SCUM - Beda
Well long time no see, but we are back with another update. This one has some major changes so pay close attention!





Alright, this one is a big one and contains a lot of information so pay attention. You wanted more metabolism and we are here to deliver. Contamination and infections are now active and a real threat to prisoners.

Let's take it slow. What are infections? Well, it's an invasion and growth of germs/microbes in the body. And the most common way to get it is on unclean and non-sanitized open wounds. So let's talk about that.

From now on when you get a bleeding wound, depending on the clothes you have on, if any, and their cleanliness your wounds can now get Contaminated. The levels of contamination are as follows.
  • No clothes: 0%
  • Completely clean Clothes: 50%
  • Completely dirty clothes: 100%

So the level of contamination from clothing varies on how clean/dirty they are.


No clothes, since nothing is contaminating the clothes there is no contamination part on the toolbar.


Putting a clean clothing item rises the wound contamination to around 50%.


Putting dirty clothing item on rises the contamination level to around 100%

If you have a wound on your legs and you pissed your pants the contamination will rise to 75%, so despite what your grandparents told you it is not a good idea to piss on an open wound.

Alright, we have that covered but you might be wondering: Ok but there is a lot of information on this tooltip right now, what does it mean? Worry not friends I will explain it all right away.
  • First off we have the Contamination bar. This is a useful bar that will automatically show you the progress of your contamination level and its rising or falling rate.
  • Next up we have External Pathogens and Wound germs. These are the bacteria that are entering your body and can lead to infections. External pathogens are all the bacteria that come from outside sources, like explained dirty clothes or dirty bandages, which we will touch upon in a bit. Wound germs can manifest inside of the wound if enough External pathogens are introduced to it. The total contamination rising level is the 2 of them added up.
  • Now we have your Immune system. The Immune system is the ability of your own body to combat outside bacteria with its own defensive mechanism. The strength of your Immune system depends on your Constitution stat. The Immune system can be boosted with antibiotics again more on that down below.

So how do you combat Contamination? Well by disinfecting the wound and or using the right bandages. Medical items are all disinfected. Rags have the same Contamination level as clothing. Clean rags are 50%, dirty ones 100%. But we added another rag type available to craft: aseptic rag. All you need is a clean rag and some isopropyl alcohol. Then just select the rag and you can disinfect it.



You can also apply the alcohol, or absinthe also works in these cases, directly on your wound to disinfect it, but be careful tho. On open surfaces, the alcohol starts to evaporate after a while so you will have to maintain the cleanliness of the wound. You can do that by removing bandages and adding new ones or cleaning the wound again. That is right you can now remove the bandage when you patch up a wound. It's pretty useful when you have a dirty rag to patch up immediately and want to switch out to a clean one when safe to avoid infection.



Bandaged up wounds have a little white arrow on them which you can click and choose to remove the bandage that way.

Ok so we have that covered, now what happens if you have no choice and need to stop bleeding with a dirty bandage or have a bigger wound or maybe multiple, so more bacteria go in and your contamination level reaches 100%. Then an infection manifests. There are 3 stages of the infection.







Depending on which stage the infection is in it will influence your statistics and proficiency for as long as it is active, and will slowly deal damage over time. Once your infection rate fills up stage 3 you will manifest Sepsis in your body.

Note: Your bleeding wound will not exit the recovery state for as long as the infection regarding that wound is still active.



Sepsis is a dangerous state where your infection has already spread so much that your body will start attacking itself. If all of the wounds and infections are left untreated Sepsis will lead to death and will highly impact the performance of your character.

Remember how you can boost your immune system by using antibiotics? This is how you combat infections and sepsis. By taking an antibiotic you can boost your immune system and help it destroy the bacteria that is the source of the infection and help your body close the wound up after it is all gone.







Keep in mind that in case of multiple infected wounds your immune system will need to adjust on all of them accordingly to the severity of those wounds.

Once all of the infections are clear, the sepsis will clear as well and that will get you good to go.

Oh, and there is another thing here. Puppets now cause Wound germs on their hits with their dirty dirty nails so be careful!





We have another NPC trader for you all: the Doctor.



The Doctor sells all kinds of medical items and utilities, after all, health is important but not free in a survival scenario.



Another nifty feature is the new BB door remote. You can place these on any lvl 3 and above BB doors.



The feature contains 2 items, the remote key and remote sensor. Before you can start using it you will need to pair the key to the system in your inventory.



You can pair up to 10 keys to one sensor. But be careful once paired anyone can use it, even the enemy.

Once paired you have a new slot where you can place the sensor.



And then you can either put it in a quick access slot or use it in inventory to open/close doors!





We also have a new weapon for you all, the DT-11B sawed off.




  • Fixed the bug where you couldn't refuel the boats at certain gas stations.
  • Fixed the bug where you wouldn't get foot abrasions and shoes wouldn't lose durability while mounted on a wheelbarrow.
  • Fixed the bug where rabbits and chickens would react to drones.
  • Fixed the bug where you would have ammo stack 0/20, 0/30.
  • Fixed the bug where you could choose head option number 7 in character creation menu.
  • Fixed the bug where swapping back seats while the vehicle is moving would cause the player that is swapping seats to move outside the vehicle.
  • Fixed the bug where base building doors would be visible from a large distance.
  • Fixed the bug where the killbox host wasn't saying quotes.
  • Fixed the bug where players wouldn't get unsilenced after their silence duration has expired.
  • Fixed the bug where using the "#listsilencedplayers true" command with no silenced players would cause a fatal error.
  • Fixed the bug where re-equippig one of the dirty items would cause all of the clothes to look clean.
  • Fixed the bug where items would sometimes disappear upon holstering them.
  • Fixed the bug where items would sometimes go in the wrong holster.
  • Fixed the bug where the prisoner would respawn inside the upgraded bed.
  • Fixed the bug that would show the player interactions with explosive traps which are not implemented yet.
  • Fixed the bug where the wheelbarrow would launch into the air on low FPS.
  • Fixed the bug where the prisoner would get stuck doing an animation while uncrafting bundles.
  • Fixed the bug where the prisoner could respawn on destroyed shelter.
  • Fixed the bug where double-clicking ammunition from the vicinity into your inventory wouldn't stack ammo correctly and would sometimes consume extra ammo.
  • Fixed the bug that would cause the number of remaining uses of an item in a chest to be displayed incorrectly in the treatment panel.
  • Level design fixes.



  • Increased fillable radius for replenish able resources.
  • Adjusted buying and selling prices depending on the number of online players.
  • Tab panels will now stay open if you jump in place or fall for a short time.
  • Temporarily removed birds from the game (pending rework).
  • Only owners and squadmates can now push vehicles.
  • Urination will make your lower body clothes 50% dirtier now.
  • Adjusted sardine meat vitamin B6 amount.
  • Added "Vehicle parking" option to custom zone settings.
  • Soap now has 10 uses instead of 30.


  • We have a new server settings for you:
    Under [SCUM]
    AllowSkillGainInSafeZones=0 (that is default value)
    (0 means that skill gain in safe zones is disabled and 1 means it's enabled)

    [SCUM.Vehicles]
    VehicleMaxAllowedTimeInForbiddenZones=120


SCUM - Beda
Another start of the week another development update! Check out what we've been up to this past week.




  • Bugfixing.
  • Adjusting trench foot mechanics according to feedback.
  • Optimizing bandwidth for the UI.
  • Working on farming replication system.
  • Transferred boats to the new vehicle physics system.
  • Resolving UI bugs.
  • Further work on transferring the UI to the new system.
  • Refactoring prisoner code.
  • Support for Danny Trejo character creation.
  • Upgrading internal commit system.
  • Researching infections.
  • Further work on respawn rework.


  • Creating modular meshes for references.
  • Created blockout layout for the new powerplant POI.
  • Created modular industrial building.
  • Working on a new stadium.
  • Reworked the high school building.


  • Finishing up Danny Trejo tattoos.
  • Fixing up female characters.
  • Working on the new main menu rework.
  • Further work on Wild Hunters concept art.
  • Created low poly for tractor armor.
  • Creating rigging and vortex weight for Mr. Brenner.
  • Further work on improvised Grenade launcher.
  • DT11B short textures.
  • Created the Defender chassis.
  • Creating new clothing.
  • Creating new heavy armored vest.
  • New vehicle animations.


  • Audio bugfixing.
  • Working on the new rifle sounds.
  • Working on new trader voicelines.


  • Resolving the issues with whitelisting.
  • Catching and banning cheaters.
  • Reporting feedback from the community.
  • Reporting the bugs.


  • Adjusted trench foot parameters.
  • Adjusting BB doors parameters.
  • Adjusting footwear properties.
  • Creating design documents for further regular updates.


SCUM - Beda
Well, you know the drill after the patch. Here is the hotfix everyone:




  • Fixed the bug where big steak with potatoes was not consumable.
  • Fixed the bug where Fisherman trader NPC animations would not play out.
  • Fixed the bug where players would not despawn when gracefully logged out.
  • Fixed the bug where some sliding doors audio keeps looping.
  • Fixed the bug where airplane doors and door frames would get messed up after relog.
  • Fixed the issue where multiple purchases or sales of the same item would issue more lines than necessary in the economy log.
  • Fixed the missing collision from a prison building.
  • Fixed wrong fishing bait descriptions.
  • Fixed the issue where rain collectors wouldn't correctly collect rain.
  • Fixed the issue where you couldn't take off with planes at the C2 outpost strip.


  • Increased how much time it takes to get Trench Foot.
  • Tweaked water propagation factors on footwear items.
  • Footwear will have increased water propagation with lower durability.
  • Increased inner height of the Airplane BB doors.
SCUM - Beda
Hey hey people it's Monday and it's time for another Dev up... no wait it's patch day! Check out new stuff we have for you on the island!





Let's start with the loudest one. We have another plane ready to zoom across the sky and scout the seas. The new Seaplane is now available!



With the capability of landing and taking off from both sea and land, this is a perfect aircraft for those who desire to claim one of the uninhabited islands but still like to move around the map, or Indiana Jones roleplayers.









We have a new BB element for you as well. So you did it, you finally got your plane out of that airfield, avoiding mechs, zombies and sacrificing materials. Now what? Land it anywhere so someone else can just take it, he who sacrificed nothing, he who did not learn mech patterns and he who did not commit hours of getting it out of there? Nay we say, nay to the thieves and their thieving hands, why should they get your prize without putting in any work. With this new BB element you can now create a big door, a hangar door if you would, so you can secure your plane, lock it, keep it secret, keep it safe. Or you can just build an empty one so people waste their lockpicks, you know up to you.



And ofcourse we have multiple levels of these doors.












We have a new trader for you all. The bartender can now serve all your liquid and food desires. Located in now open saloons, feel free to sit down have a drink, grab some chow and relax a bit.



Most of the food and drink items have been transferred from the general goods store to the bartender, but that is not all she will have to offer, but that comes later.





Now for a feature that builds on an old one. WE promised more metabolism depth and here we go. You can now get a new condition: Trench foot. Contrary to the name you don't get it from being in a trench but by constantly keeping your feet wet.

There are different stages to it and ways to treat it. If you keep your footwear and feet wet constantly without drying them out, you will progress through 3 different stages.

  • Stage 1

-In stage 1 your character will start feeling pain signaling that Trench foot is forming.

  • Stage 2

-In stage 2 your character will not only have pain but blurred vision as well and your health will slowly start dropping.

  • Stage 3

-In stage 3 Trench foot has completely developed. Your character is experiencing extreme pain and will start limping. Health will start dropping more rapidly and if untreated will die.

The way to treat trench foot is easy. Get your feet somewhere warm and dry. Then wait till the wound goes into recovery.

Now here is the kicker that you need to be aware of: Terrain wetness is now determined by the terrain itself as well. that means areas like snow and swamps will get you wet. So make sure you have proper shoes for proper terrain.


  • Fixed the bug where you could refuel vehicles while moving.
  • Fixed the wrong candle inventory size.
  • Fixed the bug where player would get kicked if taking something from surrendering player.
  • Fixed the bug where killbox gas did not deal damage.
  • Fixed the bug where food eaten in small chunks would digest faster than eating it in one sitting.
  • Fixed the bug where white rectangular icons would appear on sold items list.
  • Fixed the issue where prisoner body would vanish too soon.
  • Fixed the bug where prisoner sometimes could get stuck when repairing items.
  • Fixed the bug where player would respawn with wet items on.
  • Fixed the bug where firearm weapon decay visuals would not update in Single player.
  • Fixed the bug where you could light a candle in your backpack.
  • Fixed the bug where player could move around while picking up a sandbag.
  • Fixed the bug where photo mode would turn off motion blur permanently.
  • Fixed the bug where unequipping fishing items would make them disappear.
  • Fixed the bug where fishes were not draggable on the floor.
  • Fixed the bug where photo mode would return player to third person on FP only servers.
  • Fixed the bug where photo mode would reset your velocity mid air.
  • Fixed the bug where underwear would stay dry when urinating in them.
  • Fixed the bug where locks would disappear when trying to remove them from planes


  • Airplane repair kit, pilot hat and jacket and BayRiffer Block are now available at traders.
  • Nerfed gunpowder requirement for crafting explosive bolts.
  • Added information on mushrooms tooltips.
  • Added new icons for explosive bolts.
  • Reduced weight of improvised tire kit.
  • Economy logging now properly displays sold vehicles price.
  • Digestion item tooltips now shows water intake and alcohol content.
  • After liquor has been drank, digestion item inside the metabolism panel will show Liquor instead of Alcohol.
  • After beer has been drank, digestion item inside the metabolism panel will show Beer instead of Alcohol.
  • Macronutrient tooltips now show actual usage of macronutrients per hour instead of required amounts per hour.
  • Players will no longer get fame points from achievements.
  • Adjusted vicinity panel scrollbar width while trading.
  • Tweaked item prices.
  • Reduced the influence of sand and snow to footwear damage and foot abrasions.
  • Players can now be silenced on different channels.
  • DLSS now has 5 different profiles: ultra performance, balanced, quality and ultra quality.
  • Different footwear now have different water propagation values.
  • Scout and Duster planes now have alternators.
  • You can no longer buy poisonous mushrooms.
  • Another round of network optimizations.
  • Improved the damage model on airplanes.
  • Added the ability to revive players with Phoenix tears.


  • Implemented trader log.

SCUM - Beda
Happy Monday everyone! Time for another development update. Check out what the crew has been up to this week!




  • Resolving the metabolism issues.
  • Validating RPCs.
  • Fixing the issues wit the M1.
  • Fixing the destroy BB elements issues in Sinlge Player.
  • Research for farming system.
  • Implementing new metabolism diseases and damages.
  • Finishing up on the first prototype for modular vehicles.
  • Fixing substepping issues.
  • Working on the new seaplane.
  • Working on the Phoenix tears revive feature.
  • Working on a respawn system rework.
  • Working on economy logs.
  • Fixing the issues with disappearing animal corpses.
  • Bugfixing.


  • Optimizing the outposts.
  • Analyzing Garbage collection test results.
  • Profiling memory usage.
  • Working on indoor structures.
  • Working on Samobor structures.
  • Bugfixing.


  • Further work on vertex weight on female models.
  • Further work on VHS animations.
  • Rigging and weighting new NPC type.
  • Finished up weapons Decay.
  • Finished rigging for the Improvised GL.
  • Working on female facial expressions.


  • Research for new vehicle sounds.
  • Bugfixing.


  • Catching and banning cheaters.
  • Reporting feedback from the community.
  • Reporting the bugs.
  • Giving feedback on new features.
  • Working on a mystery event.


  • Preparing the system for new regular updates.
  • Economy adjustment.
  • New tooltips.


SCUM - Beda
Monday is here and so is the Development update, on time this time!




  • Divided the kills from events to log into separate kill log.
  • Fixed the airplane spawners in Single player.
  • Research for item rework.
  • Working on modular vehicles attachment system.
  • Research for farming system.
  • Created a script for redictories in the editor.
  • Working on different mushroom effects.
  • Created the prototype of modular vehicles.
  • Optimizing data.
  • Setting up Fisherman trader items.
  • Bugfixing.


  • Outpost optimizations.
  • Inspecting the texture memory status.
  • Optimizing Samobor city. (like 70% of the team is on that)
  • Finishing bathroom props and decals.
  • Setting up the fisherman traders post.


  • Setting up VHS recoil animation.
  • Setting up VHS down the sights and first person animations.
  • Facial animations for the remaining traders.
  • Rigging assets for Mr Brenner.
  • Worked on weapon decay visuals.
  • Adapting the new vehicle model for modular vehicles.
  • Working on new armored vest.
  • Re-texturing bulletproof vests.
  • Improvised GL animations.
  • Painting vertex weight on female character models.
  • New motorbike animations.
  • Remaining trader body animations.


  • Bugfixing audio.
  • Cleaning up and syncing remaining trader audio.
  • Improving water sounds.


  • Catching and banning cheaters.
  • Reporting feedback from the community.
  • Reporting the bugs.
  • Writing the patch notes.
  • Giving feedback on new features.
  • Working on a mystery event.


  • Researching the electricity system.
  • Reviewing design documents.


SCUM - Beda
I'm running out of joke lines about how we always have a hotfix for a patch but nonetheless here we are:




  • Fixed the bug that caused crashes on puppet spawn.
  • Fixed the bug where arrows and bolts would spawn an incorrect amount.
  • Fixed the bug where car mechanic audio would not play.
  • Fixed the bug where player was able to remove the clip from M1 when the M1 was holstered.
  • Fixed the wrong base selling price for small fish hook.
  • Fixed the bug where player was unable to destroy base building elements in singleplayer.
  • Fixed an issue with the EconomyOverride.json file where prices were applied to all traders instead of only specific ones.
  • Level design fixes.
SCUM - Beda
Hey everyone, been a while but we are here with another patch. We have some new stuff and a lot of fixes, so lets get to it!





Let's start with the new trader NPC the good ol fisherman.



Now found around the outposts this good ol geezer will have some good nautical goodies to buy and sell.
Of course not only does he sell boats, rafts and the sort but you can also get fishing supplies and use them to sell fish. It's an honest peaceful life. And remember don't talk to the raven.



We have revamped the way weapon decay looks on weapons. With these new details you will be able to see the condition of weapons much easier and give you that gritty look to the abandoned weapons.

















  • Fixed the bug where the players would sometime not able to fill an empty bottle.
  • Fixed the bug where sometimes loading more rounds into the M1 would make rounds go void.
  • Fixed the bug where it was possible to remove partial empty clips from the M1.
  • Fixed the bug where "puppet damage" custom zone setting affected animals as well.
  • Fixed the bug where airplane propellers could deal damage in safe zones.
  • Fixed the bug where lasers in killboxes sometimes would not activate.
  • Fixed some icon issues.
  • Fixed the issue where sometimes the server would crash due to price cache.
  • Fixed the bug where the tire skid audio would play when it shouldn't.
  • Fixed the bug where planes would not spawn in Singleplayer properly.
  • Fixed the bug where suppressed AK would not produce sounds after more than 30 rounds were fired.
  • Fixed the nutrient data on wrong inputs.
  • Fixed the bug where some items would still show in hands even though dropped.
  • Fixed the issue where the RPK bullet chamber audio would desync.
  • Fixed the bug where no audio would be played when filling up some blueprints.
  • Fixed the bug where wrong audio would be played on door interactions.
  • Fixed the bug where checking ammo with no magazine would give wrong max possible number.
  • Fixed up the issues in item descriptions.
  • Fixed the issues with some tooltips.
  • Fixed the issue where crafting improvised shotgun would not spend resources properly.
  • Fixed the text formating when checking battery status on auto crossbow.
  • Fixed the bug where pressing the ESC button with metal detector equipped would now open menu screen.
  • Fixed the bug where name-able items would not save names properly when named with non-ascii characters.
  • Fixed the animation bug regarding the wheelbarrow.
  • Fixed the bug where items activated in killbox were not interactable after server restart.
  • Fixed the bug where editing custom zones would crash the server.
  • Fixed the bug where the contents of vinegar bottle could not be spilled.
  • Fixed the bug where you could get food abrasions when prone.
  • Fixed the bug where you could control your character in pause menu.
  • Fixed a bug where rowing in a boat would not drain stamina.
  • Fixed the stuttering on car mechanic trader.
  • Fixed the bug where killbox would sometimes not initialize properly.
  • Fixed the bug where the character would not loose oxygen when fainting into water.
  • Fixed the bug where camera is not returning to car view after exiting photo mode in SP.
  • Fixed the bug where items left behind in killbox would not get destroyed on killbox end.
  • Big wave of streaming optimizations.
  • Another wave of network optimizations.
  • Reduced RAM usage of the game.



  • Increased the plane audio range.
  • Decreased audio range for cutting actions.
  • Poisonous mushrooms now generate food repulsion.
  • Head bag can now be sliced into rags.
  • Optimized the lasers in the killbox.
  • Made cauliflower edible.
  • Made salted bleak filet edible.
  • Added missing eating sounds.
  • Added description to DW715 rail.
  • Gold Deagle can now be spawned under BPC_Weapon_DEagle_50Gold name.
  • Increased admin drone top speed.
  • Improvised/Animal skin quiver now gives survival skill xp when crafted.
  • Sand bag can now be crafted with little spades.
  • Adjusted trader prices.
  • Aeroplane and car repair kits now have 20 uses.
  • Aeroplane repair kit now properly repairs the plane per use.
  • Skills can no longer be leveled up in trader zones.
  • Isopropyl alcohol is not drinkable anymore.
  • Mines will no longer show up on trader inventory if server setting disables mines.
  • Reduced the lense flare effect on red dot sights.
  • Chainsaw no longer falls under blade crafting category.
  • Adjusted water spline parameters.
  • Puppet meat can't be used with recipes anymore.
  • All vehicles can now be repaired with no skill.
  • Slicing medical gloves now produces rubber bands.
  • Implemented separate kill logs for events.
  • Standing torches can no longer be placed in inventory.
  • Updated localizations.
  • Changed the announcement font to support international characters.


  • Added new possibiltiy to spawn command. You can now spawn exact number of ammo and cash with ammo count and cash value variables.
    Examples:
    • #spawnitem Cal_22 1 AmmoCount 3
    • #spawnitem BP_Cash 1 CashValue 6969
SCUM - Beda
Monday is here and so is the Development update, on time this time!




  • Resolving the issues with ammunition.
  • Further backend work on modular vehicles.
  • Researching vehicle network issues.
  • Research on the replication graph.
  • Researching the prerequisites for the inventory rework.
  • Adjusting the engine devkit fix some graphical environmental issues.
  • Further network testing.
  • Testing the new physics plugins.
  • Fixing up the admin commands.
  • Resolving some economy issues.
  • Optimization of the pricing cache system.
  • Optimizing the killbox mechanics.
  • Transferring the master server to better hardware.
  • Upgrading the internal task management system.


  • Further optimizing outposts.
  • Implementing virtual textures.
  • Finished another version of ruined houses.
  • Fixup of the distant cleanup redirectory.
  • Fixing the level bugs.
  • Reworking the gas stations.
  • Optimizing the traders.
  • Creating new set of buildings for Samobor city.
  • Optimizing the mesh assets.
  • Profiling the outpost.
  • Profiling garbage collection system.
  • Building folder fixup.
  • Working on furniture and props.


  • Working on the new tattoos.
  • Rigging the VHS rifle.
  • Rigging the Grenade Launcher.
  • Started with the VHS animations.
  • Finished low poly interior of the new car.
  • Started mapping the new car.
  • Further work on the Wild hunters caves concept art.
  • Working on the doctor facial animations.
  • Finished the new variation of the Hunter rifle model.
  • Working on new bolt action rifle.
  • Working on the improvised grenade launcher model.
  • Working on the seaplane skeleton mesh.
  • Reworking shaders for weapon decay.
  • Revamping the stabproof vests.
  • Finished the fisherman facial animations.
  • Working on the animations of the new motorbike variation.


  • Resolving sound issues.
  • Optimizing the audio library.
  • Working on special masks to separate water sounds.


  • Resolving the issues with whitelisting.
  • Catching and banning cheaters.
  • Reporting feedback from the community.
  • Reporting the bugs.


  • Adjusted repair kits.
  • Creating design documents for further regular updates.


SCUM - Beda
Hey people, sorry it is a bit late but we are here with it. Check it out!




  • Made an editor script for editing static meshes.
  • Solving issues with airplane spawning in Single Player.
  • Research for the item rework.
  • Heavy bug fixing.
  • Optimizations for streaming and garbage collection.
  • Implemented fixes to the engine ini file.
  • Cleaning up refractors.
  • Pricing fixes.
  • Fixing the issues that allowed exploitations.
  • Fixing the issues for airplanes.
  • Working on a new attachment system.
  • Working on network optimizations.
  • Working on physics optimizations.
  • Working on a new zone notification system.
  • Reworking revive system with Phoenix tears item.
  • Testing the RCON plugins.
  • Working on the master server


  • Optimizing outposts.
  • Profiling the garbage collectors.
  • Optimizing heavier assets.
  • Optimizing the boss building.
  • Working on virtual textures.
  • Cleaning up distant meshes.
  • Finished the stone houses.
  • Reducing the number of actors on the level.
  • Fixing the level bugs.
  • Reworking the gas stations.
  • Optimizing the traders.
  • Creating new set of buildings for Samobor city.
  • Creation of bathroom props.
  • Optimizing the mesh assets.


  • Finishing up the new character model.
  • Preparing materials for new weapon motion capture.
  • Concept art for Wild hunters concept art.
  • Creating low poly floater for new vehicle.
  • Further work on the M1887 shotgun.
  • Working on the new clothing.
  • Cleaning up new NPC voice line animations.


  • Fixing up and cleaning the audio issues.


  • Resolving the issues with whitelisting.
  • Catching and banning cheaters.
  • Reporting feedback from the community.
  • Reporting the bugs.
  • Adjusted Hardcore server settings.


  • Adjusted prices for traders.
  • Adjusted available items on traders.
  • Preparation for further regular updates.


...