Dec 14, 2023
dotAGE - Catman
V 1.1.006b

UX
  • Updated controller Glyphs
  • Updated localization to be more controller friendly

Bugfixes
  • Fixed not being able to access Pip Renaming using a controller
  • Fixed tip saying that you can click on tips appearing during loading
  • Fixed not being able to access the website link on Steam Deck
  • Fixed a rare bug whith instruction panels getting stuck due to tutorial panels being open
Dec 14, 2023
Trash Goblin - MilkySmith
Updated Demo, Brand New Features, Fixes - Christmas has arrived in Silver City!



It's the most wonderful time of the year, so we've decorated the shop as Christmas edges closer. It's so cold that even the famous canals in Silver City have frozen over, and while the nights close in the team have been working hard on some bug fixes and improvements to the demo we thought you'd enjoy!



And that's not all. Aimon has hidden a special gift for you - a new Trinket - somewhere in the workshop. They didn't have time to wrap it, but it's the thought that counts!

Changelist:
  • Holiday Cheer - Lots of decorations and presents everywhere, plus a new seasonal sack! We may have even snuck in a new hidden trinket as well...
  • Wintery Wonderland - It's been getting cold out there (and even snowing) so it's an even better time to get cozy inside your workshop!
  • Cleaning with the sponge is more effective, with a wider area of effect which should make it less fiddly.
  • Sponge visuals have been updated with improved & more dense suds for more squishy washy fun
  • Moving your mouse over the Trinket Icons in the Stash Book now displays the name of the Trinket! Shoutout to Funreaver on the Steam forums for that one!
  • Slight Tutorial rewording to better explain putting down Tools.
  • Added sparkles to the coin bag to make it a little more obviously interactable.
  • Fixed the annoying Alert Icon
  • Adjusted the 'wet mat' effect while cleaning, it now appears more slowly
  • Adjusted Trinkets so that they behave a lot less erratically when handling them/putting them down

We really hope you enjoy this bumper update, let us know what works and what doesn’t! We’re still working away at the game and still listening and learning from you all.

Of course if you're vibing with the Demo, we invite you to come and back the game's Kickstarter - it's going really well and we want more Goblins to join us there! We listen, we talk, we're open and we share development as much as we possibly can to build a better game with you.
铁路逃亡者 Playtest - 星之冰
Updated content on December 15, 2023
1. New levels have been added
2. Added a new boss
3. New enemies added
4. Added snow terrain
5. Added achievement system
6. When a boss appears, add a larger character image
7. After defeating the boss, gain a permanent boost
Dec 14, 2023
Escape Z - Atlas
💡💡 Version 0.0.10 💡💡

Sound Updates

New Zombie Attack Sounds
Over 20 new zombie attack sounds, increasing immersion and variety in interactions with the horrors.

Modified and Improved Weapon Sounds
A completely revamped sound experience. Weapons now offer more immersive and realistic feedback.

Graphical Corrections

Fixed Graphical Problem with Fire from AR4 and M1 Weapons
Fire now exits the barrel of the weapons correctly, ensuring accurate visual representation.

Gameplay Balance

Increased the Maximum Number of Zombies in a Horde
Take on more massive hordes, putting your survival skills to the test.


https://store.steampowered.com/app/2571140/Escape_Z/
Deceit 2 - smithbodie
Here you can read through the full Patch Notes for today's Update:

Audio
  • Added ambient audio to the Rift Teleporters.
  • Updated the music on the Main Menu.
  • Updated the audio for freeing the prisoner in the cell.
  • Added audio for the Knuckle Dusters ‘First Time Equip’ animation.
  • Improved the audio for the Guardian’s protection cinematic.
  • Added support for per-player volume adjustments.
  • Updated the audio for voting in the post In Between cinematics.
  • Added audio to the traveling soul particle effects.
Animation
  • Added a ‘First Time Equip’ animation for the Walkie Talkie.
  • Further optimised the animation set up for characters.
  • [FIXED] Some of the Walkie Talkie’s 3P animations don’t play on masculine characters.
  • [FIXED] Rachel’s Activewear cosmetic has some skinning issues.
Gameplay
  • Slightly reduced how long the Reality phases last on average.
  • Increased the number of tasks required per player from 4 to 5. This means you need to complete 45 tasks overall to unlock the Escape Key.
  • Increased the number of tasks spawned at the start of the game from 12 to 15.
  • Decreased the delay before a new task is made available from 25s to 15s.
  • A soul is no longer automatically earned whenever a player dies.
  • Downing a player when only one vote is required will now automatically banish them.
  • The required number of players for banishing to only require 1 vote has changed from 2 to 3.
  • Improved the transitions to/from the cinematic sequences in-game.
  • You’ll now receive hitmarkers from everything that is draining your Sanity.
  • Updated the logic for punching to make it feel better when playing with high latency.
  • When returning to the Reality phase, players with enough votes to be banished on their next down will be outlined for 10s.
  • The Matching Cards task now only requires 3 pairs to be found.
  • Increased the speed at which you can adjust the time on the Grandfather Clock task.
  • All of the toy variants for the Painting task will now spawn. You’ll still need to find the correct toy to match the painting.
  • The CCTV monitors are now linked to an Electrical Box task. Once that task is completed the CCTV monitors will turn on.
  • The prompt for destroying CCTV Cameras will now only show to the Infected.
  • Added a debuff visual for when you hit 0 Sanity.
  • Improved the AI for the player character decoys.
  • [FIXED] The Accolade ‘Home Improvements’ can’t be progressed.
  • [FIXED] The Accolade ‘Roulette’ is progressed when eliminating an Innocent player.
  • [FIXED] The Accolade “You Can’t See Me” can be progressed faster than intended.
  • [FIXED] The Lift doors can incorrectly remain open.
  • [FIXED] The Peddler’s shop isn’t closed when you get handcuffed.
  • [FIXED] Tasks can incorrectly be activated whilst the Generator is disabled.
  • [FIXED] The Intro Cinematic starts before the loading screen has disappeared.
  • [FIXED] You can’t daze the Rift Eye above the Peddler in the Lobby.
  • [FIXED] You can place Handcuffs on a player transforming into Terror form.
  • [FIXED] You can break the Phone task by interacting with it whilst it’s mid-dial.
  • [FIXED] The Safe task can get stuck in a failed state.
  • [FIXED] The Inspection Machine can fail to re-enable after the Generator is repaired.
  • [FIXED] Items aren’t hidden when players are in their ‘Ghost Form’.
  • [FIXED] Using The Mask breaks the ‘Ghost Form’.
  • [FIXED] Cockroaches can get stuck in walls.
UI
  • Set up a new cursor icon used in the menus.
  • As Infected, your available Mutations are now shown in your (de)buff bar.
  • The input prompt images for gamepads have been updated.
  • Translations & Localization
  • Updated our in-game translations.
Deceit 2 - smithbodie
Merry Christmas, Deceit 2 Community!

It’s Chriiiiiiiiistmas! The Game Master, in true Jack Skellington fashion, has twisted the holiday season into a chilling spectacle. There’s 'snow' time like the present to explore the horrors of Millhaven Asylum, now draped in a deceptive festive guise.

We warned you that our last major update of the year was going to be a big one! Today’s release unpacks a sackload of new, spine-tingling surprises in Deceit 2, including:

The Christmas Event
Starting today and running through to January 4, 2024, immerse yourself in a sinisterly festive spirit. Accumulate Spirit Points as you procure items from the Peddler, and transform these points into exclusive, eerily delightful rewards.

The more Spirit Points you collect, the deeper you delve into the holiday horror:
  • 1st Item - 50 Spirit Points
  • 2nd Item - 100 Spirit Points
  • 3rd Item - 150 Spirit Points
  • 4th Item - 200 Spirit Points
  • 5th Item - 250 Spirit Points. You could earn a total of 750 Spirit Points in a game.
Responding to your feedback from our Halloween event, Spirit Points will now be awarded with every item collected, ensuring a constant stream of festive fright.

Spruce yourself up with new cosmetics
Our Christmas event introduces an array of Christmas-themed cosmetics, available in the Emporium for Shillings or Spirit Points:
  • Little Helper Rachel, Snowman Hans, and Zombie Santa Alex: Transform into these nightmarish holiday figures for 600 Shillings or 10,000 Spirit Points.
  • Krampus Terror Skin: Embrace the darkness with our newest Terror skin, available for 1,200 Shillings or 20,000 Spirit Points.
  • Item skins: Give your Walkie Talkie, Hammer of Mending, and Decoy items a festive makeover, available for 450 Shillings or 7,500 Spirit Points. 'Yule' have a blast!


Ready, set, glow!
The Millhaven Asylum is now a winter wonderland of dread. Take a moment to appreciate the snowy atrium, the festively-decorated skeletons, or discover surprises under the Christmas Tree - if you dare.



Mutation System
Invaluable feedback from the community highlighted the need for a refined Mutation system. Today's update brings a significant overhaul to enhance the Infected gameplay, introducing a shared pool of 6 random Mutations and the guaranteed Turbulence mutation, map-specific traits, and strategic elements that deepen the game.

The Mutations are shared between the Infected on a map, so can only be used by one of them. Mutations are also found on Weak Points (two per reality phase) and can be used multiple times - if you can find them!

Plus! There are two new Mutations added to the system, and unlocked for everyone by default:
  • Soul Swap allows you to switch places with a player of your choice
  • Multiply spawns a decoy for every player still alive!
We’re looking forward to seeing the new strategies you come up with for these new additions.

Item System
The Peddler now offers a more unpredictable and strategic selection of items each game, with every player being given a random item on their first visit to the store. This item can even be one which has not yet been unlocked, allowing players to experience a wider range of items.

As part of the launch of the Christmas Event we now have support for item specific skins! The Walkie Talkie, Decoy and Hammer Of Mending are the first 3 items to sport new styles, but we plan to expand this collection in the near future.

The Tasks They Are A-Changin’
The task system has been reviewed and will be updated over the course of several updates. You should notice that tasks feel more rewarding to complete, are themed better to each map, and make sense in context with the Peddler and escaping. More details on our overall goal here in coming updates.

With this update we've started to make some improvements. You'll notice that you now have to complete more tasks to earn the key, but the tasks spawn at a faster rate so there's less waiting around without any available.

Additionally, there are some tweaks to existing tasks to make them easier, and some new tasks await you in the Morgue, Kitchen, Staff Room and Cleaning Room.

Pre and post-game Rework
We have added a little more polish to the pre and post-game experience to help things run more smoothly:
  • Post-Game Summary Overhaul: Experience the thrill of your characters bursting through new doors in a revitalised post-game summary.
  • Transitional Enhancements: The Game Master now adds a layer of ominous oversight between scenes, heightening the suspense.
  • Ritual Entrance: Engage more deeply with the game through the new "Escape the Ritual" interactive screen.
Menu Rework
The menu system has have also had a sprinkling of festive sparkle, and has now been refined and refreshed ready for the new year:
  • UI Makeover: A fresh, modern look and feel awaits in our completely revamped core UI screens. This will roll out to even more parts of the game over future updates.
  • Emporium to Collection: Explore the new Collection tab, your hub for all things content and cosmetic.
And that’s not all...
We have a whole host of other tweaks and improvements which we’ll rattle through in quick-fire mode:

Escape Key sequence
Based on your feedback, we have updated and tweaked various aspects of the Escape Key gameplay:
  • The Key Who Lives: Once the Key Holder has been banished, the Key will now return to the Peddler.
  • One Task At A Time: Whilst holding the Escape Key you can no longer use other items. Fear not, you can hold LMB to return it to the Peddler when in a pickle!
  • Not So Fast: Opening the Escape Door has slowed down a touch, adding more suspense to those dramatic getaways.
Accolade requirements
We've reduced the progress required to reach Master rank in each accolade. This subsequently has adjusted the progress needed for each of the ranks on the way. You'll automatically earn your new ranks when you next play.

Anonymity at night
Finding it a bit of a struggle to separate from the Innocents in the In-Between? Wanting to truly have to deduce who is who? We'll we've got the change for you, players will now permanently remain in the 'Ghost Form' despite how close you are to them. Even though you won't be able to see who you're next to, you can still talk to them using Proximity Voice Chat.

Controller support
As we continue to get closer and closer to the much anticipated console launch, we've further iterated on our Gamepad integration. As such, everything should be fully accessible on a controller now.

Booth re-naming
The Booth has been re-named to the Mystery Crate. We look forward to improving the experience around unlocking new content in the near future.

Re-enabling Heat Goggles
After disabling the Heat Goggles based on your feedback, they're now back and hotter than ever. Goggle enthusiasts will no longer be able to tell who is who whilst using them.

Voice improvements
We’ve made some changes that should improve compatibility with different input devices, even more changes which mean you should notice an improvement in audio quality, and based on your feedback we’ve added individual volume sliders for each players

You can read our full patch notes here.

Seasons of Deceit
If you thought this was a hefty update, we have something even bigger planned for early 2024. We’ll share more on what this means in the next few weeks, but, you can expect much, much more content to come in 2024!


Happy Holidays and happy deceiving!

The Deceit 2 Team 🌑🎮

Futa Fix Dick Dine and Dash - ZenithTheOne
New engine, optimized for lightweight systems

Due to the limitations of our previous engine GameMaker, we have migrated Futa Fix Dick Dine and Dash to Godot vastly improving the game's performance and removing critical bugs.

The previous version under GameMaker2 hosted over 30+ bugs, which have now been fixed. The newest iteration running in Godot has been put through extensive testing over the last 8 months.

Anyone who has previously encountered problems with running the game or experienced game-breaking bugs is encouraged to reinstall the game.

Previous saves will not work with this new version of the game due to the engine migration.

Upcoming patches and updates
----------------

Quality of Life Updates:
- Navigation improvements and optimization for SteamDeck
- New animated scenes, upgraded from existing still art, and quality improvements of existing art

Coming in 2024:
- Brand new route with never-before-seen art and animations featuring a new female character

Thank you for your patience and supporting the development of Futa Fix Dick Dine and Dash.
SCUM - Beda
THE WAIT IS OVER!!!! 0.95 THE HORDE UPDATE IS OUT!!!!! Check out everything that awaits you on the island in the last major update until 1.0



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





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

Abandoned bunkers have been reworked.

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

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

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

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

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

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

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



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



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

But that is not all:



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

This can be changed in the Options menu as well.




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







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



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



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

Let's go from left to right.

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



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

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

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

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

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

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



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



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

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

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

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

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

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





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

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

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



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

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



Improvised flamethrower

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



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



SCAR DMR

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



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

PU scope

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



45 ACP suppressor

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



Firefighter helmet and clothes

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



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




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


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



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

Oher new settings:

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

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

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

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

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

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

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

Support SCUM development with our new deluxe cosmetic pack.

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

Styles included:

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

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

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

Note: All styles are available at both the character creation screen and at the barber trader.
Republic of Pirates - ificouldwrite
Welcome to the Republic of Pirates!

Today, as the first part of our regular community update series, we’ll be talking you through how to create your very own pirate utopia in our upcoming pirate-themed city builder and real-time strategy game Republic of Pirates! So that you can hit the ground running and watch your settlements flourish when the game releases, we’ll be giving a summary of the story so far, your main objectives in Campaign mode, an overview of the archipelago map, and a first look at freeplay mode!

The Story So Far: What is the Republic of Pirates?

At the heart of the Caribbean during the Golden Age of Piracy sat a powerful league of pirate clans, collectively known as the Republic of Pirates. Bound together by a shared ideology and code of honour the early years of the confederacy were prosperous. However, greed and jealousy soon took hold amongst its more ‘ambitious’ members, leading to a vicious mutiny and final bloody breakup.

In campaign mode, this is where your story begins as you set out to reclaim your murdered father’s legacy by reforging a new republic, subjugating your rivals, and bringing justice to the traitors who wronged you.


Sand, blood, and gold: An Overview of Campaign Mode

Campaign mode is your gateway into the world of Republic of Pirates and the very first place you should start, providing helpful tutorials for all the major game mechanics, while also setting you on a narrative-driven mission to grow your humble settlement into a sprawling, archipelago-spanning utopia!
Your main objectives will be centred around creating a self-sustaining economy, growing your population, and expanding your influence across a number of key islands:

Creating a self-sustaining economy: By constructing production buildings and setting up production chains you’ll be able to produce and refine resources, which in turn can be distributed via couriers amongst your pirate citizenry through a network of carefully planned storage warehouses, docks, and black markets. As your economy develops, you’ll discover increasingly more advanced buildings with ever more complex chains, so careful city planning will be key to ensuring that buildings receive adequate resource supplies.


Growing your population: The citizens of your burgeoning republic will act as both your main source of income, and your workforce. Provide housing for your citizens and supply them with resources to fulfil their basic and luxury needs. Accommodating basic needs will increase population per residence and allow you to upgrade your citizens to the next tier. If you’re also able to fulfil luxury needs you’ll gain more income per citizen so try to make sure that you’re giving your pirates the very best quality of life! More advanced buildings will require increasingly skilled workers, be mindful of this when planning out your residential areas.


Expanding your influence: Each island in the archipelago will have unique production conditions which give bonuses and penalties for the production of certain resources, while also providing limited access to rare materials. This essentially means that to keep growing you’ll need to discover and bring new islands under your control. Construct vessels for your fledgling fleet at the Shipyard, and visit the Captain’s Meeting Spot to recruit heroic captains to crew your ships, before taking to the waves in the name of conquest!


Trouble in paradise: Exploring the Archipelago

The main way that you will be exploring the archipelago in campaign mode will be through the tactical map, a view that gives a real-time snapshot of the major and minor islands that you have discovered, as well as the live positions of allied, neutral, and rival faction ships and bases.



From this view you can scout out islands by mousing over them to reveal their production conditions, available rare resources, and the faction currently in control.


Most importantly your fleet can be given commands in this view with ship movement tracking in real-time, enabling you to plan your raids effectively and pre-empt or respond to enemy attacks.

While conquering minor islands will provide access to new resources and staging posts for launching the next phase of your expansion, major islands will act as key milestones in your mission to reunite the archipelago under a single black flag.

Be warned though as no action will go unnoticed, and your decisions will influence the attitudes of rival pirate clans and national superpower factions to your benefit and detriment. You’ll therefore need to navigate and actively manage complex diplomatic relationships in order to keep expanding!

The fate of the Republic of Pirates is yours to shape!


Writing your own legend: Freeplay Mode

For those looking for a more relaxing experience, at launch, the strategy city builder will also feature a freeplay mode with two additional maps to explore. Stay tuned for more updates on this new gameplay mode in later Steam posts!

That’s it for today, pirates. We hope that’s been helpful for giving you a good overview of how you will be establishing your pirate utopia. Over the coming months, we’ll be releasing a regular series of posts taking a closer look at specific mechanics and features!

Republic of Pirates is coming to Steam in 2024, so wishlist and follow now and be the first in the know.

Until next time!

Crazy Goat Games & PQube
Warframe - LukeSimms
Need some extra stopping power before you venture into Albrecht Entrati’s labs, Tenno? Add Sevagoth’s sleek, signature Epitaph Secondary Weapon and the frighteningly powerful Warframe himself to your Arsenal with a batch of Whispers in the Walls Alerts!



First Alert: Epitaph Blueprint and Sevagoth Blueprint

Second Alert: Epitaph Receiver and Sevagoth Systems

Third Alert: Epitaph Barrel and Sevagoth Chassis

Fourth Alert: Sevagoth In Action Glyph and Sevagoth Neuroptics

If you’ve already crafted Sevagoth on your own, or watched our Whispers in the Walls trailer at The Game Awards for a free Twitch Drop, this is also a great opportunity to fill out your Helminth collection! Subsume Sevagoth aboard your Orbiter and spread the power of his life-siphoning “Gloom” to any Warframe you choose.

These Alerts will begin rolling out on December 13 at 3 p.m. ET and will be up for grabs until December 20 at 3 p.m. ET for all Platforms!
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