SCUM - DariusGOD2007
Happy Friday everyone!

We're releasing a quick hotfix for a critical issue:



  • Fixed rapid strength loss when protein reserves are empty

We'll be addressing major issues brought on by the latest update next week with another hotfix. Stay tuned!

SCUM - Beda
Hello everyone, summer is coming to a close, but not without a hot new update. So check it out!



To start off, we have a new feature for y'all. You can now paint your clothes with any color possible. Whether for fashion or to make sure you and your squadmates can tell who is who in the chaos. Just grab a paint can, choose your item, and spray away!





Presenting the ultimate survival tool, the shovel axe. Either for crafting or for up close and personal combat. This tool is both a cutting, slashing, and blunt tool all in one!



Speaking of slashing, another axe is now possible to craft: the legendary tomahawk. An excellent melee weapon, and a throwing menace make them fear you when they see you with it.



Speaking about weapons, how about a new bow? Takedown bow is a true testament of the old phrase grower, not a shower. With the possibility to fold up in your inventory, take it out to unfold it and lay those arrows into your target!




We all know that struggle, of starting fresh, finding that perfect motorbike on the road, but alas, the wheels are missing. Which means it is not going anywhere, OR DOES IT!? Improvised bike wheels can now be crafted, making owning a vehicle a much simpler task.



Another feature we have added are time limited quests. These are special quests that we can set, which are available for all to complete. This time, the prize is the amazing M1 Garand skin called Iron Petal. So, as soon as you log in, get your phone, hit the nearest notice board or check the general goods trader, get the quest, and get yourself some sweet drip. While you can. These are time limited, one time after all!



  • Fixed the issue where it was possible to destroy level 1 and 2 modular BB elements with knives.

  • Fixed the issue where extracting teeth and ears from the puppet's head would have the wrong head mesh.

  • Fixed the issue where using the "full" version of the spawn vehicle command would mess up vehicle attachments on multiple vehicles.

  • Multiple wrong icon fixes.

  • Multiple level design fixes.

  • Fixed the issue where, after a razor grapple event, using bows would become messed up.

  • Fixed the issue where the Tractor carriage was not repairable with a toolbox.

  • Fixed the issue where some car lifts were not interactable for certain quests.

  • Fixed the issue where Human-to-human damage multiplier would not affect explosive arrows and flamethrowers.

  • Fixed the issue where Human-to-human damage set to 0.0 would still apply injuries and other side effects to the receiver's body simulation.

  • Fixed the issue where the hatch door frame would not be painted.

  • Fixed the issue where puppets would still spot players through some foliage even though they shouldn't.

  • Fixed the issue where quickly turning certain HUD elements on and off would show some other elements when they shouldn't.

  • Fixed the issue where bullets would not go through the Laika windshield.

  • Fixed the issue where, even though the supporting elements were destroyed, some BB elements would still be floating in the air.

  • Removed obsolete items from traders.

  • Fixed the issue where you could not cut up improvised shoes.

  • Fixed the issue where cutting up improvised bulletproof armor would give rags, not metal scrap.

  • Fixed the issue where you could not repair the tractor chassis.

  • Fixed the issue where you could not remove the front storage rack from the RIS military chassis.

  • Fixed the issue where you could not service the Rager vehicle on the car lift if it was missing 1 wheel.

  • Fixed the issue where footwear was not losing durability when players were pushing vehicles.

  • Fixed the issue where rain would still fall through the hatch door.

  • Fixed the issue where the OKP sight could not be placed on any MP5 variant.

  • Fixed the issue where NPCs would lose their pathfinding in some cases.

  • Fixed the issue where the visibility indicator would sometimes show a wrong value.

  • Fixed the issue where the interaction "window" for installing certain vehicle parts was too small.

  • Fixed the issue where you could paint other player turrets.

  • Fixed the issue where aiming from vehicles would break your arms.

  • Fixed the issue where food and water indicators would lose their highlight upon relogging.

  • Fixed the issue where some dances would not use stamina.

  • Fixed the issue where admins could not remove locks in safe zones.

  • Fixed the issue where you could slide around while crouching and in free look.

  • Fixed the issue where the kinglet duster could not be flipped if the inventory was too heavy.

  • Multiple quest completion issues fixed.

  • Fixed the issue where the rastaman variation of the backpack had the wrong inventory size.

  • Fixed the issue where you could remove the car battery while the car was running.

  • Fixed the issue where some bodies of water would not give any wetness.

  • Fixed the issue where there were some edge cases on the map, making BB possible where it should not be.

  • Multiple fixes on wrong grips and animations.

  • Fixed the issue where chest and vehicle owner text would not be properly updated when in drone mode.

  • Fixed the issue where, in some cases, destroyed BB elements would still show up for some players.

  • Fixed the issue where you could not place a pot on top of grills.

  • Fixed the issue where using a sandbag for crafting directly from inventory would destroy it instead.

  • Fixed the issue where animals would receive no fall damage.

  • Fixed the issue where sometimes vehicles would clip into buildings.

  • Fixed multiple wrong aiming offsets, making weapons inaccurate.

  • Fixed the issue where Sentry damage blocking in custom zones would not work properly.

  • Fixed the issue where some lockers would require multiple lockpicking successes in SP.

  • Fixed the issue where you could remove BCU locks even though raid protection was active.

  • Fixed the issue where some footwear would let water through even though it shouldn't.

  • Fixed the issue where armed NPCs would continue to attack the dead Razor body.

  • Fixed the issue where heat sources would not help dry clothes.

  • Fixed the issue where grenades would not explode if players hit themselves with them.

  • Fixed the issue where force dismount on vehicles could have players clip through some elements.

  • Fixed the issue where players would sometimes rubber band when walking on BB elements.

  • Fixed the issue where it was possible to insta-kill mechs with plane propellers.

  • Multiple fixes for NPC and puppet spawners.

  • Fixed the issue where traps would not deal BB damage when activated in a chain reaction.

  • Fixed the issue where mines would sometimes get unburied on server restart.

  • Fixed the issue where Brenner was not able to hit NPCs.

  • Fixed the issue where players would sometimes be stuck when exiting photomode.

  • Fixed the issue where abandoned bunker armories would not restart loot on bunker activation.

  • Multiple fixes regarding weapon interactions.

  • Fixed the issue where crafting a skin variant of an item would set the durability to 100.

  • Modified hip fire bullet spread.

  • Aiming with bows will now automatically switch you to 1st person aiming. Can be changed in settings.

  • Massive improvements to audio, including wind direction, mountain bike audio, and cricket sounds.

  • Implemented the ability to eat and drink while sitting down.

  • Added full gas canisters to the pool of cargo drop spawns.

  • Reduced the time needed to dry wet clothes and items drastically.

  • Increased flamethrower damage towards NPCs.

  • The maximum withdrawn amount of cash per transaction is now 100000.

  • Added player deaths from NPCs to the kill log.

  • Faceroll smasher can now be used as a crowbar as well.

  • Increased tactical vest carry weight to 3kg.


Renamed RestartServer admin command to ShutdownServer.


Destroy all elements for a flag:
#DestroyAllBaseBuildingElementsForFlag <flagID> please

Destroys all base building elements under the specified flag.

Arguments: flagID (required), "please" (confirmation keyword).

Example:
#DestroyAllBaseBuildingElementsForFlag 22 please

Destroy all elements within radius:
#DestroyAllBaseBuildingWithinRadius <Radius\[m]> <Location>

Destroys all base building elements within the given radius.

Arguments:
• Radius in meters (required, maximum 100)
• Location (optional; defaults to player’s position if not provided)

Examples:
#DestroyAllBaseBuildingWithinRadius 55
(destroys all BB elements within 55 meters of the player)

#DestroyAllBaseBuildingWithinRadius 55 X=333002.375 Y=-327520.625 Z=16256.094
(destroys all BB elements within 55 meters of the specified location)

Destroy all elements for a player:
#DestroyAllBaseBuildingElementsForPlayer <steamID> please

Destroys all base-building elements owned by the specified player, across all flags.

Example:
#DestroyAllBaseBuildingElementsForPlayer 76561198054402147 please

Destroy all elements for a squad:
#DestroyAllBaseBuildingElementsForSquad <squadID> please

Destroys all base-building elements for every member of the specified squad.

Example:
#DestroyAllBaseBuildingElementsForSquad 14 please

Additional changes:

All destroy commands now print the number of elements destroyed.

#DestroyAllItemsWithinRadius can take the argument "all", which destroys every item within the radius (maximum 100 meters when using "all").

Other Commands
Toggle fog (drone only):
#ToggleFog

Toggles fog on/off for the drone client.

No arguments required.

Toggle ambient sound (drone only):
#ToggleAmbientSound

Toggles ambient sound on/off for the drone client.

No arguments required.

Reset player balances:
#ResetPlayerBalances <steamID> please

Resets the specified player’s fame, gold, and currency to 0.

Requires steamID and the confirmation word "please".

Example:
#ResetPlayerBalances 76561198054402140 please

Squad information:
#SquadInfo <steamID>

Prints the squad name, squad ID, and list of players in the squad.

Argument: steamID (required).

Example:
#SquadInfo 76561198054402147

Path Visualization
#VisualizePath start <location> end <location>

Visualizes the path between two locations.
##Other

#ListSquads

Squad listings are now sorted by fame instead of name.
PlayerInfo is now an admin command.

We've also added support for server notifications. Server parses file "Notification.json" and creates notifications from it.

File Path:
SCUM ServerSCUMSavedConfigWindowsServerNotifications.json

Modifying the Notifcation.json does not require server restart.
Each object inside "Notifications": \[] is one scheduled notification.
The keys you can use are:
day → When the notification is shown.
Can be a specific day ("Monday", "Tuesday", etc.).
Ranges ("Monday-Friday").
Special groups ("Weekend", "Everyday").

time → At what time the notification is shown.
Single time ("7:00").
Multiple times (array: \["15:12", "11:14", "10:00-12:00" ]).
A range ("14:00-15:00") → message repeats every minute in that range.

duration → How long the message stays visible (in seconds).
color → RGB values ("R-G-B") for text color.
wait → Interval (in minutes) between repeats inside a time window.
message → The text that players will see.

Can include placeholders like:

#NumPlayers → shows number of players online.
#Date → current server date.
#Time → current server time.
#RestartIn(HH:MM) → countdown to restart.
#RestartAt(HH:MM) → restart notice at specific time.

SCUM - Fratman
Prisoners! Event announcements, community contributions and cringy humor - we got it all this week's community showcase! Make sure to check it out! ->



___

Let's get the show on the road with an announcement of the glorious return of one of the most beloved community events. Get ready for the much-anticipated and rebooted version of none other than the SCUM League!



Head over to the official Discord of the SCUM league for all the information on how to join -> HERE

You can also take a look at the trailer for the event:
https://www.youtube.com/watch?v=oab71QPgH9c&ab_channel=TEC1ScumTV
___

And now, onto the usual programme!


I love the smell of burned rubber in the morning.


Could have at least went to the beach...


How those low-budget, sketchy, backyard MMA events look like.



The best way to experience SCUM - going ultrawide!


Huddle up people! Let's not get killed on the first level of the bunker again!


’Scuse me guv, can ya point us towards the nearest boozer?


A thin line between life and death.


When you told her you loved hiking, but fainted after the first climb.


When you have to get into a radioactive zone to get some peace and quiet.


Get a room you two...
___

You know the drill, onto the next segment ->

Furst up we have John _ Dominator ruining someone's day by raiding their base!
https://youtu.be/WPR52HeuHzE

Next up we have The Goodish Gamer finding out the hard way that the bunkers are not to be trifled with!
https://youtu.be/xAyyrmNA3XI

To top the showcase off, we have msarlandria with a very helpful guide on how to assemble vehicles and get you moving around the prison island in style!
https://youtu.be/2qXUYTi4_bM

___

Don't forget to follow us on our social media channels:

Discord
Facebook
Twitter/X
Instagram
TikTok


Fratman
SCUM - Beda
Attention inmates! Summer is coming to a close and we are getting busier. Check out what the crew has been up to!





As it is patch week you can imagine programmers are quite busy. Starting with our senior programmers they are doing their usual technical mumbo jumbo such as code review, work reviews and distributing tasks to their code minions. But you are not really interested in that you want to see what features are being worked on. Work is still going on with the new time limited quests, you will soon also see it in action. Work is also being done on the encounter manager, taking in your guys feedback as well. We are also working on some new admin commands and further work on visual cuts and bruises effect. This is simultaneous withh some of the new things we are cooking for the metabolism. Now there are some othher new stuff here that we have here that will await you this week so we will keep those as a surprise. Not to worry as we do have to mention some other things that are in the works for the future. Work has started on armor rework, as research on what is even possible is well on it's way. Ending with more work coming on the long awaited inventory rework. And yes ofc, the bugfixing.



Level design, again also bugfixing. But we have more stuff for them as well. They are also looking into reports you guys provided around the encounter and resovling issues with the spawners. We are also working on new unified texture on spray painting textures. This is more on a technical side so we can optimize it better and make room for improvements.



The hard surface folks are still at it. Work continues on the new tomahawk axes. Important to say axes here so yall do not get any funny ideas. With that we are getting some old school loving with work on the Thompson and the trench gun both.

On the soft surface side, pretty much same as last week but you will see what we mean soon.

The 2D team working on new concept art and some redesign of the UI, taking in the feedback to see what we can improve on.

The animation team is going ham on bugfixing, new trailers and some new animations for new features as well!



The sound team is, in addition to last week, also working on wind sounds in general and adjusting sound levels.


Designers are looking into the future as well, also researching and making GDDs for the armor rework, adjusting the functionality of new items and finally working on the long awaited hipfire rebalance.
______________

Until next time - Beda
SCUM - Fratman
Prisoners! Here's another iteration of our weekly celebration of community contributions and our mediocre captions. Enjoy (at least) the contributions ->




Looks like it's sponsored by an energy drink company.


Remnants of a long-lost, disputably intelligent civilization.


Don't disturb my friend, he's dead tired!


Pointing straight to your mom's house.


This looks like an intervention.


That mossy-colored hair certainly helps with blending into the environment.


You can be my wing-dropship anytime!


That 'beautiful' feeling when you miss the bus.


Cue the overused classical piece whenever dawn breaks.


Someone's prepared to fight those NPCs in the radioactive area...
___

You know the drill, onto the next segment ->

Here's a short, but sweet video of GrandRiser silently claiming and looting the airdrop.
https://www.youtube.com/watch?v=qegfcMkBvuQ

Next up we have Torak starting a new survival journey, which is cool for new players so they can see how the masters of the game are doing it!
https://www.youtube.com/watch?v=wOJKs-4atGc

Last but certainly not least, here's Gaming Central checking us out and giving his 5 cents on the game!
https://www.youtube.com/watch?v=fpWnaS0x9Do

___

Don't forget to follow us on our social media channels:

Discord
Facebook
Twitter/X
Instagram
TikTok


Fratman
SCUM - Fratman
Attention inmates! Summer is still in full swing, but the pace is slowly and steadily being turned up. Enjoy this week's edition of our dev update! ->



Since half of the team is still on vacation — gathering much-needed energy for the development of new features and updates for the game — a restful mind is a creative mind, and we'll need that to tackle the challenges that await us. Even though we're not operating at full capacity, we're still poised to deliver a solid update on the 28th of August! More info on this update is coming during the week. In the meantime, allow us to address your concerns and suggestions in this week's dev update.
_____



  • While the cadence of updates and fixes might be much better, and while there are still a lot of outstanding issues present in the game, this does not mean that people have to be caged in the studio. Proper work organization allows us to progress a bit slower, but at the same time it enables our people to enjoy vacations with their families. As it is with the game, everything is a balancing act, and this is something that we have to — and WANT to — balance.



  • This does indeed sound like a good idea, especially with the scaling of this ability based on attributes. Although the designers have certainly heard of this already, there's no harm in reminding them.



  • As we've mentioned, summer is underway and our people are on vacation. Once they're back (this week) we'll have more to share in future dev updates. As for the bug you've mentioned, we'd kindly ask you to provide more info via https://scum.help.jagex.com/hc/en-gb and our team will make sure to look into it.



  • We'll see if there's something that can be done about that. Relaying this further.



  • The disappointment felt by a significant part of our community is very much felt within the studio as well. We could have done better and we could have done more. I know that this reply will receive a lot of hate and that it sounds like empty platitudes, but there's not much more I can say. We could have done more and we should have done more. Our only hope is to consistently deliver more with future updates and hope that our fans will return — and that we'll gain many new ones as well.



  • Unfortunately, there's not a lot I can share on the CON issue. A smaller rework of this system will be required to fix it, but when that will take place, I cannot say for certain. As for wetness, it will be fixed in the upcoming update going live on the 28th of August. Mod support is also under consideration, and we'll let you know when we ourselves know more about this topic.



  • Never would I say to “get bent” — either figuratively or literally — to the requests put forward by the community. Read the answer to the previous question with regard to CON. And there's no Mandela effect here. There was the idea to implement such a feature, but we simply did not have the time to implement gyms and other things that would increase your attributes. We're confident that we'll add them in one of the upcoming updates now that 1.0 is out of the bag.



  • The option to consume food while sitting down has been implemented and will be part of the update that goes live on the 28th of August! As we've mentioned in one of the previous replies, mod support is under consideration, and we'll let you know when we ourselves know more on this topic.



  • Our intention is to release these fixes in bulk, with the exception of issues that cause either client or server crashes and other extremely egregious bugs. I assume that the majority of folks mentioning CON drop, wetness, and other things would also label them as extremely egregious, but other matters took precedence. History will tell whether that was a good idea or not. However, we do agree that perhaps more transparency is needed in communicating what our team is working on. We'll see what can be done in that regard.



  • There is a plan to add something like that, even though it carries certain challenges that will need to be overcome to ensure proper implementation. In any case, it’s in our scope, and it will find its way into the game at some point.

That’s all for this week! See you in the next one, and make sure to keep an eye on the following platforms:

Discord
Facebook
Twitter/X
Instagram
TikTok

Fratman
SCUM - Fratman
Attention inmates! Here's a new batch of community-made content to make those summer days more (un)bearable! ->




Someone made a dent in the NPC population.


Roach, is that you?


Modern architecture really needs to be put in check.


I don't even wanna know...


How that first weekend beer looks at me after finishing the Friday shift.


What true peace looks like.


Have to go to the eye doctor after looking at so many pink.


I don't even wanna know vol.2


Hope they have a discount for locals.


How gen Z wartime photos would look like
___

You know the drill, onto the next segment ->

What better person to watch and learn how to take on abandoned bunkers than one of the winners of our first SCUM Survivor Showdown!
https://www.youtube.com/watch?v=pt93r1_VMA8&ab_channel=Luthais

Next up, we have an entertaining compilation of adventures from your favourite SCUM couple.
https://www.youtube.com/watch?v=X0eAjejHhd8&ab_channel=Justourluckgaming

To top it off, here's Jatsie with a guide on how to tackle exhaustion with cooking.
https://www.youtube.com/watch?v=ApUpAdFvKj4&ab_channel=Jatsie

___

Don't forget to follow us on our social media channels:

Discord
Facebook
Twitter/X
Instagram
TikTok


Fratman
SCUM - Fratman
Attention inmates! Hope these heatwaves haven't kept you from enjoying the good things summer has to offer! Here's a quick look at what we've been up to over the past week ->



As we've mentioned, summer is underway and there's a fair bit of people are on their well-deserved vacations, so bear with us as this dev update will be a bit on the leaner side with content.

  • The programming team has mainly been engaged with bugfixing and implementing the improvised motorcycle wheel into the game, making sure it is ready for our QA team to test it out.
  • Our levels designers are still caught up with bugfixing.
  • The animators are still at work on a new trailer and on new animations for the Faceroll Smasher and the Military Shovel.
  • The hard surface are team is hammering away on new weapon models, while the soft surface team is working on new clothes models and new NPC models.
  • The sound team is working on audio for the NPCs that will be appearing in the area around the Krško plant and is continuing their work on recording new footstep audio.
  • To top it off, our game designers are tweaking, as well as preparing all the captions and descriptions for the new items that will find their into the game.
______________

Onto the next segment, your impressions from last week:



  • It is possible that we'll add something like that in one of the updates that will come into the game next year. Can't say anything for sure at the moment, but we'll see.



  • That is something that will be addressed with the inventory rework that will be implemented by the end of the year.



  • This is not set in stone. While the current setting will remain in place for now, it could be subject to change in the future. I know that's not the answer that you want to hear, but we'll keep our ear close to the ground with regards to this.



  • Melee rework is something that has been requested for quite some time now and will be one of the biggest additions to the game. While we can't say when specifically it might get into the game, we want to confirm that this is something that we'll definitely work on in the coming future and that we'll rework this feature.



  • Can you further explain how would a personal flotation device add to the overall experience? We'll be adding a dinghy eventually, but that can be sailed. With a PFD you can just...well...float. We're open to hear your idea on it.



  • We'll look into providing further tweaks to the encounter manager, which will find their way into the game by the end of the year. More info on that will be shared once we'll have something more solid.



  • It's fixed and will be implemented with the update that's coming into the game very soon!


That would be all for this week! See you in the next one and make sure to keep an eye on the following platforms:

Discord
Facebook
Twitter/X
Instagram
TikTok

- Fratman
SCUM - Fratman
Attention inmates! It's the most wonderful time of the week! Here's a new batch of amusement and shenanigans - coming to you straight from the prison island! ->




When my wife tells me that I'm on the toilet for too long.


Didn't know that cowboy love movie is getting a sequel.


People are usually putting their towels to secure their place on the beach. This is ridiculous.


Hope that trigger finger's not itchy.


That's one awesome tower! Props for this one!


Feeling sad I wasn't invited to this...


This selfie has a baroque quality to it.


Wonder how many got out alive from that bunker...


Wouldn't want to mess with her...


Pure cinema
___

You know the drill, onto the next segment ->

First up, we have Gaming Central with a video on one of (in their opinion) the best locations for looting in the game. Telling you outright would be spoiling, so make sure to take a look!
https://www.youtube.com/watch?v=CEdcOIkZ6bA&ab_channel=GamingCentral

Next up we have Davo with a self-imposed challenge on acquiring a plane in a set amount of time. It could be helpful to some of you having trouble with getting a hold of a plane.
https://www.youtube.com/watch?v=kKuStEX5Mks&ab_channel=Davo

To top this segment off, we have Mr. Candy braving the B2 Airfield on his own. If you have developed a phobia for Sentries, watch at your own discretion!
https://www.youtube.com/watch?v=LbQDq1ekyKY&ab_channel=MrCandy

___

Don't forget to follow us on our social media channels:

Discord
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Twitter/X
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Fratman
SCUM - Perito
Attention inmates! The gears keep turning and the hammers keep swinging and the team’s been busy stirring up plenty of new chaos. From mine-triggering mayhem to new symptoms, this week’s update is packed with progress. Let’s take a look->





Let's start with our code wizards, they continued work on cross-stream locking and onboarding UI improvements. A crash related to the dropship and foliage has been fixed, and there’s a new admin command related to hunts has been implemented. Another improvement this week includes contact shadow support for the character mesh manager, which should make prisoners look even better under dynamic lighting.

Development is also ongoing for a feature that’ll allow all consistent characters to trigger mines, so keep an eye (and a foot) out for that. Get your tea and mittens ready, there's good progress on new symptoms and conditions everything from the common cold and fevers to fevers and stuffed noses. This ties into the broader disease and condition system we teased before, and there’s still more to come. A logging system for NPC kills was added, and first-person aiming while using a bow is now functional. On top of that, a ton of bug fixing has been going on and some early research into an upcoming rework.



Our level designers continue to stay locked in on bug fixing, but they’re also implementing fake GI into building interiors to bring out more depth and atmosphere.



Lots of movement from the animation team this week. They’ve been focused on new item animations, particularly for the axe and shovel, and more updates to the flag pole animation set. They’re also laying the groundwork for upcoming features like bruises, burns, and bleeding effects. Work is ongoing on new interior lighting and as always, bug fixing continues in the background.

On the hard surface side of things, the team is keeping busy with a bunch of new gear. The military tomahawk is in progress, alongside a new improvised tomahawk, and an improvised wheel item is being worked on to help with faster repairs and most importantly mobilization.

The soft surface team is starting preparations for the next Twitch drop campaign, which is already shaping up to have some great loot.

The 2D team is handling a mix of things right now, from level design concept art to updates to the Journal and new UI features for pattern based painting.



The sound team has been making updates across the board. They’ve reworked camper door sounds, tweaked some UI audio elements, and continued recording barefoot footstep sounds.



The design team has been busy with ongoing content development. In addition to general bug fixing, they are also currently designing a new time-limited quest for an upcoming update.

______________

Onto the next segment, your impressions from last week:




  • We’re aware of the boat-spawning issue and we do understand how it can cause frustrations when having to generally deal with an unstable connection and we are looking into possible solutions. One idea we’re exploring is adding items that would prevent drowning if you end up separated from your boat. While it’s not fixed yet, rest assured this is on our radar and we’ll keep you updated as we make progress.



  • Stat mechanics are working as intended to keep the gameplay challenging, characters aren’t meant to max out easily. But we are looking into ways to make this process feel less punishing, without breaking the core balance, like offering players more ways to raise their stats. In regards to drying clothes and other existing issues, we do have our sights on we’re aiming to tackle them as soon as resources allow. It’s always a balance between fixing existing issues and building new content, but improving player experience remains a top priority.



  • The upcoming NPC upgrades will significantly enhance their behavior and the players immersion in the world. Think smarter, more reactive enemies that add to the tension and atmosphere of the island. We’re still working out some the details and will share more concrete info as development progresses.



  • We do recognize that RCON is a great feature for server admins, but it’s not on our immediate roadmap, unfortunately. We do have more pressing development tasks that require our attention first. But fret not, we’re keeping track of the demand and we will revisit this in the future.



  • This magnifying glass zoom-in feature for the map would be a small touch, but it might could go a long way in terms of usability and immersion. It's one of those QoL additions that seems simple on the surface but adds real value to the experience. We’ll throw it into the idea pool and see how it fits into upcoming UI improvements, since we do also have plans of our own for the future.

That would be all for this week! See you in the next one and make sure to keep an eye on the following platforms:

Discord
Facebook
Twitter/X
Instagram
TikTok

- Perito
...

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