Hello everyone. Another Monday, another update on how things are going on our side. Check it out ->
Our programmers are putting in a great amount of effort in a variety of things. This includes but is not limited to rain effects, some work one the armed NPC's and sentries, but most notable is the amount of bug fixing that is getting done.
The level design team has continued to exterminate as many bugs as they can. The death toll is rising and so are the corners of our mouths, as the demise of bugs simply puts a smile on our faces.
The animators are continuously polishing weapon animations and working on the tractor, while also focusing heavily on bug fixes
Hard surface is also working hard on fixing any bugs that surface.
Soft surface on the other hand was focused on multiple tasks, which are comprised of testing
2D has been making some improvements in the server browser and fixing some issues that arose with the tractors icon.
Our sound team (literally just one dude), has had "their" hands full with their work on DEENA's voiceovers and bug fixes.
Same old, same old. Testing features, animations, sniffing out bugs and marking them for death, hunting cheaters and engaging with you guys, of course.
The game design department has commenced their work on polishing codex entry and has also begun adding new entries into it, expanding the onboarding process even further.
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Let's move onto the next segment - your thoughts and prayers from last week:
The guns shouldn't be jamming at 100% in the first place and this is something we are already working on and it will be fixed with the full release of the game. Another thing that you should look out for is the condition the magazines and ammunition are in, since they also play a role in guns jamming. Adding this as an optional feature in the server settings hasn't been planned for the full release of the game, but the idea does have some merit and we might consider it after the 1.0 release.
We'd like to take this opportunity to shed some light on this sentiment, since it is a recurring one. The concern you are having is exactly what we do not want to happen and the reason why we are putting so much effort into optimising the game as much as we can with the full release, so you guys get the most smooth and bug free experience in SCUM we can make.
So this issue occurs mostly due to the two players having a gap in performance when it comes to their respective rigs and their respective streaming speeds. This issue should appear less frequently with further optimisation of the game, but what you can do for now is to let the player with the better setup take the wheel in order to avoid this occurrence.
Sorry to disappoint you, but this will not be a feature in the 1.0 version of the game. Base building however, will certainly be expanded on in the future and options like for example having a stone oven at your base might be something we will consider down the line.
There is no information currently as post 1.0 plans are still in discussion crossing the t's and dotting the i's. Once we have that roadmap finalized, it will be shared do not worry.
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And this wraps up this weeks transmission. For more SCUM content, make sure to keep an eye out on the following platforms:
Greetings prisoners! Your boy is back with the latest edition of our community showcase. Since you've been pretty keen on makings selifie's this past week, I've decided to make a little contest out of it and rank them from worst to best. Check it out ->
A good example of a bad selfie, I'm scared, confused, kind of turned on, but that only leads to more confusion, please never smile into a camera again
Now that we all had good laugh and by "we" I mean myself, we can commence with our program and get into the next section->
First up, we have Gaming Central, showing us how an unforgiving PvE environment can lead to reallz tense PvP moments.
Next in line is rk_malimaks. An up and coming streamer, who besides making streams like these, also has these little snippets of those little moments in the game that make it so special. It's definitely worth checking out.
And to tie it all up nicely, here's John _ Dominator with some high octane raids and he compliments it well with his commentary. (I also think he puts a curse on everyone who watches his videos and doesn't subscribe, but I'm not sure, so watch at your own risk)
That's it from me for this week, have nice one and make sure to follow us on our socials if you haven't already!
PRISONERS! Your weekly PSA on the development of the game is about to drop. Enjoy your read!
The programmers are mainly focused on clearing that infamous backlog of bugs—and you’ll be pleased to hear that the list of these pesky critters is steadily shrinking. More specifically, improvements have been made to the encounter manager, along with various graphical and localization fixes. On top of that, several changes and improvements have been applied to tutorial tasks. While there may not be a ton of flashy new things to show right now, we can't stress enough how hard the team is working on bugfixing and ensuring the launch is polished and ready for version 1.0.
The same can be said for the level designers—they’re heavily focused on bugfixing as well. Specifically, they've been working on adding group spawners for NPCs, tractor vehicle attachments to the map, distant LODs for landscape foliage, and reworking asphalt and landscape roads.
The animators are also putting their efforts into bugfixing, polishing weapon animations and grips, and making some adjustments to the tractor.
The hard surface team’s primary focus last week was—you guessed it—bugfixing.
The soft surface team is still preparing assets for the trailer and, like the rest of the team, focusing on overall bugfixing.
The 2D team has made improvements to the criminal record screen.
The sound team is focused on bugfixing as well, particularly Deena’s voiceovers and environmental sounds.
QA is doing what QA does best—nothing new to report there.
The game designers have been making changes to the codex, adding new entries, creating loot tables for armed NPCs, and developing new Deena tasks to improve the onboarding process for new players.
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Now, onto your feedback from last week's transmission:
Prefab houses and bases currently don’t have working plumbing or sewage systems, which would make toilets pointless. However, adding outhouses as a base-building feature is a cool idea—they wouldn’t require plumbing. 😄 Workout mechanics aren’t planned at the moment, but it’s a great suggestion and definitely not off the table.
Unfortunately, there’s no way to modify loot spawns without editing the .ini files. We might add these settings in-game at some point, but there are currently no plans for that. In the meantime, here’s the link to the document that explains how to modify loot spawning on your server.
There are currently no plans to officially support VR mode for the game. That said, we've seen some unofficial solutions that allow players to experience the game in VR—you’re welcome to check those out.
We understand your frustration, and you’ll be happy to know that the animation for entering and exiting vehicles has been modified. Reloading weapons already depends on your skill level, and it’s unlikely that will be further adjusted.
We’re working on a wide range of optimizations across the game to ensure it runs much more smoothly when we hit version 1.0.
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This marks the end of the update. For more SCUM content, make sure to keep an eye out on the following platforms:
As is customary, we are now featuring some SCUM-related videos from our community and we ask you to show some love and support->
Here's an up-and-coming streamer from Brazil named M1zu44 on a quest to get rich or die tryin'so make sure to check him out.
On the other hand, here's a more chill and laid-back video from AceSaanvi on her quest to build a mansion.
To top it off, we're giving a shout out to DenysTv, who's made a video detailing the basics of the game.
This is it for this week's entertainment transmission. You are to return to your duties. Also, make sure that you did not forget to follow us on our socials if you haven't already!
Attention inmates! 'Tis that time of the week again, 'tis the time to keep you updated on how things are going on our end. So without further ado, let's get into it ->
The programming team has had their hands full, with some further work on NPC's and overall improvements to the encounter manager, but mostly with bug fixing, progress on the anti-cheat front and overall optimisations to the game.
Our Level Designers are completely committed to fixing bugs and making sure everything on the map sits in it's right place.
The animators are have shifted their focus to polishing weapons, making sure they shine so bright, you'll be able to see your future in them, while also doing some more work on the tractor and yes, you guessed it - more bug fixing
Besides continuing their work with LOD's for weapons and some good ol' bugfixes, Hard Surface has been also delving into further optimisations to our vehicles
The Soft Surface team has mainly continued their work from last week and the usual of course, bug fixing.
The sound team has arranged some vocal lessons for DEENA, while also doing their fair share of bug fixing.
The QA/CM guys are as industrious as always - Hunting down cheaters, testing features, engaging with you guys and sniffing out bugs, you know the drill.
The game designers are focused on bug fixing and armed NPC's .
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Now, onto your impressions from last week's transmission:
We've already had a more expanded version of this idea in mind and we definitely do want to add this feature to SCUM eventually, it's more a question of when this happen than if.
Not going to lie, you had me in the first half. Jokes aside, as we've already stated before, next month we will be introducing a whole new (and more serious) anti-cheat system to SCUM. You should notice a difference regarding the presence of cheaters on our servers.
Who doesn't love drinking and driving? This is something we're already looking into, but we cannot say when exactly this feature will be implemented.
We can confirm that the arsenal will be expanded in the future. What guns in particular will be added is going to stay a secret for now.
We do agree that it's surely a neat feature that brings another level of immersion to games and some of us (Beda) have even been trying to push this agenda, there have been no talks of implementing such a feature to SCUM.
For more SCUM content, follow us on our social media channels:
Hello everyone! It's that most wonderful time of the week, where we reminisce about all the shenanigans you've been up to. Please enjoy each piece of content equally ->
I think wr_bloodlust is about to find out what his name really means
You already know the drill, next up are some clips from the depths of the interwebs. show your other community members some love and support, since that is what TEC-01 is all about->
Let's start things off with an up and coming streamer, Sturmyo. See him checking out what the trainyard has to offer, it might not be much, but it's honest work.
Next, we have Glock9 trying to find out if he can gear up completely with one loot run through Samobor. I won't spoil the ending, but it genuinely made me laugh out loud.
And to end things on a high note, here are REDRUM THE GAMER and MrGameHunter duking it out in an adrenaline fuelled turf war.
That's it for this weeks transmission. I shall return to the hole I crept out of to serve the rest of my sentence and you guys have a nice week!
Welcome, prisoners, to your weekly update on the development of the game! Now that the latest update is out, our full focus is on the development of 1.0. Here’s a glimpse of what the team has been working on this past week!
The programming team has been hard at work fixing a variety of issues, focusing on the rain/wetness mechanics, a fix for first-person shadows, and improvements to the ocean opacity map. Additionally, enhancements have been made to the encounter manager, tutorial UI highlighting, and localization. We've added new survival tips, UI highlights, tutorial tasks, and codex pages. More functionalities have also been implemented for armed NPCs. However, make no mistake— overall bugfixing still remains the biggest priority.
The level design team is primarily focused on bug fixing, with additional efforts directed toward fixing asphalt roads and refining the landscape wetness function.
The animators are working on various bug fixes and reworks related to weapons, as well as continuing their work on the tractor and the new trailer.
The hard surface team is focused on reworking the tire repair kit, improving item LODs, and making adjustments to the Kinglet Mariner and the tractor, which is also getting new icons. To top it off, they’re introducing new optimizations for the Rager.
The soft surface team is preparing assets for the trailer and working on overall bug fixes.
The sound team is focused on bug fixing and making certain edits for DEENA.
QA is doing what they do best—rigorous testing to ensure a smooth experience. Nothing new here!
The game designers are making improvements to the codex and adding new survival tips. Of course, bug fixing remains a top priority here as well.
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Now, onto your impressions from last week's transmission:
Thank you for the kind words, MustangGT! Controller support will be coming to the game, but for now, we can only say that it will be added sometime after 1.0.
No and no. For now. However, we will be looking into it to see what can be done.
Even though we have not officially announced a release date, we can confirm that the game will definitely be released in the second quarter of 2025, and that is set in stone. More details on the release will be shared in the coming months.
Our focus remains on delivering the final features planned for 1.0, along with all necessary bug fixes and optimizations to ensure a smooth launch. Our last DLC was released over a year ago, and we have no intention of "locking content behind a paywall." There is nothing to suggest that we will be doing so. We have some really exciting plans for new content and features after our 1.0 launch, which will be available to all players. We hope you'll stick around to see what we have in store!
Many of you have been asking for mod support—especially after we confirmed that we’ll be releasing the server files, one of the most requested features from the community. We hear you! If mod support does come to the game, it will definitely be sometime after 1.0. It’s not off the table, but we can’t provide any definitive answers just yet.
For more SCUM content, follow us on our social media channels:
Hey hey everyone, happy Thursday! As mentioned in the community address here comes the last content update before 1.0! Check it out!
Like announced on Tuesday, this update will contain a soft wipe as well, in preparation for next months anit-cheat update!
First up, a new bow, the Manchu bow! With its slick design and stealthy mechanics, it is a perfect choice for taking out puppets or other players when you do not want to be heard. It might look big, but we consider it the perfect size!
Next up the, even before it released, a fan favorite. The improvised Trash ghillie suit is here. Let the terror in urban areas begin! As soon as you craft one, Find a good spot, hide and wait. Just make sure there is not another trash wookie in that spot you did not notice yet!
Welcome back old friend. With its refreshed look, adjusted to fit all the new clothing, the b/w polka dot is back! You can camoflauge yourself... well nowhere really but it looks fly af.
Fixed the exploit where you could farm grenades on Sentries.
Fixed the bug where you could crawl in ADS while in prone full snake mode.
Fixed the bug where your drone would sometimes teleport all over the place.
Fixed the bug where fire sources such as bonfires would be destroyed if your lighter was in vicinity.
Fixed the bug where your fish would disappear if you had nothing in holsters and you chose to keep or release it.
Numerous server crash fixes.
Various smaller bug fixes.
We have added two new features to the server settings to ensure that you can keep your database clean of inactive users.
Delete inactive players <- located in general By default it is on By default the number of inactive days is set to 180, minimum value 1, maximum value 3600 On server startup if your Delete inactive players is set to on, it will delete users that haven't logged in for 180 days or more from your database. (It depends what you set the number to) If you keep this setting on, it will keep deleting users on every startup if there are users that haven't logged in for the set time. Deleted users will be written in the Admin.log on server startup, they will be below "deleting inactive users".
Delete banned players This setting is a bit more volatile, by default it is turned off. This setting reads your BannedUsers.ini and then it syncs the steamIDs from banned users ini with the users in database and it deletes them on server startup. This means that it will delete all users that are in BannedUsers.ini, you have to be careful if you have banned someone "for fun" cause his character will get deleted. If you put this setting to on, after the deletion on server startup it will be returned back to off. You have to set it to on manually every time. Deleted users will be written in Admin.log on server startup, they will be below "deleting banned users".
How you should perform deleting banned users from your database in server settings UI:
Make sure your BannedUsers.ini is currently not being edited and that it's not open (beware if you have a bot connected to your server)
Make changes to the BannedUsers.ini, make sure that it is in the state you want it to be. If you put a steamID in there for fun, his user will be deleted as well.
After you have made all changes and turned of all bots, etc. Save the BannedUsers.ini and wait for at least 15 seconds.
Turn the setting to on
Restart the server
How you should perform deleting banned users from your database while the server is turned off (safer way):
Turn the server off
Turn off all bots interacting with your .ini files
Make sure your BannedUsers.ini is in the state you want it to be
Go to ServerSettings.ini and set scum.DeleteBannedUsers=0 to 1, save file
Start the server
And last but certainly not least, we wish to welcome a new hosting site with SCUM servers available. If you are looking to rent a server, POCKETHOST is here to help. So make sure you check them out!
Hello prisoners! Perito has been transferred to solitary confinement for no particular reason, which means I'm handling your weekly dose of entertainment. Enjoy an assortment of community contributions and our 'witty' takes on them, oh and an important announcement as well! ->
But before we get to the Community showcase an announcement! You all heard that there will be a new update this week. Well we can confirm that it is happening on Thursday! And you asked for it and we can confirm, there will be a partial/soft wipe on that update as well. Not for the content that is dropping itself but to ease in implementation of a certain new anti cheat system next month. Consider yourself warned!
Looks like someone has experience with carrying heavy logs in their hands.
And to top it all off, let's dive into this weeks clips ->
This week's YouTube creator shout-out will have an international flavor as we want to spotlight SCUM players from all around the world. First off, we have a up and coming creator from Brazil named Gamer por diversão, giving his best to create a base of his dreams.
And we have ZOROREN7 from Thailand breezing through the Killbox like a true pro!
Your weekly entertainment has concluded. As you were, prisoners!