SCUM - Perito
Hello everyone! Ready for another round of bad puns, random pictures and even less coherent videos to accompany all that? Me neither. Let's dig in ->




Still better than Ghost Rider 2007


This pans out to be quite relatable


I bet that's a tough nut to crack ...or maybe not.


Can't win an argument? Just set them on fire.


Stunt it


I'd like to throw an eye pun, but irisk it being too cornea


If you'd replace the coffee with a bottle of rakija, you'd get the average kids menu in the Balkans


Let's wretsle, let's wrestle, just send location


Rager against the machine


To think that this reduces exhaustion might be quite -ahem- polearizing



Let's get on with the next segment, shall we?

To kick things off, here's an epic ZTV admin hosted race uploaded by Tc-VS-Gaming



Next up, we've got The Goodish Gamer, showing us that there always might be more to discover on SCUM island



And to top it all off, the ever so charismatic Luis Moncada having a good time and cracking jokes





Thank you all for your contributions to the community every week and have nice one!

-Perito over and out
SCUM - Fratman
We wish everyone a warm welcome into the new week with a new update on how things are going with SCUM!





The programming team is heavily focused on bug fixing, with an additional rework being conducted on the overall look of the rain and the look of the terrain affected by it. Further testing has also been conducted on the lighting probes as well. Also, work has continued on the melee combat functionality for the armed NPCs and on the rework of the foliage. Additionally, certain improvements have been implemented with regard to trophy and weapon rack snapping on loophole walls and hatch floors. Work has also started on adding health functionality for the garden so it functions as a proper base building element, meaning that it will be part of raid protection and will decay just like other BB elements.



Now that the level design rework is almost completely finished, the majority of the LD team is bug fixing and testing what they've been working on. Apart from that, they've continued to rework the BB fortifications, as well as the Zeljava entrance, storage hangar, the airfield runway material, and river layers reworks.



The animators are hammering away and are still exclusively focused on bug fixing.

The hard surface team remains focused and is working on the same features as last week, with an added emphasis on optimizing certain assets and UV maps, as well as retexturing existing models. Simply put, they're ensuring the assets look just as good while using memory more efficiently.

The soft surface team is still helping out with environment rocks for level design, and they are still working on the improvised backpack and TEC1 NPCs. However, they've also worked on preparation for a new character for our animators!

It is also worth mentioning that our UI designer is working on a redesign for the mobile phone UI.



The sound team is working on a variety of weapon sounds and bug fixes - same as last week.



Catching cheaters, testing new features, finding bugs, and engaging with the community - same old, same old.



Our game designers are busy making sure that the bugs on their side are adequately squashed.

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Now, let’s head over to the Q&A section of the dev update:



  • Communication is key, on that we can agree! Unintentional and unnecessary rhyme aside, we want to have it in the game, and we'll make sure to put it in the game sometime down the line after the 1.0 release.



  • Additional map features are not off the table and might find their way into the game at some point after the 1.0 release of the game.



  • The level design of the whole map will be overhauled, which also includes the interiors of houses. You'll be very pleased with the work we've done in that regard.



  • There's no need to fret! The team is doing great, the features we're working on are shaping up nicely, and we'll make sure to iron out all the issues that might be present, further optimize the performance of the game, add some much-requested functionalities, AND support the game with a host of new additions even after its 1.0 release, which will further expand the SCUM experience.



  • We're very much aware of this, and you'll be pleased to know that this will be tended to in the upcoming inventory rework.
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See you next week!

Fratman
SCUM - Beda
Hello everyone, happy Thursday! Cold days are coming to a close so let's warm up some more with a hotfix, check it out! ->




  • Fixed the issue where repair, plant and defuse interactions were not available while on ladders, making hatch doors OP from below.
  • Fixed the issue where if looking at Questbook when quests expire, player would have non interactable expired quests.
  • Fixed the issue where ending vehicle service on a car jack would crash the server.
  • Possible fix for a rare server crash relating wheelbarrows.
  • Fixed the issue where refilling turrets with multiple ammo types would sometime crash the server.
  • Fixed the issue where puppets would not attack players in big rafts.
  • Potential fix for a rare client crash when interacting with gardens.
  • Fixed the issue where players exiting vehicles could sometimes cause a server crash.
  • Fixed the issue where a rare server crash could occur when refueling vehicles.


  • Removed the Holiday menu screen (and you thought Mariah Carey would overstay her welcome).
  • Improved puppet attack tracking.
  • Settings applied inside overlapped custom zones in server settings now prioritize the smallest zone.
  • Improved puppet movement around stairs and elevated positions.
  • Adjusted protection level of all helmets.
  • Puppets will now react accordingly when taking damage from flame throwers.
  • Reduced EMP effect radius.
  • Nerfed N9 bayonet damage.
  • Lowered max running speed of skinny and normal puppets.
  • Optimized server loading time and network load for some BB elements.+
SCUM - Perito
Attention inmates! It's that time of the week again and I still haven't run out of puns to accompany captured moments of your shenanigans. So without further ado, the spotlight is all yours and let's get into it ->




It's JAWrring how FINished you are once the shark get's you


Watch me whip...


...and watch me neigh, neigh


I might be cheeky with these Buns, butt I simply can't help myself


Fact: If you're pure of heart, beer and cigarettes are actually good for you


It's been a while since we've shared some scenic shots. No puns, no jokes, let's just enjoy the moment for a bit


"A beautiful view, bro"
"not as beautiful as your eyes, bro"
"bro.."


It's important to not lose your head when trying to survive on SCUM island...


Not sure if collecting them helps either


My arrival was foretold, for I am the PUNisher (from wish, on a discount, with bad reviews)



Let's get onto some content from the interwebs, shall we ->

A great video for newcomers to the game, here you can see a seasoned SCUM veteran, Mr Feudal, starting anew on Toraks' private server.



Next up, an epic showdown at the Dam by DR GRANT



To finish things off, we have RayKit, blissfully enjoying his Quests on his PvE Server, just being a chill dude





That's all Folks! See you next week!

-Perito
SCUM - Fratman
Happy Monday, prisoners! Here's a new dev update on your favorite survival game to ease you into the new week!





The programming team has been working on a wide variety of features and fixes. Some crashes caused by gardening are being fixed, along with some reflection probes that weren’t set up properly. Puppet behavior has been tweaked for when they are chasing you (more on that in one of our upcoming updates), and we’ve fixed some bugs related to their behavior when you’re attacking them with a flamethrower. Also, some additional optimizations to the puppet spawns have been added. Multiple UI improvements and additions have been developed for better localization support, as well as subtitles for trader and DLC character dialogues. Snapping of elements on the hatch ceiling, window loophole, and bar wall has been improved. Additional interactions have been added for prisoners on ladders, such as lockpicking and planting explosives. Progress has also been made on enabling armed NPCs to engage in melee combat. On top of all this, bugfixing continues across a multitude of features, and further progress has been made on our anti-cheat efforts.



Our level designers remain heavily focused on bugfixing and ensuring the POIs are spotless. Loopholes in base-building elements are being adjusted, and some doors in bunkers are being replaced with self-closing ones. The Zeljava platform is being reworked, and dirt road textures, along with their overall appearance, have been improved. Several landscape layers have also been refined.



The animation team is still focused almost exclusively on bugfixing. Not much to report, but their work is no less important.

The hard surface team continues their work on the new bow, the Zündapp-inspired motorcycle, and ew weapon conept. A second iteration of the Desert Eagle skin is also in progress. Numerous other optimizations and bugfixes are being implemented.

The soft surface art team has been working on rock textures for the level design team and has continued reworking the improvised backpack. Progress also continues on the TEC1 NPC and a female NPC.



The sound team is working on a variety of weapon sounds and bugfixes.



Catching cheaters, testing new features, finding bugs, and engaging with the community—same routine here.



Our game designers are busy bugfixing and adjusting the armor parameters for helmets.

Now, let’s head over to the Q&A section of the dev update:



  • These have been requested regularly, and we’d like to reiterate that we plan to add something like this at some point. In the meantime, you can use standing torches as lighting features in your base—just make sure not to walk too close to them!



  • UI improvements are being planned and implemented across the board. As we’ve stated, we’ve hired a UI designer to help improve readability, especially for various localizations.



  • Base-building will be expanded in future updates after we reach version 1.0. A boathouse would definitely be cool. While a washing machine wasn’t planned, it does make sense—we’ll see about that. If you have more suggestions, please post them in the “Suggestions” subforum on our Steam page.


  • It is very likely that this issue in particular is something that is tied to the level design and the sound piercing through it. Since virtually the entirety of the map is being reworked, it is possible that it will be fixed once that is implemented with 1.0. We'll also make sure to look into the matter thoroughly and you are welcome to share your findings via our official support here



  • We have an aspiring interior designer in our midst! :D Adding personalized flair to bases would be cool, and I believe more options will be introduced after the 1.0 release. However, I don’t have anything specific to share at the moment.
SCUM - Perito
Hello everyone! It's Tuesday and the King of cringe captions is here once again to give you another showcase. Check it out! ->




These 90's rap album cover photos are getting better and better, we could make a contest in the future. Post your best pics!!


Just the lads getting absolutely hammered before a raid like it's nothing.


This guy looks like he's about to come up to you and give you the hellraiser puzzle to solve, smh get a job pinhead.


When the 1.5 hours of sleep start to kick in halfway through the day


Aww, look at them having a sleepover, how cute.


I think the gun jamming is the least of your problems atm, buddy


+10000 Aura (she died anyway)


That's one hell of an arrow


I tried to find a good radiation joke, but all the good ones Argon


If it's not with the boys, are you even crackin' open a cold one?



You know the drill, onto some videos,

Starting off with an absolute banger by REDRUM THE GAMER who had us on the floor with this one



Next up we have Torak dropping logs while playing solo (this is entirely referring to the Base building segments)



And last but not least, we've got MrGameHunter with some fiery PvP moments




Till next time friends!

-Perito
SCUM - Fratman
Hey there, prisoners! After last weeks irregular post, We're back with the usual weekly updates, so make sure to grab a coffee and enjoy your read!





The programming team is warming up their fingers and gearing up for this year's release! Starting with working on additional admin commands for private server owners and adding support for extra first-person vehicle animations. Foliage is also being further optimized, and new tooltips are being added for localization purposes. Additionally, player collisions are being modified in custom zones, and there are some new developments in the anti-cheat segment—but more on that when we can give out details, NDAs and that. It goes without saying that a significant effort has been invested in bug fixing as well.



As the entire team has been heavily engaged in overhauling the landscapes of the map, some bugs have naturally cropped up, so the team is now focused on polishing and fixing them.



The animation team is heavily involved with bug fixing. Not much to share from their end.

The hard surface team has been reworking the Kar 98 and finalizing the AKM/RPK rework, as well as the new Manchu bow. A second iteration of the DEagle skin has also been worked on, along with the textures, setup, and query mesh for the new Zündapp-inspired motorcycle.

The soft surface team has been working on clothing for the unreleased NPC characters currently in development.

Here's a sneak peek at the new bow weapon:









The sound team has been working on various bug fixes and new weapon sound effects.



The QA/Community team is doing what they do best—hunting cheaters, sifting through bug reports, and engaging with all of you.



The game designers are focused primarily on bug fixing.

___

Now that the update has been out for more than a week, let's see if we can answer a fresh batch of questions in the Q&A section:


  • Thank you for the kind wishes! :) As for the helicopters, there are no plans to implement them at the moment, but it’s not entirely off the table and might make its way into the game at some point.


  • Glad to hear you're finding the game excellent! Regarding our anti-cheat system, already mentioned in the programming section. Rest assured, we'll do our best to mitigate the issue.


  • The map is indeed vast, with a wide variety of locations to explore. However, we recognize that sometimes, especially if the server isn’t full of players, it can feel a bit empty. That’s why we’ve enabled the option for private server owners to modify their servers in ways that create custom zones to incentivize players to converge in specific regions, thereby increasing player interaction. We recommend checking out SCUM servers here and exploring the server recruitment subforum on our Steam page. We hope this helps you find a server that caters to your preference for greater player interaction.


  • One of our recent hires is a UI designer, so we can confidently say that we're working on improvements in that area!


  • The Christmas season is behind us, and we're gearing up for an update that will remove the theme. We're also preparing to include some fixes with that patch, so stay tuned for more information.
___

See you next week!

Fratman
SCUM - Perito
I'd thought of opening this years first community showcase with a "did you miss me?", but I think I'll save that for another time, when I'm in the mood for the sound of crickets. Anyhow, I know you can't bear to wait any longer to see what the community has been up to lately. Check it out! ->




Form a line please, there's enough bullets for everyone.


This is how much phishing corporate expects to be going on these days


Nothing beats a good ol' slavic lullaby (these hands).


Not even a puppet deserves to go like this. I mean, that's just nuts.


What a grizzly sight.... If you think that's it for today with the bear puns, just know that I'm bearly getting started.



Another poor soul getting furriously chased by an ursine creature


Abearantly he didn't notice me sneaking up on him and I'm pawsitive that I'll get him a one way trip to the bearial grounds.


Not so sure about burying this one though, I think he's clawstrophobic


That's me heading to my abode to think of more bear puns for next week (you can't stop me).


On to the next segment, let's see what ya'll have been cooking up in the realm of moving pictures ->

Let's start with DR GRANT showing us that sometimes diplomacy can also be a crucial part to your survival.



Next up, KillaMikeY2693 showing us how a solo Killbox run is done. He's also a prime example of why an advanced lockpick nerf is unlikely to happen, what a beast.



And to end this on a high note, here's are some highlights to some banger tunes!




That's all folks. See you next week!

-Perito
SCUM - Beda
Hello everyone, happy Monday! We are back with a new Dev update! Check it out!



It is good to be back! First of all we wish you all a wonderful 2025 year! We are back in the office in full strength now and ready to hit it again. As we already stated, this year is our year to finally release SCUM from Early Access into full release. So we are now full steam ahead, all hands on deck, no mountain too high, no valley to low and all other Instagram quotes you can think of here.

So you can expect us to be more and more active again, with more and more interesting stuff from us. And we will need you as well as your feedback will be one of the key elements on the path to 1.0 as it has always been. So see you in the forums, chats and everywhere else and let us sprint together to the finish line.

Next week back to the regular dev updates, so do not worry.
SCUM - Beda
Hello everyone happy Friday! Hope you are all good! Let us end the week with a nice little Dev update, special edition! ->



This one will be a different one to what you are used to see. AS it is more of an announcement rather than what we were doing. What we were doing are hotfixes as you could see the past couple of weeks. Now at the end of the year we will allow our selves some time to rest and look to the future.

But let us recap on 2024. and how it was for us as well. First thing that is noticeable is the slower more spaced out pace of updates, and the result was more quality in them as well. Added awesome new features, optimized old ones and long awaited stuff has finally made it into the game. Even the long awaited release window was announced.

Alas now it is time for us, after long overtimes, crunches, caffeine overdrives, to have our own little holiday break. So do not be surprised you see less activity from us over the next couple of weeks. Do not worry, you will see us again, with a full steam ahead towards new year and the long awaited 1.0.

And last but certainly not the least a huge thank you, all of you in our community, yes even the ones that like to pepper us all the time (we know it comes from a place of passion) for all of your support, feedback and continued playtime. It means a lot and helps us push forward when even we are ready to to start smashing our keyboards into screens for yet another editor crash, that pesky bug that does not want to repro or a dilema that does not have a simple solution. So we wish you a happy Scummy winter break and we will see you in 2025.



Much love - Beda on behalf on all of us here at Gamepires.
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