SCUM - Tena
Hey, lovelies!

I've had this idea that I wanted to try out for a while, so let me share it with you and see how you like it. You might remember the 3-month roadmap post where I talked to the devs to see what they're working on. Well, we need to go DEEPER. I'd like to introduce each and every one of our devs, one by one, hopefully on a weekly basis, and talk to them about what they're currently working on.

We're going to start with Ivona, our one and only 2D/concept artist, because she's the only one I could talk into doing this on such a short notice. By the way, for the best possible experience you should listen to this song while reading this post. This is her theme song and if she has access to a computer, she will play this song on that computer whether you like it or not, so it's best to just embrace it.



Here she is, the art mom, queen of weird dances, and a Slenderman impersonator.


Ivona has been with Gamepires for around 6 months. A fun fact is that she graduated and got hired here literally 2 days later - she was that good. We didn't have an actual 2D artist before her and most of the art we needed before was done by Pong, our creative director, so she took over all of that so he can concentrate on his actual duties.

Up until now, she has done a bunch of cool stuff - she has made some new tattoos, our first Steam trading cards, visuals for our booths at expos, our first concept art etc. She has recently started working on more lore-related art - you might have seen some drafts of the NPCs we published in one of our previous posts, so without further ado, you can see the upgraded versions down below, along with some commentary from the artist herself.



Ivona: These are some possible variations of TEC1 workers' uniforms. I wanted to keep them simple, but recognizable, and I tried to find the colors and shapes that will emphasize function over form. They are manual laborers, so it only makes sense.



Ivona: These are the TEC1 scientists where each color represents a specific ward. I wanted them to look futuristic and science-y, but still be reminiscent of the past fashion trends.



Ivona: These are the male managers/white collars. The concept I was going for here is vanity. These guys are very vain and for them image is everything, so I tried to communicate that through their clothes, which are very fashionable for that same purpose.



Ivona: The male executives are all dressed very flashily - if you look closely, you'll notice the gold details, expensive watches and nice shoes. Obviously, the mood here is money.



Ivona was just giggling at this one, so I'll tell you about it. The TEC1 low level security outfits were very obviously inspired by Ivona's thirst for people in uniforms. She can't even be in the same room with someone wearing a uniform without giggling, blushing and making sex jokes. Whether it's military uniforms, police riot uniforms or even club security uniforms, the thirst is real and unquenchable.



Ivona: I did a LOT of iterations for these hazmat suits, some of which you can see on SCUM's Twitter (@scumgame). These two made the final cut, along with several other ones, and I wanted to show them because I was going for a more advanced look than the usual hazmat suits irl. That's why they have these little gadgets and gear on them.



Ivona: I can't talk about this one yet, so I'll just leave it here as a teaser and let you guess what it is.


I hope you liked the idea of this, but if not, that's okay, too, because we have another post ready to be published by Friday that you might like a bit better. ːsteamsaltyː If you liked the post, then good for you and thank you! We have another one coming up next week where you'll meet Dini, his salads and car physics.

Love you all and talk to you soon!
Mar 4, 2019
SCUM - Sippy


Hello our lovelies, come take a cookie and a cup of tea, relax and listen to what we have to say today!

Later this week we will have a patch ready for you guys. It's gonna have all sorts of awesome things, from weapons to a new place, and some neat optimizations that we will talk about today.



We're temporarily disabling storing items in anything that is NOT a chest. We found out it takes up a lot of performance and clogs the server up, which can cause many things:

  • Random player teleporting.

  • Random car teleporting.

  • Falling through the ground, player and vehicle.

  • Vaulting and respawning issues.

  • Even more abnormal puppet behaviour.

  • You missing that sweet headshot that should have hit.


A few examples of where you won't be able to store items anymore

We don't plan to remove the storing system, we're working to fix that issue as we speak, and hopefully we'll have it back in no time!

So, what does all that mean?

  • A new patch coming soon!

  • More content!

  • Removing the storing possibility from non-chest containers.

  • More optimizations and a better experience for everyone.

  • If you don't want to lose all your stored items, make sure to put them in a crafted chest or car!

That's it for now, thank you for dropping by and we hope you all enjoy this almost springtime! See you soon with some spicy news!




SCUM - Sippy


Let's start this off with a famous quote. "Another one!"

We bring you some more goodies that we had prepared for you! Also shoutout to everyone who reads these and plays our game, we love you and appreciate you <3.

Let's get into the nooootess!

Quarry

  • A new beautiful location for you guys to explore and roam about. Check the pics below!




New wheels

  • We've added a new vehicle. This baby boy can fit up to 6 people and has more storage than the SUV. Be careful though, as it's bigger and heavier it needs more skill to drive it as well!

  • We also improved car physics, which means better handling and less sliding.




Bug fixes.

  • Fixed exploits for server bombing with chat messages.

  • Fixed the exploit where people were spamming locks on doors and could easily unlock them that way.

  • Fixed door issues that showed up in last patch.

  • Fixed issues with window climbing and vaulting making you stuck.

  • Fixed double spawn screen that appeared on joining server with a dead character

  • Fixed a bug where ESC key would not work until you respawned.

  • Fixed a bug where there was no prisoner in the character creation mugshot

  • Fix for cargo drops sometimes dropping in unintended locations in singleplayer.

  • Fixed bug where weapon magazines and scopes would stay visible when the prisoner is hidden.

  • Fixed bug with prisoner getting hidden in first person view.

  • Fixed a lockpicking exploit with certain types of keyboards



QoL additions

  • Adjusted armor calculation and fixed the bug that caused helmets to protect from headshots a bit too well.

  • Starting lockpicking will now take the screwdriver in hands.

  • Adjusted the transition between the prone and crouch actions (eating, cutting etc.), so it blends in better, and is not snappy.
SCUM

The developers of Scum, the open-world survival game with the dressable, growable, uncontrollable dongs, have shared their development plans for the next three months. If those plans go well, they'll bring new vehicle physics to the game, base building, a complete overhaul of the inventory system, and reworks to the cooking and metabolism systems. 

"Right now, the vehicle mechanics in the game are still very basic, but we’re going to try and push more towards realism. For example, the car’s center of gravity will shift depending on the number of people in the car," the update says. The vehicle damage system is also being changed, "which means the car will react differently depending on whether you shot at its tire or the engine." 

Cars can be claimed, locked, lockpicked, hotwired, and refueled. Damaged cars—because you know that's going to happen—will be repairable. Players will also be given a new, upgradeable "driving skill," which will impact their abilities behind the wheel, and eventually they'll be able to shoot from within vehicles as well, although that's further down the road. 

The initial run at base building will be "very basic," with players getting the ability to build a house from a blueprint, the same way they currently build shelters. But the developers are also working on other "urban assets" including a quarry, a mine, a mental hospital, an old castle, a salt mine, an observatory, and a whole new city—exactly the sorts of things you'd expect to run across on a desert island dumping ground for psycho killers.

Updates to the "clunky and unintuitive" inventory will be both visual and mechanical: The new system will enable players to stack and rotate items, the "vicinity function" is changing, and cars and chests will also get their own inventory space. New skills and weapons are also coming, as are Scum's first missions, a proper tutorial, and achievements, which will be either funny or cringey depending on how it all shakes out. 

The one bump in the roadmap is that the plan to add female characters, which the developers had hoped to have in place for Valentine's Day, has been postponed. There's an obligatory "too hard to animate" joke in the update, but the developers said that the job really is a lot bigger than they initially expected. 

"Along the way we realized there’s a lot more to the whole thing and we can’t just stick a female model on the male mechanics and call it a day. Remember how we have this elaborate metabolism system and how I already mentioned that Bruno is reworking the cooking skill which also ties into the metabolism? Yeah, that. Every piece of clothing needs to be adjusted for the female body, too," they wrote. 

"This doesn’t mean we stopped working on the female characters—we still are, but we really don’t want to half-ass this, so we’ll just postpone them for a bit. I said for a bit, so please stop screaming, time is a social construct anyway." 

The team warned that all of this is contingent upon everything going to plan, which doesn't always happen, so don't take it as carved in stone. 

"We have calculated the amount of work we can do and we’re going to try our hardest to stick to it. That’s something we’re usually good at," the developers wrote. "However, any dev anywhere can confirm that you just never know. Life happens. People get sick. There might be an alien invasion and we all might die. Let’s hope that doesn’t happen, but if it does, don’t say we didn’t warn you."

SCUM - Tena
Hey everyone!

We’ve been lurking all over the internet to see what you guys have to say. Mind you, this is not a new thing for us - we do it all the time. We see everything. One of the things you’ve been asking about the most is some kind of roadmap. The one on our Steam store page is regularly updated, but it doesn’t have any actual dates. We get it, you want to know what you can expect and when you can expect it, but we’ve been kind of hesitant to share any kind of timeline because it never turned out well for anyone, so our reasoning was why learn from our own mistakes if we can learn from the mistakes of others.

However, ever since the beginning of this love child project of ours, we have prided ourselves in the complete transparency with our community, as well as always being a part of it and being easily reachable by anyone who might want to say hi, ask a question or even tell us we suck. That’s always been very important to us and it’s not going to change. So with that in mind, I've decided to try something out. I talked to every person in the company and asked them what they’ll be doing in the next 3 months. Okay, not everyone, I didn’t talk to Darian because he was out of the office at the time of writing this, but I did talk to his art gang and they gave me the dirt.


We redecorated his workspace a bit while he was gone. It sparks joy now.

One more disclaimer before we start: all these things should be in the game in the next 3 months. We have calculated the amount of work we can do and we’re going to try our hardest to stick to it. That’s something we’re usually good at. However, any dev anywhere can confirm that you just never know. Life happens. People get sick. There might be an alien invasion and we all might die. Let’s hope that doesn’t happen, but if it does, don’t say we didn’t warn you.

Let's start with some office news! We've recently welcomed our very own first QA team! We have a real life QA lead and 3 new testers, so now it's not just us testing anymore! We have people for that! Yay!

About those vehicles! You might have seen the new car model in our last WiP post. What you didn’t know is it’s not just about the model. Our lead programmer Dini is working on the new and improved car physics. Right now, the vehicle mechanics in the game are still very basic, but we’re going to try and push more towards realism. For example, the car’s center of gravity will shift depending on the number of people in the car. He’s also reworking the damage system, which means the car will react differently depending on whether you shot at its tire or the engine. Don’t worry just yet, though, because you’ll also be able to repair it. You’ll also get the driving skill and skill levels, which will obviously tie into the whole realism thing and the way you’ll drive the car. You’ll be able to claim a car, lock it, lockpick it, and hotwire it. You’ll also be able to refuel it. Dini says you’ll eventually be able to shoot from the car, too, but not in the next 3 months. The reason for that is it’s a long and excruciating process that will take a long time to implement, he has enough on his plate as it is, and none of it is salad-related.


Blood orange, so f****** pretentious.

Next up is the inventory. Yes, it’s kind of clunky and unintuitive - we know, we have eyes. The plan has always been to change it up eventually and that time has come. Our programmer Jesus and artist Ivona are working hard on a complete overhaul of both the inventory and the UI. I’m not sure what the final version is going to look like because they’ve been pretty secretive about it so far, but I did manage to find out you’ll be able to stack items and rotate them. Jesus said it might be important to mention that he’s reworking the vicinity function and that cars and chests are finally getting a proper inventory space. He also said I need to explain it's not just the visual upgrades and that a lot of the overhaul will be on the programming side, but then it was just a bunch of nerd talk, so I only pretended to listen and understand. I apologize to any nerds I've offended with this and I promise to write a whole post about it as soon as they have more stuff to show.


The inventory may or may not end up looking like this. We don't know either. Ivona says it's a surprise.

Thanks to Patrik, soon you’ll be able to build a base, too. The first version will understandably be very basic - you’ll be able to build a house using a blueprint, the same way you build a shelter. Our art team is already working on the models, but that’s not the only thing they’re working on. You’ve seen some of the new stuff in our last WiP post - we’re adding a quarry, a mine, a mental hospital, an old castle, a salt mine, an observatory and a whole new city. Urban assets, baby!


Hot mesh.

Aside from the driving skill, we’re reworking the cooking skill from scratch which also calls for a good metabolism rework. That’s Bruno’s job and he’s already on it. He’s also in charge of the demolition skill which won’t just include bombs - you’ll also get all kinds of traps. John is working on the archery skill. He’s going all in, so you’ll also get different types of bows with different types of arrows - some of them you won’t be able to use if your skill is too low or you’re just too weak. You’ll even get a bow silencer - I thought he was messing with me, too, but apparently those are real. Who knew. With the help of our animators, John is also reworking the first person gun animations, so if everything goes according to plan, the whole thing will look and feel much more realistic. We're also adding support for RPGs and our very first revolver!

Our new programmer Goran is preparing the first missions and mission objectives! I can’t tell you any details yet, but you won’t have to wait too long to check it out. You’ll also get an actual tutorial, in case you couldn’t figure the game out by yourself. Weakling.


Soon you'll be able to make your enemies quiver in fear.

The next 3 months will also see the introduction of achievements! These are being prepared by Dobrila on the programming side and Ivona on the art side. The copy is being prepared by the Meme Team, so expect some funny stuff. Or cringey, we haven’t decided yet.

Please don’t scream about this next one, but we’re postponing the female characters. Okay, we’re not literally postponing them because we never officially announced them, but the original plan was to release them for Valentine’s day, which is obviously not happening. The reason for that is that women are just too hard to animate. JUST KIDDING! The reason is that we started working on them with every intention to finish them by deadline, but along the way we realized there’s a lot more to the whole thing and we can’t just stick a female model on the male mechanics and call it a day. Remember how we have this elaborate metabolism system and how I already mentioned that Bruno is reworking the cooking skill which also ties into the metabolism? Yeah, that. Every piece of clothing needs to be adjusted for the female body, too. That’s going to be Danijel’s job, god help him. This doesn’t mean we stopped working on the female characters - we still are, but we really don’t want to half-ass this, so we’ll just postpone them for a bit. I said for a bit, so please stop screaming, time is a social construct anyway.




Now that the worst part is out of the way, let’s go back to what else we are adding in the next 3 months. We're going to be adding some new animations and taunts as well. I asked our animator Iggy if he knows what he wants to do and he said not yet, so if you have any suggestions for him, please write them in the comments and your taunt idea might just end up in the game!

We're working on hair as well- male hair, female hair, beards, head hair, body hair, all kinds of hair. You'll need to be able to grow it out, cut it or shave it, so we've got our hands full.

And last but not least - seasons! We've tested out snow with our Christmas update and most of you said you liked it, so we've left some up in the North in case you want to go sledding at a later time, too. Well, soon enough you'll have actual seasons and everything that goes with them.

I might have missed some stuff accidentally or on purpose, but I hope that now you have a better picture of our schedule. You'll still be getting your regular WiP posts by Josip, as well as some other surprises from the marketing team, so don't worry! Just remember - we're watching. We're always watching.

Love you, bye!
SCUM - Sippy
Here we are with a new patch, more bug fixes, QoL changes and some extras!

So let's start with some new things that we added.

Server optimizations

  • So we looked into lag, as no one likes lag. And we did something awesome, items that repeated a lot on the island (doors etc..) we found a way how to lower servers awareness of those items, and we gained a massive boost, up to 5x faster. Down bellow you can check out how the whole process went.

  • Also we deployed a new master server and that means faster server list browsing!

    It was a warm and sunny summer morning last April. I was sitting in my favourite sofa in the office. Thinking about SCUM. And big data. As I always do in the evenings. At one point there are 5 doughnuts on my table, and the first thought that came to me "How to eat all 5 in a most efficient way?" and then it dawned on me. Big. data. blockchain. crypto-algorithms. using cutting edge deep network machine learning methods for network replication IoT applications.
    And so I started to mash my keyboard (already on the third keyboard), and then it was born. Network crypto-algorithm replication blockchain.
    Everything that was a lot now is lot less and server runs about 5x faster. Fixed the game. The end, or is it?


    New weapons!
    • M1891

      We added a new family member to the rifles in SCUM. The M1891, a five-shot, bolt-action rifle. It uses the 7.62x54mmR cartridge, and it can be found in military areas.


    • Eder 22

      Eder 22 is a new gun that uses 9×19mm Parabellum cartridge, and you need to find a magazine if you don't want to feed the bullets 1 by 1. It can be found all around the island, but the best locations to find it are around military and police areas.


    Fortify in the name of God.

    • The continental church can be fortified from now on.



    Feed me more!

    • As cooking is being reworked, we will need to rework some other stuff as well, for starters how our fire system works. We added a new mechanic where you can add materials to your fire so it doesn't go out. It looks something like this:


    • Keep in mind that there is a cap on how long the fire burns. The one in the picture burns up to 120 minutes, and different materials add more or less time, from just a few seconds up to 60 minutes. The cap can not be pushed over. If the fire has been burning for 10 minutes and you add a material that can add 60 minutes of fuel, you will only gain 10 minutes from that material. Here is a list of items that you can use:

      • Paper - 10s

      • Rag stripes - 15s

      • Tinder - 30s

      • Gun powder - 30s

      • Rags - 30s

      • Improvised rope - 60s

      • Tree bark rope - 60s

      • Short wooden stick - 1:30min

      • Rope - 2min

      • Long wooden stick - 5min

      • Kitchen board - 10min

      • Small wooden log - 30min

      • Wooden plank - 60min

    • If you use an item that has uses, all uses will be depleted and the item will be destroyed

    • In the future we want the fire to have a visual indicator of how long it's burning by changing the fire intensity. If the fire has just recently been lit, it's going to be big and roaring, and if it's almost burned up, you'll see a tiny flame. Those states will also impact cooking in the future.



    Bug fixes

    • Fixed a bug where fame wouldn't be reduced on death.

    • Fixed a bug where if you died while leaning you would respawn in the same position.

    • Fixed a bug where you could exit a vehicle while beside a wall, and clip through it.

    • Fixed a bug where sled would penetrate through various objects and causing issues.

    • Fixed a bug where sometimes you were able to loot through walls.

    • Fixed a bug where you could pick up objects and chests through walls and ceilings.

    • Fixed a bug where the vehicle horn would get stuck in an infinite loop.

    • Fixed clipping issues with higher FoV values.

    • Fixed issue where cargo activation in events happened twice, awarding double points



    Quality of Life changes.

    • Opening and closing doors now can be heard up to max 25 meters.

    • Player footstep sounds have been lowered a bit.

    • Added distinct sounds for switching between auto and single fire mode.


    • Added additional checks for dragging items. Should fix the issue with using items trough walls because of clipping.

    • Implemented scrolling trough admin command suggestions.



    And everything else.

    • Various server and client optimizations.

    • EAC improvements.

    • Implemented server log for chat
Feb 14, 2019
SCUM - Sippy


Roses are red
because we sprayed them with blood,
you don't need a girlfriend,
just tomorrow's patch, you stud. 🐴
SCUM - Tena
Good afternoon, boys and girls!

We just wanted to bring you up to speed with the stuff we're working on (I walked way too much around the office today to get all of that)!

  • Here's a new gun model fresh from our art team - a DT11. Right now they're working on the animations for it, so it's not quite ready yet, but worry not - you'll have two different new guns to play with in the next patch while you wait for this bad boy.







  • We've promised to add more car models with time and we always keep our word - here's the latest model we're working on.





    We're working on upgrading our driving system with these neat new additions (driving skill will soon be a thing):

  • Improved Vehicle Handling
    Driving skill and skill levels
    Improved Damage System
    Basic Vehicle Repair
    Lock/Open vehicle
    Lockpick/hot wire vehicle
    Refill Fuel System
    Vehicle Sounds/FX


  • We're also working on the urban assets! Yes, we understand you're tired of all the little villages and the scenery and the beautiful coastal area! Okay! We get it! You hate pretty things! That's why we're adding cities, which means we have to make a bunch of stuff to fill them with,


    Low residential building with small cute shops.


    Residential building with creepy stuff in the attic.


    City warehouse that will hold a lot of goodies! (Because why would we lie and lead you to your eternal doom)

  • As you guys liked our caves a lot, we're adding a whole damn mine in the game. No better feeling than being down there without food and water and hearing the support beams start breaking down.


    Entrance to the best party in town!


    Just joking, it's filled with terror.


    But for real, do not go down there.

  • I wanted to start this with a rock hard joke, but I wasn't allowed. Anyway, we have a quarry on the way as well. Couldn't find a rock for that knife? We got you, fam!






  • Let's talk items. We have a lot of new items in the works for you guys, here are some previews!


    A small trap for small animals.


    Can't wait to see what you guys will do with this one.


    A deadly weapon and a tool, 2 in 1, nailed it!


    More bows more fun!


    We also heard you like crossbows



Okay, we sorted all the pretty pictures (did we?). But we still have other info that we want to share!

  • We started working on objectives, missions and tutorials. Down below you can see some concepts of future NPCs that will play a role in SCUM.


  • Inventory rework

    From the ground up, visuals and functionality. We are aware that the current inventory is a bit clunky and confusing. That's why we decided to get back to the drawing board with it. Item stacking, item rotation, better stash management, all of it will be better, prettier and more efficient. We'll keep you posted as we make progress!

  • Cooking rework

    That pizza shop I was talking about before? Now you'll be able to have it, and put pineapples on it, as well as other terrifying things. In short, cooking will now work per design, also including various diseases, and possible death. The cooking skill will also be upgraded so having a person who knows how to cook will be a big bonus if you don't want to eat poison mushrooms or bad meat.

    DISCLAIMER: Everything you see and read here is prone to changes, and might end up in the game in a different way.



Quake II - contact@rockpapershotgun.com (Katharine Castle)

With the arrival of the RTX 2060, we now have four [cms-block] cards that can take advantage of the GPU giant’s cool new graphics features, such as their reflection-enhancing ray tracing magic and performance-boosting DLSS tech. But not all games can do both things at the same time, and many more still have no confirmed support for ray tracing and DLSS at all. So I thought I’d do the hard work for you and put everything in a nice, big list, detailing every ray tracing and DLSS game confirmed so far. The list is still quite small at the moment, but if you’re thinking about upgrading to either the RTX 2060, RTX 2070, RTX 2080 or RTX 2080 Ti, then these are the games that are going to get the most out of them.

(more…)

SCUM - Sippy

Here we see Jimmy contemplating the meaning of death.

Hello everyone, here we are again with a new work in progress... no wait, wrong script...

Please stand by

Okay, so looks like it's a small patch we're dropping today, ain't that nice!
So it's a small patch with a few fixes and some optimizations that should improve your gameplay experience.

  • Fixed a bug where sometimes it was still possible to drag and drop crates through doors and walls.

  • Implemented clipping prevention for third person views. Should solve issues with picking up items through walls by using camera clipping, and being able to see outside some buildings through walls.

  • Fixed a bug where you were not able to patch wounds in events.

  • Fixed a bug where you had to request patching wounds twice if they had an item in hands.

  • Fixed a bug where when you holstered a weapon while scoping the FoV multiplier would become incorrect.

  • Fixed a bug where when you exited a vehicle beside a thin wall you would sometimes clip through it.

  • Fixed a bug where items wouldn't be draggable and visible in vicinity if near a window

  • Fixed a bug where you would get stuck with scoping overlay if an event was entered while scoping.

  • Fixed a bug where sometimes when in car other people could see your holstered weapon that was clipping through the roof.

  • Fixed a bug when entering a vehicle a "ghost" backpack would spawn besides the car.

  • Fixed a bug where if you died wet you would respawn wet.

  • Fixed a bug where some items that you stored in your care after some time driving it you couldn't drag and drop it anymore.

  • Fixed a bug where if the vehicle would turn upside down you wouldn't be able to exit the vehicle.

  • Fixed a bug where cargo drops sometimes got stuck in tress, houses and other places where the player could not get to them.

  • We added some small server optimizations.

...