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SCUM - Development update #139

[h3] Attention inmates! Summer is coming to a close and we are getting busier. Check out what the crew has been up to! [/h3]





As it is patch week you can imagine programmers are quite busy. Starting with our senior programmers they are doing their usual technical mumbo jumbo such as code review, work reviews and distributing tasks to their code minions. But you are not really interested in that you want to see what features are being worked on. Work is still going on with the new time limited quests, you will soon also see it in action. Work is also being done on the encounter manager, taking in your guys feedback as well. We are also working on some new admin commands and further work on visual cuts and bruises effect. This is simultaneous withh some of the new things we are cooking for the metabolism. Now there are some othher new stuff here that we have here that will await you this week so we will keep those as a surprise. Not to worry as we do have to mention some other things that are in the works for the future. Work has started on armor rework, as research on what is even possible is well on it's way. Ending with more work coming on the long awaited inventory rework. And yes ofc, the bugfixing.



Level design, again also bugfixing. But we have more stuff for them as well. They are also looking into reports you guys provided around the encounter and resovling issues with the spawners. We are also working on new unified texture on spray painting textures. This is more on a technical side so we can optimize it better and make room for improvements.



The hard surface folks are still at it. Work continues on the new tomahawk axes. Important to say axes here so yall do not get any funny ideas. With that we are getting some old school loving with work on the Thompson and the trench gun both.

On the soft surface side, pretty much same as last week but you will see what we mean soon.

The 2D team working on new concept art and some redesign of the UI, taking in the feedback to see what we can improve on.

The animation team is going ham on bugfixing, new trailers and some new animations for new features as well!



The sound team is, in addition to last week, also working on wind sounds in general and adjusting sound levels.


Designers are looking into the future as well, also researching and making GDDs for the armor rework, adjusting the functionality of new items and finally working on the long awaited hipfire rebalance.
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Until next time - Beda

Community showcase

[h3] Prisoners! Here's another iteration of our weekly celebration of community contributions and our mediocre captions. Enjoy (at least) the contributions ->[/h3]



Looks like it's sponsored by an energy drink company.

Remnants of a long-lost, disputably intelligent civilization.

Don't disturb my friend, he's dead tired!

Pointing straight to your mom's house.

This looks like an intervention.

That mossy-colored hair certainly helps with blending into the environment.

You can be my wing-dropship anytime!

That 'beautiful' feeling when you miss the bus.

Cue the overused classical piece whenever dawn breaks.

Someone's prepared to fight those NPCs in the radioactive area...
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You know the drill, onto the next segment ->

Here's a short, but sweet video of GrandRiser silently claiming and looting the airdrop.
https://www.youtube.com/watch?v=qegfcMkBvuQ

Next up we have Torak starting a new survival journey, which is cool for new players so they can see how the masters of the game are doing it!
https://www.youtube.com/watch?v=wOJKs-4atGc

Last but certainly not least, here's Gaming Central checking us out and giving his 5 cents on the game!
https://www.youtube.com/watch?v=fpWnaS0x9Do

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Fratman

Development Update #138

[h3] Attention inmates! Summer is still in full swing, but the pace is slowly and steadily being turned up. Enjoy this week's edition of our dev update! -> [/h3]



Since half of the team is still on vacation — gathering much-needed energy for the development of new features and updates for the game — a restful mind is a creative mind, and we'll need that to tackle the challenges that await us. Even though we're not operating at full capacity, we're still poised to deliver a solid update on the 28th of August! More info on this update is coming during the week. In the meantime, allow us to address your concerns and suggestions in this week's dev update.
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  • While the cadence of updates and fixes might be much better, and while there are still a lot of outstanding issues present in the game, this does not mean that people have to be caged in the studio. Proper work organization allows us to progress a bit slower, but at the same time it enables our people to enjoy vacations with their families. As it is with the game, everything is a balancing act, and this is something that we have to — and WANT to — balance.




  • This does indeed sound like a good idea, especially with the scaling of this ability based on attributes. Although the designers have certainly heard of this already, there's no harm in reminding them.




  • As we've mentioned, summer is underway and our people are on vacation. Once they're back (this week) we'll have more to share in future dev updates. As for the bug you've mentioned, we'd kindly ask you to provide more info via https://scum.help.jagex.com/hc/en-gb and our team will make sure to look into it.




  • We'll see if there's something that can be done about that. Relaying this further.




  • The disappointment felt by a significant part of our community is very much felt within the studio as well. We could have done better and we could have done more. I know that this reply will receive a lot of hate and that it sounds like empty platitudes, but there's not much more I can say. We could have done more and we should have done more. Our only hope is to consistently deliver more with future updates and hope that our fans will return — and that we'll gain many new ones as well.




  • Unfortunately, there's not a lot I can share on the CON issue. A smaller rework of this system will be required to fix it, but when that will take place, I cannot say for certain. As for wetness, it will be fixed in the upcoming update going live on the 28th of August. Mod support is also under consideration, and we'll let you know when we ourselves know more about this topic.




  • Never would I say to “get bent” — either figuratively or literally — to the requests put forward by the community. Read the answer to the previous question with regard to CON. And there's no Mandela effect here. There was the idea to implement such a feature, but we simply did not have the time to implement gyms and other things that would increase your attributes. We're confident that we'll add them in one of the upcoming updates now that 1.0 is out of the bag.




  • The option to consume food while sitting down has been implemented and will be part of the update that goes live on the 28th of August! As we've mentioned in one of the previous replies, mod support is under consideration, and we'll let you know when we ourselves know more on this topic.




  • Our intention is to release these fixes in bulk, with the exception of issues that cause either client or server crashes and other extremely egregious bugs. I assume that the majority of folks mentioning CON drop, wetness, and other things would also label them as extremely egregious, but other matters took precedence. History will tell whether that was a good idea or not. However, we do agree that perhaps more transparency is needed in communicating what our team is working on. We'll see what can be done in that regard.




  • There is a plan to add something like that, even though it carries certain challenges that will need to be overcome to ensure proper implementation. In any case, it’s in our scope, and it will find its way into the game at some point.


That’s all for this week! See you in the next one, and make sure to keep an eye on the following platforms:

Discord Facebook Twitter/X Instagram TikTok

Fratman

Community showcase

[h3] Attention inmates! Here's a new batch of community-made content to make those summer days more (un)bearable! ->[/h3]



Someone made a dent in the NPC population.

Roach, is that you?

Modern architecture really needs to be put in check.

I don't even wanna know...

How that first weekend beer looks at me after finishing the Friday shift.

What true peace looks like.

Have to go to the eye doctor after looking at so many pink.

I don't even wanna know vol.2

Hope they have a discount for locals.

How gen Z wartime photos would look like
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You know the drill, onto the next segment ->

What better person to watch and learn how to take on abandoned bunkers than one of the winners of our first SCUM Survivor Showdown!
https://www.youtube.com/watch?v=pt93r1_VMA8&ab_channel=Luthais

Next up, we have an entertaining compilation of adventures from your favourite SCUM couple.
https://www.youtube.com/watch?v=X0eAjejHhd8&ab_channel=Justourluckgaming

To top it off, here's Jatsie with a guide on how to tackle exhaustion with cooking.
https://www.youtube.com/watch?v=ApUpAdFvKj4&ab_channel=Jatsie

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Fratman

Development Update #137

[h3] Attention inmates! Hope these heatwaves haven't kept you from enjoying the good things summer has to offer! Here's a quick look at what we've been up to over the past week -> [/h3]



As we've mentioned, summer is underway and there's a fair bit of people are on their well-deserved vacations, so bear with us as this dev update will be a bit on the leaner side with content.

  • The programming team has mainly been engaged with bugfixing and implementing the improvised motorcycle wheel into the game, making sure it is ready for our QA team to test it out.
  • Our levels designers are still caught up with bugfixing.
  • The animators are still at work on a new trailer and on new animations for the Faceroll Smasher and the Military Shovel.
  • The hard surface are team is hammering away on new weapon models, while the soft surface team is working on new clothes models and new NPC models.
  • The sound team is working on audio for the NPCs that will be appearing in the area around the Krško plant and is continuing their work on recording new footstep audio.
  • To top it off, our game designers are tweaking, as well as preparing all the captions and descriptions for the new items that will find their into the game.

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[h3]Onto the next segment, your impressions from last week:[/h3]



  • It is possible that we'll add something like that in one of the updates that will come into the game next year. Can't say anything for sure at the moment, but we'll see.




  • That is something that will be addressed with the inventory rework that will be implemented by the end of the year.




  • This is not set in stone. While the current setting will remain in place for now, it could be subject to change in the future. I know that's not the answer that you want to hear, but we'll keep our ear close to the ground with regards to this.




  • Melee rework is something that has been requested for quite some time now and will be one of the biggest additions to the game. While we can't say when specifically it might get into the game, we want to confirm that this is something that we'll definitely work on in the coming future and that we'll rework this feature.




  • Can you further explain how would a personal flotation device add to the overall experience? We'll be adding a dinghy eventually, but that can be sailed. With a PFD you can just...well...float. We're open to hear your idea on it.




  • We'll look into providing further tweaks to the encounter manager, which will find their way into the game by the end of the year. More info on that will be shared once we'll have something more solid.




  • It's fixed and will be implemented with the update that's coming into the game very soon!



That would be all for this week! See you in the next one and make sure to keep an eye on the following platforms:

Discord Facebook Twitter/X Instagram TikTok

- Fratman