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SCUM - Hotfix 0.9.103.73121

[h3]It is super Saturday which means it is time for super hotfix! Check it out![/h3]



  • Fixed the issue where Brenner would sometimes get stuck on blast doors.
  • Fixed the bug where Brenner would sometimes keep opening and closing doors.
  • Fixed the issue where some players with old characters could not connect to post 0.9 servers (Connection lost issue).


  • Improved Brenner door opening.
  • Increased Brenner rage mode duration.


QA NOTE: As a part of the connection lost fix it is possible for some characters to loose their hair, you can get it back at the hair dresser NPC.

SCUM - Hotfix 0.9.102.73028

[h3]Hello everyone! We had one, hotfix time for another, Check it out![/h3]



  • Fixed the issue where if the player was smoking with a military mask on, the head would get detached from the body.
  • Fixed the exploit regarding keypad minigame.
  • Fixed the issue where you could not interact with some spray cans.
  • Fixed the issue where you could build blueprints inside of abandoned bunkers.
  • Fixed the issue where motorbikes spawned by admins would show wrong battery status.
  • Fixed the bug where bunker ventilation shaft bursts would not work properly when razors would jump out of them.
  • Fixed the issue where frying sounds would keep lingering even though heat source was removed.
  • Fixed the issue where the city bike bell would not work.
  • Fixed the issue where razors spawning in ventilation shafts would sometimes get stuck.
  • Fixed the issue where server settings regarding vehicle multipliers would not work.
  • Fixed the issue where sometimes razor can stay fixed in place inside of bunkers.
  • Fixed the issue where Mr. Brenner would sometimes charge attack players outside of bunkers.


  • Manually opening blast doors now guarantees that some noise will be made.
  • Dragging chests around bunkers will now generate noise.
  • Improved the ability of Mr. Brenner opening doors.
  • Improved the reaction behavior of Mr. Brenner when the alarm is activated.
  • Removed fame gain from looting items. (Olives are no longer the meta)

SCUM - Hotfix 0.9.101.72873

[h3]A smokin' hot hotfix is out, along with some important announcements that you don't want to miss. Check it out below![/h3]





  • Fixed an edge-case visual issue with the flamethrower going through walls
  • Fixed collision on Bunker entrance
  • Fixed various character creation and plastic surgery issues
  • Fixed "damage to vehicles" and "damage to bases" custom zone settings not working as intended
  • Fixed a server crash related to switchboards
  • Removed Snipers, LMGs and Grenade launchers from the Weapons store in Samobor (they can only be found in abandoned bunkers and with the trader)
  • Added collisions to prevent players from hiding under the stairs
  • Re-arranged boxes at the bottom of the stairs to prevent Mr. Brenner from getting stuck
  • Buffed INT upgrade chance per medical skill

    No skill-> Success rate 12.5%
    Basic skill -> Success rate 25%
    Medium skill -> Success rate 50%
    Advanced - > Success rate 75%


  • Given all players another free plastic surgery
  • Lowered the noise level of all Rags and Rag stripes


For all the server owners and admins out there, you might have noticed a few changes after the latest update when you opened SCUM's "Server settings". Read about the changes and what they do, below:

[General]
scum.LogoutTimerInBunker=30000.000000 (default value)

[World]
scum.AbandonedBunkerCommotionThreshold=-1.000000 (default value)
scum.AbandonedBunkerCommotionThresholdPerPlayerExtra=-1.000000 (default value)
scum.AbandonedBunkerEnemyActivationThreshold=-1.000000 (default value)
scum.AbandonedBunkerEnemyActivationThresholdPerPlayerExtra=-1.000000 (default value)

scum.LogoutTimerInBunker - Refers to how long the player will stay on the server after he is logged out in the abandoned bunkers.

AbandonedBunkerCommotionThreshold - Base limit for the simulated loudness in order to start making noises by Razer in the closes vent.

AbandonedBunkerCommotionThresholdPerPlayerExtra - Addition for every player in the bunker.

AbandonedBunkerEnemyActivationThreshold - Threshold for Razers to spawn from the first vent.

AbandonedBunkerEnemyActivationThresholdPerPlayerExtra - Addition for every player in the bunker.

Now you can tweak your experience roaming the abandoned bunkers in every way you want!
Go crazy!


Usually, the hotfix would be over right about now but this isn't your typical hotfix. We have an announcement and a little something special for you guys so, keep reading below!


A lot of you have been requesting this for some time now and it's finally here! Official solo/duo servers!
For those who want to play as a lone wolf or team up with a single buddy they trust with their life, your wishes came true! These server act identical to official servers, meaning EVERYTHING is the same EXCEPT squad limiting. On "Solo/Duo servers", you can have only 1 squad member with you. On "Solo" servers, it's just you and The Island.

Here is a list of available solo/duo servers with their IP's:

SCUM Server Official #1 - Europe Solo/Duo
178.63.46.178:7062

SCUM Server Official #1 - Europe Solo
178.63.46.178:7082

SCUM Server Official #1 - US Central Solo/Duo
72.9.154.64:7042

SCUM Server Official 1 - US Central Solo
72.9.154.64:7062




We neglected to mention a couple of very important thing about the "Weapon skins DLC" and the "Weapon charms DLC". Unfortunately, that part was miscommunicated and we apologize for the confusion. Here goes:

Supporter pack 1 owners will receive -> 1 weapon skin pattern & 1 weapon charm (wire pattern and the BCU weapon charm)
Supporter pack 2 owners will receive -> 1 weapon skin pattern (psychedelic pattern)

IMPORTANT

If you don't own any of the supporter packs or DLCs, not to worry!
The "Solid color" paintjob (for every color of spray paint you can find) is available for FREE to everyone, so you can apply it to your guns and enjoy!

NO SUPPORTER PACK/ NO DLC OPTIONS FOR WEAPON SKINS

You can find ANY color of spray paint and paint your weapon in that specific solid color, as shown in the pictures below:



SUPPORTER PACK 1 OPTIONS FOR WEAPON SKINS

In addition to painting your weapon in a solid color, you can add the WIRE pattern to your paintjob also,
as shown in the pictures below:


Don't forget about the cool BCU weapon charm you also get with supporter pack 1


SUPPORTER PACK 2 OPTIONS FOR WEAPON SKINS

In addition to painting your weapon in a solid color, you can add the PSYCHEDELIC pattern to your paintjob also, as shown in the pictures below:



Once again, a mistake on our side for miscommunicating that part. We apologize for any confusion or inconvenience.

Survival sandbox Scum makes all its men "Smokin' Hot" in today's 0.9 update

Multiplayer survival sandbox Scum has dropped its 0.9 Smokin’ Hot update today to add more of the expected guns, monsters, and balance tweaks. But the update’s called Smokin’ Hot because it makes all the guys in the game, well, smokin’ hot - if you're into men with a Gears Of War workout routine, that is. Following the revamped female character models last year, developer Gamepires continue their early access tour with a refresh for every male character in the game which may or may not include a touch up for the Danny Trejo DLC skin. Take a look at the new beefcakes and beefy mutants below.


Read more

SCUM - SMOKIN' HOT 0.9.000.72816

[h3]FEEL THE BURN! 0.9 IS HERE AND IT'S COMING IN HOT! SMOKIN' HOT! Check what we got in store right here, right now! [/h3]





The big one. New abandoned bunkers are now on the island. And there is a lot to talk about. From new mechanics, layouts, and yes, finally some new enemy AI. So, let's get to it!



The new bunkers are placed instead of some old ones. You can find them in the following sectors:

A1
A2
A3
A4
B0
B1
B2
B3
C0
C1
C3
C4
D1
D2
D4
Z1
Z2
Z3


As you can see, there are many of them so the whole gameplay loop of getting high-end gear will change as well. So, pay close attention to the new mechanics of the bunkers, so you are ready as you can be when it is time to venture in.

The first thing is, you will need to enter the bunker.



There are 2 ways to enter the bunker. You either have that bunkers killbox card, which now serves as that bunkers master card, or through hacking.

[h2]Hacking[/h2]

Let's explain the new mechanic of hacking. Throughout the new bunkers, if you do not have the appropriate keycard and the door is powered (more on that later), you can attempt to hack your way in through the door. Hold the interaction key on the door and you will see the option. Once you select it, you will be met with this screen:



This will be the panel you are attempting to get through. Now it's time to do some math! Do not worry, we will not require you to know things like the Pythagorean theorem, just simple math.

So if we look at the panel you will see 3 key numbers.



  1. Input
  2. Current output.
  3. Desired output.


You are required to flip the switches with the correlated functions to transform the input number into the required number. On the left side, you will find each switch that corresponds with its pair on the right. The functions on the right are divided into two sections.



The left corresponds to the left output and the right relates to the right one. So you either turn the switch on to enable both or leave it off for both.
Now the way the system calculates it is from top to bottom. So it does not matter which switch you enable first it will always be from top to bottom. Let us look at this one solved.



You can see it solved here, so for this one we had to turn on all of the switches except for the first two. So we got the result like this:


Output 1

Output 2

160+60=220

160/2=80

220*2=440

80-40=40

440+80=520

40+100=140

520*2=1040

140/2=70

1040+60=1100

70*2=140

1100=2200

140-60=80


Once you have the required result do not forget to pull the lever.



There you go, your hacking 101. All you need to do now is practice.

Alright, back to the bunker in general. You made it through the front gate. Congratulations, you're in! Welcome to the abandoned bunker. You will curse us real soon. Once you are in you will find abandoned hallways, powered down doors, and some "locals". Depending on your noise level, there could be more locals or less locals. Let's meet the first one:

[h2]Razor [/h2]

Enter new enemy type: Razor. These failed TEC01 experiments have claimed these bunkers as home, and you are the trespasser. Highly aggressive and territorial, you will need to be careful when you step through.



As the TEC01 experiments failed, these creatures know every nook and cranny of those abandoned bunkers. They spend most of their time hidden in the dark areas until they are ready to strike or band together if the danger is deemed extreme. SO either make sure not to wake them, or carry a lot of ammo and a big gun. Other than attacking you with his bladed hands, they are quite fond of picking off their targets one by one by pinning them down.



Don't want to spoil them TOO much so we will end it here.

When you enter the bunker, you will have multiple options. You can start looting around, looking for either loot, fuses (yes, we will get to those) or keycards.

Ok, so we mentioned power and we mentioned fuses. You can already see where this is going. Inside the bunker you will find a generator room. Once you manage to get in, you can find a switchboard.



For the switchboard you need to find the already mentioned fuses. There are multiple types:



  • 200A - Lasts 4 minutes.
  • 400A - Lasts 8 minutes.
  • 600A - Lasts 12 minutes.
  • 800A - Lasts 16 minutes.
  • 1000A - Lasts 20 minutes.


On the right of the switchboard, you will see a chart where each sector is and how much power it drains, so if you put in a 400A fuse and enable sectors B, C, D and G, you are good. But if you go for A, B and E, the fuse will burn out. So please be careful with your fuse management.

With power, you will not only power up the doors, but also light up the sector so you can navigate better and see clearer.

Power off.

Same hallway, power on.

Great! You have power now and are navigating through the bunker, either avoiding or killing Razors. During your journey, you encounter one of these.



Some of the rooms are locked behind new keypads. You can get through only if you have power. Once powered, you will see the keypad with the numbers worn out (max 3 numbers).



The combination has 3 digits, so you need to guess it. The higher your thievery is, the more time you have to guess it. If only 2 are grayed out, whoopie lucky you! That means the combination has a repeating number, for instance 225. If it’s only 1, you better go get your lottery ticket.

Careful though, miss the code and you will wake up everything that does not want to be woken up.

It seems a bit much at first but don't worry, you will get it. Like your life depends on it.

Venture further and you will find level -2 of the bunker. Hope you were quiet, otherwise, the big boy is awake now.



Meet Mr. Brenner, a terrifying creature who is far from being a gentleman despite the "mister" title. He's an unsuccessful experiment that has been enhanced with Phoenix tears and other undisclosed substances, rendering him indestructible. Your only chance of survival is to flee as fast as possible.
Mr. Brenner wields a flamethrower and possesses incredible strength that could easily overpower you.

Doesn't mean you don't have something to gain by fighting it though. He will continue to chase you as long as he knows your position, but deal enough damage to him and you can slow him down, even stun him. Who knows, if you manage to spill some of his blood, someone with a high enough medical skill and "big cojones" can extract some of the phoenix tears from it while it's fresh.



Another thing you might notice that is new is something you can loot of Razors. Let's go over that.




Previously, you could level up all attributes except for one, intelligence. This is now a thing of the past. You can now level up your INT attribute along with some other things.

So, it ties in to the new bunkers. First thing you will need are the upgrade modules.



As you can see there are more of them:
  • Level 1 -> 16 usages.
  • Level 2 -> 8 usages.
  • Level 3 -> 4 usages.
  • Level 4 -> 2 usages.


Usages in this case is not what they come with, but how much they need to be filled.



So, level 1 needs to be filled 16 times before it can be used, and level 4 only 2 times.

Ok, so here it is: inside the new bunkers you will have to find the new BCU module upgrade station. The important thing is that the station needs power to operate, so make sure you have the fuse in the switchboard and power routed to the room.



Once there, you can fill the module for 1 usage.



After the station is used, it has a cooldown of 6 hours.



Once the module is filled, you have 2 options. Install it yourself or have the medical trader do it for you.
Successful install will give you 0.5 towards INT stat.

If you decide to do it yourself I hope you have a high medical skill:
  • No skill - 10% for success.
  • Basic - 20% for success.
  • Medium - 35% for success.
  • Advanced - 50% for success.
  • Advanced+ - 100% for success.


Or visit the medical trader which will give you a 100% success chance for a fee. So now you have an option to raise your INT.

So, why is this important all of a sudden?

Well, because of two new things. The first one is, every time you die by suicide you will loose your INT attribute. So, no more of those cheeky tactics you've been doing until now. There will be more serious consequences.

The second one is that, from now on, the higher your INT is - the faster you will be at leveling up all skills. Fast learner eh. This brings us to another item. Intelligence enhancers can be looted from Razors and you will be able to raise your INT attribute temporarily.

Each ampule signifies a different level of temporary intelligence upgrade. Let's dive in:
  • level 1 ampule -> gives +1 intelligence for 1 hour
  • level 2 ampule -> gives +2 intelligence for 1 hour
  • level 3 ampule -> gives +3 intelligence for 1 hour

You can also use ampules of the same level to increase the buff duration. Each subsequent ampule after the first gives a 50% buff on the buff duration:
  • level 1 ampule + level 1 ampule -> gives +1 intelligence for 1,5 hours
  • level 2 ampule + level 2 ampule -> gives +2 intelligence for 1,5 hours
  • level 3 ampule + level 3 ampule -> gives +3 intelligence for 1,5 hours

Using a higher level ampule while being affected by a lower level ampule overwrites the lower level buff with the higher one.



YES, they are finally here! The revamped models of our male island population have received a complete makeover. With 10 new male models, different beard styles and hairstyles, there is something for everyone. With complete new clothing morphs, male models finally got the love they needed.













Last but definitely not least, we have a new LMG for you. The M249! This 5.56 squad automatic weapon, capable of of laying down suppressive fire at a high cyclic rate is the instrument of war you never knew you needed. Just point in a direction and if you hold the trigger long enough, anything that was remotely a problem is no longer a problem.



We want to take this opportunity to show off our new, purely cosmetic DLC's. Huge props to our art team for making this happen! Check it out below!



Introducing the SCUM Charms pack! This cosmetic DLC will let you make your weapon your own. Slap a charm on your weapon for good luck, or as a stress reliever during those short breaks in the middle of the firefight. Whatever your taste is there will be a charm for you.



[h2]Charms available:[/h2]
  • Anchor
  • Axe
  • Bullet
  • Small bullet
  • Elephant
  • Emoji
  • Tiger
  • Tooth


Weapon charms DLC



Introducing the SCUM weapon skins pack! This cosmetic DLC will let you customize your weapons to better camouflage them so you cannot find them when dropped or to express your personality on them. With 14 patterns to choose from, each of them customizable with different paints, the sky is the limit on how your weapon can look.



[h2]Patterns available:[/h2]
  • Cropat
  • Flecktarn
  • Palm leaf
  • Hex
  • Leopard
  • PeaDot
  • Pixel
  • Erdl
  • Reed
  • Splinter
  • Starburst
  • Stripe
  • Tiger
  • Highlander
  • Classic


Weapon skins DLC

  • Fixed a bug where the "pull grenade pin" action could not be cancelled
  • Fixed not being able to add attachments to weapons on the ground
  • Fixed a bug a where firing a weapon through a scope only gave you sniping skill XP instead of sniping and rifles skill XP
  • Fixed a bug when using a night vision scope, not turning it off, would transfer the night vision to another scope
  • Fixed a bug where the smoking animations would still play even when your hands are tied
  • Fixed a bug where the Lucky Stars cigarettes would have wrong materials applied to them while you were smoking them.
  • Fixed a bug where items would malfunction after being taken in hands while bow is nocked with an arrow
  • Fixed issue with prisoner floating above vehicle hood when walking on it
  • Fixed a bug where sentry's flamethrower was visible only the first time it fired
  • Fixed issue where the double twig door frame recipe showed an incorrect amount of rope for crafting
  • Fixed issue where the flamethrower flames were going through landscape
  • Fixed issue where the age slider would not apply after plastic surgery
  • Fixed a bug where removing a left light door armor from Laika would give you a front right light door armor item
  • Fixed a bug where after the second respawn, the first body would get deleted with the items equipped on that body
  • Fixed a issue where sentries sometimes didn't use some weapons
  • Fixed a bug where the boost of energy buff would stay after you ate activated charcoal and were still digesting any food items
  • Fixed an exploit where you would get experience points for melee weapons and brawling on dead bodies




  • Small zapper no longer requires batteries to work
  • Puppets spawned underground will now have reduced hearing ranges
  • Added visual representation for prisoner burns
  • Reduced battery drain from WW and Laika headlights
  • No experience can be gained if you water a fully watered plant
  • Disabled sentry's flamethrower when sentry is destroyed
  • Reduced inventory size of a single antibiotic pill
  • Removed throwing skill
  • Removed M82 and related items from trader
  • Animal skin quiver can't be crafted with human skin anymore
  • Disabled fire damage in outposts
  • Sentry flamethrowers now damage vehicles
  • Rebalanced XP gain for most skills
  • You can craft improvised burn gel with empty bottles
  • You can now use both the electrical repair kit and the electrician tools to craft battery charges.
  • Modified usage of electrical repair kit/electrician tools for battery charger crafting
  • Lowered the fame point unlock price on all items by 15%
  • Nerfed the decay rate on weapons and their attachments by 20%
  • Reduced the amount of water the "depleted uranium" container will absorb (which increased it's weight)
  • Removed skill gains for ranged weapons when shooting base elements
  • Nerfed bayonet attack damage
  • You will now be able to use watering cans and water buckets in recipes requiring water
  • Reduced the inventory size of weapon ghillies
  • Buffed the immune system suppression rate, making dealing with infectious a bit less tedious


KNOWN BUGS:
  • Plastic surgery not working as intended (to be fixed ASAP)