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SCUM News

SCUM - Community showcase

[h3]Hey hey everyone, another Tuesday another community showcase! Your good screenshots, our bad comments and some of the videos from yall. You know the drill!-> [/h3]



YOUNG MEN! There's no need to feel down!

Yep, this man always keeps 69 and unprotected.

While this man looks like he has seen horrors beyond imagination.

This is the wall of that one guy that is trying to convince you that 1911 is the best handgun made, even if you never asked.

Kevin Costner would like to know your location.

The gang getting ready to harass a 45 y old dad on the highway with some made up rules.

See this? This is the guy that makes it hard for you to find a vehicle, go get him.

2 minutes into a conversation: "So what's your star sign?"

Just a nice build.

As long as a you keep looking at them, you're fine.

First up, we have Timi TV, asking the community if Jon was right or wrong. Well Timi after official review, Jon was indeed to far ahead on his own. Now let us see what the community thinks!

https://www.youtube.com/watch?v=DL2RgZ5DPWU

And then we have Wobbatz, figuring out what the beeping sound means for the first time!

https://youtu.be/ZhVq0eSzyUA?si=7ZB9lcnk_ZfRH2sB

SCUM - Development update #141

[h3] Attention inmates! Feast your eyes on this fresh new dev update! It's always an interesting read as we're nearing the launch of a new update, so make sure that you don't miss out! [/h3]





Work has progressed on the cuts and bruises visual upgrades and on UI improvements mentioned in the previous update, as well as on the common cold disease and its corresponding symptoms, and on the armor rework. Basically, we're getting ready for the upcoming update that will release this quarter! Greater focus has also been put on the encounter system and subsequent improvements that still need to be made. Last but not least—bugfixing. Lots of it.

Some people pointed out that we did not address the wanting state of the last update. But we kept our heads down and swiftly delivered necessary fixes. Our heads and focus are now turned exclusively towards the next update!



The level designers are working on a plethora of new terrain elements, as well as new base-building elements! Won’t go into specifics regarding the base-building elements—we don’t want to spoil the reveal, but I’ll just say that there are some you guys have been clamoring for quite some time.



The hard surface team has mostly continued their work from last week—texturing the military tomahawk and Tommy gun. However, they are also reworking the art for a multitude of props that you can find within the game.

On the soft surface side, improvements were made to female character clothing, and work has continued on the keyhole shirt. Sculpting for the head bandana item has also commenced.

The 2D guys have continued their work on the UI improvements for painting and have made some new level design concepts.

The animation team is still at it with bugfixing but has also started work on the animations for the upcoming trench gun.



The sound team is deep into bugfixing and making improvements to the overall sound of the game.



The designers are shaping the new common cold mechanic, making improvements to some in-game texts, and doing their part with regards to the new base-building elements.

___


And now onto the Q&A segment of the dev update:



  • That is actually quite a cool idea that is, in fact, in line with the overall theme of the game! It is definitely worth considering in the long run.




  • There will be some way of displaying that your prisoner has the cold that will be more than just a status bar in the health section. We'll see to what extent that goes, but it will definitely have AT LEAST a sound effect.




  • Sorry to see that you feel that way about the game. We definitely keep our ear to the ground when it comes to things that frustrate our community and, with hope, we'll make sure to react much more quickly to the requests that arise. I can tell you all kinds of things now—best to let our actions speak for us. As for the features that you've mentioned—they are still arriving. Q3 encompasses the month of September, and we're barely 1/3 into the month, so there's still time to deliver on our promises.




  • Sorry that we didn't fully answer your request! We've seen a lot of feedback regarding their movement. All that was done to puppet mobility was to increase the overall challenge and difficulty of the game. We've implemented the option to turn off their ability to open doors and vault through windows per the request of players, and it is entirely possible that we will be looking to do something similar for their speed and jumping ability. Can't promise anything, as you can see that there are a lot of other things that need tending, but we'll see what can be done.




  • The encounter manager is, in itself, a marked improvement over the old system, but its design still needs a lot of work to benefit players and their overall enjoyment. It also did wonders for the optimization of the entire game. We just need to fix the most egregious issues with the spawning, potentially provide some additional server settings, and the whole discourse on the encounter system will become a thing of the past. We will continue our work on it, and we’ll make sure to bring it to the best possible shape it can be.

SCUM - Hotfix 1.0.2.2.98029

[h3]Middle of the week, perfect for a hotfix! Check it out! -> [/h3]



  • Multiple level design fixes.
  • Fixed the issue where vehicle handling was messed up when driving on some materials.
  • Fixed the issue where you could not bury/unbury in some locations.
  • Fixed the issue where vehicles would sometimes take too much damage on collision.
  • Fixed the issue where interacting with the improvised motorcycle wheel would cause the character to freeze in some cases.
  • Fixed the issue where custom JSON interact quests would require one extra interaction to complete.
  • Fixed the issue where buried traps were possible to disarm.
  • Fixed the issue where it was not possible to eat directly from chests.
  • Fixed the issue where bullet penetration was overboard in some cases (like BB elements).
  • Fixed the issue where completing the time-limited quest would not give proper rewards in SP.
  • Fixed the issue where it was not possible to enter some rooms in Abandoned bunkers.
  • Fixed the issue where falling sound effects were heard by nearby players already on the ground.
  • Fixed the issue where painted BB elemented would be too bright/candy like.


  • Adjusted the level of wind SFX.

SCUM - Community showcase

[h3]Hello everyone, another Tuesday another community showcase! Great screens, horrible captions and the SCUM League deets and announcement! Check it out! ->[/h3]



A normal meal setup in 2005, a crippling debt picture in 2025.

An average balkan couple.

How many of these minions movies are they gonna make?

This is how we get those "do not use as a hat" safety stickers on boats.

t.A.T.u. looking different these days.

I'm not sleeping just resting my eyes kinda energy.

Downloaded the wrong version of Flash series. Not mad tho.

When the whole server keeps calling you trash.

The unbearable journey your dad had every day to and from school.

Bike furious.


In another news, we teased it a bit last week, but here are some more details from our friends over at SCUM League. So check it out and if you feel you are up to the challenge head on over and apply!



🏆 The Scum League Returns – Register Now!
Prisoners,

We’re excited to announce that SCUM LEAGUE has extended the registration period for the officially rebooted Scum League – the ultimate survival community platform designed to challenge, reward, and unite players across every playstyle!

Whether you thrive in competitive PVP battles, prefer casual exploration, or enjoy the thrill of PVE missions, Scum League has a place for YOU. Craft your own path to glory through strategic planning, daring raids, stealthy maneuvers, or explosive combat — your survival story awaits.
⚔️ What’s New in the League Reboot?
  • Persistent character progression that carries across multiple League seasons.
  • A prime focus on Fair Play with a strict application process
  • 24/7 shadow admins and background checks to keep competition fair and secure
  • 12+ competition and prizes categories designed to suit all playstyles
  • Monthly, Quarterly, and Full-Season rewards up for grabs
  • New Persistent AI Faction – The Rebels
  • New Underground bases. – Secret Bunkers (Vaults)
  • All New Sunken Treasure League Feature.
  • New Quests and much more…

For Full Features information head to scumleague.net
🔥 Join the Challenge
Registration for the new Scum League is now ON THE FINAL CALL. Spots are limited, so don’t miss your chance to compete, rise through the ranks, and etch your name into survival history.
👉 Register now at scumleague.net
Prepare yourself. Choose your strategy. The League awaits.

Watch the trailer made by the fans of Scum League fans here:
[previewyoutube][/previewyoutube]
Watch the official Scum League trailer here:
[previewyoutube][/previewyoutube]



SCUM - Development update #140

[h3] Attention inmates! Now that we've released the latest update, our focus turns towards the development of the next big one that we're cooking up for the game. Enjoy the read! [/h3]





Apart from a hefty amount of bug fixing that our programmers have conducted over the past week, they've also continued their work on the implementation of the cuts and bruises visual effects on the prisoners. Work has also begun on the UI rework for the custom zone settings, and additional work has been done on limited-time quests, namely the UI aspect of it. For those of you eager to hear about the heavy-hitter new features, work has also progressed on the disease feature, with the common cold and its corresponding symptoms being developed at the moment. To top it off, the team also made strides with the rework of the armor system.



Our level design people are hammering away on some optimizations and visual alignment of certain base building elements, and that has taken a vast majority of their time over the last week.



The hard surface team is finishing up the Military tomahawk axe, texture polish for the Tommy gun and Trench gun, as well as some tweaking.

On the soft surface side, work has been done on some new clothing items, icons for Twitch drop items, and some bug fixing.

The 2D guys are working on some level design concept art, as well as UI design for the custom zone menu and the limited-time quests.

The animation team was mostly engaged with bug fixing. Nothing new to add here.



The sound team has been making some edits to the wind and forest events such as wind and the chirping of grasshoppers, as well as recording new barefoot footsteps sounds.



The designers were playtesting the game and have begun their work on some new base building elements! More info on that soon!

And now onto the Q&A segment of the dev update



  • Thank you for the appreciation and kind words. Of course, even we recognize that not pulling the pants down while peeing or defecating is immersion-breaking. However, the amount of work that would go into that feature is simply too much and would detract our artists from working on new and more exciting stuff. We want to have it and it is not off the table, but it is also not high on the priority list.




  • Coming with the inventory rework that will find its way into the game by the end of the year!




  • Releasing the game on consoles is high on our wishlist and we'll definitely see to it that SCUM finds its way there. We're currently focused on regular updates for the PC version and we'll see how we'll approach it this time. Our previous efforts did not pan out, but we're confident that we'll find a way to bring it to consoles as soon as possible!




  • While the silencer does muffle the sound of gunshots, it does not make your firearms completely silent. You can still attract enemies even when using the silencer. As for the melee, we recognize that this is one of the most requested features and that the current system can result in missed blows even though you clearly see the contact between your arms/legs and the enemy. The rework for melee is something that we will sink our teeth into in some of the following updates, but it will not be implemented into the game this year.




  • Our work on the encounter manager will continue. We've already introduced fixes for certain spawns with the update that we've just released, but there are things that we can and will further improve with this feature.