As is tradition, next up are some clips from our YouTube . show your other community members some love and support, since that is what TEC-01 is all about->
Let's start things off with Bostonski flexing his RTX 5090 FE monster and testing out SCUM in 4K!
Next up we have Fresco Turbina promoting all kinds of shenanigans on the ANTITEC 2.0 server so make sure to check them out!
Let's end this segment with with Torak's guide on setting up a base on vanilla settings, which should help out greenhorn players:
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In the end, we'd like to invite our community to follow us on our new Tiktok account which you can find here.
That’s it everyone, see you next week and make sure to keep an eye on the following platforms:
Hello everyone! We hope you had a wonderful weekend and are ready for an update on how things are developing on our end. Let's see how many times you need to read "bug fixing" before it starts to sound weird in your own head ->
Our code wizards have continued with their efforts with being laser-focused on bug fixing, but some hocus pocus in terms of coding is still in order. Besides the usual, they have also made some progress with implementing new anti-cheat capabilities and lightsource meshes. Hitches related to vehicle loading have also been fixed.
Bug fixing, then some bug fixing, followed by more bug fixing.
Bug fixing, then some bug fixing, followed by more bug fixing.
The animation team has continued with last weeks tasks, one of them was bug fixing.
The Hard surface guys have been pretty busy with a variety of things, bug fixing not being one of them. They have made some adjustments to the Rager's front window armor and improvements overall to the Rager's attachments. Work on the vehicles collisions physics has resumed.
The soft surface team and the 2D guys have continued with testing and bug fixing.
The animation team has continued with last weeks tasks, one of them was bug fixing.
The Hard surface guys have been pretty busy with a variety of things, bug fixing not being one of them. They have made some adjustments to the Rager's front window armor and improvements overall to the Rager's attachments. Work on the vehicles collisions physics has resumed.
The soft surface team and the 2D guys have continued with testing and bug fixing.
The sound team has carried on with their work on NPC voiceovers and bug fixing, of course.
Who do you think is finding and reporting all those Bugs in need of fixing, eh?
Aside from the usual bug fixing, the game design team has also made some adjustments to DEENA's Task, making sure that greenhorns don't die before even setting foot on the island ___
On to the next segment, let’s hear some of your impressions from last week:
Hell yes, the new anti-cheat will be implemented before 1.0 and hell no, we will not let cheaters bleed into the new release.
It'd actually be quite difficult to implement such a feature on a technical level due to the sheer amount of variations when it comes weapons and according parts. Add to that the fact that this would be for a command, that is used in quite specific situations and not as commonly and you have your answer. Regarding your suggestion with magazines, you are already able to spawn those fully loaded if you press space and enter ammo count followed by the wanted amount into the command.
Since we've shifted our focus toward the 1.0 version of the game, there's no turning back, really. If we were to release another update somewhere in between, it'd would mean that we'd have to develop a "0.99 version" alongside the 1.0 Version of SCUM which is impossible to pull off with the manpower we have and simply inefficient.
No, unfortunately there will be no official mod support with the full release, but you will be able to privately host servers and tweak the server settings however you like.
Yo, we bought a horse.
That’s all folks, see you next week and make sure to keep an eye on the following platforms:
Attention prisoners! It's time for this weeks crème de la crème of screenshots, videos and moments you guys came up with. So let’s dive in and see what your fellow prisoners have been cooking up — and no, we don’t mean human steaks… hopefully.->
This is Aljoša. All the other fish are scared of him. Aljoša has commited many atrocities in the name of his people. And as he gets better at it, they fear him more and more. He is a victim of his own success. Sometimes he is so lonely he could cry, but what's the point? Not a single person would care.
Onto the next segment, dear convicts. Let's take a look what our drone managed to capture during your exotic ->
Guts, gore and glory. 9 teams, winner takes it all. Our boy Dr grant compiled the first week of SCUM Survival Showdown neatly into 30 minutes of pure insanity. You can see how the matches went down form each streamers perspective
Forget the 100 men vs 1 gorilla debate, LOONEY offered us an answer to a much more intriguing question: Who wins, 100 Germans with spears or 1 mech? I'll give you a little hint, Ze solutions are PG.
Last but not least, we have John _ Dominator with another story-time-esque video and he absolutely crushes it. There are some genuinely funny moments in here, but the story itself and the way it's presented is really it's strong suit. makes sure to give it a glance!
Attention prisoners! Since we're ever so kind, we'd like to make your Tuesday a little less miserable with this new dev update!
The programming team has dedicated extensive and almost exclusive efforts to bug fixing over the past week. We know this might not feel like a lot to share, and we've seen some frustration about that, but given the current phase of development, it's crucial to ensure the game runs as smoothly as possible and has as few bugs as possible. This focus naturally results in an “all hands on deck” approach toward bug fixing.
The same applies to the level designers, who are also focused on cleaning up old and new bugs on the map. We understand when people question the point of posting these updates if there’s nothing new to add. Regardless, the point is to reiterate each week that the team is indeed working hard on the game and to reinforce our commitment to delivering the game within this quarter!
The animators are working on new cinematics and are also heavily focused on bug fixing.
The hard surface team has been improving the materials for the raft and refining the physics on the vehicles. They’re also creating a new mesh and textures for the tractor tires.
The soft surface team, along with the 2D team, has been focused on testing and bug fixing the UI.
Our sound team has been focused on bug fixing, NPC voiceovers, a new unconsciousness soundscape, and other sounds for specific actions.
As always, nothing new to report here.
The game design team is also focused mostly on bug fixing. Not much else to add here.
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Let's move on to the next segment — let’s hear some of your questions, concerns, and suggestions from last week:
We're preparing a lot in that regard, so make sure to stay tuned. You’ll see more very soon — prior to the release of 1.0. We’ve even reported on some of it in previous dev updates!
We’d like to take this opportunity to shed some light on this sentiment, as it’s a recurring one. We’re not putting out anything before we hit 1.0, which is why you may feel that we aren’t giving the game the attention it deserves. This couldn’t be further from the truth — the team is working incredibly hard to deliver 1.0 on time, and we can’t wait for you to sink your teeth into it.
That actually sounds like an awesome idea — a trader outpost in the middle of the water that can only be accessed by boat. It doesn’t even need to be a trader; it could be a special POI. It’s definitely not out of the question.
The behind-the-scenes videos are in high demand, and we’ll make sure to release a new series before the 1.0 launch. We just need to ensure we don’t disturb our awesome devs too much from their work — but I imagine they’ll love to appear once they find out people want to hear from them! :)
Funny as that would be, there is no correlation between the anti-cheat system and Twitch. Honestly, it would make more sense than the actual reason they banned our account. To give credit where it’s due, they didn’t ban us last week and we held a great stream, which you can watch here.
That’s it for this week, prisoners. See you in the next one! For more SCUM content, be sure to keep an eye on the following platforms:
Hope the author of this masterpiece doesn't flag this as copyright infringement...
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Now that the screenshots are out of the way, here's a quick look at what the community has been up to on YouTube!
First up, we have Dr. Saico Gaming with a chill video of him doing some quests, looting, shooting and surviving - great to share to people that like singleplayer and survival games.
Here's the team from the ZTE Australia server with another awesome event, showcasing their creativity and ingenuity with their own in-game events! Nice job, people!
To top it all off, we have InexusHD with a kick-ass compilation of...kicking ass! There's no better way to say it, so make sure to give him a look!
That's it for this week! Hope to see you in the next one!
Howdy ho fellas! Hope y'all had a wonderful weekend. It's time to keep you updated on what we have been up to so let's get right into it->
But before that an important announcement. As we have announced a new anti cheat system was supposed to release this month. As you can see by usage of the word supposed to, unfortunately more technical difficulties arose than we expected and to ensure it is tested properly we decided to postpone it for a couple of weeks. After all we all want this new anti cheat to work the best possible when it releases.
Our programmers have shifted their focus more on bugfixing and optimisation this time around, but that's not all. They are working on further imrpovements for overall lighting and reflections, debugging puppets, polishing NPC's and doing some tweaks to the clothes' wetness logic.
Besides doing bufixing, the level design team has also been delving into some bugfixing. Followed by, you guessed it - more bug fixing.
Our Animators have laid down their weapons and are now working on the new trailer, testing some new visuals for the male characters' locomotion and the fixing of the bugs, of course.
The Hard surface team is dedicated to optmising the query for the Big Raft, improvements for vehicle shapes and the quest book and also doing their part, when it comes to bugfixing.
Soft surface is working on cloth items making their mesh look better when they've been put on the floor while continuing to prepare assets for the trailer.
The sound team is doing some tweaks to the knockout and forest soundscapes, bugfixing.
The usual - hunting cheaters and bugs, testing, anything but resting.
The design team has been making some adjustments for the famepoint system. And we cannot forget to mention bugfixing too.
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Onto the next part, let's see your impressions from last week;
These are some nice ideas and we do want do make it possible to plant an apple tree here and and orange tree there eventually. These elements are pretty draining perfomance wise, though, which is why we'll be looking into that more after the full release.
There will be some additions to the squad system, just not the ones you have suggested. The ideas are pretty good though and we might consider something similar, eventually.
It's hard to say, due to the technical limitations that would pose a problem with implementing such a feature. For now we're focused on things we can deliver.
Well, the Seaplane is already on its way to you and you can rest assured we will continue to support SCUM after the 1.0 release, which includes new content as well.
Efficiency is key to survival and one cannot afford to waste recources like that if they intend to see the next day. The animation is also quite funny. The Trazan method is here to stay.
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This wraps up this weeks transmission. For more SCUM content, make sure to keep an eye out on the following platforms:
First up, we have Gilsrand with a true gem. Short and sweet, with twists and turns, he delivers a story that is going to sound familiar to any of us. Two clans at odds and one needs to go. Give it a look, it's really worth checking out!
Maybe I'm a bit of a sadist, maybe it comes with working for Tec-01 and I'm not to blame, but I sure do enjoy these streams of inexperienced players trying their hardest not to become a poorly fed snack to the local pack of wolves and failing miserably. Jokes aside, it's rewarding just to see someone else being quite lost and then getting their bearings in SCUM.
To top it all off, we have GrandRiser taking his friends on a bunker tour. He really is that friend, who say's "I know a place" and then takes you to an abandoned underground facility, filled with horrors beyond comprehension.
Attention, inmates! Big post, big news and a big event for you big people, Check it out.-->
To start, in DEV related news. You could've seen the lack of activity from us here last week. That is due to the team attending Reboot Develop conference, which was our last time off we have for some time. We had a blast, in football tournament came in last, time went fast, some came home in a cast and now we are back to work on 1.0! Full throttle!
The programming team is working on a plethora of improvements, fixes, and new functionalities—so let's take it from the top. There have been improvements to the soundscape when the player is knocked out, and further balancing has been done regarding CON attribute gain, vehicle fuel consumption, and building blueprints around abandoned bunkers. Blurred vision is also being visually improved, with many fixes introduced for sweat and blood droplets on widescreen monitors, fog effects near the nuclear plant, and more. Additional optimizations were made to shadows and overall lighting.
Furthermore, the team has implemented an improved solution for character and NPC water buoyancy. In terms of UI, the server browser received some extra love this week, alongside additional localization functionalities. To top it off, progress continues on the new anti-cheat system, new methods for cracking base fortifications, and, of course, the armed NPCs.
The level designers are mainly focused on bug fixing, with an additional emphasis on bugs related to materials. Not much else to add here, but rest assured—they’re working hard to make the map look as awesome as possible.
The animators are hammering away at various bug fixes and reworks related to weapons, and have continued their work on the new trailer.
As for the hard surface team, they’re primarily focused on bug fixes related to vehicle collisions and vehicles in general, along with other optimizations and tweaks involving meshes, textures, LODs, etc.
The soft surface team is preparing assets for the trailer and working on general bug fixing.
The sound team is concentrating on bug fixes and certain tweaks to the main menu music.
QA is doing what QA does best: making sure the game experience is as smooth as possible once we get out!
The game designers are focused on improving tutorials for new players, as well as adding new codex entries and survival tips.
Now, onto your impressions from last week's transmission:
If there are any doubts regarding the release, let me be perfectly clear: we WILL be releasing the game THIS quarter. When exactly that will take place... you’ll just have to wait and see. We can’t show all our cards just yet ;)
We understand your concern, but this time things will be very different. Rest assured, the game will be adequately tested, we’ll be doing things differently, and this will be the best possible version of SCUM ever released.
1. Sport? Not planned for 1.0, but there are plenty of other sporting activities you can do. 2. Armed NPCs are being worked on and will be included in the 1.0 version of the game. 3. We’ll share more on those soon!
If the vehicle has an engine, it can be brought into working condition. The vehicle you saw is severely lacking in parts, but it is by no means unfixable. The best way is to gather the necessary parts, load them into an already working vehicle, and drive yourself over there.
It's something we've considered and something we’d like to do, but we didn’t want to shift our focus away from what currently needs to be done—bug fixes, optimizations, reworks of existing features, and the addition of new ones. Once we reach 1.0 and get our bearings, we’ll revisit this. There will be a host of other priorities post-launch, so proper prioritization will be key.
We completely understand your desire and agree that more can be done in that regard. You’ll be pleased to know that we’ll be adding new elements that PvE players will especially enjoy (*cough* armed NPCs *cough*), and we’ll continue to support the game with additional content, features, and improvements well beyond launch to further enrich the gameplay loop at every stage.
And now for the announcement you've been teased about Saturday, SCUM Survivors Showdown!
So what is it?
It is a 24/7 event where you will be able to watch at any point some of your favorite people play on the same server, compete and prepare themselves for Friday Night Showdowns! Showdowns will be 1 life matches where they will compete with their teams, carrying with them only what they looted through the week and gather points in hopes of reaching the grand finale! And the winner of the grand finale gets the prize of $5k!
So tune in and cheer on! Oh when does it start? Now! So head on over to twitch, youtube or wherever you want and watch live as the event continues on, and join us Friday as we will be live streaming the showdowns with commentary at our TWITCH CHANNEL!
Hello, prisoners! Your weekly portion of entertaining community contributions is about to be served so make sure to sit yourselves down and enjoy what we've prepared for you! ->
Oh no, it's the Pantsless Pirates! Run for your lives!
Having an awesome community means being there for each other. Here's a quick shout out to our awesome YouTube creators and make sure to take a peek at what their working on:
First off we're featuring an up-and-coming creator from Japan called カニ🦀, who made a chill video consisting of looting and doing some quests.
Next, we have Anna with a short compilation of all sorts of funny mayhem that you can encounter in SCUM so make sure to take a look.
To top things off, here's a gang from Down Under with a cool-looking tournament concept involving katana blades!
Enjoy the rest of your week. As you were, prisoners!