SCUM - DariusGOD2007
Hi everyone!
We'd like to invite you to participate in an anonymous player insights survey!
We'd love If you could spare just a few minutes of your time as it gives us valuable feedback on how to further improve the players experience in SCUM!

Furthermore, by participating in the survey you have a chance of winning a 100£ Amazon voucher.

NOTE: Right now we are just looking for folks from the UK/NA regions BUT we will be having more surveys for NON-ENGLISH speakers in the future so EVERYONE will get a chance to participate

Link to the survey: player insight survey

SCUM - DariusGOD2007
Hello everyone! Let us help you get through this doomy and gloomy Monday with another
Dev update! Check out what the team has been up to this last week





  • Bug-fixing
  • Development of tools for soft surface artists
  • Reworking spawn locations for the encounter manager
  • UI tweaks


  • Bug-fixing
  • Level design optimizations


  • Light tweaking for the entire Island
  • UI tweaking
  • Various concept art
  • Script development for the 1.0 trailer (!!!)
  • Vehicle damage morphs
  • Further work on various new animations (including some new puppet animations)
  • New items (more info soon)


  • Bug-fixing
  • Dirtbike SFX tweaking
  • Inventory SFX tweaking
  • Search SFX tweaking


  • Community
  • Player insights surveys
  • Hunting and banning cheaters
  • Steam general discussion and bug reports
  • Testing of upcoming features
  • Various bug reports


  • Bug-fixing
  • Player feedback collection
  • Revising new additions to the CODEX

P.S. We've heard your feedback and would to inform you that the team is working hard on fixing the most pressing issues! Thank you for your patience, a fix is coming soon!

SCUM - Beda
Hello everyone a small announcement! We have released a bot that many of you will find useful, especially the BB enthusiasts among you. The TEC 01 Notification System bot will let you link your discord account to your character and if one of your silent alarm traps goes off you will get a notification in your DMs. So make sure you join our Discord and check it out!
SCUM - Beda
Hello everyone, hope you are all good! We have a call to action for you all or better to say collecting a centralized feedback.



As some of you paying a close attention to our development process are aware, we are currently in the process of working on our long awaited inventory rework. There is a lot to be done and we want to make sure that we have it all nice and neat for when it releases. So our question to you, our dear Scummunity, is what new things or changes would you like to see once the inventory rework drops. Go nuts with the suggestions from the small things to the big requests, all will be taken into consideration.

Do please keep it respectful, concise and constructive.

Thank you all and till next time.

SCUM Team.
SCUM - DariusGOD2007
Ooooh, the weather outside is frightful, but another hotfix is
so delightful! And since we've no place to go, check out the bug fixes and QOL additions below!




  • Fixed a bug where prisoner would slide while resting
  • Fixed a bug where prisoner doesn't take damage after ramming a dirtbike into a collision
  • Fixed some areas of the map that didn't have water on them
  • Fixed a random server crash




  • You cannot disassemble the improvised flamethrower anymore
  • Doors will now push vehicles when opened instead of clipping through them and destroying them
  • Explosive arrows without delay will now explode at correct location
  • Implemented collision damage for prisoner driving motorcycles

We are also currently investigating player-reported issues regarding stacking FPS drops, stay tuned for more info!

*A temporary fix which brings the FPS back to normal is logging out then logging back in.
SCUM - Beda
Hello everyone, us again. We know you can not get enough of our updates so have another one. A lot of fixes, improvements and return of the holiday features check it out and have lovely happy Holidays!




  • Fixed the issue where weapon attachments would disappear if equipped directly from chests.
  • Fixed the issue where glue would loose durability when used for crafting.
  • Fixed the issue where serviced vehicles sometime appeared at random locations around outposts.
  • Fixed the issue where you could place attachments on improvised flamethrower.
  • Fixed the issue where characters made before 0.95 could not be renamed.
  • Fixed some wrong descriptions.
  • Fixed the issue where the incorrect number of elements allowed on flag was shown when inviting a new squad member.
  • Fixed the issue where squad emblems were not visible in drone mode.
  • Fixed the issue where abandoned bunker switch boards would not detect attached fuses properly.
  • Fixed the issue where car batteries bought at traders could not be fully charged.
  • Potential fix for puppets spawning immediately next to players when they should not.
  • Fixed the issue where expiration time on keycards in chests would sometimes be incorrect.


  • Improved the ragdoll effect on puppet hit.
  • Added Christmas tree recipe.
  • Enabled Christmas ornaments.
  • Increased gunpowder usage when crafting Improvised mines.
  • Removed coffee cup from recipes requiring cans.
  • Regular puppets will no longer spawn on locations when a horde is activated.
  • Suicide puppets will no longer immediately received forced stimuli to player location on horde activation.
  • Adjusted damage calculations for vehicle collisions.
  • Added new Christmas present packages.
  • Buffed melee damage dealt to puppets.


  • Added server setting disable timed gifts to disable Christmas presents.
  • Setting_EncounterGlobalZoneCooldownMultiplier
    After the encounter ends it starts global cooldown until the the new encounter can appear in that zone. If it happens in the MTZ encounter and cooldown is set, that cooldown is not influencing HTZ and LTZ. This multiplier is added to based number.

    In most cases base values are like this:

    • HTZ - 300.00 - 600.00
    • MTZ - 0.00 - 0.00
    • LTZ - 0.00 - 0.00



As is tradition, make sure you have Christmas tree up in your base or else Santa will not come along to leave presents.
SCUM - Beda
Hey hey everyone, as promised here are the settings explained in more detail for all of you that want to experiment or fine tune the new system for yourself. Enjoy!

  • Setting_MaxAllowedCharacters:
    Maximum number of alive characters on the server. Takes into account players, mechs, animals etc. Only the encounter manager entities are currently taken into account, and HTZ are excluded.
    If number is below 0 it goes to default value 128.
  • Setting_EncounterBaseCharacterAmountMultiplier:
    Takes into account the base value of entities to be spawned on encounter trigger (ex. entering POI). The set value multiplies the base value. Current base values for puppets are:
    • HTZ - 4 minimum - 5 maximum
    • MTZ - 2 minimum - 3 maximum
    • LTZ - 1 minimum - 2 maximum

    Actual entities spawned will be a value between (multiplier * min base value) and (multiplier * max base value)
  • Setting_EncounterExtraCharacterPerPlayerMultiplier:
    Affects the base value of the characters in the encounter, it depends on the amount of players located in the encounter area.

    Base number (3 - 4) + (number of players - 1) * number of extra entities per player (1) * multiplier
    If there is 4 players in the HTZ area it would look like this:
    Between 3 or 4 + (4 -1) * (1 * 2(multiplier))
    The number of puppets would end being 10
  • Setting_EncounterExtraCharacterPlayerCapMultiplier:
    Sets the maximum cap on players taken into account. Example: Setting is set to 5. From 5 players on the numbers of puppets will remain the same.
  • Setting_EncounterCharacterRespawnTimeMultiplier:
    Sets the time needed between entity respawn:

    Formula goes:
    Base value * multiplier

    Base value:
    • HTZ - From 0 to 0.5sec
    • MTZ - From 60 to 120 sec
    • LTZ - From 60 to 120 sec
  • Setting_EncounterCharacterRespawnBatchSizeMultiplier:
    Sets the size of respawn waves for entities:

    Formula goes
    Batch size * Multiplier

    Batch size:
    • HTZ - 0
    • MTZ - From 1 to 2 entities per wave.
    • LTZ - From 1 to 2 entities per wave.

    note: For some of you that want to set the POI to be clear once cleared till everyone leaves the POI try setting this to 0.
  • Setting_EncounterCharacterAggressiveSpawnChanceOverride:
    Sets chance to spawn an immediate aggressive entity which will attack the player:

    Value is expressed in percentage and goes from 0-100
  • Setting_EncounterCharacterAINoiseResponseRadiusMultiplier:
    Sets distance between the alerted entity (ex. screaming puppet) and other entities that can hear it. In other words the distance that the alerted entity be able to alert others.,

    Formula goes:
    Base radius*multiplier

    • HTZ - 20 meters
    • MTZ - 20 meters
    • LTZ - 30 meters
  • Setting_EncounterHordeGroupBaseCharacterAmountMultiplier:
    Sets the size of a horde wave. Other words how many extra puppets there will be spawned at any single time once the horde is triggered until max size of the horde is reached.
  • Setting_EncounterHordeGroupExtraCharacterPerPlayerMultiplier:
    Same as Setting_EncounterExtraCharacterPerPlayerMultiplier, but for horde wave size
  • Setting_EncounterHordeGroupExtraCharacterPlayerCapMultiplier:
    Same as Setting_EncounterExtraCharacterPlayerCapMultiplier, but for horde wave size
  • Setting_EncounterHordeBaseCharacterAmountMultiplier:
    Total horde size. Sets the maximum amount of puppets in a horde.
  • Setting_EncounterHordeExtraCharacterPerPlayerMultiplier:
    Same as Setting_EncounterExtraCharacterPerPlayerMultiplier, but for total horde size.
  • Setting_EncounterHordeExtraCharacterPlayerCapMultiplier:
    Same as Setting_EncounterExtraCharacterPlayerCapMultiplier, but for total horde size.
  • Setting_EncounterHordeActivationChanceMultiplier:
    Each action has it's own percentage chance to activate a horde ex. firearms, fireworks etc. This sets the multiplier that will either reduce or increase those chances.
  • Setting_EncounterHordeNoiseCheckCooldownMultiplier:
    Sets multiplier on how often the encounter manager checks for trigger (this case noise) to activate the encounter.

    Formula goes
    base value * multiplier.

    Base value is set in seconds and is different for each location type.
  • Setting_EncounterHordeSpawnDistanceMultiplier:
    Multiplier that sets how far from the player normal puppets will start spawning (name is a bit misleading will be changed).

    Formula goes
    Base value * multiplier

SCUM - Beda
Hello everyone, hope you are having a good start of the week! No dev update this week but we do have a small hotfix for you and a small community update lined up! So check it out!




  • Fixed the issue where the game could crash randomly.
  • Fixed the issue where Cartridge trap recipe was using BMG ammo incorrectly.
  • Fixed the issue where the PU scope was not available at trader NPCs.
  • Fixed the issue where you could not sell the improvised flamethrower at trader NPCs.
  • Fixed the issue where cooking would do damage to portable stoves.
  • Fixed the issue where SCAR DMR Weapon parts could not be picked up from trader depot.
  • Fixed the issue with facial hair morphs.
  • Fixed the issue where water in underwater caves was not swimmable.
  • Fixed the issue where squad invite timer could sometimes prevent players from joining squads if not accepted in time.
  • Fixed the issue where bought Rager vehicles spawned with no locks on them.
  • Fixed the issue where car jacks would disappear in certain situations.


  • Removed the obsolete server settings.
  • Increased puppet spawn distance.



Community update

Now for the community update. We are glad so many of you are enjoying the 0.95 and we want to thank you for leaving your feedback for us. We went through it over the weekend and there was so much of it we decided to address the main things this way.

We are looking into puppet spawning directly to players in a horde situations. We can confirm this is not intended and did not happen during our testing. So any and all details you can send us would be appreciated and a tweak will come soon.

And good news for the private server owners and Single player enthusiasts. We will be adding the settings you requested that will let you tweak the hordes a bit more so stay tuned.

As for the server settings already added, you asked for a better explanation of how it works and some concrete numbers. We are working on a better document to provide to you guys on base values and how it works. There is a lot of data to go through though but you asked for it. ETA for the document will be tomorrow on the 19th of December. Apologies we could not provide it sooner and we promise to give out proper punishment to people responsible. Like eating raw frog legs or something, still thinking about it.


SCUM - Beda
Hello all! Hope you are enjoying 0.95! We have a small hotfix here for you to resolve some issues so check it out!




  • Fixed the issue where characters would stutter while skydiving.
  • Fixed the issue where fire ring and improvised fire place could not be used for cooking in SP.
  • Fixed the issue where apply button was always grayed out at barber trader.
  • Fixed the issue where squad tab would sometimes not update.
  • Fixed the issue on server settings where you could not disable vehicle spawns.
  • Fixed the issue where you could not switch to drone mode when you already played as a character.
  • Fixed the issue where using autowalk in drone mode would sometimes bug out.
  • Fixed the issue where some recipes were missing in the new system.
  • Fixed the issue where messing with garden blueprints could cause a client crash.
  • Fixed the issue where UI elements overlapped on check ammo action.
  • Fixed the issue which caused fuses to disappear from switchboards on server restart.
  • Fixed the issue where it was not possible to use the cooking pot and pan in SP.
  • Fixed the issue where camera FOV would twitch when entering vehicles.
  • Fixed the issue where vehicles ignored spawning limit set in server settings.
  • Fixed the issue where smoking a cigarette while wearing a hazmat suit would turn you into a Halloween freak of nature.


  • Added SCAR DMR weapon parts to Armorer trader inventory.
  • Temporarily removed FP gain when acquiring a gold card.
  • Crafting locks will not give FP anymore.
SCUM - Beda
THE WAIT IS OVER!!!! 0.95 THE HORDE UPDATE IS OUT!!!!! Check out everything that awaits you on the island in the last major update until 1.0



Note: Due to huge changes, we will unfortunately need to execute a partial wipe on all servers. All of your skills and gold will remain.





To start off we have done a lot of optimizations on both the server and client. You will see an increase in server performance and it allowed us to implement the new features and prepare the groundwork for future additions. This does mean that there were cutbacks on some things though such as puppets and vehicles no longer trigger mines as it ticked the server way too much. Unfortunately one of the features that took a hit are bunkers. Since there were so many of them active all the time we made some changes to them so listen up:

Abandoned bunkers have been reworked.

Now only 2 out of 17 bunkers are active for 24 hours. The rest are inactive and can be activated with the appropriate keycard.
You can find keycards in police stations and in the radiation zone police station that are regulated by the server settings.
Cards found this way only last 24 hours, after you have found a card from this location you can't find a new one as long as the card you've found exists.

If you manage to find a keycard for your bunker, after opening the main door the bunker will be active for 3 hours.

You can also get keycards from sentries and cargo drops that last for 48 hours. Keycards from sentries and cargo drops are not regulated by server settings and they do not count towards max possible number, you can always get them.

As long as the bunker is inactive, there are no puppets and there is no loot inside.

If you log in to a bunker that is inactive, you will be teleported outside without any loot on you.

If you stay in the bunker that is closing (alerted by SFX) you will be teleported outside and you will lose all your gear.

Below you will also find server settings that can adjust all of this for private servers.



A big thing coming in this update is the Codex. We all know that SCUM is a huge game with a lot of features added throughout the Early Access. And we see the increase of new players getting overwhelmed with it all. So after a long time we updated the tutorials.



On your TAB menu, you can now open up the Codex where you can now easily go through everything you need to know to survive and thrive on the island. It will even take into account if you change any keybinds. Speaking of which, keybinding has also been reworked. Before all of the binds were hard coded and changing them did not really work properly. With the rework it now works like a charm AND gives you more options to change your binds. Go nuts!

But that is not all:



At the start, you can choose what level of survival tips you want. For those already familiar with the game feel free to turn it off. Everybody else can adjust it accordingly on how much help they need.

This can be changed in the Options menu as well.




YES! FINALLY! The pickup is back, in all of its 6 seated, now modular glory!







Now called the Rager, it will be familiar to all of you who have been with us for a while now. For those of you who are not, you have something to look forward to. This massive gas guzzler can fit 6 people and so much load in it, that it can open a new streaming meta.



You have asked, we have teased. Now it is finally here! The crafting rework is here! Bringing with it all the biggest QoL additions requested.



From the start, you can see that UI is much more pleasant and intuitive. Starting from the search bar at the top of the list. The ability to choose from items in inventory and vicinity while crafting to categories and favorite options for quick access to most crafted items. Not only that but you have 3 highly important buttons on the bottom as well.

Let's go from left to right.

1) Will give you the materials needed details. This will put you on the screen that used to be on the left. But different.



From here you can see something new here as well. Just like at traders, you can now immediately choose how many you want to craft. That is right, no longer do you have to click for every single arrow. Do you have 10 sticks? Craft 10 arrows immediately.

2) Autocraft. Self-explanatory, this will continue to craft the item for as long as you have the materials to do so.

3) Confirm craft button. When you choose what and how many you want to craft just press that button and do whatever you want while your character crafts it.

To favorite your crafting item on this screen you can see a little star on the top left of the icon.

A big note is we also changed how skill requirement works. As of now all of the items craftable are available to all players. What changes depending on your skill level are the materials needed to craft.
So a character with a higher Survival/Engineering skill (depending on the item) will use fewer resources to craft the same item compared to what a character with lower skill would need.

All that and much more, crafting will now be a much more pleasant experience!



Let's talk about the feature which named the update. The horde. A lot of changes hit puppets and their behavior, all of them making a major impact on the flow of island exploration.



On the island, there are now 3 types of zones everywhere.
  • High threat zone (HTZ) - Encounters with puppets are imminent. Not being careful will all but certainly trigger the horde to come down on you.
  • Medium threat zone (MTZ) - Encounters with puppets are common. Caution is still advised and horde chance is still a big factor.
  • Low threat zone (LTZ) - Encounters with puppets are rare. Chance of a horde is low as well.

So depending on where you are you have a higher chance to trigger the horde.

But what is a horde? Silly question but will answer it anyway my hypothetical imaginary friend. When you enter a POI you will find roaming puppets just as you have before. There is a kicker though, IF you are not careful and silent you will attract the horde. There are 2 ways to trigger a horde:

1) Gunfire, explosions and other loud sounds.
2) A puppet spots you and screams for backup.

When the horde is triggered puppets will come for you from all sides with numbers depending on how many players are in the area.

So you might think ok, no big deal, I will just get inside and wait them out. Nope, not a viable tactic anymore.





Puppets can now vault through windows and bash through doors. Do not say you have not been warned. And yes do not worry, they can not open locked doors and will even ignore BB doors.

And of course, we have added server settings to tweak all of this from horde probability to the number of puppets. Go nuts.

All of this is possible due to our new encounter manager. This great system is managing hordes for now and another spawn which I will let you figure out as a nice surprise. In the future it also allows us to finally add more NPCs as well.



Good news for all of NVIDIA GFX owners as well! We have implemented DLSS 3.5 and NVIDIA Frame generation! So all of you who have your cards that support it, give it a go you should see a massive boost in your framerate and we all know more frames means more gamer points.

Note: there is a current known issue if you are in ALT+TAB menu (when you hold ALT+TAB) and your character is in animation it can cause a crash.



Improvised flamethrower

Hey you! Yes, you! You ever wanted to set something on fire, but it was over there and not here? Well, guess what, now you can! Introducing the flamethrower, yep it throws flame!



As the name suggests you will need to craft it and once you do just add some fuel to this bad boi and go nuts!



SCAR DMR

Been a while since we released a new firearm but here we go. And not just any but a new DMR!



Chambered in .308 caliber this crisp Belgium made DMR will make short work of any foe at any distance.

PU scope

Something for the history buffs. Up to this point the ZF scope originally made for the Kar98 rifle was compatible with the Mosin Nagant rifle as well. This was more of a placeholder. But now we have a proper scope for the Mosin, PU scope. Now you can deal with any enemy at the gate.



45 ACP suppressor

In the same way, 45 ACP weapons used a 9mm suppressor as a placeholder. Now we do not have to explain to you guys why firing a bigger round through a smaller hole is not really idealistic, or maybe we do. Nonetheless 45 has its own suppressor now.



Firefighter helmet and clothes

We have a flamethrower so we can say you can put fire in firefighting. You still need a proper uniform though. Firstly we have the new item Firefighter helmet



And secondly, we have reworked the work clothes into firefighter uniforms.




  • Fixed the issue where wind did not affect bullet trajectory.
  • Fixed the issue where portable fridges could not take melee damage.
  • Fixed the issue where you could not equip weapons while in Kinglet in SP.
  • Fixed the issue where a locked Kinglet could still be entered.
  • Fixed the issue where some server settings had the wrong description.
  • Fixed the issue where the locked camera was jittery when in the passenger seat.
  • Fixed the issue where the inverted setting for airplane controls would not function.
  • Fixed some wrong descriptions and typos on item descriptions.
  • Fixed the issue where clothing items would sometimes get stuck to characters.
  • Fixed the issue where the Kinglet Duster would not spawn if another vehicle was near.
  • Fixed the issue where fame points sometimes did not affect traders.
  • Fixed the issue where players could steel steer a vehicle while getting out of it.
  • Fixed the issue where the wrong vehicle parts would take damage on collision.
  • Fixed the issue where vehicles would keep running after the battery was removed.
  • Fixed the issue where exiting vehicles near BB elements would get the player stuck.
  • Fixed the issue where you could not repair vehicle parts of the vehicle was tilted.
  • Fixed the issue where RPM SFX would sometimes not play correctly.
  • Fixed the issue where the cloud quality setting had no effect.
  • Fixed the issue where you could not place scopes on M249.
  • Fixed some of the icons.
  • Fixed the issues where improvised ropes would use durability when used for crafting.
  • Fixed the issue where destroying BB elements under vehicles would leave vehicles suspended in the air.
  • Fixed the issue where the wash eyes option was shoed on items that cannot be used to wash eyes.
  • Fixed the issue where placing an ingredient into a cooking slot and then putting it in the vicinity would bug cooking out.
  • Fixed the issue where you could build overlapping BB elements.
  • Fixed wrong grip animations on some items.
  • Fixed the issue where EMP grenades had effect in Safe zones.
  • Fixed the issue where uncrafting a bundle of dirty rags would give clean rags.


  • Servers in the server browser will now be colored from red to yellow to green depending on their FPS.
  • Packed items no longer have to be in inventory in order to be unpacked.
  • Brenner will now attack puppets in his path.
  • Fixed the issue where clothes gained durability when damaged in some cases.
  • Power generators audio will be lowered when entering focus mode.
  • Vehicles now take collision damage even without any passengers in them.
  • Increased fueling range on Kinglet Duster.
  • Airplane propeller can now kill puppets.
  • Increased number of usages on Threads and Wires.
  • Improved the reverse action on bikes and bicycles.
  • Vehicle being deleted due to going outside of world bounds is now an error that will appear in the log file.
  • Players involved in vehicle collisions now also take damage.
  • You can now craft nails and bolts.
  • Added more rope options on crafting #20 bow.
  • Reduced Improvised Tool Box usages.
  • Server logs will now display DEV tag next to commands entered by a Dev on a server.
  • Reduced wheelbarrow wobble.
  • Adjusted sizes of some items in inventory.
  • Rebalanced BB health and damage.
  • Reduced noise generation from bows and crossbows.
  • Raincoats are now repairable with duct tape.
  • Car batteries, Electrician tools, Toolboxes, Electrical repair kit no longer loose durability when used.
  • Nerfed exhaustion gain rate.
  • Chests no longer stay active in safe zones.
  • Removed AT4 HEDP and OG-7V ammo from the game.
  • Adjusted some crafting recipes.
  • Flags are no longer destroyed if their owner is deleted (new character) instead they will decay unless overtake is in place.
  • Cutting items into rags, rag strips and animal skins now takes the chopped item durability into account.
  • Server logs will now also contain the number of alive characters and zombies.
  • Animal skin quiver can now be crafted with human skin as well.
  • Added new facial poses for photo mode.
  • Fireworks now properly generate noise towards AI.
  • Weapons will now get destroyed if durability reaches 0.
  • Adjusted FP requirements for some items at traders.
  • Suicide puppets will no longer start their auto-explode timer until they enter combat mode.
  • Adjusted some buy/sell prices.



New settings for Hordes and encounter manager:
  • scum.MaxAllowedCharacters=-1
    -Maximum number of characters allowed to be present in the world (including players)
  • scum.EncounterBaseCharacterAmountMultiplier=1.000000
    -Multiplier for the base amount of character spawned in a given encounter.
  • scum.EncounterExtraCharacterPerPlayerMultiplier=1.000000
    -Multiplier for the amount of extra character added to the base amount (per player)
  • scum.EncounterExtraCharacterPlayerCapMultiplier=1.000000
    -Multiplier for the amount of players relevant to the encounter where no more extra character are added.
  • scum.EncounterTotalCharactersSpawnedMultiplier=1.000000
    -Multiplier for the total amount of character spawned in a given encounter.
  • scum.EncounterCharacterRespawnTimeMultiplier=1.000000
    -Multiplier for the encounter character respawn time.
  • scum.EncounterCharacterRespawnBatchSizeMultiplier=1.000000
    -Multiplier for the encounter character respawn batch size.
  • scum.EncounterCharacterAggressiveSpawnChanceOverride=-1.000000
    -Override for encounter characters to spawn as already knowing the player's position (for all encounter types).
  • scum.EncounterCharacterAINoiseResponseRadiusMultiplier=1.000000
    -Radius at which AI characters may hear another AI character's noise (e.g. puppet scream).
  • scum.EncounterHordeGroupBaseCharacterAmountMultiplier=1.000000
    -Multiplier for the base amount of horde group characters spawned in a given encounter.
  • scum.EncounterHordeGroupExtraCharacterPerPlayerMultiplier=1.000000
    -Multiplier for the amount of extra horde group characters added to the base amount, per player.
  • scum.EncounterHordeGroupExtraCharacterPlayerCapMultiplier=1.000000
    -Multiplier for the amount of players relevant to the horde encounter group where no more extra characters are added.
  • scum.EncounterHordeBaseCharacterAmountMultiplier=1.000000
    -Multiplier for the base amount of horde characters spawned in a given encounter.
  • scum.EncounterHordeExtraCharacterPerPlayerMultiplier=1.000000
    -Multiplier for the amount of extra horde characters added to the base amount, per player.
  • scum.EncounterHordeExtraCharacterPlayerCapMultiplier=1.000000
    -Multiplier for the amount of players relevant to the horde encounter where no more extra characters are added.
  • scum.EncounterHordeActivationChanceMultiplier=1.000000
    -Multiplier for the chance to activate the horde in a horde encounter.
  • scum.EncounterHordeNoiseCheckCooldownMultiplier=1.000000
    -Multiplier for the horde activation noise check cooldown time.
  • scum.EncounterHordeSpawnDistanceMultiplier=1.000000
    -Multiplier for the distance at which horde characters are spawned.
  • scum.EncounterHordeGroupRefillTimeMultiplier=1.000000
    -Multiplier for the time to refill horde group.
  • scum.EncounterCanRemoveLowPriorityCharacters=1
    -If enabled it will remove any inactive puppets or puppets further away from the player in order to spawn in new ones. (only if the limit is being reached)
  • scum.EncounterCanClampCharacterNumWhenOutOfResources=1
    -Can clamp encounter character base amount to min value after going over the limit.
  • scum.PuppetsCanOpenDoors=1
    -puppets can open or close doors
  • scum.PuppetsCanVaultWindows=1
    -puppets can vault through windows

Oher new settings:

  • scum.MaximumTimeForChestsInForbiddenZones=02: 00 :00
    -time that chests can be left in the specific zone
  • scum.MaxAllowedKillboxKeycards=1
    -maximum allowed number of killbox cards it combines the police stations and radiation zone killbox cards
  • scum.MaxAllowedKillboxKeycards_PoliceStation=1
    -maximum number of killbox cards obtainable from police stations
  • scum.MaxAllowedKillboxKeycards_RadiationZone=1
    -maximun number of killbox cards obtainable from radiation zone
  • scum.AbandonedBunkerMaxSimultaneouslyActive=2
    -maximum number of abandoned bunkers active at the same time
  • scum.AbandonedBunkerActiveDurationHours=24.000000
    -duration in hours for activity of the abandoned bunker once it switched from inactive state to active
  • scum.AbandonedBunkerKeyCardActiveDurationHours=2.000000
    -duration in hours for activity of the abandoned bunker that was unlocked with the killbox card

We have also added 2 new DLCs for those of you that wish to support the development even further!

https://store.steampowered.com/app/2651750/SCUM_Dance_pack/

Introducing the SCUM dance pack! Whether you want to show off your moves on the dance floor or add insult to injury to your enemies this DLC has you covered. With 7 different dances, you will directly support the development of SCUM and get that extra cosmetic goodie.

Dances included:
  • Floss.
  • Fresh prince.
  • Techno Viking.
  • Tango.
  • The L dance.
  • Swagger.
  • Showtime.

All of the dances will be available on the circular UI menu.

https://store.steampowered.com/app/2651740/SCUM_Male_Hair_pack/

Support SCUM development with our new deluxe cosmetic pack.

In this DLC you will find 16 different hairstyles, 7 beards and 7 moustaches. From the 80s action star to a Napoleonic era gentleman, there will be something for your SCUM dude that will let you express him as you wish.

Styles included:

Hair styles
  • Presidential.
  • Buzz cut.
  • Mullet.
  • Messy long.
  • Messy regular.
  • Undercut.
  • Messy pompadour.
  • The Douché.
  • Dreads.
  • Faux Hawk.
  • The Royale.
  • Mohawk.
  • Long Wick.
  • Man bun.
  • Textured.
  • Slickback.

Moustache styles:
  • Imperial.
  • Motor head.
  • Horse shoe regular.
  • Horse shoe long.
  • Short classic.
  • Thin line.
  • 3 day moustache.

Beard styles:
  • Extended goatee.
  • Verdi.
  • Mutton chops.
  • Warlord.
  • Goatee.
  • 3 day beard.
  • Unshaven.

Note: All styles are available at both the character creation screen and at the barber trader.
...