SCUM - Fratman
Hope you've had a blast driving around in your favorite four-wheeled machine and setting up the dream home you'll never have IRL because of real estate prices. Regardless, there's no rest for the wicked—behold this week's dev update!

We'll kick things off with a reminder about the decennial BTS video featuring our dynamic marketing duo/Italian plumber impersonators Matija and Dario. It's an entertaining watch, so it doesn't hurt to check the video out.



However, we know you're not here because our guys are contenders for Mr. Congeniality. Here's a quick look at what the team has been up to over the past week:






As is customary before each update release, our programmers were head over heels in bug fixing and preparing everything for a smooth update rollout. However, deep within the chambers of their office, new code for the NPC firearm system has been developed, along with overall performance improvements for the game.


Our level designers have also been heavily engaged with bug fixing—specifically with base building elements and painting tweaks. Work has also continued on the castle ruin walls that we've already mentioned. However, there is something else that we'd like to show you. Some of you may have had the fortune (or misfortune) of encountering the new dropship and its deadly weapons. Since this feature has been soft-launched, it's still prone to a variety of changes that also include visual improvements, such as WIP the one you can take a peek at below:




The art team was no slouch either—far from it, in fact! Our animators were busy making the latest dev blog video on the new update and were also fixing some of those quad bugs that cropped up.

At the same time, our hard surface team was creating new assets and textures for the rifles, while the soft surface team was also focused on bug fixing in their own segment.


If the dropship didn't sound good to you, then rest assured that our sound team will make it pop once they're done with it.


Our QA team has been tirelessly working to help the team make one of the smoothest patch releases since SCUM entered Early Access, so make sure to send inappropriate messages of support to Cheeseking and xKickx. They'll appreciate it greatly.


The design team has also been heavily engaged with bug fixing for this new patch. Nothing more to add here this week, but if you've watched our previous BTS video, you'll know what they'll continue working on ;)


And now for your Q&A


  • If some foliage stands in their way to your base, you can be sure that some greenery will not stop them in their mission to forcefully redecorate your base.


  • We're humbled by your craving for more updates, but we've just released a patch. The team needs a short breather, but rest assured, we'll get on it immediately.


  • There are no explicit dates for those updates. We'll have more to share in that regard when the time's right.


  • We want to emphasize that the dropships have been soft-launched—meaning that we will be actively gathering feedback on their functionality to ensure that their implementation is exclusively for the benefit and enjoyment of our players. As for the anti-cheat, that is also something the team will be working on in the coming period. We always have that in mind, and we recognize the necessity for a more robust and reactive anti-cheat system, so we'll definitely put a greater focus on it sometime down the line.


  • The idea behind the dropships was to introduce an additional layer of challenge for players and teams that are the most dominant on the servers. They will not be attacking those who have just started to build their fledgling bases. The reasoning is that if you have enough time and resources to create concrete citadels on the map, you should have the means to defend yourself from the dropship and the mech that they... drop! In any case, as we've mentioned in the previous reply, we'll gather as much feedback as we can on this mechanic and make sure to balance everything out.

Yours truly,

Fratman
SCUM - Beda
Hello everyone, we said we would see you all soon. A new patch is here with great content and much more bug fixes check it out!

Unfortunately due to number of changes and fixes a soft wipe was necessary with this update.





Let's kick it off with the new BB elements and other related goodies.

We wish to thank you all who participated in the BB element survey we did a while back as all things featured here are direct results of it. So make sure you keep an eye out for more of these when we do them.

Starting with new BB elements!



As you can see we have tons of new elements you requested added, with more on the way down the line. Currently, we have added the following:
  • Ladders.
  • Support with lower and mid-wall combo. (Rejoice!)
  • L beam supports.
  • Half-width walls.
  • More window options.
  • Floors with hatch openings.
  • Doors with holes.
  • New chair.

With these, the possibilities you can build have increased significantly and you can now build much more. For example, garages that can be smaller and still fit much more vehicles inside!



That is not all. Another highly requested feature is the change we made to the foundations. Depending on the level of it, it now becomes more and more solid foundation making it impossible to crawl through. So no longer will you have to surround your concrete foundation with other elements to be safe.



As you can see in the screenshots above, and already mentioned in the Devblog. You can also paint your BB elements now! Whether to camouflage it or show your style the choice is up to you!







Including storage elements such as chests, and having things organized has never been easier.



Just take a spray can, hold F on the element, and paint away.





Oh, and we are not done. Remember those window fortifications you could put on prefab windows? These can now be placed on BB windows AND support wall combos as well!



Again not done, we have finally placed vaulting markers on BB elements so you can jump through windows, and over walls as much as you want!





Ready for this one? Dropships are now flying around the island. TEC 01 decided to start increasing their presence on the island and Dropships are stage 1 of this operation.



Take note this is a soft launch, so we are not enforcing it across all servers. Private servers and SP can choose to opt in and out as well. You can do so in Server settings under the World/NPC tab.

Official servers that will have this included are:

PvE:
  • SCUM Official Server PvE #1 - Europe
    176.57.173.126:28102
  • SCUM Official Server PvE #01 - Australia
    51.161.198.166:7042
  • SCUM Official Server PvE #01 - US Central
    149.88.100.85:7002
  • SCUM Official Server PvE - US East
    83.223.204.248:28202

Hardcore:
  • SCUM Server Hardcore #1 - Europe
    176.57.173.126:28002
  • SCUM Official Server Hardcore #01 - EU
    5.9.115.49:7022
  • SCUM Official Server Hardcore #01 - Russia
    95.217.195.56:28302
  • SCUM Official Server Hardcore #01 - Singapore
    15.235.181.208:7022
  • SCUM Official Server Hardcore #01 - South Africa
    169.150.246.103:28002
  • SCUM Official Server Hardcore #01 - Australia
    51.161.198.166:7002
  • SCUM Server Hardcore #1 - US East
    83.223.204.248:28102
  • SCUM Official Server Hardcore #01 - US East
    37.19.207.10:7022
  • SCUM Official Server Hardcore #01 - Canada
    51.222.255.64:7002
  • SCUM Official Server Hardcore #01 - Brazil
    92.38.151.70:28302

Monthly Wipe:
  • SCUM Server Official #1 - Europe Monthly Wipe
    46.4.39.173:7022
  • SCUM Server Official #1 - US East / Monthly Wipe
    83.223.204.220:28202

So how do they work?

They have multiple functions:

  • They will patrol around the island looking for targets. if you see one, make sure you stay clear. If it sees you you either fight or run and hide.

  • They can bring in reinforcements for destroyed mechs (currently only on the B2 airfield).

  • Or if you trip the alarm in abandoned bunkers, your escape route can be blocked.

And finally, if they deem your base the biggest threat on the island, they will pay a visit and bring a friend.



As stated this is a soft launch as we have more plans for dropships in the future as well but we want to gather your feedback first and balance it before continuing further so leave your feedback on our forums, Discord, etc.



The king of off-road is back and in style. The modular Quad vehicle is here!



You can see so much has been added to it in terms of parts you can truly choose on what style and functionality you want from it.



Wheel armor, military body, and parts, civilian body and parts, storage space, shield take your pick! The quad is back baby!

Additional note: Unfortunately we have encountered an issue with the front bumper parts such as the plow and spikes. It caused quads to fall through the map so we decided to disable them for now and roll them out as soon as possible when fixed.

Speaking of vehicles the radio is back as well!

Driving in silence is done, the age of music is upon us! You can find the car radio around the island and install it in your car of choice! Just open the door look at the slot for it and press install.



From that moment on announce yourself to every Bob in the village while driving through and show you superiority with the 20 year old sound system in your vehicle. As cool guys do.



We made some changes to the UI as well, making it more concise and neat.



As you can see on the bottom left, indicators are now better spread on the screen giving you a cleaner picture while still having all info. The navbar is well becoming more transparent and highlighting currently used items. Indicators will be highlighted when needed for example your stamina getting low.

Fame and money amounts are now inside your inventory tab as well.



On the top right, it does not clutter your screen as well.

In settings, you can choose the level of transparency or even turn off elements of UI if you want.



We made some changes on First Time User Experience as well, or in short FTUE. Hawk FTUE as we call it ( Kristian betted me I would not put that in the notes, bad idea Kristian).

The goal is to relieve the initial stress for new players and help everyone ease in the horror that is SCUM Island.

Starting with spawns, your first spawn will make sure you do not land somewhere where the resources are scarce or the danger is high. Giving you a fair chance to get your bearing.



Bicycles will spawn with both wheels as well, making it easier to at least have some form of transport at the start.



We also reduced the materials needed for Tier 1 BB elements, making it easier to start your first base.



When making your first character you can choose whether to opt in or out, for those of you who want it harder.

Just to avoid confusion the Tier 1 and Bicycles are for everyone regardless of you opting in or out.



We did a bit of an overhaul of how items spawn on the island. Giving it more balance and having it make more sense as well.

We added something called cooldown groups. The way they work is once you loot a certain rare item, let us give an example you got an MP5SD from a police locker. That locker will enter into the cooldown phase for the rarity of that cooldown group. This means you will no longer be able to find such an item in a set amount of time. Which means farming for rare loot is no longer available. Your best chances to keep getting the loot you want is to move on to other POIs and try your luck there.

For you server admin owners and those who like to tweak your single-player settings, you can customize these groups as you want. Our wonderful Cheeseking has added it to the Loot modification document with all the explanations needed!

You can find it HERE



We made some improvements to the stealth gameplay as well, this one is for all of my fellow firearms enthusiasts. All suppressed weapons now generate less noise towards NPCs making them much more viable when dealing with any type of danger but you know sneaky sneaky style.





And finally, as an extra goodie, you get a new hat as well.




  • Fixed the issue where AWP and AWM rifles would lose their skins when taken in hands.
  • Fixed the issue where improvised GL would change appearance between holster and being in hands.
  • Fixed the issue where you could not collect seeds from fruits and vegetables in SP.
  • Fixed the issue where the censor filter would not work when in water.
  • Fixed the issue where the treat prisoner option would still show up on dead players.
  • Fixed the issue where DFAO would create black spots on textures.
  • Fixed the issue where interacting with storages would have no sound.
  • Fixed the issue where placing some items in containers would flip them.
  • Fixed the issue where audio would not play when joining bullet stacks.
  • Fixed the issue where you could still move when lying down emote.
  • Fixed the issue where the camera would sometimes lock when driving a vehicle.
  • Fixed the bug where 3rd person camera would rotate after being knocked out.
  • Fixed the issue where the dial pad minigame would have one more extra attempt.
  • Fixed the issue where the AK platform would have its fire selector appear reversed.
  • Fixed the issue where you could still craft explosives on servers that disable them.
  • Fixed VSS/AS Val idle animation.
  • Fixed the issue where UMP would still visually have a magazine even without it.
  • Fixed the issue where loading bullets in Deagle magazine would make bullets invisible.
  • Fixed the issue where it was not possible to ignite items while they were on the ground.
  • Fixed wrong grip animations for various items.
  • Fixed the issue where clouds would sometimes flicker.
  • Fixed the issue where you could sometimes bypass clothes maximum weight capacity.
  • Fixed the issue where some trader buy/sell prices would not show correctly.
  • Fixed the issue where cooking food would sometimes give food repulsion.
  • Fixed the issue where prisoners would instantly die when jumping out of planes.


  • Motorboats are now more stable on water.
  • Reduced shotgun spread by 30%.
  • Increased shotgun damage by 30%.
  • Reduced fame point gain from crafting AP ammo.
  • Setup Car Jack action can now be interrupted.
  • Increased damage dealt to players when crashing in vehicles and dismounted (so falling off bikes or quads).
  • You no longer require engineering skills to repair BB elements.
  • Drones can now see whether a storage item or vehicle is locked.
  • Drones can now see the percentage of health on BB elements.



[General]
This setting is located under "GENERAL" in the game.
scum.EnableSpawnOnGround=0 - Enables spawning on the ground instead of parachuting to the island.

[World]
These settings are located under "WORLD" - "NPC" in the game.
scum.EnableWorldEncounter=0 - Enables or disables random dropship spawns in the open world.
scum.EnableDropshipAbandonedBunkerEncounter=0 - Enables or disables dropship encounters triggered by abandoned bunker alarms.
scum.EnableDropshipBaseBuildingEncounter=0 - Enables or disables dropship encounters spawned on powerful player's bases.
scum.BaseBuildingEncounterMinNumElementsToStart=-1 - Minimum amount of elements needed to start a base building encounter. -1 represents default value, which is 100 (Encounter starts after amount of elements reaches 100). Values set to 0.10 will be clamped to 10.
scum.BaseBuildingEncounterMinNumElementsToEnd=-1 - Amount of elements remaining needed for the base building encounter to end. -1 represents default value, which is 50 (Encounter ends after amount of elements remaining reaches 50). Values set to 0-5 will be clamped to 5.

scum.EnableSentryRespawning=1 - This setting will enable or disable POI sentry respawning via dropships. This doesn't affect the overall respawn of sentry on the island. In game server setting game - "ENABLE POI SENTRY RESPAWNING"

These settings are located under "WORLD" - "HUNTING" in the game.
scum.BearMaxHealthMultiplier=1.000000 - Health modifier for the Bears. Min value for this is 0.1 and max value is 100.
scum.BoarMaxHealthMultiplier=1.000000 - Health modifier for the Boars. Min value for this is 0.1 and max value is 100.
scum.ChickenMaxHealthMultiplier=1.000000 - Health modifier for the Chickens. Min value for this is 0.1 and max value is 100.
scum.DeerMaxHealthMultiplier=1.000000 - Health modifier for the Deers. Min value for this is 0.1 and max value is 100.
scum.DonkeyMaxHealthMultiplier=1.000000 - Health modifier for the Donkeys. Min value for this is 0.1 and max value is 100.
scum.GoatMaxHealthMultiplier=1.000000 - Health modifier for the Goats. Min value for this is 0.1 and max value is 100.
scum.HorseMaxHealthMultiplier=1.000000 - Health modifier for the Horses. Min value for this is 0.1 and max value is 100.
scum.RabbitMaxHealthMultiplier=1.000000 - Health modifier for the Rabbits. Min value for this is 0.1 and max value is 100.
scum.WolfMaxHealthMultiplier=1.000000 - Health modifier for the Wolfs. Min value for this is 0.1 and max value is 100.

[Vehicles]
These settings are located under "VEHICLES" - "SPAWNING" in the game.
scum.RisMaxAmount=50 - Max amount of RIS (quads) that will exist on the server.
scum.RisMaxFunctionalAmount=20 - Maximum amount of functional RISes (quads) spawning.
scum.RisMinPurchasedAmount=5 - Amount of Ris's that you can buy from traders.

[Features]
These settings are located under "FEATURES" - "ITEM SPAWNING" in the game.
scum.EnableItemCooldownGroups=1 - enables or disables item cooldown groups.
scum.ItemCooldownGroupsDurationMultiplier=1.000000 - This is a server setting that multiplies values set in the CooldownMin and CooldownMax properties, it can be used to multiply set values if you want to increase or decrease the cooldowns set on your server without having to change every single group manually.

These settings are located under "FEATURES" - "MISC" in the game.
scum.EnableNewPlayerProtection=1 - enables or disables new player protection.
scum.NewPlayerProtectionDuration=120.000000 - determines how long new player protection will last. Values are represented in minutes. Min value is 120 and max value is 1440.
scum.AllowAutomaticParachuteOpening=1 - enables or disables automatic parachute opening.
scum.HideQuickAccessBar=0 - if set to 1 it will force everyone on the server to play without seeing quick access bar.
scum.HideLifeIndicators=0 - if set to 1 it will force everyone on the server to play without seeing health, stamina, food and water indicators.

(These were written by Kickx so if it is wrong go yell at him)
SCUM - Beda
Hello everyone! Happy Tuesday! Can you believe that, it is Dev update #100. And to commemorate that, you will get a long awaited Devblog instead. Check it out and enjoy!!!




Once again thank you all for your support and reading through all 100 of Dev updates, in whatever format they are. We will see you very soon!

Beda
SCUM - Fratman
We're back on track with our Monday dev updates! The heat is on here in the studio - both in terms of the heatwave hitting us and because of something exciting that we're cooking up for you guys. Without further ado, let's get it started!

As is already customary, we'll start things off with a reminder for our latest BTS video which features our senior game designer Frle talking about the intricacies of the new quest system. There's a lot of cool info thrown in there which is why we recommend you take a gander at it.



And now, let's get onto the meat and potatoes of this update!






Our programming busy bees are still at it with bugfixing all across the board. However, that doesn't mean that our upcoming features are on a hiatus as NPCs are still being worked on extensively.


Our level designers are also keeping themselves quite busy with a wide variety of bugfixes, but they are also doing memory profiling and optimizations, as well as a variety of tasks regarding base building elements that include painting color tweaking, and destruction particles. Also, the team is working on reworking the castle ruins, tweaking the factory chimneys, and the passenger building on the airport POI. Here's a sneak peek into the new and improved castle:












Let's not forget about our hardworking art department. The animators are still working on overall bug fixing and the new quad animations, as well as the new trailer and general animation polishing. Their collaboration on something special with the CM/Marketing continues, and you'll be able to see the fruits of their labor quite soon!

The hard surface team is finishing the quad assets and has started to work on the Hellrider Rager variation. They are also still on the task of refreshing old weapons, while the soft surface guys are still focusing on optimizing clothing items.


Not much has changed for the audio team since the last week as they're still working on the new dropship audio, as well as overall audio mixing.


QA does what QA does best. Testing, more testing, and then some more testing.


Bugfixing did also not elude our game designers, but they are also putting the finishing touches on the quad, and are researching new ways to organize in-game assets.


And now for your Q&A


  • If you are referring to creating your own character, you can make one in the creator before starting the game. Play around with the presets and you'll come across the Asian characters. However, if you are referring to DLC characters, we're currently focused on delivering all the promised features for the 1.0 version of the game and there are no plans for any new DLC characters up until that point. However, after we get there, we'll see what the future will bring in that regard as we currently don't have anything new to share in that regard.


  • As you can see from the dev update, we're working on the armed NPC's which will find their way into the game down the line.


  • For now, only the quest functionality will be available on the mobile phone. However, your idea sounds like a great suggestion, which is why we'd like to kindly ask you to share it with the rest of the community in the ''suggestion'' forum on our Steam page. Our designers are combing that forum and they might just come across your idea :)


  • This is definitely one of our most requested features for quite some time now. However, we can't say anything more on this topic before we hit 1.0. What we can say is that it will not arrive before the end of our Early access run and that it will be taken into consideration after that. Sorry that I can't say more on this, but your voices on the matter are definitely heard.


See ya next week!

Fratman
SCUM - Beda
Hello everyone happy... Tuesday!? It might be a day late but it does not stop us from giving you another dev update with a bit of an Q&A as well.

Once again before we begin, remember to check out last week's BTS video. On this one we have a triple! First up we have another one of our programmers, Mihaaaaajloooooo. And our sys admins the grand wizard Tomislav himself and his apprentice Martin.



Now down to the dev update.





Programmers had another week of heavy bugfixing. Dead honest here, the report is just bugfixing after bugfixing again. Other than that we have some QoL additions for server admins, further work on NPC aiming and shooting and setting up new BB elements so they replicate on the server.


My predictions came through. Level design is now on bugfixing as well. With that they are still on massive level optimizations.


The art department been busy this past week. Animators working on new quad animations, new trailler and general animation polishing. They also been busy working with the CM/Marketing guys on something new, but in due time on that.



Hard surface finishing the quad assets and refreshing old weapons, while soft surface still on optimizing all clothing items.


The audio team continues their work with new audio mixing and has started implementing new dropship audio.


QA doing what QA does. Testing, both new features and processing bug reports.


Game designers are still on categorizing new quad parts. Making sure they are ready to both spawn and available at traders.

And now for your Q&A


  • Everything will be explained sooner than you think. On all those points.


  • Now for obvious reasons I cannot directly answer this one, even though we see these questions pop out constantly. One being NDAs the other being I like to keep my job thank you very much. It is reasonable not to write business practices on a public forum after all. What I can say is we do have high autonomy and most of the communication changes you see is from us. So I will take that compliment.


  • I like the respectfully though in the end, just so we know it was respectful. We answer what we can and how we can. There are obviously things moving behind the scenes which not yet to be shared. Why not? Well we want to avoid any potential broken promises, or false statements. Let's say I share the plans we decided on this week, even though I say potential majority takes it as a promise. Just the way internet works. And through development things change every week/day/month depending on what/if problems occur in the process. Now you can say this is again not a straight answer, but it is as straight as it can get at this point in time.


  • What we know for sure is that there are no plans before 1.0, after full release is ready and shipped we can look into it.


  • As for the inventory rework, it is still planned and will be released when ready. It is a complex system though and not many can actually work on it, so our top guys are currently prioritized on other things such as the loot cooldown improvement. BB elements are implemented sooner since a lot of them that were requested turned out to be easier to implement.


Till next time.

Beda
SCUM - Beda
Hey hey everyone, another Monday, another Dev update. This one will be a bit shorter but still worth the read. Check it out!

Once again before we begin, remember to check out last week's BTS video. This time we have another one of our animators Domagoj and an all-familiar face, the one you love xKickx!!



Now down to the dev update.





Programmers had a heavy week of bugfixing. Looking at the report I think their leads cracked down on them last week that they needed more bugfixing and oh boy did they oblige. No, honestly I would show you the report but I believe that it would technically be doxxing as full names are shown. Other than that we have some more work on vaulting on BB elements and NPC aiming.


Level design has been busy as well. Not with bugfixing but I am sure they will have their hands full with it soon as well. Their work continues on optimizations and new BB elements, same as before.


The art department is still on the same stuff. Rome was not built in a day after all. From new foliage and new trailer, work continues on optimizations and setting up vehicles to bring back those that are missing. Some new things that have started are new animations for puppet hits reactions.



There is also work on weapon animations and their look. The animation part is important as it is a step forward to resolving issues and bringing back weapon malfunctions.


The audio team continues their work with new audio mixing and has started implementing new dropship audio.


Other than feeling each other's arms as shown in the video, QA has been incredibly busy with more and more new feature testing, while still maintaining their regular duties. CM/Marketing guys have their own set of tasks which I really cannot speak about as I would like to keep my job. But you will see the products quite soon.


Game designers started implementing the modular parts for the vehicles coming back and setting them up in the game itself. And a little bit of new BB elements implementation as well.

That is all for now, will try to bring you more visual snippets next time. Next week we will do a little more of a Q&A as well so make sure you leave your questions in this post as well. Of course, all of your questions will be peaceful and polite, of that I have no doubt.

Beda
SCUM - Beda
Hey hey everyone, happy Monday. You already know it is time for another Dev update!

Before we begin, as per usual, go check out the latest BTS video to see the crew in action!



Now down to the dev update. Unfortunately I have no sneakpeaks for you this week other than the text. The heat has taken it's toll on the team and quite a number of them passed out





As is the usual we start with the programmers. They continue on integrating the new BB elements to the BB blueprints. If you want specifics right now the focus is on setting up vaulting points so the elements can actually be vaulted over. Not glamorous but has to be done. Then ofcourse we have a ton of bugfixing. Progress is going on with the NPCs as well. Still working on their aiming and shooting capabilities. Loot spawning rework as well. And end it with new FTUE features. It seems small but it is a lot of work that goes into it.


Level design been reworking, well, everything. With optimization being the key focus point here. Almost all of the POIs are getting treatment. Factories are getting their treatment from workshops, hangars to silos. The brick factory is getting its treatment as well.


Art team keeping up the same work from last week as well. Including foliage, optimizations and everything. Do not really have much to tell you this week.


Well you can see the progress of the audio team in the video above but just to recap a complete overhaul of audio mix is in the works.


QA are still at it with sniffing out bugs and reporting them further on. As for CM/Marketing, just as it is in the video, I am not telling.


Game designers are a bit rude last week as they have provided me nothing. So do not yell at me, yell at them.

Now for a bit of Q&A from the last week post! Got some of the most repeated questions from that post and will do my best to answer them here:


  • Well as mentioned this is WIP. Just showing you the progress so those are not the final product. Now for those 2 examples fireplace and such, they require much more work and support than it seems. Fireplace would require support of making it both a heat and cooking source on top of modeling it from scratch, and then implementing chimney design and blend in with other BB elements. This does not mean it is a not, just that it will wait a bit.

  • No DLC needed! All you will need is a good wall and a spray can.

  • Good question I believe it is TBD, but if it is possible might be a setting. We already have the setting for you to choose whether you want the new UI stuff or not.

  • To be honest it is 50/50 if they will be also implemented next or if they will need to wait a bit. Snapping is the issue currently.

  • Unfortunately not, due to technical reasons it would not end up well.

  • Sure here it is. We have a 2 pronged attack strategy if you would regarding the hordes. First one is resolving issues with the hordes. Bugs and unwanted spawns that are hitting it. The other one is giving players more tools and methods of dealing with hordes, or how to prevent them. Will speak more on it in the future but do know we have a dedicated team on it.

Until next time,

Beda
SCUM - Beda
Hey hey everyone, happy Monday. We have another Dev update for you with another round of sneak peaks! Check it out!

As is tradition right now, we have another Friday BTS video, this time with our animators Stella and Lea, our newest CM Fratman and yours truly. So make sure you check it out as well!



Now down to the dev update.





Programmers are still on more or less the same stuff from last week. Just comes to show how much time it goes into it. So we have progress on new BB elements (maybe a lil sneak peak below), heaps of bug fixing, continued work on movement rework and of course the dropship and encounter system. You saw that peak last week. The peak for programmers this week will be the changes that have been going on with the UI. There will be several so I managed to get a WIP peak on one of them.



One of the goals is to keep the UI from feeling like just an addition and have it more immersive. So we are tuning it to be a bit more in the background and highlight when it is something you need to pay attention to.


Level design doing the same good stuff from last week as well. But I finally manage to snag some WIP from them on some new BB elements. So check these out!



These are the first concept of new furniture that you requested. Now do note it is concept not final form, so there might be changes when it finally arrives.


Art department busy as well. Work continued on new foliage you saw last week, animators are still working on the new trailer and work has started on animating new NPCs as well.

Hard surface have been hitting weapon models and weapon attachments as well. From new scopes to optimizing and reworking old weapon textures.

Soft surface is still on reworking clothes and new clothes as well.


Audio team has finally finished their research and have started on new overall game mix. What that means exactly, I will let you know what that will mean once I manage to catch them and have it explained to me first.


QA are still at it with sniffing out bugs and reporting them further on. As for CM/Marketing, just as it is in the video, I am not telling.


Game designers are on it implementing the new BB elements functionality, and they have also provided some sneak peaks for you guys as well. So yeah more elements. They also asked that you guys let us know what you think in the comments!







Until next time,

Beda
SCUM - Beda
Hello all, enjoy this heatwave with an even hotter hotfix!




  • Fixed the issue where canabis plant did not have a texture.
  • Fixed BB element duplication exploit.
  • Fixed the issue where flamethrower flame did not have a texture.
  • Fixed the issue where keycards would show wrong expiration time on pickup.
SCUM - Beda
Hey hey everyone, happy Monday. You already know it is time for another Dev update! Check it out!

Seems you guys can't get enough of these, so it's become a regular thing now. Check out the last Friday behind the scenes video featuring Ismir and Sara!



This week on the dev update we will be showing you guys some WIP stuff as well, as promised. So you can see what we've been talking about all this time.





As always we start with the programming squad. They continue their work from last week hammering away at that keyboard. For this update I even manage to get some sneak peak for you guys.


Here we can see a young dropship hatching on the test level, observed by mama crow in the background.

As you can see still very much a WiP as is everything in this post, yet progressing nicely.
Other than the Dropship system we have progress on BB elements, movement rework, virtualization etc. and of course even more bugfixing. I wish I had more to say on this but it is more or less the same thing from last weeks post.

Will let you know when I can share more so enjoy the sneakpeak for now.


Optimizations are progressing well. This not only helps us save on memory space but it also allows more options such as the new BB elements being implemented. Other than that work has resumed on reworking the POIs, not just from the optimization standpoint.




We have something to show from the art department! Work is being done on new foliage, and the way foliage is rendered. It is still very early to tell but it looks promising.

Right the snow biome is being done.


Before

After

Again noting this is still early WIP, you can see more details in the environment. Not only that but trees will change as well. All of our trees are naked at the lower end like the ones in forward placement in the picture but we are adding diversity by having some of them branching out lover as well. So hiding in the woods will very much be a viable tactic. Improvements are being made in the distance as well, and we are hopeful we can bring back distant foliage so you do not stick out like a thumb in the distance.


The audio team is still at it with the new audio mixing methods. Nothing much to say here, for now.


QA guys have been really busy with not just the testing but managing the new anti cheat methods that have went live with the hotfix. So look carefully you might see them on the server lurking. As for CM/Marketing we've been busy with a lot of stuff that I cannot even mention at this point, but I can say you have a lot to look forward to in the future.



Game designers are still on it with sorting the feedback out and converting it to future features., and also sorting everything out for the next update. So same as last week. Literally.


Hope you like the sneak peaks and we will see you next time!

Beda
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