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Scum screenshot
Genre: Adventure, Indie

Scum

SCUM - Community showcase

Incoming announcement - Perito fell outta line and is now serving his own sentence. However, don't think that you're getting off the hook. Here's this week's batch of awesome community contributions and our not-so-awesome interpretations ->





First off, we'd like to start this showcase with an exciting event that will take place this weekend and will feature some of our game's biggest streamers. Here's the trailer for the upcoming event, along with the information on the contestants and other details:



  • When?
    01/March/2025 - 5PM EST (2PM PST / 10PM BST / 11PM CET)


  • Where?
    https://www.twitch.tv/zurreitor


If you'll be hungry for more SCUM events after that, we'd like to recommend tuning into the showisland_'s stream this Sunday at 7PM CET (GMT+1). Here's the trailer for the event:



And now, onto the featured screenshots you've posted in the past week.


A group of people...with a pineapple. We can connect the dots...



What every airsofter thinks they look like when the sun starts to slightly go down.



When someone gives you sh*t for bringing your purple friend into battle



You would think that they would at least know how to be passengers



Well...at least these managed to avoid a head-on collision



Looks like they've got a head start on the wolf



Damn, Keanu showing off another type of guns.



Congratulations, you just unlocked the ‘Cringe Duo’ achievement!



I can smell the beer and pretzels just by looking at this picture. Hope they're not planning any putsches or anything...



Is that a landing strip or you're happy to see me?



We'd also like to give a shout-out to some of our content creators on YouTube:

The Goodish Gamer did a birthday stream yesterday. Give him a view and send some belated birthday wishes:

[TAG-107]

NeightWolf49 returned to SCUM after a 4 year hiatus. It's an interesting perspective so we recommend taking a look:

[TAG-109]

Nooby here's a true veteran of SCUM and he's trying to survive on a server stacked with puppets. Chaos ensues:



Until your next punishment,

Fratman

SCUM - Development update #122

Attention inmates! February is coming to a close and we're slowly marching into the next month. But nice weather isn't the only thing coming closer as deadlines are going to start to creep on us soon enough. Let's fill you in on what's been going on ->







Our programmers have not only been cleaning up for the past week, but have also made significant progress with our aeronaval marvel and a variety of other goodies, such as the gardens health system, some UI improvements and getting their taste buds used to the taste of energy drinks. They have also been doing God's work with advancements in the Anti-cheat department.



The LD guys are cleaning every single rock in the game with a toothbrush, making sure they look as crisp as possible for your date later this year and some good ole bug fixing, for good measure



Animation has been cooking up some new animations, with a side of bug fixing and continuous work on issues that are related to weapons.

Hard surface has stuck to their previous work with the highly anticipated tractor and the sawed-off Deagle, while also doing some optimisation, so everything runs smoothly.

The Soft Surface team has continues their work from last week while also clearing Visa's for NPC's, so they can cross the wall and enter SCUM island



The sound department has been focused on environmental sound effects, so every click and crackle clicks and crackles properly.



Testing new features, hunting cheaters, giving you guys support and lots of it. The QA/CM guys have been diligently following up on their duties.



Last but not least, our design team has continued to ensure the demise of bugs, at the same time they've managed to fit some work on the tractor in and had a talk with DEENA regarding her performance and her future development in this company.

---

Now, onto your impressions from last week's transmission:




  • I personally love it, it's basically a modular AK-74 with its built-in full length rails. An ability to fire full-, semi-auto and in two round bursts along with a grenade launcher certainly offers a lot of versatility, proving that one actually can have their cake and eat it at the same time.
    We do already have five AK's in the game and if we were to put new guns into SCUM, we'd be probably going for something with a little more oomph, something that brings more variety to the roster we have.





  • This one will get fixed surely, but as part of a bigger collective of issues, you might not see that fix before 1.0





  • We're not backtracking on anything. As we've always stated before, there are no set plans regarding the server files, they will not be released before the 1.0 version drops and that is all we can say for now ...but we might have some news on this matter soon. Stay tuned to stay informed.





  • To answer your question shortly - Yes. We can't tell more on this at the moment.





  • While the tractor will have some modularity, having turrets on it is a bit far fetched, when it comes to the future development of SCUM. But I do have to admit that it'd be rather neat to have some turrets on tractors.


---

Till next week, inmates!

Perito

SCUM - Community showcase

Attention inmates! It s that time of the week again and we have a freshly baked community showcase for you, so let's see what you guys were cookin' up in the past week ->






I bet he would've liked to stay longer, but I guess his hands are tied



And here we have C9_Nelf and his mane squad just foalin' around



Real



When hunting fails and you have to come up with new ways to summon a pig



This guy looks like he's about to go on facebook and tell us that they're putting chemicals in the water.



Looks like Evoreg discovered the Boomstick



Aaah, I remember finding my mom's lightsabre when I was young. She didn't have this Mace Windu edition though, but the double-bladed Darth Maul series.



So anacrusas19 made a racetrack and I think it's safe to say that it's worthy of a presidential lap



Just the average SCUM enjoyer sending subliminal messages, not sure what he's trying to convey though, maybe more dropships?



As chris.ryder already put it, "tis' but a scratch!". Great pic, even better reference.



Let's move onto some moving pictures from the depths of the interwebs ->

First up, we have Luthais, who made the ultimate Abandoned Bunker Guide. If you're a newcomer this one's a must watch!



Then we have Mr Feudal coming up with some PvE content showing all the valuable resources one can find at the scrapyard while while having to manoeuvre through a seemingly dormant horde..



This weeks cherry on top is going to be Torak with the latest episode in his series where is surviving solo against squads. You can also see a condensed version of the first 6 episodes on his channel, so make sure to spare a glance for that too if you're interested!




And that's it for this week, till next time friends!

-Perito




SCUM - Development update #121

Prisoners! Your weekly entertainment transmission, containing the latest development progress of SCUM, is ready!







Aside from intensive bug-fixing efforts, the programming team is working on various tasks, including optimizations for the Sentry, improving movement capabilities for armed NPCs, and ensuring the Kinglet Mariner is roaming the skies. Work is also progressing on the UI redesign for the phone, garden health mechanics, and anti-cheat improvements.



Reworking the map has inevitably resulted in some bugs, and the team is ensuring that any issues found are being addressed. Additional tweaks and testing have also been conducted.



The animation team is primarily focused on bug fixing, with special attention given to weapon-related issues.

The hard surface team continues their work on the trench gun and the Zündapp-inspired motorcycle. Additionally, progress is being made to bring back the fan-favorite tractor in all its modular glory!

There are no major updates from the soft surface team, as they continue working on environmental rocks and NPCs.



The sound team is also engaged in bug fixing across the board.



The QA/CM team is gearing up for the final push, ensuring no bugs slip through the cracks and that cheaters are dealt with effectively.



The designers are also making sure no bugs remain on their end.

---

Now, onto your impressions from last week's transmission:




  • Once caught cheating, bad actors are permanently removed from the game and cannot return. Additional measures to mitigate cheating are in development and will be implemented as soon as possible.





  • That does sound like a cool idea, but currently, nothing of the sort is planned. However, that doesn’t mean it’s entirely off the table!





  • Our primary focus right now is delivering an awesome 1.0 launch for SCUM. The feature you mentioned will be considered, but we can’t share more details at this time.





  • That does indeed sound cool! It would add a nice, personalized touch to players' bases. You should post this suggestion in the 'Suggestions' subforum on our Steam page!





  • It’s always great to hear words of encouragement! Thank you kindly—your support will help us cross the 1.0 finish line. <3


---

See you next week...if you survive...

Fratman

SCUM - Community showcase

Hello again prisoners! As part of your incarceration, you are hereby subjected to your weekly punishment consisting of subpar puns, obscure references and outstanding community contributions!







Let's start with a selection of screenshots from the past week:


Can't shake the feeling that a very specific Tom Petty song would fit this visage. Nice shot AerinoKavli!




miguelxyz showing what a generous tipper he is!




Keep trying, Paloma! You ain't getting a discount!




Pelica using every atom of strength, tryin' to act normal, but the edibles are hitting hard.



Seeing bright yellow light in the distance and you suddenly have the need to invest in prime real estate. Thanks for the idea YourEx!




Here's MADLUV cosplaying every airsofter who thinks their gear is top notch.




The caption says 'Ready for a RAD time'. Can't even begin to think how to top that one. Great caption and great pic, OStateAce!




Coverture33 here's taking border control way too seriously.




♪ ”Dark[M]onk and his bro, chilling in the base yup, five feet apart cause they're not...”♪




I swear there have been no extraterrestrial crashes on the prison island. Please don't 'naruto' run into |-max^payne-|'s base




And now, onto our prolific YouTube creators!

To kick things off, here's The Accidental Survivor who documented his harrowing survival experience...to find some soap!




Following that, we're extending a helping hand to KillaMikeZ2693 with getting to 1000 subs. We all win if we lift each other up, right?




The top it off, we want to give a shout out to the SCUM TUTORIAL channel for helping out new players from the great country of Brazil!




Your weekly punishment is completed. Inmates are to return to the island immediately!

Fratman

SCUM - Development update #120

Hello everyone! Another Monday, another dev update, check it out!







Our programming team has really sunk their teeth into bug fixing and optimisation, with it taking up the bulk of our manpower in that regard.
Pesticides aside, more work has been done on the UI front, as well as the highly anticipated Kinglet Mariner and the garden's health functionality that we mentioned last week. Other than that, there have also been further improvements to the armed NPC's movement.
That's not all, there has also been some progress when it comes to the implementation of new anti-cheat efforts.




The Level Design guys are still busy as bees with bug fixing and continuing to polish the work they have finished so far, but still managed to continue to work on the TV base, the WW2 bunkers, POI's environment modelling and some secret stuff that will be for you guys to discover.



Our animators are completely dedicated to fixing bugs as well. Not much to write here, but a considerable amount of work is being done nonetheless.

Hard surface has also continued to work on the Zündapp, the second coming of Jes- I mean the Desert Eagle skin and then some.

Soft surface is finishing up a couple of projects they've been working on while also further working on rock textures and NPC's.



Some bug fixes, continuing to work on weapon sounds and more, the sound team has been doing a little bit of everything.



You can already guess what they've been up to, sniffing out bugs, so others can snuff 'em out, engaging with you guys, testing new features and their favourite sport of all - cheater hunting.



The Game Designers prime target continue to be bug fixes.

---

Now, let’s head over to the Q&A section, shall we:




  • Currently, there is no setting to alter the amount of damage taken, depending on where you got hit. There are multiple things at play like ballistics, calibre, model physics to name a few, that have to factored in. We might consider making some changes in the future though.





  • These are issues and optimisations that are included in the upcoming inventory rework, sit tight, I think you might like what we've been preparing for y'all.





  • Not so sure that sentries with larger walking paths will see the light of day, but the upcoming armed NPC's should definitely make SCUM island a much more dynamic environment.





  • Since we have new content and reworks coming to the game, it's counterproductive to fix bugs in one system which going to be overhauled anyway a bit later, we'd be needlessly doubling our workload by doing that, which is why it might seem that those are being disregarded. Rest assured, those pesky bugs will get what's coming to them.





  • If you're familiar with altering JSON files, you already have that option and there's also an extensive guide, that explains everything you need to know, in order to make what you desire a reality. Check out the link below!
    Loot modification

---

Till next time!

-Perito

SCUM - Community showcase

Hello everyone! Ready for another round of bad puns, random pictures and even less coherent videos to accompany all that? Me neither. Let's dig in ->






Still better than Ghost Rider 2007



This pans out to be quite relatable



I bet that's a tough nut to crack ...or maybe not.



Can't win an argument? Just set them on fire.



Stunt it



I'd like to throw an eye pun, but irisk it being too cornea



If you'd replace the coffee with a bottle of rakija, you'd get the average kids menu in the Balkans



Let's wretsle, let's wrestle, just send location



Rager against the machine



To think that this reduces exhaustion might be quite -ahem- polearizing




Let's get on with the next segment, shall we?

To kick things off, here's an epic ZTV admin hosted race uploaded by Tc-VS-Gaming



Next up, we've got The Goodish Gamer, showing us that there always might be more to discover on SCUM island



And to top it all off, the ever so charismatic Luis Moncada having a good time and cracking jokes





Thank you all for your contributions to the community every week and have nice one!

-Perito over and out

SCUM - Development update #119

We wish everyone a warm welcome into the new week with a new update on how things are going with SCUM!







The programming team is heavily focused on bug fixing, with an additional rework being conducted on the overall look of the rain and the look of the terrain affected by it. Further testing has also been conducted on the lighting probes as well. Also, work has continued on the melee combat functionality for the armed NPCs and on the rework of the foliage. Additionally, certain improvements have been implemented with regard to trophy and weapon rack snapping on loophole walls and hatch floors. Work has also started on adding health functionality for the garden so it functions as a proper base building element, meaning that it will be part of raid protection and will decay just like other BB elements.



Now that the level design rework is almost completely finished, the majority of the LD team is bug fixing and testing what they've been working on. Apart from that, they've continued to rework the BB fortifications, as well as the Zeljava entrance, storage hangar, the airfield runway material, and river layers reworks.



The animators are hammering away and are still exclusively focused on bug fixing.

The hard surface team remains focused and is working on the same features as last week, with an added emphasis on optimizing certain assets and UV maps, as well as retexturing existing models. Simply put, they're ensuring the assets look just as good while using memory more efficiently.

The soft surface team is still helping out with environment rocks for level design, and they are still working on the improvised backpack and TEC1 NPCs. However, they've also worked on preparation for a new character for our animators!

It is also worth mentioning that our UI designer is working on a redesign for the mobile phone UI.



The sound team is working on a variety of weapon sounds and bug fixes - same as last week.



Catching cheaters, testing new features, finding bugs, and engaging with the community - same old, same old.



Our game designers are busy making sure that the bugs on their side are adequately squashed.

---

Now, let’s head over to the Q&A section of the dev update:




  • Communication is key, on that we can agree! Unintentional and unnecessary rhyme aside, we want to have it in the game, and we'll make sure to put it in the game sometime down the line after the 1.0 release.





  • Additional map features are not off the table and might find their way into the game at some point after the 1.0 release of the game.





  • The level design of the whole map will be overhauled, which also includes the interiors of houses. You'll be very pleased with the work we've done in that regard.





  • There's no need to fret! The team is doing great, the features we're working on are shaping up nicely, and we'll make sure to iron out all the issues that might be present, further optimize the performance of the game, add some much-requested functionalities, AND support the game with a host of new additions even after its 1.0 release, which will further expand the SCUM experience.





  • We're very much aware of this, and you'll be pleased to know that this will be tended to in the upcoming inventory rework.

---

See you next week!

Fratman

SCUM - Hotfix 0.9.606.86781

Hello everyone, happy Thursday! Cold days are coming to a close so let's warm up some more with a hotfix, check it out! ->







  • Fixed the issue where repair, plant and defuse interactions were not available while on ladders, making hatch doors OP from below.
  • Fixed the issue where if looking at Questbook when quests expire, player would have non interactable expired quests.
  • Fixed the issue where ending vehicle service on a car jack would crash the server.
  • Possible fix for a rare server crash relating wheelbarrows.
  • Fixed the issue where refilling turrets with multiple ammo types would sometime crash the server.
  • Fixed the issue where puppets would not attack players in big rafts.
  • Potential fix for a rare client crash when interacting with gardens.
  • Fixed the issue where players exiting vehicles could sometimes cause a server crash.
  • Fixed the issue where a rare server crash could occur when refueling vehicles.




  • Removed the Holiday menu screen (and you thought Mariah Carey would overstay her welcome).
  • Improved puppet attack tracking.
  • Settings applied inside overlapped custom zones in server settings now prioritize the smallest zone.
  • Improved puppet movement around stairs and elevated positions.
  • Adjusted protection level of all helmets.
  • Puppets will now react accordingly when taking damage from flame throwers.
  • Reduced EMP effect radius.
  • Nerfed N9 bayonet damage.
  • Lowered max running speed of skinny and normal puppets.
  • Optimized server loading time and network load for some BB elements.+

SCUM - Community showcase

Attention inmates! It's that time of the week again and I still haven't run out of puns to accompany captured moments of your shenanigans. So without further ado, the spotlight is all yours and let's get into it ->






It's JAWrring how FINished you are once the shark get's you



Watch me whip...



...and watch me neigh, neigh



I might be cheeky with these Buns, butt I simply can't help myself



Fact: If you're pure of heart, beer and cigarettes are actually good for you



It's been a while since we've shared some scenic shots. No puns, no jokes, let's just enjoy the moment for a bit



"A beautiful view, bro"
"not as beautiful as your eyes, bro"
"bro.."



It's important to not lose your head when trying to survive on SCUM island...



Not sure if collecting them helps either



My arrival was foretold, for I am the PUNisher (from wish, on a discount, with bad reviews)




Let's get onto some content from the interwebs, shall we ->

A great video for newcomers to the game, here you can see a seasoned SCUM veteran, Mr Feudal, starting anew on Toraks' private server.



Next up, an epic showdown at the Dam by DR GRANT



To finish things off, we have RayKit, blissfully enjoying his Quests on his PvE Server, just being a chill dude





That's all Folks! See you next week!

-Perito