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SCUM - Development update #143

[h3] Attention inmates! Strap in and strap up as we're gearing for this week's dev update - coming this time with some news pertaining to the next update for the game! [/h3]





Let's start off with our code wizards, shall we? As we've reported last week, work on the much-anticipated inventory rework has been resumed and, make no mistake, this is going to be a mainstay in this section so make sure to get used to it. In other news, work on the new and exciting diseases & common cold feature has mainly been wrapped up and is currently being tested and the initial bugs are being squashed. We've also promised to improve the NPC and their reactions and we're doing just that with our continued efforts on making them react to tear gas grenades and flashbangs. We've also completed our work on the encounter manager improvements, but more on that later! A lot of work has also gone into some UI improvements, the aforementioned new BB elements, and of course the armor penetration rework. Along with the armor rework, we're also working on improvements to bullet penetration, which will now take into account the depth and type of the material the bullet is penetrating. Of course, let's not forget the bugfixing...



Apart from preparations for the launch of new base-building elements and adding details like destruction particles for them, the level designers have also started working on a rework for the industrial kitchen cupboards found in restaurants in the settlements on the map and on certain elements for the eventual introduction of Wild hunters.



The hard surface team is still at it with improving shaders on props such as glass bottles, the trench gun bayonet, and the water collector. However, they've started to work on a rework for the SVD mag.

Nothing new to add here from last week on the soft surface side. They are still at it with the improvements to female character clothing, and are working on all the assets for the head bandana item, as well as on the wild hunter NPCs coming in an update later this year.

Same as last week, the 2D guys have continued their work on the UI improvements for painting and on some level design concepts.

The animation team is still mostly engaged with bug fixing and have begun their work on supporting the NPC reactions to flashbangs with new animations.



The sound team is also deep into bug fixing and on recording and editing new footstep sounds, but have also begun work on the sound effect for the diseases.



This past week, the designers have continued their work and are doing their part with regards to the new base-building elements and on resolving some challenges with the armor rework, as well as some bugfixing and quest improvements.


Now for the meat and potatoes. We said there will be more info on things going on, and we are here to deliver. Today specifically, concerning the next update. So when is it? Q3 is coming to a close. Where is it?

Originally, the update was supposed to be delivered this week; however, during the testing phase, we realized we needed a bit more time to complete some features and test them properly. So the choice was, cut features out or miss the Q3 deadline by a couple of days. We decided to give it a few extra days, so the update release date is 2nd of October.

In other news, there have been questions about wipes. We are looking at our stats and changes in the update, and we can see on the officials that a wipe is needed. So we can confirm that in the coming update, the official servers will receive a soft wipe. However, here is the kicker. For SP saves and private servers, wipe will be recommended but optional , as we are not forcing it for all.

Now, some other big news for everyone, regarding our favorite thing in the game. Yes, the encounter manager.
We are introducing the first pass of changes to the encounter manager and exposing many more options to server settings for customization. This includes things as spawn distance, activation distance, and virtualization timer. Last one put in simple terms is the thing that controls how long it takes a POI to respawn puppets after it was cleared. Not only are we exposing them as settings, but we are also changing them ourselves on official and vanilla settings. According to all the feedback you provided, we can now act upon that.

All that and more coming on the 2nd of October.

SCUM - Community showcase

[h3]Prisoners! It the most 'wonderful' time of the week. You guessed it - another Community showcase is upon you! [/h3]



These guys don't mess around!

Never forget those 'straight to DVD' martial art masterpieces.

The background looks nice, and the foreground is easy on the eyes as well.

No stupid quips here. This is just awesome!

Imagine being one of the most fearsome woodland predators and then dying by a dude sporting that backpack...

'Would you like your head well done, medium, or rare, sir?'

Nothing like a quick afternoon power nap.

I see what you did there...

This and 'Chariots of Fire' in the background.

My eyes...they burn from all the pink.

___

This week's YouTube creator section will feature some prominent names from all over the world, and we're kicking things off with one of our biggest streamers from Thailand called SongSY engaging in all manner of activities SCUM offers - PvP, raiding, bunkers

https://www.youtube.com/watch?v=BC4YHwfGckA

Next up we have Más Menos Trece from Spain with a video promising trouble and messiness.

https://www.youtube.com/watch?v=-XZQgg8exX0

And to top it off, we have カニ🦀 from Japan going in-depth with his exploration of Samobor.

https://www.youtube.com/watch?v=eFs-uYqbOO4

SCUM - Development update #142

[h3] Attention inmates! What better way to kick off a new week than with a brand-new look into what our devs have been cooking up over the past week and something else you need to read! Check it out! [/h3]





There's a lot of interesting stuff that our programmers have been working on. We want to start strong with this segment by saying that work has begun (again) on the much-anticipated inventory rework, and we can't wait to share more info on this! Apart from that, work has also continued on the cuts, bruises, and puncture character visuals and on the aforementioned diseases and symptoms feature. It is also important to note that NPC behaviors are being expanded as the team worked on their limping ability, as well as their reactions to tear gas and flash grenades. Oh, and let's not forget about another big rework which has also seen some breakthroughs in the last week, which is, of course, the long-awaited armor rework. Bug fixing was also heavily prevalent, as well as additional improvements to the encounter system.



Remember what we said last week with regards to these guys? If not, they are (still) working on a plethora of new base-building elements which we still do not want to spoil, but rest assured, you'll learn about them soon enough!



The hard surface team is finishing up the military tomahawk and the improvised water collector, and they've started working on a new cool multi-functional item, which is a knife with a built-in flint and compass! The trench gun is also getting a bayonet, so they're on that as well.

On the soft surface side, they are still at it with the improvements to female character clothing, and the head bandana item, as well as on the wild hunter NPCs coming in an update later this year.

Same as last week, the 2D guys have continued their work on the UI improvements for painting.

The animation team is still mostly engaged with bug fixing and on the animations for the trench gun. Nothing much to add here.



The sound team is also deep into bug fixing and on recording and editing new footstep sounds.



Much remains the same this week as the designers have continued their work on the new common cold mechanic and doing their part with regards to the aforementioned new base-building elements and armor rework.

No Q&A for this week, but there is an announcement of an announcement, so to speak!

So what do we mean by an announcement of an announcement? Well, up to this point, DEV updates served a more informative purpose on what's been going on. And part of it will still be that. But starting next week, DEV updates will be much more. Important announcements regarding updates and requests for feedback on feature development will be. More info in the future, specifically starting next week! So make sure to keep an eye out!


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.