Happy Monday, prisoners! Here's a new dev update on your favorite survival game to ease you into the new week!
The programming team has been working on a wide variety of features and fixes. Some crashes caused by gardening are being fixed, along with some reflection probes that weren’t set up properly. Puppet behavior has been tweaked for when they are chasing you (more on that in one of our upcoming updates), and we’ve fixed some bugs related to their behavior when you’re attacking them with a flamethrower. Also, some additional optimizations to the puppet spawns have been added. Multiple UI improvements and additions have been developed for better localization support, as well as subtitles for trader and DLC character dialogues. Snapping of elements on the hatch ceiling, window loophole, and bar wall has been improved. Additional interactions have been added for prisoners on ladders, such as lockpicking and planting explosives. Progress has also been made on enabling armed NPCs to engage in melee combat. On top of all this, bugfixing continues across a multitude of features, and further progress has been made on our anti-cheat efforts.
Our level designers remain heavily focused on bugfixing and ensuring the POIs are spotless. Loopholes in base-building elements are being adjusted, and some doors in bunkers are being replaced with self-closing ones. The Zeljava platform is being reworked, and dirt road textures, along with their overall appearance, have been improved. Several landscape layers have also been refined.
The animation team is still focused almost exclusively on bugfixing. Not much to report, but their work is no less important.
The hard surface team continues their work on the new bow, the Zündapp-inspired motorcycle, and ew weapon conept. A second iteration of the Desert Eagle skin is also in progress. Numerous other optimizations and bugfixes are being implemented.
The soft surface art team has been working on rock textures for the level design team and has continued reworking the improvised backpack. Progress also continues on the TEC1 NPC and a female NPC.
The sound team is working on a variety of weapon sounds and bugfixes.
Catching cheaters, testing new features, finding bugs, and engaging with the community—same routine here.
Our game designers are busy bugfixing and adjusting the armor parameters for helmets.
Now, let’s head over to the Q&A section of the dev update:
These have been requested regularly, and we’d like to reiterate that we plan to add something like this at some point. In the meantime, you can use standing torches as lighting features in your base—just make sure not to walk too close to them!
UI improvements are being planned and implemented across the board. As we’ve stated, we’ve hired a UI designer to help improve readability, especially for various localizations.
Base-building will be expanded in future updates after we reach version 1.0. A boathouse would definitely be cool. While a washing machine wasn’t planned, it does make sense—we’ll see about that. If you have more suggestions, please post them in the “Suggestions” subforum on our Steam page.
It is very likely that this issue in particular is something that is tied to the level design and the sound piercing through it. Since virtually the entirety of the map is being reworked, it is possible that it will be fixed once that is implemented with 1.0. We'll also make sure to look into the matter thoroughly and you are welcome to share your findings via our official support here
We have an aspiring interior designer in our midst! :D Adding personalized flair to bases would be cool, and I believe more options will be introduced after the 1.0 release. However, I don’t have anything specific to share at the moment.
SCUM - Community showcase
Hello everyone! It's Tuesday and the King of cringe captions is here once again to give you another showcase. Check it out! ->
These 90's rap album cover photos are getting better and better, we could make a contest in the future. Post your best pics!!
Starting off with an absolute banger by REDRUM THE GAMER who had us on the floor with this one
Next up we have Torak dropping logs while playing solo (this is entirely referring to the Base building segments)
And last but not least, we've got MrGameHunter with some fiery PvP moments
Till next time friends!
-Perito
SCUM - Development update #117
Hey there, prisoners! After last weeks irregular post, We're back with the usual weekly updates, so make sure to grab a coffee and enjoy your read!
The programming team is warming up their fingers and gearing up for this year's release! Starting with working on additional admin commands for private server owners and adding support for extra first-person vehicle animations. Foliage is also being further optimized, and new tooltips are being added for localization purposes. Additionally, player collisions are being modified in custom zones, and there are some new developments in the anti-cheat segment—but more on that when we can give out details, NDAs and that. It goes without saying that a significant effort has been invested in bug fixing as well.
As the entire team has been heavily engaged in overhauling the landscapes of the map, some bugs have naturally cropped up, so the team is now focused on polishing and fixing them.
The animation team is heavily involved with bug fixing. Not much to share from their end.
The hard surface team has been reworking the Kar 98 and finalizing the AKM/RPK rework, as well as the new Manchu bow. A second iteration of the DEagle skin has also been worked on, along with the textures, setup, and query mesh for the new Zündapp-inspired motorcycle.
The soft surface team has been working on clothing for the unreleased NPC characters currently in development.
Here's a sneak peek at the new bow weapon:
The sound team has been working on various bug fixes and new weapon sound effects.
The QA/Community team is doing what they do best—hunting cheaters, sifting through bug reports, and engaging with all of you.
The game designers are focused primarily on bug fixing.
___
Now that the update has been out for more than a week, let's see if we can answer a fresh batch of questions in the Q&A section:
Thank you for the kind wishes! :) As for the helicopters, there are no plans to implement them at the moment, but it’s not entirely off the table and might make its way into the game at some point.
Glad to hear you're finding the game excellent! Regarding our anti-cheat system, already mentioned in the programming section. Rest assured, we'll do our best to mitigate the issue.
The map is indeed vast, with a wide variety of locations to explore. However, we recognize that sometimes, especially if the server isn’t full of players, it can feel a bit empty. That’s why we’ve enabled the option for private server owners to modify their servers in ways that create custom zones to incentivize players to converge in specific regions, thereby increasing player interaction. We recommend checking out SCUM servers here and exploring the server recruitment subforum on our Steam page. We hope this helps you find a server that caters to your preference for greater player interaction.
One of our recent hires is a UI designer, so we can confidently say that we're working on improvements in that area!
The Christmas season is behind us, and we're gearing up for an update that will remove the theme. We're also preparing to include some fixes with that patch, so stay tuned for more information.
___
See you next week!
Fratman
SCUM - Community showcase
I'd thought of opening this years first community showcase with a "did you miss me?", but I think I'll save that for another time, when I'm in the mood for the sound of crickets. Anyhow, I know you can't bear to wait any longer to see what the community has been up to lately. Check it out! ->
Form a line please, there's enough bullets for everyone.
On to the next segment, let's see what ya'll have been cooking up in the realm of moving pictures ->
Let's start with DR GRANT showing us that sometimes diplomacy can also be a crucial part to your survival.
Next up, KillaMikeY2693 showing us how a solo Killbox run is done. He's also a prime example of why an advanced lockpick nerf is unlikely to happen, what a beast.
And to end this on a high note, here's are some highlights to some banger tunes!
[TAG-90]
That's all folks. See you next week!
-Perito
SCUM - Development update and 2025!
Hello everyone, happy Monday! We are back with a new Dev update! Check it out!
It is good to be back! First of all we wish you all a wonderful 2025 year! We are back in the office in full strength now and ready to hit it again. As we already stated, this year is our year to finally release SCUM from Early Access into full release. So we are now full steam ahead, all hands on deck, no mountain too high, no valley to low and all other Instagram quotes you can think of here.
So you can expect us to be more and more active again, with more and more interesting stuff from us. And we will need you as well as your feedback will be one of the key elements on the path to 1.0 as it has always been. So see you in the forums, chats and everywhere else and let us sprint together to the finish line.
Next week back to the regular dev updates, so do not worry.
SCUM - Development update #116
Hello everyone happy Friday! Hope you are all good! Let us end the week with a nice little Dev update, special edition! ->
This one will be a different one to what you are used to see. AS it is more of an announcement rather than what we were doing. What we were doing are hotfixes as you could see the past couple of weeks. Now at the end of the year we will allow our selves some time to rest and look to the future.
But let us recap on 2024. and how it was for us as well. First thing that is noticeable is the slower more spaced out pace of updates, and the result was more quality in them as well. Added awesome new features, optimized old ones and long awaited stuff has finally made it into the game. Even the long awaited release window was announced.
Alas now it is time for us, after long overtimes, crunches, caffeine overdrives, to have our own little holiday break. So do not be surprised you see less activity from us over the next couple of weeks. Do not worry, you will see us again, with a full steam ahead towards new year and the long awaited 1.0.
And last but certainly not the least a huge thank you, all of you in our community, yes even the ones that like to pepper us all the time (we know it comes from a place of passion) for all of your support, feedback and continued playtime. It means a lot and helps us push forward when even we are ready to to start smashing our keyboards into screens for yet another editor crash, that pesky bug that does not want to repro or a dilema that does not have a simple solution. So we wish you a happy Scummy winter break and we will see you in 2025.
Much love - Beda on behalf on all of us here at Gamepires.
SCUM - Hotfix 0.9.604.85906 & Holiday update!
Hello everyone, happy Wednesday! Guess what another hotfix and return of some seasonal goodies, check it out! ->
Fixed the issue where you hitting dropships with explosive arrows would skip the leave animation.
Fixed the issue where Projectile damage disabled server setting would not prevent turret projectile damage.
Fixed the issue where BB elements with no owner could cause a connection lost.
Fixed some wrong grips on weapons.
Fixed the issue where the minigun turret would not deal damage to vehicles.
Fixed the issue where items would be dislocated when picked up.
Fixed the issue where shooting as a passenger on bicycles would kill the driver too easily.
Fixed the issue where basic turrets would not load shotgun shells.
Fixed the issue where RIS spawned in without lights.
Fixed the issue where Abandoned bunker doors would always be powered up.
Fixed the issue where RIS and motorbikes alternator would not work.
NVGs now drain 50% less battery.
Adjusted rotation speed, accuracy and detection angle of the 50 cal turret.
You can now paint turrets.
Adjusted movement speed limit on multiple weapons.
Adjusted suppressor durability loss when shooting.
Added new server settings: scum.DisableExamineGhost=0 - Enables or disables examine ghost. scum.DisableTimedGifts=0 - Enables or disables timed gifts. Both of this settings are enabled by default, so for anyone that doesn't want them on their server, you will need to turn them off.
[Features] submenu "MISC" scum.StaminaDrainOnJumpMultiplier=1.000000 - Multiplier for amount of stamina drained when jumping scum.StaminaDrainOnClimbMultiplier=1.000000 - Multiplier for amount of stamina drained when climbing.
And do not forget to have a tree up in your base, or Santa will not visit you with a present!
SCUM - Hotfix 0.9.603.85693
Hello everyone, it is Friday! We are releasing a small hotfix for a crucial issue and also an update on the servers that were down since last update. Check it out! ->
To start off we have noticed, as you have as well, that since yesterday some of our official servers did not update correctly, This was due to G Portal update system failing to, well, update them. Hopefully this is resolved now and you will be able to play on them. Do keep in mind that due to that we have decided to do a rollback of all affected servers to exact time before the hotfix, so you do not loose anything due to this. Thank you for understanding.
Fixed the issue where mounting vehicles could sometimes cause a server crash.
Fixed the issue where turrets would disappear after 24h.
Fixed the issue where manually triggered explosives could cause a crash.
Fixed the issue where quest outpost progression would only save at a single outpost.
Reduced mine damage dealt to sentries.
SCUM - Hotfix 0.9.602.85604
Hello hello everyone ! Happy Thursday, ready for a hot hot hotfix on this cold day! If the answer is yes sweet, if the answer is no well too bad. Check it out! ->
Fixed the issue where phones would spam "New Message Received" notification on quest start.
Fixed the issue where the First person camera would clip through player body during urinate animation.
Fixed incorrect descriptions for rafts and hatch door crafting recipes.
Fixed the issue where some purchased vehicles would spawn in without an alternator.
Fixed the issue where shooting with an Improvised rifle in third person would make the character twitch.
Fixed the issue where the quest cycle would not reset properly.
Fixed the issue where players that were in push vehicle action would not be visible to other players in some cases.
Fixed multiple running animations with items in hand.
Fixed the issue where you could not reload a weapon while driving, if you have another weapon in inventory.
Fixed the issue where the horde scream would not be heard even though it should by server settings.
Fixed multiple wrong grip animations.
Fixed the issue where moving a chest inside flag area would fill multiple BB element slots in the limit.
Fixed the issue where weapons would sometimes replicate to other players when it should not.
Fixed the issue where turrets would not target players wearing puppet suits.
Fixed the issue where turret indicator light would not work.
Fixed puppet spawn location on multiple POIs.
Fixed the issue where some dev commands were available when they shouldn't.
Fixed the issue where shotguns would not have muzzle flashes.
Fixed the issue where abandoned bunker generator room door could not be closed if opened by NPCs.
Fixed the issue where holding a throw animation would raise STR stat.
Fixed the issue where under certain lighting the player hair would glow.
Fixed the issue where Basic turrets could not be filled with shotgun shells.
Fixed the issue where SCAR L could not be zeroed past 400m.
Database optimizations.
Fixed the issue where headlamps light would illuminate the wrong way.
Multiple animation fixes.
Executing soft wipe, will now wipe quest progress as well.
MAC 10 can now be used in the driver seat.
Reduced the chance of horde activation by puppet scream.
Introduced new type of quests.
You can no longer place BB target elements on other BB target elements.
Increased Quest time limit across the board.
Adjusted explosive arrow damage to sentries and dropships.
RIS quad vehicle spawned in with admin command no longer spawns with medium storage rack on it.
Traders will now show the quantity of items in stock.
Turrets loaded with multiple types of ammo will now fire the ammo from the first loaded towards last loaded round.
Server setting QUESTS -> BLOCK PURCHASE OF REQUIRED ITEMS is now off by default.
Adjusted movement speed when holding a bow in hands.
Added new server setting: [Features] Subcategory "BASE BUILDING" scum.AllowFloorPlacementOnHalfAndLowWalls=0 - This setting allows or disallows placement of floors on half and low walls. scum.AllowWallPlacementOnHalfAndLowWalls=1 - This setting allows or disallows placement of wall placement on half and low walls.
SCUM - Community showcase & Player Survey
Hello everyone, happy Tuesday! We have a hybrid post for you today, a bit of a com showcase and a survey for you all! So check it out! ->
Getting into the holiday spirit, or getting some spirits into yourself for the holidays, the difference is minimal.
In a water birth, your baby is born submerged under water. Water immersion during labour and birth can help with pain relief and may reduce your chance of needing an epidural.
Now for a Survey, we had not have one since the BB elements one but now it is time for you all to act again!
We are looking at the balance of all things and have looked through your feedback as well, this time concerning the Abandoned bunker and Normal bunker ratio.
So let your voices be heard in the comments below, would you like to see more normal bunkers less abandoned ones, do you like the way it is or reduce the number of bunkers overall? Say your peace now before it is too late! Cheers.