SCUM - xKiCkx
Hello everyone, happy Wednesday! You've been patient so let's get to the update!





First of all we have a return of another vehicle, bicycles are back. Both the city bike and the mountain bike.





Adjusted to the modular vehicles model, the bicycles work similarly to motorbikes with an obvious difference. The bicycle engine is you. So get ready, stretch those hamstrings, and pedal away. But don't think you will just be able to go on forever, for another feature was born. A sneaky one.



Accumulated fatigue has started to creep in to all prisoners. So what is it? How does it work? Well curious little friend read on.

To start we will start with MSI which stands for maximum (initial) stamina value. Till now things that influenced MSI were many things like diseases, wounds etc. but now it is also influenced by the accumulated fatigue. We call this MSR or Maximum stamina reduction.

Ok we have those terms nailed down, those will be important.

Accumulated fatigue represents gradual wearing off the character while exposed to strenuous actions. The rate depends on CON attribute.

Accumulated fatigue can be seen as a counter of spent Stamina Units. With a full stamina bar spent MSR will increase by 1 SU.

The accumulated fatigue can never reduce the stamina below RS, or Stamina Reserve.



So how do you rest the fatigue? Well there are a couple of methods:
  • Eating food: Depending on food and food state you will be able to regain some of the MSI.
    The quality of food counts as well, so if the food is so bad that it gives you food repulsion you get nothing.
  • Consuming energy drinks can temporarily remove accumulated fatigue, but it will return once drink effect wears off.
  • Drinking a hot beverage like coffee can recover some SU per hour. Drinking more than 1 per hour will not increase SU gain.
  • Sleeping: will restore 0.2SU per minute game time. Sleeping will only count when sleeping in beds. Resting outside of beds example lying down on the floor will regain some fatigue but at a reduced state. If players log out while lying down in beds(or anywhere it will count as sleeping as well, logging out outside of beds will not count towards resting.



Now counting the sleeping mechanic what happens if you want to logout in the middle of nowhere, without a bed and no time to craft one? Well happy campers that is where this new item comes into play.



Yep you read that right, you can now carry your bed with you!



You can carry it around on your back (uses the same slot as quiver so you can have both your backpack and bedroll on you) and when it's time to rest you just plop it down and rest.



Wait a minute Patch notes guy? What happens if I want to log out with it? Will it disappear?

Well curious friends don't think we haven't thought of that as well. When you want to do that there is a timer that starts after the logout timer ends. When that timer expires the bedroll will disappear with you and will appear again with you. On officials the default is 0 so it disappears immediately with you, but private servers can set that as you want. Be careful with it tho. If someone takes the bedroll in the meanwhile your character will not count towards sleeping state while logged out.



And another important item is here as well. The dial lock. Another way to protect your base, vehicle, chest you name it.



So how does it work? Well it's pretty simple. It is a lock that works on combination of 3 dials. To set it somewhere first you need to take it in your hands and select the set combination action.



After that it will give you an option to set your combination.



Then you just place it on whatever you wish and have a new layer of protection. The person trying to get in will need to guess the combination if he has enough fame points for each wrong guess, and enough health when the lock is combined with zappers.



Some new changes to Samobor as well. We added some new atmospheric effects to bring that apocalyptic feel to it and help with the streaming/optimization options on the city. Here are some pictures but it is best felt live.








  • Fixed the bug where new TNT/Pipe bomb would detonate inside vehicle inventory.
  • Fixed the bug where weapon attachments would disappear on relog.
  • Fixed the bug where backpacks in hands would not fill up when adding items into them.
  • Fixed the bug where you lost fame points when committing suicide while in event.
  • Fixed the bug where arrows in quivers would stay visible when the quiver would be hidden.
  • Fixed the issue where players would be stuck on bikes after relog.
  • Fixed the issue where deleting vehicles on car jacks would cause a crash.
  • Fixed the bug where garden hoes would cause no melee damage.
  • Fixed various sound issues.
  • Fixed the bug where car jacks could stack on top of each other.
  • Fixed the bug where Aim PRO red dot was not spawning.
  • Fixed the bug where wheel armor would change type when installed.
  • Fixed the bug where gloves would rapidly deteriorate when crawling and reloading weapons.
  • Fixed the bug where players could interrupt vehicle entry by running into them mid animation.
  • Fixed the bug where incorrect unmount position would be chosen when running out of stamina during vehicle push.
  • Fixed the issue where sometimes you were not able to service dirt bikes on mechanic lifts.
  • Fixed the issue where players would get connection lost error while loading into a server.
  • Fixed the bug where certain items would drop bellow the terrain when base building elements under them would get destroyed


  • All weapons will now be detectable by metal detector.
  • Adjusted item descriptions.
  • Reduced time needed to destroy plants.
  • Adjusted recipe descriptions on some BB elements.
  • Pilot hat will now provide warmth.
  • Adjusted item availability on traders.
  • Chopping fish into fillets and steaks will now produce same durability of the whole fish.
  • Implemented better push start function.
  • Adjusted medical gloves torn gain.
  • More items can now be thrown.
  • Adjusted some item spawn rates.
  • Puppets will now properly hit players in an open mount slot.


  • Added server setting for bicycles:
    [SCUM.Vehicles]
    VehicleSpawnGroup.Bicycle.Max=20
    VehicleSpawnGroup.Bicycle.MaxFunctional=20
    VehicleSpawnGroup.Bicycle.MinPurchased=5
  • Added server setting for bedroll logout visibility timer in seconds:
    [SCUM]
    BedrollVisibilityTimer=0
  • Added server setting to enable/disable accumulated fatigue:
    [SCUM.Prisoner]
    DisableAccumulatedFatigue=0


SCUM - Beda
Hello everyone, happy Wednesday! You've been patient so let's get to the update!





First of all we have a return of another vehicle, bicycles are back. Both the city bike and the mountain bike.





Adjusted to the modular vehicles model, the bicycles work similarly to motorbikes with an obvious difference. The bicycle engine is you. So get ready, stretch those hamstrings, and pedal away. But don't think you will just be able to go on forever, for another feature was born. A sneaky one.



Accumulated fatigue has started to creep in to all prisoners. So what is it? How does it work? Well curious little friend read on.

To start we will start with MSI which stands for maximum (initial) stamina value. Till now things that influenced MSI were many things like diseases, wounds etc. but now it is also influenced by the accumulated fatigue. We call this MSR or Maximum stamina reduction.

Ok we have those terms nailed down, those will be important.

Accumulated fatigue represents gradual wearing off the character while exposed to strenuous actions. The rate depends on CON attribute.

Accumulated fatigue can be seen as a counter of spent Stamina Units. With a full stamina bar spent MSR will increase by 1 SU.

The accumulated fatigue can never reduce the stamina below RS, or Stamina Reserve.



So how do you rest the fatigue? Well there are a couple of methods:
  • Eating food: Depending on food and food state you will be able to regain some of the MSI.
    The quality of food counts as well, so if the food is so bad that it gives you food repulsion you get nothing.
  • Consuming energy drinks can temporarily remove accumulated fatigue, but it will return once drink effect wears off.
  • Drinking a hot beverage like coffee can recover some SU per hour. Drinking more than 1 per hour will not increase SU gain.
  • Sleeping: will restore 0.2SU per minute game time. Sleeping will only count when sleeping in beds. Resting outside of beds example lying down on the floor will regain some fatigue but at a reduced state. If players log out while lying down in beds(or anywhere it will count as sleeping as well, logging out outside of beds will not count towards resting.



Now counting the sleeping mechanic what happens if you want to logout in the middle of nowhere, without a bed and no time to craft one? Well happy campers that is where this new item comes into play.



Yep you read that right, you can now carry your bed with you!



You can carry it around on your back (uses the same slot as quiver so you can have both your backpack and bedroll on you) and when it's time to rest you just plop it down and rest.



Wait a minute Patch notes guy? What happens if I want to log out with it? Will it disappear?

Well curious friends don't think we haven't thought of that as well. When you want to do that there is a timer that starts after the logout timer ends. When that timer expires the bedroll will disappear with you and will appear again with you. On officials the default is 0 so it disappears immediately with you, but private servers can set that as you want. Be careful with it tho. If someone takes the bedroll in the meanwhile your character will not count towards sleeping state while logged out.



And another important item is here as well. The dial lock. Another way to protect your base, vehicle, chest you name it.



So how does it work? Well it's pretty simple. It is a lock that works on combination of 3 dials. To set it somewhere first you need to take it in your hands and select the set combination action.



After that it will give you an option to set your combination.



Then you just place it on whatever you wish and have a new layer of protection. The person trying to get in will need to guess the combination if he has enough fame points for each wrong guess, and enough health when the lock is combined with zappers.



Some new changes to Samobor as well. We added some new atmospheric effects to bring that apocalyptic feel to it and help with the streaming/optimization options on the city. Here are some pictures but it is best felt live.








  • Fixed the bug where new TNT/Pipe bomb would detonate inside vehicle inventory.
  • Fixed the bug where weapon attachments would disappear on relog.
  • Fixed the bug where backpacks in hands would not fill up when adding items into them.
  • Fixed the bug where you lost fame points when committing suicide while in event.
  • Fixed the bug where arrows in quivers would stay visible when the quiver would be hidden.
  • Fixed the issue where players would be stuck on bikes after relog.
  • Fixed the issue where deleting vehicles on car jacks would cause a crash.
  • Fixed the bug where garden hoes would cause no melee damage.
  • Fixed various sound issues.
  • Fixed the bug where car jacks could stack on top of each other.
  • Fixed the bug where Aim PRO red dot was not spawning.
  • Fixed the bug where wheel armor would change type when installed.
  • Fixed the bug where gloves would rapidly deteriorate when crawling and reloading weapons.
  • Fixed the bug where players could interrupt vehicle entry by running into them mid animation.
  • Fixed the bug where incorrect unmount position would be chosen when running out of stamina during vehicle push.
  • Fixed the issue where sometimes you were not able to service dirt bikes on mechanic lifts.
  • Fixed the issue where players would get connection lost error while loading into a server.
  • Fixed the bug where certain items would drop bellow the terrain when base building elements under them would get destroyed


  • All weapons will now be detectable by metal detector.
  • Adjusted item descriptions.
  • Reduced time needed to destroy plants.
  • Adjusted recipe descriptions on some BB elements.
  • Pilot hat will now provide warmth.
  • Adjusted item availability on traders.
  • Chopping fish into fillets and steaks will now produce same durability of the whole fish.
  • Implemented better push start function.
  • Adjusted medical gloves torn gain.
  • More items can now be thrown.
  • Adjusted some item spawn rates.
  • Puppets will now properly hit players in an open mount slot.


  • Added server setting for bicycles:
    [SCUM.Vehicles]
    VehicleSpawnGroup.Bicycle.Max=20
    VehicleSpawnGroup.Bicycle.MaxFunctional=20
    VehicleSpawnGroup.Bicycle.MinPurchased=5
  • Added server setting for bedroll logout visibility timer in seconds:
    [SCUM]
    BedrollVisibilityTimer=0
  • Added server setting to enable/disable accumulated fatigue:
    [SCUM.Prisoner]
    DisableAccumulatedFatigue=0


SCUM - Beda
Happy Monday all! It's that time again, get that first coffee in or relax after a days work with another dev update and some news from the SCUM league!




  • Working on the loot rework.
  • Upgrading the entity system.
  • Working on the heat source system.
  • Code review.
  • Bugfixing.
  • Working on the cooking rework.
  • Working on server settings.
  • Resolving issues with the vehicles.
  • Working on the hunting rework.
  • Working on the electricity system.
  • Working on the gas system.
  • Working on the BCU lock.
  • Working on the dial lock.
  • Working on the bedroll system.
  • Working on the accumulated fatigue system.
  • Working on the smoking feature.


  • Bugfixing.
  • Setting up biomes.
  • Inspecting item spawners.
  • Working on the abandoned city POI.
  • Working on the new radar location.
  • Working on the abandoned city platforms.
  • Working on the new police station.
  • Working on the new interior.


  • Working on the new trailer.
  • Bugfixing.
  • Working on new concept art.
  • Working on cooking rework assets.
  • Finished the new locks assets.
  • Working on smoking effects.
  • Working on the vehicles damage models.
  • Working on new clothing.


  • Working on the trailer sounds.
  • Working on new sentry sound design.
  • Working on new sound mixes


  • Hunting and banning cheaters.
  • Ban appeals.
  • Steam general discussion and bug reports.
  • Performance benchmarking and optimization testing.
  • Testing of upcoming features.
  • Various bug reports.


  • Touching up on new mechanics documents.
  • Tweaking the fuel consumption.



And now a word from the SCUM League:



Are you ready to kick ass and take names? Outplay. Outlast the other prisoners in the Scum League Season 2.2 official survival challenge update.
Get a chance to show your survival and tactical skills in an all-out League side event to win big rewards in a crushing and enduring mid-season challenge that is not for the faint-hearted.
Gather your closest allies and head out quickly to www.scumleague.com to reserve your slots. This time the most loved PE challenge is back with brand new Steam Deck as a reward for the ultimate Survivor.
SCUM - Beda
Happy gloomy Monday! The weather might be changing but the Monday dev update is a constant. Check it out!




  • Working on the loot rework.
  • Working on the fire rework.
  • Code review.
  • Cooking rework.
  • Working on new server settings.
  • Adjusting bicycles to the modular vehicle system.
  • Bugfixing.
  • Working on the hunting rework.
  • Working on the electricity system.
  • Working on the BCU lock system.
  • Working on the dial lock system.
  • Working on the bedroll system.
  • Working on the accumulated fatigue system.


  • Profiling Samobor city.
  • Optimizing the Samobor city.
  • Optimizing asset memory usage.
  • Working on the abandoned city platforms.
  • Working on the Amusement park.
  • Working on the Amusement park residential area.
  • Bugfixing.
  • Further work on the radar location.
  • Working on the control building blueprint.
  • Optimizations.
  • Working on the residential building.
  • Working on garage buildings.
  • Working on the culture centre compound buildings.
  • Vertex painting the culture centre compound.
  • Working on the police station interior.
  • Finished the abandoned movie theatre building.
  • Optimizing the portable stove asset.


  • Working on the new trailer.
  • Working on the cooking rework assets.
  • Working on the UI re design.
  • Working on AT4 projectile model.
  • Finished the RPG model..
  • Working on the dial lock model.
  • Working on SCAR animations.
  • Finished textures for the new quad vehicle.
  • Working on new sentry animations.
  • Working on new clothing items.
  • Adjusting clothing items for new male models.
  • Working on SKS animations.


  • Working on the trailer sounds.
  • Working on new sentry sound design.
  • Working on new sound mixes


  • Hunting and banning cheaters.
  • Ban appeals.
  • Steam general discussion and bug reports.
  • Performance benchmarking and optimization testing.
  • Testing of upcoming features.
  • Various bug reports.


  • Adjusting trader prices.
  • Adjusting crafting recipes.
  • Working on new feature design documents.

SCUM - Beda
A couple of you requested an update so here you go, a good ol regular Dev update!




  • Working on the loot rework.
  • Working on the connection lost issues.
  • Working on the cooking rework.
  • Working on new admin settings.
  • Working on the hunting rework.
  • Bugfixing.
  • Working on electricity system concept.
  • Working on the dial lock.
  • Working on fatigue system.


  • Optimizing Samobor city.
  • Working on new city platforms.
  • Bugfixing.
  • Finished textures for the control building.
  • Working on modular residential buildings for the new city.
  • Optimizing garage buildings in the new city.
  • Further work on the culture building.
  • Texturing the ruined parts of the new city.
  • Finished the city hall building.
  • Blocking out the police station.
  • Finished the movie theater building.
  • Finished the metal fence for the new city.
  • Separating the new city interior from the blueprint.
  • Finished the playground LODs.


  • Working on RPG animations.
  • Working on AT4 animations.
  • Working on new male models.
  • Optimizing vehicle textures.
  • Working on the SCAR animations.
  • Finished the quad vehicle mapping.
  • Finished the vehicle damage testing.
  • Working on new sentry animations.
  • New inmate clothing for new models.
  • Adjusting clothing for new male models.
  • Finished the cooking rework animations.
  • Working on the SKS animations.


  • Tweaking the audio mixing.


  • Hunting and banning cheaters.
  • Ban appeals.
  • Steam general discussion and bug reports.
  • Performance benchmarking and optimization testing.
  • Testing of upcoming features.
  • Various bug reports.


  • Adjusting trader prices.
  • Correcting some descriptions and captions.
  • Working on new feature documents.

SCUM - Beda
Hey hey everyone, middle of the week a perfect time for a hotfix!




  • Fixed the bug where you would not get foot abrasions when wearing destroyed footwear.
  • Fixed the bug where you would not get hand abrasions when wearing destroyed gloves.
  • Fixed the bug where it was possible to climb on bike riders.
  • Fixed the issue related with car jacks that caused crashes.
  • Possible fix for an issue that caused connection lost on slower network connections.


  • Hand abrasion gain lowered by 25%.
SCUM - Beda
Just another manic Monday, with a slice of a dev update.




  • Working on the cooking rework.
  • Code review.
  • Working on the new anti-cheat.
  • Working on hunting rework.
  • Bugfixing.
  • Finished the features for the Valentines day update.
  • Re factoring code related to fame points.


  • Working on general island optimizations.
  • Working on new city platforms.
  • Texturing the radar control building.
  • Finished the new city garage module.
  • Working on the culture centre building.
  • Working on the gym building.
  • Working on the city hall interior.
  • Finished the hospital building.
  • Working on the abandoned city police station.
  • Working on the abandoned movie theater building.
  • Finished the supermarket building.
  • Finished the playground assets.


  • Finishing animations for a single shot rocket launcher.
  • Finished the items for Valentines day update.
  • Working on the UI re design.
  • Working on single shot rocket launcher model textures.
  • Working on RPG model textures.
  • Working on the cooking assets.
  • Working on SCAR animations.
  • Finished low poly for the new quad vehicle.
  • Editing and implementing mesh morphs for engine damage.
  • Testing the new sentry rigging.
  • Working on new sentry animations.
  • Working on new clothing.


  • Working on rocket launcher audio assets.
  • Investigating performance impact of attaching audio components to blueprints for localized audio emitters.
  • Adjusting new mixing pipeline.


  • Hunting and banning cheaters.
  • Ban appeals.
  • Steam general discussion and bug reports.
  • Performance benchmarking and optimization testing.
  • Testing of upcoming features.
  • Various bug reports.


  • Working on new feature design documents.
  • Adjusting trader items.
  • Balancing the item spawners.

SCUM - Beda
The already obligatory hotfix for the latest patch is here. Check it out!




  • Fixed the issue where hand abrasions started at C2 level instead of C1.
  • Fixed the issue where the quiver would render on the back when player is mounted on vehicle.
  • Fixed the bug where abrasions would not be healed when using Phoenix tears.
  • Fixed the issue that caused a server crash relating drones.


  • Hand abrasion gain time slowed down 10x for rowing boats/ pushing wheelbarrows.
  • Hand abrasions gain disabled for crafting/uncrafting and search actions.
  • Hand abrasion gain now takes into account the surface you are crawling on.
SCUM - Beda
And after a Dev update, a game update. Something new, something thematic and something making a return. Check it out!





To start off let's have a look at the number one request. Another vehicle. The dirtbike is now set and ready to return to the island! Now with modular capabilities.



We won't be getting into the details of the dirtbike as you already saw them when first introduced so let's just go through what's new. Naturally as they are modular you will need to find parts before you can get them working again. In case of the bike it's simple: wheels. You will need find a set of wheels to equip on the bike before you can roll it to the gas station or mechanic to fill it up with gas.



Other than that it's the same good ol dirtbike you love, with improved physics of the modular vehicles.

Speaking of gas:



Now how can we be the most realistic survival game out there if we don't make you think about gas prices. I mean that's like the no 1 real life feature for a lot of us these days. Ok but getting serious this is a new feature meant to combat 2 issues we got from your feedback. Gas being readily available and money inflation.

So from now on make sure you have your card ready when hitting the station so you can pay what you use. And watch for those pesky raiders that camp the stations.





Some good news for you Bob the builders. You can now expand the element limit even further with 2 new Expansion kits.



Available at the General goods, and not for cheap, the 25 and 50 options are available. Do keep in mind the maximum you can expand the elements on the flag is for 75 extra. So don't over expend.



So let's talk about something connected to base raiding. Everything in balance. There is one new explosive in the game: TNT.



This new item is powerful and comes with multiple uses. It can be attached to walls like C4 or thrown. In both cases you will need to have a lighter or matches in your inventory. So don't be coming to bug reports saying it doesn't explode. But that's not all, from now on the pipe bomb also has the same functionality. So you might think that makes grenades inferior? Well guess again, grenades can now be attached to walls as well, with ductape.





And let's add some more details to the metabolism. We have foot abrasions but what about them hands? Well now you need to take care of them as well. They work similar to foot abrasions but then again very different. You can get hand abrasions with most actions you do. From crawling, chopping wood or making repairs to rowing or pushing wheelbarrows. So make sure you wear the right gloves for the job. Thick gloves and thin gloves will give you the same amount of protection but the thin gloves will tear faster than thick ones. Gloves that have holes in them will offer no protection.



And of course we know what date it is so we have to have something for the ladies or anyone who feels like one. So make a statement with these new fashion trends.












  • Fixed the bug where sometimes not all elements in flag area would not get repaired when using flag repair.
  • Fixed the issue where wheelbarrows would disappear after death in SP.
  • Fixed the bug where quick access slot would re slot after relog.
  • Fixed the issue where squad members cannot finish the flag blueprints.
  • Fixed the issue where doors would become non interactable after owner leaves the squad.
  • Fixed the bug where admin drones could not interact with some BB elements.
  • Fixed the bug where you could bury weapon racks.
  • Fixed the issue where vehicle doors would miss textures when not attached.
  • Fixed the issue where spawned magazines would sometimes cause a client crash.
  • Fixed the issue where push start option on vehicles was not available.
  • Fixed some caption and description text mistakes.
  • Fixed the issue where BB elements would be owned by a member not a leader when built.
  • Fixed the issue where Cash could not be drag and dropped on inventory item icons.
  • Fixed the issue where in photo mode prisoners would sometimes have a broken pose.
  • Fixed the issue where sometimes players standing on top of vehicles would get catapulted.
  • Fixed the bug where adding a 0 charge battery to a vehicle would not display correctly.
  • Fixed the issue where players could enter vehicles through closed doors.
  • Fixed the bug where players with tied hands could interact with vehicles.
  • Fixed the bug where relogging would remove bonds while in air (on respawn).
  • Fixed some of the wrong icons.
  • Fixed the issue where wrong ingredients would get used when crafting an improvised grenade launcher.
  • Fixed the issue where cooked vegetables would stay in your hands forever visually.
  • Fixed the issue where you could not install wheel armor.
  • Fixed the bug where vehicles would have fire effects under water.
  • Fixed the bug where skills would level down if core attributes would fall below the skill threshold.
  • Fixed the bug where vehicles would not decay in water inside safe zones.
  • Fixed the issue where explosive damage would disable fuel bars on boats.
  • Fixed the bug where sometimes BB elements inside flag area would decay as fast as if they were outside of flag area.
  • Fixed the bug where stake pit traps could be placed on BB elements.
  • Fixed the bug where you could not vault over BB stairs and floors.
  • Fixed the bug where it was possible to stack more than 3 H barrier blocks.
  • Fixed the issue where overtaking a flag would not properly overtake all elements.
  • Fixed the issue where you could not build a lower level door on a higher level wall.
  • Fixed the issue where you could not build modular doors if stairs were behind them.
  • Fixed the bug where players could not place beds, chests and shelters when base building is disabled.
  • Fixed the issue where destroying barbed wire BB element would destroy other elements around it.
  • Fixed the bug where cartridge traps could knock you out in safe zones.
  • Fixed the bug where regular BB walls could sometimes be placed on modular roofs.
  • Fixed the bug where bartenders would greet/say goodbye to players while they are still inside the saloon.
  • Fixed the bug where wheelbarrows would get wobbly after logout.
  • Fixed the issue where interactions on car lift would disappear when moving away and returning.
  • Fixed the bug where ignition sound would not stop playing after starting the vehicle.


  • You can no longer control vehicles while in the process of exiting them.
  • You can now leave vehicles running when exiting by using SHIFT+F combination.
  • Car doors now remain open after entering, prisoners will close them automatically when the car starts moving.
  • Anyone can now remove car jacks unless the car is in an outpost.
  • Reduced the strictness of water depth when driving through with vehicles.
  • Whiskey is back in the item pool.
  • Adjusted the availability of items in trader shops.
  • Removed obsolete CRAP ammo from cartridge trap recipe.
  • Vehicles now turn off when starting to exit a vehicle instead of exit itself.
  • Metal wheelbarrows should now spawn again.
  • Boats should be more stable on low framerates.
  • Adjusted some items weight.
  • Crowbar is now stated as a blunt weapon instead of pierce weapon.


  • Added new setting for fuel prices:
    [SCUM.GameResourceType.Gasoline]

    PricePerUnitMultiplier=1.0
  • Added new setting for Dirtbike spawner:
    [SCUM.Vehicles]

    VehicleSpawnGroup.Dirtbike.Max=20
    VehicleSpawnGroup.Dirtbike.MaxFunctional=20
    VehicleSpawnGroup.Dirtbike.MinPurchased=5
SCUM - Beda
Another start of the week, another Dev update. Read up on what the team has been up to.




  • Implementing the dirtbike to the modular vehicles system.
  • Started to implement cooking rework.
  • Code review.
  • Preparing the groundwork for cooking rework UI.
  • Optimizing the UI code.
  • Bugfixing.
  • Working on the hunting rework.
  • Working on flag expansion kit.
  • Resolving issues with the new gas station system.
  • Working on the BCU lock system.
  • Working on the dial lock.
  • DB update script.
  • Working on new explosives.
  • Working on the hand abrasions system.
  • Refactoring metabolism code.


  • Samobor optimizations.
  • Setting down roads for the new city POI.
  • Preparing the level location for the radar building.
  • Working on procedural shops and garage buildings.
  • Texturing the culture center building.
  • Working on the city hall exterior.
  • Working on the hospital building.
  • Working on the movie theater building.
  • Re texturing supermarkets.
  • Working on playground assets.
  • Bugfixing.


  • Finished the new sentry rigging.
  • Working on the RPG animations.
  • Working on new clothing items.
  • New concept art.
  • Working on new UI design.
  • Finished the BCU lock model.
  • Finished the low poly for the new LMG.
  • Created the new dirt bike skeletal mesh.
  • Researching the procedural damage texturing for vehicles.
  • Working on new rifle animations.
  • Added new low poly parts for the quad bike.
  • Working on single shot launcher animations.
  • Finished the new handgun animations.
  • Started with the cooking animations.


  • Working on new weapon sounds.
  • Working on new explosive sounds.


  • Hunting and banning cheaters.
  • Ban appeals.
  • Steam general discussion and bug reports.
  • Performance benchmarking and optimization testing.
  • Testing of upcoming features.
  • Various bug reports.


  • Working on new feature design documents.

...