough how hard the team is working on bugfixing and ensuring the launch is polished and ready for version 1.0.

The same can be said for the level designers—they’re heavily focused on bugfixing as well. Specifically, they've been working on adding group spawners for NPCs, tractor vehicle attachments to the map, distant LODs for landscape foliage, and reworking asphalt and landscape roads.

The animators are also putting their efforts into bugfixing, polishing weapon animations and grips, and making some adjustments to the tractor.
The hard surface team’s primary focus last week was—you guessed it—bugfixing.
The soft surface team is still preparing assets for the trailer and, like the rest of the team, focusing on overall bugfixing.
The 2D team has made improvements to the criminal record screen.

The sound team is focused on bugfixing as well, particularly Deena’s voiceovers and environmental sounds.

QA is doing what QA does best—nothing new to report there.

The game designers have been making changes to the codex, adding new entries, creating loot tables for armed NPCs, and developing new Deena tasks to improve the onboarding process for new players.
___
Now, onto your feedback from last week's transmission:
- Prefab houses and bases currently don’t have working plumbing or sewage systems, which would make toilets pointless. However, adding outhouses as a base-building feature is a cool idea—they wouldn’t require plumbing. 😄 Workout mechanics aren’t planned at the moment, but it’s a great suggestion and definitely not off the table.
- Unfortunately, there’s no way to modify loot spawns without editing the .ini files. We might add these settings in-game at some point, but there are currently no plans for that. In the meantime, here’s the link to the document that explains how to modify loot spawning on your server.
- There are currently no plans to officially support VR mode for the game. That said, we've seen some unofficial solutions that allow players to experience the game in VR—you’re welcome to check those out.
- We understand your frustration, and you’ll be happy to know that the animation for entering and exiting vehicles has been modified. Reloading weapons already depends on your skill level, and it’s unlikely that will be further adjusted.
- We’re working on a wide range of optimizations across the game to ensure it runs much more smoothly when we hit version 1.0.
___
This marks the end of the update. For more SCUM content, make sure to keep an eye out on the following platforms:
Facebook X/Twitter Instagram

How I look at my vegetable stew when I decide to eat healthy.
''I'm a SCUM girl, in a SCUM wooooorld! Life is drastic, it's fantastic!🎵
The council of SCUM - Scoundrels, Cutthroats, Undesirables and Murderers.
Average living room ornaments if you're inordinately enthusiastic about freedom.
All that is missing here are some tables, ladders, chairs and buff, oversized people 'hitting' each other with them.
Heads have indeed rolled.
Nothing like a breath of irradiated air in the woods!
''I'm not asking for much. Please, God, I just want the tractor back!''
Attention! Captain Neckbeard of the SS Tryhard on the bridge!
Just an amazing screenshot of an intricately designed base. No caption needed.


I think wr_bloodlust is about to find out what his name really means
I'm getting cult vibes when I'm looking at this picture, not really sure though
"I used to not care about being stealthy, bin there, dumped that."
A reasonable amount of coffee.
Strike a pose
Life hack: no one can steal your car if you sink it in the nearest lake.
Correction - definitely a cult.
Send it
Defend it
End it