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SCUM and the City

Hello everyone! Here we are on a beautiful Saturday where we want to share with you guys our new cover art for the upcoming update:

SCUM and the City




More news and leaks are on the way!!

Community showcase and QA

Hey hey everyone, happy Monday. Guess who's back? Yep its your boi "still not fired" Beda. It's been a long time since the last one of these, which is good because it means we are busy with something big. More on that later. Right now it's time again for my shit jokes and even worse answers.

Let's get to it!



Yeah this picture is cute till you realize both of them probably ate human meat

Tell me this game isn't beautiful. Yeah actually don't talk to me.

Wow the new Fast and Furious movie looks great!

This is just plain awesome!

Hope the kids have protein cookies with the milk.

Ain't love weird...

Weirdest skype call with your parents I ever saw.

The night is dark and full of puppets.

Momma always said bring protection in bed.

What is a French castle doing in the middle of Croatia? Mind your own business!



Alright time for some answers to the replies you guys wanted to share. This is a disclaimer that yall did this not me.

  • 2 maybe 3, possibly 4.


  • The faster we develop, the faster we produce bugs. Your choice. But respect for the 1600h in the game!


  • As it says in the patch notes, we also implemented SHIFT+E keybind to activate flashlights when equipped.


  • I bet you 2$ that there is one person who likes female puppets. And no worries, we will continue to improve the puppet AI, and fix all the bugs connected to it.


  • I don't know where this information came from but it is completely false. You are free to use admin commands in singleplayer, keep in mind these turn off achievements for you tho.


  • There are surprises that we are not telling you.


  • Yeah! Fu**** optimizations! WOOOOOOOOOOOOOO! Glad you're as excited as we are!


  • Good news! It's coming with the inventory rework!


  • Well, some people who care about sound and pay attention to it, will be able to differentiate gun sounds from handguns to bolt action rifles, and the possible distance thanks to sound attenuation, and thanks to that he can evaluate the situation he is in, check his weapons and ammo and determine if he can survive the situation. I guess that's survival in some aspect.




And for keeping up with me through this whole post, here are some leaks from the 0.3 update, we will release more leaks as we get closer to the patch day!

Various explosives that you can find!

Various explosives that you can craft!


That is all for now folks.
Keep it fresh, "useless by choice" Beda.

SCUM - Hotfix 0.2.65.18674

Hello everyone, here is a hotfix for some issues that are occurring in the game, and a little extra. Check it out below!




We reworked the night vision goggles, the contrast before was too much and you could spot players on much bigger distances than you should.





  • Level up notifications no longer loop.

  • Fixed the bug where you could put 2 flashlights on the AK47.

  • Weapon attachment flashlight can no longer be turned on while weapon is in holster.

  • Fixed the bug where base elements decayed too fast.

  • Flashlight context menu no longer goes out of screen on certain aspect ratios.


  • Decreased auto destroy time for wooden logs and sticks.

  • Adjusted intensity of flashlights.

  • Weapon attachment flashlight casts shadow for local player.

  • Adjusted main menu lighting due previous changes in ambience lightning.

  • You can now press SHIFT+E to turn the flashlights on and off.

SCUM - Patch notes 0.2.64.18580

Hey guys, before our big 0.3 patch coming next month, we wanted to give you a small tease of what's to come, so check out some brand new things in SCUM!




Female puppets are here!









Because you need to see what you're shooting at. And with the darker nights we thought that would be a nice addition to the game!







For the improvised flashlight you need to have:
  • Duct tape (15 uses)

  • Deagle flashlight


With the improvised flashlights we added 2 more that can be attached to the Deagle and TEC01 M9



Also to the answer "Why did you add just weapon flashlights, and not a normal flashlight that we can use?" Well, that's also in works but we need to adjust a lot of animations for that. So that will take some time.



We did some tweaking with the night time, so now it should be much darker and prettier as we reworked all of the light sources in the game as well. Have a look!





Sorry to the OCD people



In the last few months we were actively talking with the Croatian Military regarding SCUM and how can we improve it and make more realistic (sounds, animations etc...). The whole military personal was super cooperative with us, and here you can see some fruit of that partnership!

Un-suppressed weapon sounds now consist of more layers of sounds then before:

  • Initial Shot
  • Tail depending on environment
  • Reverb depending on environment
  • Distance
  • Weapon mechanics
  • Bullet breaking sound barrier


Since all of the weapon segments have their own audible distance, it will be easier to pinpoint gunshot origin and distance.

Also weapons which didn't get updated:
  • M82
  • Deagle .50 cal


And this is just the beginning!





There are 2 new pieces of clothing that you can find around the island.
A new jacket and a new stab proof vest







  • Enlarged sled collision size so that it matches prisoner's collision size (this fixes exploit where you could not pass between base walls with prisoner but you could with a sled).

  • Fixed the bug where picking up an item sometimes wouldn't show the item in inventory.

  • Fixed continuous firing sound for weapons on simulated players. That means, sounds of firing is correctly synced.

  • Fixed additional aim stances issues occurring when opening various menus.

  • Fixed the bug where teammates couldn't see your blueprint's required / used materials.

  • Fixed improvised bed turning red after being placed for no apparent reason.

  • Checking time while holding the bow with an arrow ready will now properly remove the arrow and then check the time. Other players will now be able to properly see check time animations from other players.

  • Fixed a bug where a blueprint's ingredients widget was invisible for teammates




  • Added audio panning option (headphones and speakers).

  • Player will receive a notification message when one of his skills levels up.

  • Torches, candles, fireplaces and bonfires are now brighter and have a larger radius of effect.




  • Admin commands settime and setweather are now visually instantly visible. Time of day and storm intensity in single player sessions are now saved (autosaved every 120 s).

  • Added a modifiable server settings variable DarknessIntensityMultiplier which makes nights even darker. The default number is 1.0 you can make it darker or brighter by increasing or lowering that number.

SCUM - Hotfix Update 0.2.63.18218

Hello everyone, me again!

I would like to apologize for the issues that happened on the 13th of November with the hotfix of the same build number.

  • Possible fix for the disconnect occurring due to big number of base building elements being destroyed by decay at the same time.


If you encounter any more bugs or issues, please report them in the bug reports section of our steam forums.

Do not worry, we are still working hard for our next big update, so keep an eye out for more information and dev updates for that.

Thank you for your patience,

Kristian (GamerBeast)