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SCUM

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Welcome to SCUM, a ruthless open-world survival game where deep character customization defines the prisoner you become.

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Changelog

Hotfix - 1.3.2.1.135487

Fixed
  • Server crash that could occur if a client closed the game immediately after initiating a connection
  • Client crash that could occur when another player took the last bite of food
  • Client crashes when driving vehicles at high speed
  • Locks disappearing after being removed from a vehicle
  • Players being unable to operate the Dinghy at certain locations
  • Vehicles being accessible through base building floors from adjacent levels
  • Blackline Compound Bow string sight misalignment with the front sight
  • Camera clipping through the VHS2 while firing in ADS mode
  • Character's finger clipping through the Hunter Recurve Bow
  • Apex Predator Ivory Hunter 85 being unavailable on servers with mines and traps disabled
  • Aiming with the Ripper Bow being offset
  • Incorrect grip being applied to the Hunter Recurve Bow
  • Kill quests not being completed if the target was initially damaged using an incorrect weapon type
  • Players being unable to adjust the zoom on the Hunter Monocular
  • Bait Feeder being moved by crouching and clipping through it
  • Deer Skull Trophy crafting recipe incorrectly requiring a Doe Head
  • Loot not being movable from a Cargo Drop into the player's inventory
  • Tracksuit Top taking up more inventory space than the Tactical Sweater
  • Camouflage Jacket spawning as a black and orange variant with collision issues
  • Hunting Quiver's description not identifying it as a quest reward

Hey there prisoners!

Hot on the heels of the July Update, we’re releasing a hotfix for the most pressing issues you’ve encountered out in the wild. You can view the full list of resolved issues and adjustments below.

PERFORMANCE & CRASHES
  • Fixed a server crash that could occur if a client closed the game immediately after initiating a connection.

  • Fixed a client crash that could occur when another player took the last bite of food.

  • Made changes to address client crashes when driving vehicles at high speed.

VEHICLES
  • Fixed a bug where locks would disappear after being removed from a vehicle.

  • Fixed a bug where players would be unable to operate the Dinghy at certain locations.

  • Fixed a bug where vehicles could be accessed through base building floors from adjacent levels.

WEAPONS
  • Fixed a bug where the Blackline Compound Bow string sight would be misaligned with the front sight.

  • Fixed a bug where the camera would clip through the VHS2 while firing in ADS mode.

  • Fixed a bug where the character’s finger would clip through the Hunter Recurve Bow.

  • Fixed an issue where the Apex Predator Ivory Hunter 85 was unavailable on servers with mines and traps disabled.

  • Fixed a bug where aiming with the Ripper Bow would be offset.

  • Fixed a bug where an incorrect grip was applied to the Hunter Recurve Bow.

QUESTS, HUNTING & ANIMALS
  • Fixed a bug where kill quests would not be completed if the target was initially damaged using an incorrect weapon type.

  • Fixed a bug where players would be unable to adjust the zoom on the Hunter Monocular.

  • Fixed a bug where the Bait Feeder could be moved by crouching and clipping through it.

  • Fixed a bug where the Deer Skull Trophy crafting recipe incorrectly required a Doe Head.

ITEMS & INVENTORY
  • Fixed a bug where loot could not be moved from a Cargo Drop into the player’s inventory.

  • Fixed a bug where the Tracksuit Top would take up more inventory space than the Tactical Sweater.

  • Fixed a bug where spawning a Camouflage Jacket would instead spawn a black and orange variant with collision issues.

  • Fixed a bug where the Hunting Quiver’s description did not identify it as a quest reward.

  • Fixed a bug where the Duck Target and Stone Arrowhead charms would have incorrect prices and Fame Point requirements.

USER INTERFACE
  • Fixed a bug where the ‘Welcome to the Island’ survival tip would ask the player to open the ‘Tasks’ tab, which is now called ‘Tutorials’.

  • Fixed a bug where the survival tip for Hunting tutorials contained minor wording errors.

As always, if you've encountered anything else that requires our attention, please let us know via the following channels:

SCUM: INTO THE WILD - July Update | 1.3.2.0.134527

Added
  • New tutorial experience in the TEC1 Conditioning Facility with practical exercises covering movement, stealth, crafting, combat, and injury treatment
  • Mutant deer, boar, and wolves now appear in specific locations across the Island
  • Master Hunter NPC located in Hunter's Grotto with three tiers of increasingly difficult hunting quests
  • Master Hunter quest rewards including exclusive weapons, hunting gear, animal charms, base-building recipes, and outfit pieces
  • Hunter's Recurve Bow, Hunting Quiver, Ridgeline Bait Feeder, and Deer Skull items as Tier 1 Master Hunter rewards
  • Hunter Blackhawk Crossbow, Hunter Monocular, Seasoned Hunter Skinning Knife, and Boar Skull items as Tier 2 Master Hunter rewards
  • Blackline Compound Bow, Master's Skinning Knife, Hunter Double Bed, and Wolf Skull items as Tier 3 Master Hunter rewards
  • Manual selection of Island tutorials covering Survival, Crafting, Metabolism, Economy, Base Building, and Hunting with no fixed sequence
Changed
  • Official servers now support up to 80 players
  • Island tutorial system redesigned with flexible objectives that recognize alternative ways of completing tasks
  • Animal behaviour improved
  • Deena has new voice acting and all-new dialogue throughout TEC1 and reworked Island tutorial dialogue
  • Tutorial tracking and highlighting improved to make relevant items and locations easier to identify
Fixed
  • Various bug fixes and balancing changes based on player feedback
Removed
  • Previous intro cinematic removed
  • Character creation prompt for automatic tutorial start removed

Hey Prisoners,

The July Into the Wild update is now live!

This month introduces a completely new tutorial experience inside the TEC1 Conditioning Facility, mutant deer, boar and wolves, and the Master Hunter, who arrives with new tiers of tougher quests and exclusive rewards.

The update also includes reworked Island tutorials, animal behaviour improvements, official servers supporting up to 80 players, new quality-of-life features, fixes, balancing, and more changes based on player feedback.

**

INTO THE WILD CONTINUES**

Before we get into everything included in the July update, we want to remind you that Into the Wild is continuing beyond its original three-month plan.

When we first announced the season, we said it would run from May to July. Since then, it has grown beyond that original schedule, so Into the Wild will now continue through August and September. That gives the team more development time and gives each update a little more room.

Across the next two updates, we’ll continue building on hunting, cooking, food systems and fishing, with new challenges and further improvements still to come.

With that covered, here’s everything included in the July update.


**THE TEC1 CONDITIONING FACILITY **

THE CAMERAS ARE LIVE. GIVE THEM SOMETHING WORTH WATCHING.

The TEC1 Conditioning Facility is a purpose-built training complex designed to prepare you for the survival show waiting on the Island.

SCUM throws a lot at you from the moment you arrive. The Conditioning Facility gives prisoners somewhere to learn the essentials before the pressure is on, so those opening hours on the Island can be spent surviving rather than working out how everything functions.

You’ll be taken through a series of practical exercises covering the skills you’ll need once you reach the Island. Get to grips with movement and stealth, craft essential tools and weapons, face your first puppet, treat your injuries, and prove you can handle yourself in combat.

Complete each stage of the conditioning program, repeat anything you need, and prove you’re ready for the next test.

The new tutorial also brings changes to the wider onboarding experience. The previous intro cinematic has been removed, while Deena has a new voice and all-new dialogue throughout TEC1. Her Island tutorial dialogue has also been rewritten to match the style introduced in the facility.

HOW TO ENTER THE FACILITY: Select TUTORIAL from the main menu. The Conditioning Facility is a standalone tutorial experience, separate from Single Player and Multiplayer, and does not begin automatically when creating a prisoner.

ISLAND TUTORIALS

The tutorial system on the Island has also been updated, giving you more control over what you learn and when.

Open the Tutorials tab and choose from Survival, Crafting, Metabolism, Economy, Base Building, and Hunting. There’s no fixed sequence, so you can tackle what you need, when you need it.

Objectives are more flexible too. Instead of expecting every action to happen in a specific order, tutorials now focus on the result. Already completed a step or acquired a required item in another way? The tutorial can recognize that progress and move on.

Improved tracking and highlighting make relevant items and locations easier to identify, while any tutorial can be abandoned and restarted later without losing access to it.

With tutorials now selected manually, the old character creation prompt asking whether they should begin automatically has also been removed.

Mutant deer, boar and wolves are now appearing in specific locations across the Island. They’re tougher than their regular counterparts, and sit at the center of the new Master Hunter quest lines.

Deep inside the Hunter’s Grotto, the Master Hunter waits, dressed in the trophies of a lifetime spent killing things that fought back.

He has no time for unproven prisoners. Complete one quest for the Hunter first to unlock the Master Hunter’s Quest Book and gain access to three increasingly dangerous tiers of hunting challenges.

THREE TIERS OF THE HUNT

The Master Hunter offers three tiers of increasingly demanding quests, with each featuring a different mutant animal:

  • TIER 1 sends you after mutant deer

  • TIER 2 raises the stakes with mutant boars

  • TIER 3 puts you on the trail of mutant wolves

Beyond the mutant hunts, you’ll face a variety of objectives with different conditions. You may be asked to use a particular weapon or return with intact hides, meat, antlers and heads.

The condition of what you bring back matters, so a careless kill could leave you without what the Master Hunter needs.

REWARDS WORTH THE HUNT

The Master Hunter’s quest lines offer the biggest collection of earnable quest rewards we’ve added to SCUM so far.

Where earlier quests largely rewarded Fame, cash and trade deals, these new quest lines allow you to earn exclusive weapons, hunting gear, animal charms, base-building recipes and even pieces of the Master Hunter’s own outfit.

  • TIER 1 rewards include the Hunter’s Recurve Bow, Hunting Quiver, Ridgeline Bait Feeder, Deer Skull Charm, Deer Skull Trophy and Master Hunter Trousers.

  • TIER 2 rewards include the Hunter Blackhawk Crossbow, Hunter Monocular, Seasoned Hunter Skinning Knife, Deer Skull Chandelier, Boar Skull Charm, Boar Skull Trophy and Master Hunter Boots.

  • TIER 3 rewards include the Blackline Compound Bow, Master’s Skinning Knife, Hunter Double Bed, Wolf Skull Charm, Wolf Skull Trophy and Master Hunter Field Jacket.

Physical item rewards are delivered to the trader depot when their quest is completed. Completing the quest also permanently unlocks that item for purchase from the Hunter.

Base-building rewards work differently. Once earned, their recipes are added directly to the base-building menu, allowing you to build them whenever you have the required materials.


WHERE THE SYSTEMS COME TOGETHER

The quest rework introduced in May brought item rewards, clearer progression and a more flexible foundation for future quest lines. The Master Hunter builds on that work with new reward categories, base-building unlocks and a much larger collection of items to earn.

  • You can preview upcoming tiers and their rewards before unlocking them, with locked quests showing what you need to do next.

  • The presentation of quest rewards has also been improved to make the wider range of weapons, equipment, clothing and recipes easier to understand before beginning a quest.

  • For animal kill quests, a matching animal killed within 50 meters can contribute to your quest progress when hunting with other prisoners. Completed quests can also no longer be accidentally abandoned.

Together with free-roaming wildlife, tracking, bait feeders and kill quality, these changes give the Master Hunter’s quests more variety and a stronger sense of progression.

**

HAVEN’T COMPLETED IT YET?**

The SCUM 1.0 Anniversary Quest is available until July 31st.

Start it at the Hunter trader, follow the trail across the Island, and earn the Carbon Hunter Ironpaw, an exclusive weapon skin recipe. No previous quest progress is required, so every prisoner can begin straight away.

Once unlocked, the Carbon Hunter Ironpaw can be crafted using a Carbon Hunter and a toolbox.

July also brings a set of practical improvements across everyday play, from faster inventory management and clearer menus to more prisoners on official servers.

MOVE EVERYTHING AT ONCE

The new Drop All option lets you empty clothing, containers and vehicles into the vicinity in a single action, including everything found inside searchable objects.

Once the items are on the ground, Pick Up All lets you collect everything from the vicinity at once.

Trader depots now also have a Pick Up All button. Buy several items, then collect the whole order at once instead of transferring each one individually.

REFRESHED CRAFTING, COOKING AND BASE BUILDING TABS

The Crafting, Cooking and Base Building tabs have been given a visual refresh, bringing them closer in style to the updated Inventory UI. The revised layouts make each menu clearer and more consistent to use, while giving the team a stronger foundation for future additions to these systems.


MORE ROOM FOR TAUNTS

As the number of available taunts has grown, fitting them all into one radial menu was becoming increasingly unwieldy. The redesigned taunt menu now separates base-game and DLC taunts into two categories, making them easier to browse and select.

80 PLAYERS ON OFFICIAL SERVERS

Official servers now support up to 80 players, raising the previous limit of 64.

We’ve been testing the increased player count across official servers and monitoring its impact on performance and stability. Following those tests, the new 80-player limit is now confirmed across official servers.

Alongside the July Update, the APEX PREDATOR pack is now available, continuing the Into the Wild theme. This pack is separate from the update content covered in these patch notes.

Apex Predator Pack

Built for prisoners who want to look as dangerous as the Island they’ve survived, this pack unlocks exclusive gear, weapons, charms, base-building items, character customization options, emotes, and selfie poses.

KNOWN ISSUES

The game may crash during the transition to the Island when using DLSS Balanced or Performance mode with DirectX 11. To avoid this, switch to DirectX 12, select a different DLSS preset, or use another upscaling method. The team is investigating the issue.

HUNTING & ANIMALS
  • Fixed a bug where animals would take too little damage from firearms.

  • Fixed a bug where bears could survive being hit by an M82 rifle.

  • Fixed a bug where prey would ignore predator sounds.

  • Fixed a bug where herbivores would not flee from nearby predators.

  • Fixed a bug where an animal carcass could become too damaged after two or more hits from a high-caliber weapon.

  • Improved animal navigation balancing.

USER INTERFACE
  • Fixed a bug where the SpicesMix_02 icon was low-resolution and contained blurry text.

  • Fixed a bug where the crafting component list would overlap the ‘Back’ and ‘Craft/Place’ buttons when expanded.

  • Fixed a bug where items added to the cart from Hunting trader subtasks could have their quantity increased but could not be reduced or removed.

  • Fixed a bug where incorrect trader icons would be displayed for raincoats.

  • Fixed a bug where the #DrawEnemyHealthBars command would not display Sentry health bars.

  • Fixed a bug where the fishing casting strength bar would remain visible while other inventory panels were open.

  • Fixed a bug where certain animal heads could not be moved through the vicinity menu.

  • Fixed a bug where the radial progress bar would sometimes end at 50% when eating olives.

  • Fixed a bug where clicking on the Goat Steak and Horse Steak icons in the Hunting trader’s menu wouldn’t add the items to the cart.

  • Fixed a bug where the Outback Knife Sheath Twitch Drop was incorrectly listed as a crafting component for itself.

BASE BUILDING
  • Fixed a bug where base building blueprints could snap or stick to invisible points instead of following the cursor smoothly during placement.

  • Fixed a bug where the Zhan Ma Dao sword would float when placed on the wall-mounted weapon rack.

  • Fixed a bug that could cause the server to hang when dragging the airplane door blueprint near an airplane door frame.

  • Fixed a bug where gardens could not be built on fresh databases.

SERVER FUNCTIONALITY & SETTINGS
  • Added a new admin command, #ListDLCItems, which displays the blueprint names of spawnable items from a specified DLC pack.

  • For example, entering #ListDLCItems WoodlandHunterPack will list the spawnable items included in the Woodland Hunter Pack. Note: DLC items can only be spawned in single-player if you own the corresponding pack.

  • Fixed a bug where restarting a server and exiting the game could bring back the old main menu.

  • Fixed a bug where items would become and remain irradiated even after the radiation setting was turned off.

VEHICLES
  • Fixed a bug where vehicles would sometimes fail to spawn in Sandbox mode.

  • Fixed a bug where vehicles would sometimes disappear when players moved away from them in Sandbox mode.

  • Fixed a bug where items stored in a tractor carriage would remain after the carriage was destroyed.

  • Fixed a bug where Barba could fail to spawn on the map.

WEAPONS
  • Fixed a bug where weapon magazines could clip through the character’s hands during the ‘Check ammo’ animation while prone.

  • Fixed a bug where the bow firing animation would not be properly replicated to other players if fired in quick succession.

  • Fixed a bug where the improvised flashlight was incorrectly placed on the M16A4 Apocalypso.

  • Fixed a bug where the M70 bayonet would be incorrectly positioned on the RPK.

  • Fixed a bug where arrows could be delayed and fall out of sync with the Manchu bow shooting animation.

  • Fixed a bug where the Hunter85 had an inconsistent name and description.

  • Fixed a bug where the aiming point on the BlackHawk crossbow would be offset.

  • Fixed a bug where bows sometimes couldn't nock arrows while leaning.

QUESTS
  • Fixed a bug where players would be unable to deliver quest items to a specific mailbox in Samobor.
LEVEL DESIGN
  • Fixed a bug where some terrain surfaces used incorrect properties.

  • Fixed a bug where players could build chests inside of a specific rock.

  • Fixed a bug where grape vines would flicker significantly.

  • Fixed a bug where the quest turn-in container would be floating.

  • Fixed a bug where rain would fall through the B0 bunker and persist even after a relog.

  • Fixed a bug where an invisible source of water in sector C4 would allow players to drink from it or fill containers.

  • Fixed a bug where a bullet hole visual effect would appear on barrels when they were hit with a melee weapon.

  • Fixed a bug where some doors in a building in sector D2 were locked and unusable, while other doors worked correctly.

  • Fixed a variety of level design issues, including inaccurate shadows, tree branches protruding through rocks, floating items, unnatural terrain shapes, and more.

  • Fixed a bug where graffiti decals would be projected onto nearby characters.

  • Fixed a bug where a wheelbarrow blueprint could be placed inside the C4 bunker.

  • Fixed a bug where players were unable to bury items across a large area of sector Z2.

  • Fixed a bug where the wooden beams inside the Hunter’s Grotto in sector A0 would not have any collision.

  • Fixed inconsistent signage in safe zones, where some signposts displayed ‘Hunting’ and others displayed ‘Hunter’.

  • Fixed a bug where the lamp mounted on the saloon in the Z3 safe zone was missing its textures entirely.

  • Fixed a bug where a quest box was placed directly behind the notice board in the radiation zone.

OTHER
  • Fixed a bug where Fire Rings and Bonfires were destroyed when used to light cigarettes, cigars, or spliffs.

  • Fixed a bug where the Sleeveless Shirt would clip through multiple other clothing items if equipped by a buff character.

  • Fixed a bug where eating while running would interrupt the player’s movement with every bite, causing them to repeatedly stop and speed up.

  • Fixed a bug where players could kill one another in a safe zone by driving planes into them.

  • Fixed a bug where the character’s arm would become deformed while drinking from the watering can.

  • Fixed a bug where drinking from a glass would cause the player to crouch and the drinking sound effect to loop indefinitely.

  • Fixed a bug where a player’s corpse could disappear after they respawned in Sandbox mode while using a DLC character.

  • Fixed a bug where the Raymond Cruz DLC character’s leg textures could be missing after death.

  • Fixed a bug where the male character’s arms could become deformed when wearing the SCUM shirt from the Supporter Pack DLC.

  • Fixed a bug where the Woodland Poncho’s textures could stretch unnaturally when the player jumped.

  • Fixed a bug where equipping both the Improvised Raincoat and Woodland Poncho would cause the character’s hair to disappear.

  • Fixed a bug where the Woodland Chandelier’s destruction visual and audio effects could repeatedly trigger when teleporting nearby.

Hotfix - 1.3.1.1.128880

Changed
  • Increased the maximum number of flags per person to 100
  • Reduced animal global density multiplier from 1.0 to 0.5
  • Reduced maximum non-virtual animals in world from 800 to 500
Fixed
  • Fixed a server crash that could occur when spilling liquids out of containers
  • Fixed a bug which would disconnect players from the game after making a big purchase at a trader
  • Fixed a bug that allowed crafted chests to be sold for money
  • Fixed a bug which made some items in the inventory immovable
  • Fixed a bug where items from the inventory would visually disappear upon entering a vehicle
  • Fixed a bug where inventory item movement would be blocked when attempting to move it either right or down
  • Fixed a bug which caused weapon attachments to be dropped to the ground when removed via quick access
  • Fixed a bug where the character would stand up when reloading the MAC-10 while mounted on the RIS or Dirtbike
  • Fixed a bug where aiming with the RPG-7 was offset while aiming down the sight
  • Fixed a bug where the MAC-10 magazine color would not change when painting the entire weapon
  • Fixed a bug where the Hunter85 paint would appear transparent or faded
  • Fixed a bug where a pop-up would appear for a split second and then disappear when connecting to a server for the first time
  • Fixed a bug where the context menu for the Gas Lantern would display 'Gasoline Required' instead of 'Container Full'
  • Fixed a bug where hovering over any base building blueprint would cause item icons to disappear or display incorrectly
  • Fixed a bug where quest item turn-in containers could break inventory item icons and interactions by making them disappear or corrupted
  • Fixed a bug where animals sometimes would not receive headshot damage from a large caliber weapon
  • Fixed a bug where base building element coloring would not be saved in the database

Hey there prisoners!

Hot on the heels of the June update, we’re releasing a hotfix for the most pressing issues you’ve encountered out in the wild. You can view the full list of resolved issues and adjustments below.

SERVER SETTING CHANGES
  • Increased the maximum number of flags per person to 100.

  • Reduced the number of animals in the world by modifying the following settings:

  • scum.AnimalGlobalDensityMultiplier = 1.000000 -> 0.500000

  • scum.MaxNonVirtualAnimalsInWorld = 800 -> 500

SERVER & CONNECTIVITY
  • Fixed a server crash that could occur when spilling liquids out of containers.

  • Fixed a bug which would disconnect players from the game after making a big purchase at a trader.

INVENTORY
  • Fixed a bug that allowed crafted chests to be sold for money.

  • Fixed a bug which made some items in the inventory immovable.

  • Fixed a bug where items from the inventory would visually disappear upon entering a vehicle.

  • Fixed a bug where inventory item movement would be blocked when attempting to move it either right or down.

WEAPONS
  • Fixed a bug which caused weapon attachments to be dropped to the ground when removed via quick access.

  • Fixed a bug where the character would stand up when reloading the MAC-10 while mounted on the RIS or Dirtbike.

  • Fixed a bug where aiming with the RPG-7 was offset while aiming down the sight.

  • Fixed a bug where the MAC-10 magazine color would not change when painting the entire weapon.

  • Fixed a bug where the Hunter85 paint would appear transparent or faded.

USER INTERFACE
  • Fixed a bug where a pop-up would appear for a split second and then disappear when connecting to a server for the first time.

  • Fixed a bug where the context menu for the Gas Lantern would display 'Gasoline Required' instead of 'Container Full'.

  • Fixed a bug where hovering over any base building blueprint would cause item icons to disappear or display incorrectly.

  • Fixed a bug where quest item turn-in containers could break inventory item icons and interactions by making them disappear or corrupted.

HUNTING
  • Fixed a bug where animals sometimes would not receive headshot damage from a large caliber weapon.

  • Fixed a bug where animals would use their far-distance LOD when viewed through a scope even though they are physically close.

  • Fixed a bug where animals could leave tracks on cement roads.

BASE BUILDING
  • Fixed a bug where base building element coloring would not be saved in the database.

  • Fixed a bug where certain base buildings elements were missing the 'Paint' option.

OTHER
  • Fixed a bug where a cut-off between body and head textures would be visible in the character creator.

  • Added new detections for the anti-cheat violation manager.

As always, if you've encountered anything else that requires our attention, please let us know via the following channels:

SCUM: INTO THE WILD - June Update | 1.3.1.0.125621

Added
  • Free-roaming land animals now exist directly in the world across biome-based populations instead of appearing only through a separate hunting flow
  • Limited-time SCUM 1.0 Anniversary quest available until July 31 that rewards the Carbon Hunter Ironpaw exclusive weapon skin recipe
  • Trophy fish wall mounts for display
  • Improvised cooking recipes
  • Customizable tombstones
  • New custom server settings
  • Dead animal carcasses can attract nearby predators to the location
Changed
  • Animal spawning now biome-based with wildlife populations updating throughout the in-game day and time of day influencing spawning
  • Animal AI now uses Unreal's Behavior Tree framework for improved behaviors and tuning
  • Level of Detail system allows animals to remain part of the world while far away or out of view, then move into fully active state when spotted or approached
  • Bait Feeders updated to work with the reworked wildlife population system, attracting existing animals or spawning suitable animals if none are nearby
  • Hunting minigame removed, requiring players to find, follow, and hunt animals directly in the world instead
  • Scouting with binoculars and scoped weapons now has clearer role in hunting with magnification allowing spotting animals from farther away
  • Predators and prey can now move through the same biome-based areas, requiring players to be aware of nearby threats while hunting
Removed
  • Official server wipe removed vehicles, bases, and all items except character progress, gold, and basic starting gear
Hey Prisoners,
Free-roaming land animals are back!

June’s Into the Wild update returns wildlife to the Island, along with a limited-time SCUM 1.0 Anniversary quest, trophy fish wall mounts, improvised cooking recipes, customizable tombstones, new custom server settings, fixes, and more improvements based on player feedback.

Watch the Free-roaming Animals Dev Diary

For a deeper look at the work behind free-roaming land animals, watch the Free-Roaming Animals Dev Diary, going live alongside this update:

As shared in the June Update Preview, this update includes a partial official server wipe.

Character progress, gold, and basic starting gear remain, while vehicles, bases, and all other items on official servers have been reset.

We know a mid-season wipe is disruptive, and we’re sorry for the impact on affected players. Going forward, our intention is to align planned wipes with the start of a season wherever possible, so players have clearer expectations around major resets.

With free-roaming animals back on the Island, wildlife is once again part of the world around you, rather than something you only encounter through a separate hunting flow.

This isn’t the old animal system being switched back on. Animals were previously removed for performance reasons, so bringing them back properly meant rebuilding the wildlife system around SCUM as it exists today.

Animals can now roam through the world instead of only appearing as part of a separate hunting flow. The hunting minigame has also been removed, so you now find, follow, and hunt animals directly in the world.

Under the new system, wildlife is shaped by where you are, what you can see, and what the world is doing around you. Biome populations, time of day, player distance, visibility, and Level of Detail \ animal AI all play a role.

Not every animal needs to run in a fully active state all the time. Animals can move between lighter and fully active simulation states depending on distance, visibility, and nearby player activity. That means a hunt can begin with movement on a distant ridge, continue as you close the distance, and develop naturally instead of only starting when an animal is already nearby.

** **

WILDLIFE ACROSS THE ISLAND
**

Animal spawning is biome-based**

Now that free-roaming land animals are back in the world, wildlife spawns through biome-based populations. Mountains, forests, fields, and other areas can support different animals, giving each part of the Island its own wildlife profile.

Wildlife changes over time

Wildlife population updates happen throughout the in-game day, with time of day also influencing spawning. This helps the world respond more naturally as animals are hunted, replaced, or shifted across their biome population. An area that felt quiet earlier may not stay that way forever.

Animals persist beyond your immediate range

The new Level of Detail \ system keeps wildlife present across the Island without every animal running at full server cost all the time. Animals can remain part of the world while far away or out of view, then move into a fully active state as you spot them, approach them, or move through the area.

HUNTING IN THE OPEN WORLD
**Scouting is part of the hunt **

Animals become part of the hunt when spotted at range through clear line of sight, with scope magnification letting this happen from farther away. Binoculars and scoped weapons now have a clearer role, giving you another reason to scan ridgelines, treelines, and open ground before moving in. Use foliage and line of sight to plan your approach before you close the distance.

Predators share the hunting ground

Because wildlife now exists through biome-based populations, prey and predators can move through the same areas. Scout before you move in, and stay aware of what else may be nearby. A bear beyond the treeline can end a hunt fast.

Carcasses can attract predators

Leaving a dead animal behind may draw nearby predators to the carcass. Every kill can create an opportunity, or a problem if you stay too long.

BUILDING ON FREE-ROAMING ANIMALS
**

Bait feeders now work with wildlife populations**

Bait Feeders have been updated to fit the reworked wildlife population system. They can attract existing animals nearby, or spawn a suitable animal if there are none around, so using one should still feel rewarding.

Animal AI has moved to Behavior Trees

Animal AI now uses Unreal’s Behavior Tree framework, giving us a stronger base for improving behaviors, tuning animal-specific encounters, and supporting more varied wildlife threats in future updates.

Land animals are the focus for now

This update focuses on free-roaming land animals first, rebuilding tracking, hunting, predator behavior, and carcasses around animals that exist directly in the world. Puppets, NPCs, birds, and other world spawns are separate systems, but this work gives us a stronger foundation for future improvements across the Island.

**

Thank you, Public Alpha players**

Thank you to everyone who took part in the Free-Roaming Animals Public Alpha. Your feedback helped us test the system under real server conditions, identify edge cases, and continue tuning how animals spawn, move, flee, die, and interact with the world.

This is a major foundation for wildlife in SCUM. As more players spend time with the new system, we’ll keep watching how it performs in live conditions and continue improving animal behaviors.

A hunter’s left a trail across the Island. Follow it, survive it, and you can earn the Carbon Hunter Ironpaw, an exclusive SCUM 1.0 Anniversary weapon skin recipe.

This limited-time quest runs until July 31 and can be started at the Hunter trader. No previous quest progress is required, so all prisoners can begin straight away.

With free-roaming land animals back on the Island, this quest gives you another reason to head into the wild, follow the diary pages, and prove yourself against the new hunt.

Once unlocked, the Carbon Hunter Ironpaw can be crafted using a Carbon Hunter and a toolbox, matching the crafting flow for other weapon skin variants.

TROPHY FISH WALL MOUNTS

Rare trophy fish can now be caught at select fishing spots. Carp, Tuna, Catfish, Pike, and Dentex can all be turned into decorative trophies for your base.

Trophy fish are separate from regular fish. Once caught, they can be chopped to collect the head, which can then be crafted into a decorative wall mount using a wooden plank and a sharp tool.

Put them on display and give your squad a reason to believe your fishing stories.

IMPROVISED COOKING RECIPES

We’ve added the first improvised cooking recipes, giving players a more flexible way to turn basic ingredients into a cooked meal.

You can now prepare:

  • Improvised Pasta Dish

  • Improvised Rice Dish

  • Improvised Soup

  • Improvised Stew

Unlike many existing recipes, improvised recipes are available by default and don’t require a cooking book to unlock. They also use simpler core requirements, then let you add a wider range of optional ingredients to improve the dish when you have more supplies.

Better ingredients still help, but you should now be able to cook something useful without needing a long list of exact items first.

TOMBSTONES

Players have asked for more ways to mark meaningful places on the Island, including memorials for members of their communities. This update adds a new craftable tombstone that can be placed in the world and customized with player-written text.

Use them for memories, warnings, threats, or whatever your squadmate did to deserve it. Try to keep the spelling mistakes to a minimum.

Tombstones are built from a blueprint recipe using stones and any hammer. Once placed and finished, hold F to add your chosen text, which will appear on the tombstone.

They can be placed anywhere that supports the blueprint, but they still need to be maintained. By default, tombstones decay after 30 days if left unattended, so prisoners will need to return from time to time to pay their respects.

Server owners can control how many tombstones each squad can build, from 0 to 100 per squad. Official servers use the default limit of 3 per squad.

Alongside the June Update, two new optional DLC packs are now available, continuing the Into the Wild theme. These packs are separate from the June Update content covered in these patch notes.

Specialist Archer Pack

Unlock snakeskin-themed specialist gear, charms, emotes, and camouflage patterns.

Specialist Scout Pack

Unlock scout-inspired specialist gear, charms, emotes, and camouflage patterns.

This update adds new custom server controls for free-roaming animals, fishing spots, radiation, flag ownership, and tombstones, while removing older hunting settings that are no longer used by the new free-roaming wildlife system. Some vehicle settings have also been consolidated, with control moving into the relevant maximum vehicle settings.

FREE-ROAMING ANIMALS
  • Animals Allowed in World \ -> HUNTING scum.AreAnimalsAllowedInWorld=True

Enables or disables free-roaming animals in the world.

  • **Animal Global Density Multiplier **\ -> HUNTING scum.AnimalGlobalDensityMultiplier=1.000000

Controls the global animal density cap, increasing this value increases the total number of animals that can exist in the world.

Default: 1 Minimum: 0 Maximum: 25

  • Maximum Non-Virtual Animals in World \ -> HUNTING scum.MaxNonVirtualAnimalsInWorld=800

Controls the maximum number of non-virtual animal actors that can be present in the world at once. Virtual animal population entries can exist beyond this number.

Default: 800 Minimum: 0 Maximum: 2500

  • Animal Population Representation Multipliers \ -> HUNTING

These settings control how strongly each animal type is represented within biomes where that animal is allowed to spawn. Values can be increased or reduced, and work in relation to the other valid animals in that biome.

Default for all populations: 1 Minimum: 0 Maximum: 100

For example, in a biome that can spawn bears and goats, increasing the bear multiplier or reducing the goat multiplier can both make bears more likely to appear compared to goats.

scum.BearPrevalenceMultiplier=1.000000 In-game name: BEAR POPULATION REPRESENTATION MULTIPLIER

scum.BoarPrevalenceMultiplier=1.000000 In-game name: BOAR POPULATION REPRESENTATION MULTIPLIER

scum.ChickenPrevalenceMultiplier=1.000000 In-game name: CHICKEN POPULATION REPRESENTATION MULTIPLIER

scum.DeerPrevalenceMultiplier=1.000000 In-game name: DEER POPULATION REPRESENTATION MULTIPLIER

scum.DonkeyPrevalenceMultiplier=1.000000 In-game name: DONKEY POPULATION REPRESENTATION MULTIPLIER

scum.GoatPrevalenceMultiplier=1.000000 In-game name: GOAT POPULATION REPRESENTATION MULTIPLIER

scum.HorsePrevalenceMultiplier=1.000000 In-game name: HORSE POPULATION REPRESENTATION MULTIPLIER

scum.RabbitPrevalenceMultiplier=1.000000 In-game name: RABBIT POPULATION REPRESENTATION MULTIPLIER

scum.WolfPrevalenceMultiplier=1.000000 In-game name: WOLF POPULATION REPRESENTATION MULTIPLIER

FISHING
  • High-Activity Fishing Spots \ -> HUNTING scum.FishingHighActivityZoneAmount=-1.000000

Adds a server setting for controlling the number of high-activity fishing spots. By default, 10% of fishing spots are always active.

Default: 10%

Minimum: 0%

Maximum: 100%

RADIATION
  • Radiation Enabled \ -> MAP scum.RadiationEnabled=True

Enables or disables radiation in the world.

FLAG OWNERSHIP
  • Maximum Flags Per Prisoner \ -> BASE BUILDING scum.NumberOfAllowedFlagsPerPlayer=10

Adds a server setting allowing admins to define how many flags each prisoner can own at a time. NOTE: scum.AllowMultipleFlagsPerPlayer needs to be enabled for this setting to work.

Default: 10

Minimum: 1

Maximum: 30

TOMBSTONES
  • Maximum Tombstones Per Squad \ -> BASE BUILDING scum.TombstoneMaxAmountPerSquad

Adds a server setting for controlling how many tombstones each squad can build.

Default: 3

Minimum: 0

Maximum: 100

**CONSOLIDATED VEHICLE SETTINGS **

The following vehicle-specific MaxFunctionalAmount settings are no longer available as separate settings. They have been consolidated into the relevant maximum vehicle settings for vehicles where MaxFunctionalAmount did not have a separate effect.

Server owners can still control the overall maximums for these vehicles through the max vehicle settings.

scum.KingletDusterMaxFunctionalAmount scum.MotorboatMaxFunctionalAmount scum.WheelbarrowMaxFunctionalAmount scum.BicycleMaxFunctionalAmount scum.SUPMaxFunctionalAmount scum.KingletMarinerMaxFunctionalAmount scum.DinghyMaxFunctionalAmount

SETTINGS NO LONGER AVAILABLE

The following settings are no longer available in-game, many were tied to the previous hunting encounter setup and are not used by the new free-roaming wildlife system:

**scum.PuppetLimpingEnabled - Replaced by setting ''Puppet limping health threshold'' to 0 scum.ArmedNPCLimpingEnabled - Replaced by setting ''Armed NPC limping health threshold'' to 0 scum.MaxAllowedAnimals scum.MaxAllowedHunts scum.AnimalWorldEncounterSpawnWeightMultiplier scum.HuntTriggerChanceOverride_ContinentalForest scum.HuntTriggerChanceOverride_ContinentalMeadow scum.HuntTriggerChanceOverride_Mediterranean scum.HuntTriggerChanceOverride_Mountain scum.HuntTriggerChanceOverride_Urban scum.HuntTriggerChanceOverride_Village scum.HuntFailureTime scum.HuntFailureDistance scum.NPCWorldEncounterSpawnWeightMultiplier scum.MasterServerEndpoints **

CRASHES
  • Fixed a crash that could occur when opening the radial menu immediately after relogging.

  • Fixed a client crash that could sometimes occur when reskinning or destroying Woodland base building elements.

  • Fixed a client crash caused by opening the console or chat while in Drone mode.

EXPLOITS
  • Fixed and adjusted several sentry-related exploits that allowed unintended farming or looting.

  • Fixed an exploit that allowed players to farm animals, specifically bears, using the Animal Bait Feeder.

  • Fixed an infinite ammo box exploit where players could sell a 1/30 ammo box to a trader who did not already have that ammo box in stock, then buy back a 30/30 ammo box.

  • Fixed an issue where vehicles could be destroyed inside trader zones and other protected areas where explosive damage to vehicles is disabled. This could happen when a frag grenade was placed on the ground with the pin pulled, allowing nearby vehicles to be damaged despite protected zone settings.

PRIVATE SERVERS
  • Fixed an issue affecting private servers where players were unable to connect. This problem was linked to ICMP-related checks and has been resolved. Private servers should now function correctly out of the box with only standard port forwarding, without requiring additional firewall adjustments or workarounds.
HUNTING & COOKING
  • Added a fuel bar / gauge mechanic to meat smokers and other fire-based objects, similar to existing liquid, petrol, and propane indicators. The gauge now visually displays remaining fuel and updates as fuel is consumed.

  • Fixed an issue where placing fruit or seeds into a Bait Feeder could make them non-expirable and cause the Bait Feeder to produce smoke endlessly.

  • Fixed an issue where goats did not leave footprint trails.

  • Fixed an issue where does [female deer] could provide antlers. Only bucks [male deer] now provide antlers.

  • Fixed an issue where direct hits from RPGs and grenade launchers did not properly affect animal kill quality [these kills were functioning like a rifle shot]. Explosive impacts now correctly damage harvested resources.

  • Removed the redundant Search interaction from animals killed by a flamethrower, as flamethrowers do not fire recoverable projectiles.

  • Fixed an issue where flamethrower kills did not affect meat and skin condition correctly.

  • Fixed an issue where animals killed by vehicles or turrets retained 100% skin and meat quality.

  • Fixed an issue in Sandbox mode where smoked meat could disappear from the smoker after logging out to the main menu.

  • Fixed the incorrect ingredients in the Hot Chocolate recipe.

  • Fixed issues where Bait Feeders were not spawning animals as intended.

  • Fixed an issue where baits intended to spawn deer did not trigger any reaction when placed into the Bait Feeder in bl

Hotfix - 1.3.0.2.119181

Added
  • Woodland DLC items can now be bought at trader and crafted using parent items as base plus other items
  • Created crafting recipe for DLC Poncho in Crafting → Cosmetics → DLC section
Changed
  • Adjusted trader prices for Laika and WW vehicles and other vehicle-related items to correct values
  • Base Building Expansion Kits now have unlimited stock at General goods trader
  • Changed filling placeable crafting recipes to prioritize items in hands, then selected items in inventory/vicinity, then default item
  • Woodland DLC item crafted items inherit durability from base crafting recipe item at 1:1 ratio
  • Adjusted trader prices of Woodland DLC items to crafting recipe base item prices to prevent exploitation
Fixed
  • Fixed performance drop and disconnects when opening chests full of guns with attachments
  • Fixed issue where logging in with certain quests active would cause character to load naked and disconnect
  • Fixed player corpse disappearing after respawning in Sandbox mode
  • Fixed offset animation when firing arrows with Takedown and Recurve bows
  • Fixed idle SFX for deer playing when the animal is dead if killed while SFX was playing
  • Fixed 'Remove Current Skin' interaction not working on Woodland Chandelier
  • Fixed bug where players could pick up an active animal bait feeder
  • Fixed wrong icon attached to Hippie Shirt 02 at General goods trader
  • Fixed character ragdolling and falling through terrain when teleporting
  • Fixed sorting inventory by type to properly group same items of the same type together
Removed
  • Removed the option for Hunter's blind to be picked up
  • Removed hunting task temporarily to fix it in upcoming update

Hey there prisoners!

We have another hotfix incoming featuring some very welcome quality of life improvements and bugfixes so make sure to check out what we have in store for you!

Performance and bug fixes
  • Fixed an issue where performance would drop and disconnects could occur when opening chest full of guns with attachments

  • We also made sure to fix an issue where logging in while you have certain quests active would result in your character loading in naked and subsequent disconnects. Yikes. In any case, you should see significantly fewer disconnects from the game that were caused by quests.

  • Fixed an issue where the player's corpse would disappear after respawning in Sandbox mode.

  • Takedown and Recurve bows had an offset animation when firing an arrow. It is fixed now!

  • We fixed an issue where the idle SFX for the deer would play even when the animal is dead if it was killed while the SFX was playing.

  • We removed the option for the Hunter's blind to be picked up. The interaction was visible even though it was never intended to be added, so we removed it completely.

  • While on the topic of interactions, there was an issue where the ''Remove Current Skin'' interaction did not work on the Woodland Chandelier. It is fixed now!

  • There was a bug where players could pick up an active animal bait feeder. It is now fixed.

  • The Hippie Shirt 02 had a wrong icon attached to it at the General goods trader. Also fixed.

  • Trader prices for certain items (such as the Laika and WW vehicles, as well as other vehicle-related items) were way too low. The prices are right now!

  • Sometimes the character would ragdoll and fall through the terrain when teleporting. No more!

Quality of life improvements
  • There was an issue with the sorting inventory option where selecting the “sort by type” option, items would indeed be sorted by their type, but if the player had a lot of different items from the same type, they would all be jumbled. Now, same items of the same type get neatly placed next to one another when you opt to sort them!

  • Base Building Expansion Kits are now have an unlimited stock at the General goods trader!

  • We made a change to filling placeable crafting recipes! To explain this, we'll use the Improvised fireplace as an example. Before, when you wanted to craft a fireplace, rags would be offered to be added to the recipe, and there would be no other way to select i.e. tinder even though it could be sitting right next to it. Now, filling the crafting recipe adheres to the following logic:

  • Item in hands

  • Items that are selected in the inventory/vicinity

  • Default item

  • The Woodland DLC items can now be both bought at the trader and crafted using their parent items as base + other items depending what is being crafted. The crafted item inherits durability from the base crafting recipe item at a 1:1 ratio. Trader prices of the Woodland DLC items have been adjusted to their crafting recipe base item for preventing the exploits of crafting and selling them for big profit. Their crafting recipes can be found in the Crafting → Cosmetics → DLC section with their appropriate icons. Also, their buy and sell prices have been fixed.

  • We also created a crafting recipe for the DLC Poncho, meaning that it can now be easily obtained through the crafting menu.

Known issues
  • Also, just wanted to let everyone know that we're very much aware of the issue where player corpses would disappear when the killed player is waiting in the respawn screen, and that this will be fixed with the upcoming update that we'll be releasing later this month!

  • Also, we're aware that the hunting task is not working properly, so we decided to remove it altogether and return it with the upcoming update when we get it up and running properly!


As always, if you've encountered anything else that requires our attention, please let us know via the following channels:

Bug reports forum on Steam Official SCUM support

See you on the Island!

Hotfix - 1.3.0.1.118271

Changed
  • Temporarily disabled SDSpeechTools while investigating crashes affecting older CPUs
  • Reworked the hologram quest object system to reduce network objects, with hologram quest objects now spawning client-side only and server checking them on player interaction
  • Rebalanced the experience gained from smoking meat as it was granting too much experience
  • Increased the overcook time for smoked items from 2 minutes to 6 real-life hours
  • Smokers can no longer become bad quality and can now always be repaired beyond 50%
  • Reduced the trader price of the Hunter Bow and set its draw weight to 35
  • Reduced the trader price of the Woodland Quiver, and adjusted its weight capacity and inventory slots to match the Military Quiver
  • Set the Woodland DLC item stock to unlimited at the Hunter trader
  • Reduced the Poncho warmth level from 4 to 1
Fixed
  • Max lag check was too aggressive, preventing some players from accessing servers
  • SteamID mismatches could cause connectivity issues for players
  • Client crash tied to weapon holsters
  • Trader discounts obtained as quest rewards were not working
  • Players could remove meat from the smoker and gain the same amount of experience as if it had completed the full smoking process
  • Smoker would lose health when repaired through the flag
  • Item was missing from the kitchen basin recipe
  • Arrow socket mismatch on the Woodland Quiver when worn by a female prisoner
  • Visual issue on the bait feeder where the front latch could be missing
  • Bait feeder would be offset while the character is holding it in their hands
  • Metal detector had an incorrect interaction hint for resources, wrongly requiring gasoline
  • Metal detector was missing the "Take in hands" interaction when not already held
  • Treating an infected wound with alcohol would consume the whole bottle
  • Ammo box exploit where selling a 1/30 ammo box to a trader who did not already have that specific ammo box in stock could allow players to buy back a 30/30 ammo box
  • Item placed in a weapon holster would not be visible in the main menu
  • Turrets would enter broken audio/animation state after generator power loss followed by powering it up again
  • Dinghy could not be properly purchased

Hey there prisoners!

Hot on the heels of the latest update, we’re releasing a hotfix for the most pressing issues you’ve encountered over the past week. You can view the full list of resolved issues and adjustments below.

Connectivity & Server Access
  • Fixed an issue where the max lag check was too aggressive, preventing some players from accessing servers.

  • Fixed an issue where SteamID mismatches could cause connectivity issues for players.

  • Fixed a client crash tied to weapon holsters.

  • Temporarily disabled SDSpeechTools while we investigate crashes affecting some older CPUs. SDSpeechTools is a speech-to-text component intended to support future accessibility features. It intentionally uses a local model so voice data does not need to be sent to third parties, and is not used to collect or store player voice data.

Quests & Performance
  • Reworked the hologram quest object system to reduce the number of network objects. Hologram quest objects now spawn client-side only, with the server checking them when players interact with them.

  • Fixed an issue where trader discounts obtained as quest rewards were not working.

Smoking, Cooking, & Food Balance
  • Rebalanced the experience gained from smoking meat, as it was granting too much experience.

  • Fixed an issue where players could remove meat from the smoker and gain the same amount of experience as if it had completed the full smoking process.

  • We've increased the overcook time for smoked items. Before, overcooking your meat for just 2 minutes would make it unusable and would despawn it. Now, that overcook time has been increased to 6 real-life hours.

  • Fixed an issue where the smoker would lose health when repaired through the flag.

  • Smokers can no longer become bad quality and can now always be repaired beyond 50%.

  • Fixed an issue where the item was missing from the kitchen basin recipe.

DLC Gear & Trader Adjustments
  • Reduced the trader price of the Hunter Bow and set its draw weight to 35.

  • Reduced the trader price of the Woodland Quiver, and adjusted its weight capacity and inventory slots - it now matches the Military Quiver.

  • Set the Woodland DLC item stock to unlimited at the Hunter trader.

  • Reduced the Poncho warmth level from 4 to 1.

Visual & Item Fixes
  • Fixed an issue with the arrow socket mismatch on the Woodland Quiver when worn by a female prisoner.

  • Fixed a visual issue on the bait feeder where the front latch could be missing.

  • Fixed an issue where the bait feeder would be offset while the character is holding it in their hands.

  • Fixed an issue where the metal detector had an incorrect interaction hint for resources, wrongly requiring gasoline.

  • Fixed an issue where the metal detector was missing the “Take in hands” interaction when not already held.

  • Fixed an issue where treating an infected wound with alcohol would consume the whole bottle.

  • Fixed an ammo box exploit where selling a 1/30 ammo box to a trader who did not already have that specific ammo box in stock could allow players to buy back a 30/30 ammo box.

  • Fixed an issue where an item placed in a weapon holster would not be visible in the main menu.

  • Also fixed an issue where turrets would enter broken audio/animation state after generator power loss followed by powering it up again.

  • Fixed an issue where the Dinghy could not be properly purchased.

A quick note on Woodland Hunter items: they are not craftable in this hotfix, but this is planned for next week’s hotfix. Once that update is live, you’ll be able to craft them and find their recipes in the crafting menu.

If you've encountered anything else that requires our attention, please let us know via the following channels:

Bug reports forum on Steam Official SCUM support

See you on the Island!

SCUM: INTO THE WILD - May Update | 1.3.0.0.117753

Added
  • All characters receive a temporary Archery and Awareness XP gain bonus for the duration of the Into the Wild season
  • Hunter's Grotto is a new dedicated hunting supply location within existing Island outposts with curated hunting supplies and challenging quests
  • Animals can now leave visible tracks after appearing during a hunt that show a trail to follow, with Awareness affecting track readability
  • Bait Feeder is a deployable container that can be placed and loaded with food items to attract animals to a set location
  • Smoker is a new base building element that preserves food by smoking meats, with each base able to hold up to five Smokers
Changed
  • Meat and material yield from kills now depends on where you hit the animal and what weapon you use to kill it
  • Farming skill level is now locked in when you plant a seed, so yield is determined by your skill at planting time rather than at harvest
  • Fruit and produce are now guaranteed on each farming cycle instead of being left to chance
  • Sunlight requirement for optimal plant growth has been lowered so plants grow closer to full potential in tougher conditions
  • Food loot has been rebalanced across the Island to account for new food acquisition methods

**Hey Prisoners,

**Last week, we shared more on where SCUM is heading and introduced Into the Wild, our first focused run of updates.

Across May, June and July, Into the Wild is about improving hunting, fishing, cooking, farming, wilderness survival, and the systems connected to them. Some features will arrive sooner than others, because bigger systems take time to build, test and balance, but each monthly update is designed to make that side of SCUM better.

Today, the May Update is here. No server wipe has taken place with this update.

This release gives every prisoner new ways to track wildlife, hunt with more control, make better use of the food they find, get more from their crops, and spend more time surviving in the wild.

Into the Wild Season Stat Bonus

To help every prisoner step into the wild, all existing and newly created characters will receive a temporary boost to their Archery and Awareness XP gain for the duration of Into the Wild.

Archery helps with bow reload speed and access to stronger bows. Awareness improves your ability to hear animals in Focus Mode and unlocks a compass at the top of your screen at higher levels.

Because Into the Wild is focused on hunting, tracking, and wilderness survival, we wanted everyone to feel a little more prepared for that side of SCUM while the season is live.

The bonus is active by default throughout the season.

Hunter's Grotto

A familiar place just got a lot more interesting. Tucked within the Island's existing outposts, the Hunter's Grotto is a dedicated corner for those who stalk the wilderness for sport, survival, and glory. A curated selection of hunting supplies is now right where you need it - no detour required.

It's a gathering point. A place to swap stories with fellow hunters, forge unlikely alliances with strangers, and pick up some of the most challenging quests the Island has to offer. Some hunts are too dangerous to tackle alone - and the Grotto is where you find the people crazy enough to join you.

Animal Trail Generation

The hunt is getting easier to read! Animals can now leave visible tracks after appearing during a hunt, giving you a trail to follow as you pursue them. For this update, tracks work within the existing hunting system: hunts still begin with hunting clues, then Focus Mode can help reveal an animal’s trail after it appears. Awareness affects how easy those tracks are to read.

This is an early step toward one of our bigger goals: bringing animals back across the Island in a future Into the Wild update, supported by a new system built for better performance.

Bait Feeder

Found in hunting towers, shops, and around farmland, or purchased outright, the Bait Feeder is a deployable container you can slot with a single food item to attract animals to a set location. Different bait draws different animals, so knowing what roams your local biome is half the battle.

Once placed and loaded, the game checks whether a compatible animal can actually spawn in the area, which means where you set it up matters just as much as what you put inside it. Rather than chasing prey across the map, you can use the Bait Feeder to establish a reliable hunting spot and let the wildlife come to you.

Kill Quality Influences Meat Quality

The quality of meat and materials you get from a kill now depends on how you take the animal down. In other words, where you hit it, and what you hit it with, now both play a big role. The aim of this system is to reward players who gear up properly and aim carefully.

If you want the best yield out of every animal, it pays to consider what you're hunting for and what kind of gear you use for hunting before you pull the trigger (or release your arrow).

Smoker

Have way too much leftover meat from your last hunt and worried that it'll go bad?

Fret not, we've got you covered! The Smoker is a new base building element designed to help you preserve food and stretch your supplies further. Once you fuel it with small wooden logs, sticks, or planks, and light it with a fire starter, you can load it with up to six items at a time and begin the smoking process. Smoked meats last significantly longer than their raw counterparts.

Beware, however, as quality matters here too and timing is everything! Leaving something in too long will start degrading it and making it less appetizing. A single base can hold up to five Smokers, and when running, they'll visually show smoke from the top and a faint fire from the stove with an audible crackling to match.

Farming Rebalance

Farming has had a big rework, making it feel less like a chore and more like a genuine survival strategy. Your Farming skill level is now locked in at the moment you plant a seed, meaning the yield you get is determined by how skilled you were when you put it in the ground and not when you come back to harvest.

Fruit and other produce are now guaranteed on each cycle rather than being left to chance, and you can see exactly when your plants will be ready by pointing at them in Focus Mode, which displays the remaining growth time.

On top of that, the sunlight requirement for optimal growth has been lowered, which means plants in tougher conditions - like cold regions or early morning hours - will now grow closer to their full potential than they used to. Overall, the farming loop has been tightened up to feel less like a waiting game and more like a system worth actually engaging with.

Food Loot Rebalance

Now that we have introduced (and will continue to introduce) more ways to obtain food through gameplay, we’ve rebalanced how food loot appears across the Island.

The goal is to make hunting, fishing, farming, and food preservation more meaningful, rather than letting every location solve your food needs through loot alone. Overall food distribution and spawn rarities have been adjusted across all locations, with many non-survival foods removed from various loot spawners.

You will still be able to find ingredients and other food items, but not as many as before.

We are also starting to introduce a system that changes the trader economy and makes it depend more on what prisoners are buying and selling. In other words, item availability will be directly tied to the trader’s stock, meaning some items will only be available to purchase if players have previously sold them to that trader.

We’ll begin this change with food items, tying it directly to the wider farming, fishing, hunting, and food loot changes. The system will eventually expand to other items, but we’ll talk more about that in later updates.

Dynamic Fish Activity

Fishing has received a significant overhaul, introducing special activity spots scattered across the island's rivers, lakes, and coastal waters that signal their presence through audio and visual cues and offer better odds of landing bigger, species-specific catches. With 98 of these spots spread across the island, there's plenty of ground to cover - but finding an active one will make stumbling upon it worth it! Only 10 of them will be active at any given time. They will not appear on your map, so you'll need to physically explore to find them. If you hear the sound of splashing water or see fish breaking the surface, you will know that you have found one such spot!

Every 5 hours, when the server restarts, the active spots rotate to a new set, keeping the best locations fresh and preventing the same spots from being farmed repeatedly. There are a handful of permanently active spots as well, found where rivers meet the sea - but we'll leave it to you to track those down. Note that you will still be able to catch fish at any random location, but your chances to catch something are now reduced.

Fish size and weight now directly impact how much inventory space they occupy and how many fillets you can get from them, so a bigger catch has a tangible payoff.

Inventory Auto-sort Functionality

One of the most requested additions for the inventory rework has finally arrived! From now on, item manipulation has been greatly improved as we have added the option to sort items by type, amount and durability, both from your character's inventory and from other inventories such as chests.

Alongside the free May Update, two optional DLC packs are now available, inspired by Into the Wild.

Woodland Hunter Pack

Outfit yourself for the hunt with a new collection of hunting-inspired items, including cosmetics, gear, weapon skins, emotes, poses, trophies, and more.

Woodland Furniture Pack

Turn your hideout into something closer to a lodge. Decorate your base with a new collection of furniture and decoration items for prisoners who want their shelter to feel a little more like home.

These packs are optional and separate from the free update content listed above.

Now, onto server settings, bug fixes, balance changes, and quality-of-life improvements coming to SCUM with this update:

SERVER SETTINGS
  • Campaign Skill Boosts \ -> FEATURES - SKILLS scum.EnableSelectedSkillsPromotion=True

Enables or disables experience gain boosts for skills related to the current campaign.

  • Smoker Limits Per Flag Area \ -> FEATURES - BASE BUILDING scum.SmokerMaxAmountPerFlagArea=-1

Determines the maximum number of Smokers allowed per flag area.

Default: 5 Minimum: 0 Maximum: 10

  • Smoker Increased Decay Threshold \ -> FEATURES - BASE BUILDING scum.SmokerStartDecayingIfFlagAreaHasMoreThan=-1

Determines how many Smokers can be placed in a flag area before they start decaying at an increased pace.

Default: 5 Minimum: 0 Maximum: 10

  • Fishing High Activity Zone Rotation \ -> WORLD - HUNTING scum.FishingHighActivityZoneRotationTime=-1.000000

Determines the time, in hours, before a new set of fishing high activity zones can be activated. Activation happens on server restart.

Default: 5 Minimum: 0 Maximum: 8760

EXPLOITS
  • Block Explosive Damage to Vehicles setting wasn’t working for certain explosive traps, such as Claymore, Improvised Claymore, Pressure Cooker Bomb, and some Mines, resulting in vehicles taking damage inside the safe zone with the explosive damage setting blocked. Now the setting blocks all explosive damage to vehicles.

  • There was a way to fast plant explosives (Frag grenades, TNT) on the Base Building element by canceling the action bar during planting. Instead of canceling the action, the explosive would get instantly planted, which we find highly disruptive, as it was possible to instantly plant huge numbers of explosives.

  • Similarly, there was an issue where Cargo drop explosions would still damage and destroy nearby vehicles, even when explosion damage was disabled in server settings. It does not happen anymore. Additionally, we've added a custom zone setting where you can specifically enable/disable cargo drop damage to vehicles.

  • You could pick up items from the vicinity while driving inside a vehicle, which gave an unfair advantage over players who are on foot. You could gather fast loot and dropped loot during a fight. Also, you could gather other stuff, including chests and dropping chests, without ever leaving the vehicle. And with the new pickup system that we introduced in the latest update, all functions of this particular action became even more powerful. Now, the items in the vicinity will be greyed out and actions will be disabled while inside of a vehicle, but you can interact and drop items/chests from your or the vehicle's inventory while driving.

  • This was a sneaky one. Checking the wind direction while holding a backpack in hands would store it inside the magic pocket, which would free the character’s hands, while also removing the weight penalty. This is no longer the case as the backpack now drops to the ground while checking wind direction.

AUDIO
  • We fixed an issue where there would be no sound while repairing items with the sewing kit. Now the sound has been added to the repairing animation.

  • Miss the crackling sound of fire? Don’t worry. There was a bug where the fire SFX was missing from Fire Ring, Bonfire, and Improvised Fireplace. It has been fixed, and you can enjoy the fireplace again.

  • There was an issue where chests full of items would sometimes play a very loud item SFX after opening. It was pretty annoying as it wouldn’t happen every time, so we fixed those inconsistencies.

  • When fighting a puppet, its growling and screaming sounds could overlap with the hit sound effects, causing both audio cues to play at the same time and sound duplicated. This has now been fixed.

UI
  • There was an issue when the chat console was opened, and if you clicked anywhere except the input box, then closed it, it would not be focused when reopened. This has been fixed, and now the chat console input box is always focused when reopened.

  • After buying the Underpants_01 and F_Undershirt_Bra_01 at the General Goods trader, their icon would be displayed incorrectly in the purchased item section. It has been fixed now, and the icons are shown correctly. The same thing happened with Short Pants icons, so we fixed that too.

  • You may have noticed that discounted items are not shown at the trader after you completed the Tier 3 Quest "The Big Bang". This issue has been resolved, and now the discount section appears normally.

  • There was an annoying issue where pressing anywhere in the inventory UI while holding a fully equipped fishing rod would incorrectly cast the rod instead of ignoring fishing inputs. Now, fishing inputs will only work when you click on an empty part of the screen.

  • When placing ingredients for the Grilled Veggie recipe, the interface would always show Bell Pepper regardless of which vegetable type was actually used. This has now been fixed, and the correct ingredient is displayed in the interface.

  • The icon for the tequila drink item was displayed differently in the inventory and the vicinity. Now, it shows the same icon everywhere.

  • If you have the map opened, pressing ESC will close the map immediately.

WEAPONS
  • High-caliber rifles were dealing too much damage to base building elements, creating an imbalance compared to other weapon types. This was especially noticeable with rapid or repeated fire from weapons such as the M1 Garand and SVD Dragunov. The affected weapons include Mosin Nagant, M1 Garand, SVD Dragunov, AWM, and 98k Karabiner. Damage against BB elements has now been reduced and rebalanced.

  • We noticed that the SKS Clip would lose ammunition after a server restart so we fixed that and now it does not happen anymore.

  • We’ve also found that when you shoot the target at 100m with a caliber sniper, bullets get affected by low wind speed and that changes bullet direction. Since it shouldn’t be that way, we have fixed this and the sniper bullets are no longer affected by low wind at such small distances.

  • We found that there was an aim offset when you applied a weapon sight on the improvised handgun. It is now aligned properly. A similar issue occurred with the scope. The scope was incorrectly positioned and oriented in the player’s hands when used unmounted, and could clip through the character’s head while aiming down sights. This has now been fixed.

  • The player’s hand was clipping back through the Trench Gun when using the P17 Bayonet. This issue has now been fixed.

  • Strange light reflections would appear while looking through a scope lens at elevated locations at 8 PM in-game time. The reflection should appear as a bright spot, and it should not cover almost the entire scope lens, which was the case here. Now it’s been fixed.

  • The Vampyr scope had an issue where a black border appeared around the inner optical lens while ADS. This has now been fixed, and the inner lens is now clean without any border.

  • We fixed an issue where aiming with a bow while crouching would dislocate the character's hand.

  • There was an issue with turning on or off the weapon flashlight with the keybind while in first person. Sometimes it would work if the flashlight was operated manually first. But nonetheless, it’s fixed now.

  • While in the main menu, the pistol stored in the pistol holder would not be visible. It has been fixed, and the pistol is now showing in the holster while in the main menu.

  • We've found that 7.62x39 crap ammo does not do enough damage to the dropship. For instance it took 31 regular bullets of that caliber to down the dropship, while more than 100 crap bullets were not enough. It has been rebalanced now and it takes fewer bullets to down it. While we're on the topic of the dropship, there were some base building elements that were immune to its damage. No more!

OTHER
  • We have removed the interdependencies among quest givers, meaning that all traders now have T1 quests unlocked right from the start.

  • We've fixed an issue where the max ping limitation was not working. Now that it's up and runnin

Hotfix - 1.2.3.2.115523

Changed
  • Unofficial .pak files can only be placed in subfolders of SCUM\Content\Paks\ due to security measures
Fixed
  • Mods that were breaking after the latest patch now work again
  • Fix for puppet spawning issues

Hey there prisoners!

We’ve seen your feedback about mods breaking after the latest patch, so we’re putting out a quick hotfix to get them working again. Due to certain security measures, unofficial .pak files can currently only be placed in subfolders of SCUM\Content\Paks\

There is also a fix for some puppet spawning issues.

We're aware of the performance issues caused by opening chests with a lots of weapons with attachments, we're working on this and we'll have a hotfix for it very soon!

Stay tuned for more info on the next update!

The Gamepires team

Hotfix - 1.2.3.1.114625

Changed
  • Restored missing world-spawned Lathe Machine and Drill Presses
Fixed
  • DLSS now works properly with appropriate visual and performance changes when shifting through different modes
  • Weapon blur would detach from weapons when aiming down the sights
  • Liquid containers with consumables such as milk or vegetable oil can now be placed in the fridge
  • Clothes painting now works correctly despite the context menu showing the option and use count reducing
  • Workbench no longer gets destroyed when repairing a sharp tool or weapon
  • Soy sauce item no longer leaves a gray mesh on the ground when taken in hands
  • Color of soy sauce liquid and other liquids now matches the color in their icons
  • Fuel can now be transferred from a gas lantern to a vehicle or another bottle
  • SKS clip can now be dragged and dropped to the ground
  • Extra bolt sound when reloading a bullet in SKS rifle is removed
  • Improvised flashlight positioning on SKS rifle is now correct
  • Character's face is no longer blurred in the Barber edit menu when Depth of Field graphic setting is turned on
  • ShowFlagLocations true command no longer generates the message for a different command
  • Dirtiness level of quivers is now displayed as intended instead of appearing too dirty
  • Vehicles no longer take damage from explosive bolts and arrows when vehicle damage is disabled in server custom zone settings
  • Vehicles no longer take collision damage from base building elements when vehicle damage is turned off
  • Cleaning a weapon now uses one rag instead of a whole stack
  • Fish bait crafting no longer scales with fish weight to prevent excessive bait yields from heavier fish
  • Blast caps crafting material requirements have been adjusted to prevent profit exploits at the trader
  • Cannabis bud now has uses
  • Character no longer loses all clothes after dying in an explosion
  • Client no longer crashes when another player decontaminates items at a well nearby
  • Isopropyl alcohol use count now decreases after using it to disinfect rags
  • Explosions from Sentry grenades now deal damage
  • Shotgun slug ammo now deals intended damage instead of inconsistent damage
  • Pills weight per consume is now defined so the player does not consume the whole item in a single use
  • Game window no longer loses focus after pressing Tab causing the player to stop moving and PC cursor to appear
  • SKS rifle can now be fully reloaded if only one bullet was fired
  • Vampyr scope ocular lens cover now covers more screen space
  • Improvised flamethrower can now be refueled with the Add fuel interaction working correctly
  • Hair no longer appears too reflective and now looks correct
  • Food cooked before the update now shows nutrient value after the update
Removed
  • Stray sound effect when eating food is removed
Security
  • Player base locations are no longer shown in the game client's log

Hey there prisoners!

We're coming in hot with a fresh new hotfix to iron out some of the issues that popped up with the latest patch!

Check it out!


  • First up - DLSS now works properly, and you can now see appropriate visual and performance changes when shifting through different modes. One related issue that was also fixed is the weapon blur that would detach from weapons when aiming down the sights.

  • There was an issue where you weren't able to put liquid containers with consumables such as milk or vegetable oil in the fridge.

  • Also, we fixed an issue where clothes painting was not working at all, even though the context menu showed the option to ''Clear paint'' and the use count is reduced accordingly.

  • We fixed an issue where the workbench would get destroyed when repairing a sharp tool or weapon.

  • There was also a small visual issue where the Soy sauce item would leave a gray mesh on the ground when taken in hands. While on this topic, there was also a bug where the color of the soy sauce liquid, as well as other liquids, was not the same as the color of the liquid in its icon. Now, they all show their true colors!

  • We fixed a bug where you were unable to transfer fuel from a gas lantern to a vehicle or another bottle.

  • There was also an issue where you were unable to drag and drop an SKS clip to the ground. It is a thing of the past now. While on the topic of the SKS, there was a weird issue where an extra bolt sound could be heard when reloading a bullet. We also found that the improvised flashlight was incorrectly positioned on the rifle, which was fixed, as well.

  • Also, there was an issue where the character's face was blurred in the Barber edit menu when the Depth of Field graphic setting is turned on.

  • We've also received reports that the '#ShowFlagLocations true' command would generate the message for a completely different command. That was fixed as well.

  • There was an issue with the dirtiness level of the quivers where they appeared... way too dirty. The issue was fixed, and dirtiness on quivers is now displayed as intended.

  • We fixed an issue where vehicles would take damage from explosive bolts and arrows even though vehicle damage would be disabled in the server's custom zone settings. There was also a similar issue where vehicles would take collision damage when ramming into base building elements even with vehicle damage turned off completely.

  • There was a bug where cleaning a weapon would use a whole stack of rags instead of just one. That is fixed now.

  • We found an exploit where the source of the issue was the fact that fish bait crafting would scale with fish weight, which would allow players to obtain more uses from heavier fish. Each use can be converted into one bait, meaning larger fish yield disproportionately high amounts of bait. This creates an exploit where players can farm large fish, convert them into excessive amounts of bait, and then sell the bait for profit. No more!

  • There was also an exploit involving blast caps where, with advanced demolition skills, the material requirement to craft "Blast caps" is very low. You can buy all materials at the trader's to craft the blast caps, and sell them and make more profit than you have invested.

  • We fixed a bug in which the cannabis bud didn't have uses.

  • We have restored the missing world-spawned Lathe Machine and Drill Presses which were unintentionally destroyed due to a previous bug. Please note that this should only affect original world-spawned entities, not player-built ones.

  • There was an unfortunate issue where all player base locations were shown in the game client's log. That was removed, and it no longer shows their locations.

  • We also fixed an issue where the character would lose all of their clothes after dying in an explosion.

  • We fixed an issue where the client would crash when another player would decontaminate items at a well nearby.

  • There was an issue where Isopropyl alcohol's use count doesn't decrease after using it to disinfect Rags, which is now successfully fixed.

  • There was an issue where explosions from Sentry grenades deal no damage, which is now a thing of the past.

  • There was a stray sound effect which could be heard when eating food. It is removed now.

  • Shotgun slug ammo had a problem where it would deal inconsistent damage. It now deals intended damage.

  • There was an issue where the "weight per consume" of pills isn't defined, causing the player consume the whole item in a single use.

  • There was a weird issue where the game window would lose focus after pressing Tab and would cause the player to stop moving and the PC cursor to appear. That's no longer happening.

  • We also fixed an issue with the SKS where you were unable to fully reload the rifle if you fired only one bullet. That is also fixed.

  • Additional updates were made to the violation manager.

  • There was a small issue with the Vampyr scope where the ocular lens cover would not cover the entire screen. This was changed, and now it covers more screen space.

  • We fixed a bug where you were unable to refuel the Improvised flamethrower. The 'Add fuel' interaction was clickable but it did nothing. Not anymore!

  • We also fixed a bug where the hair would appear too reflective and would not look right.

  • To top it off - we also fixed an issue where food cooked before the update showed no nutrient value after the update. It now appears as it should!


As always, please let us know if you find anything else, either via our (https://discord.com/channels/228656196247093248/444218299417624587) server for bug reports or via our dedicated bug reports Steam subforum.

April patch is officially live! (1.2.3.0.113582)

Added
  • Add the Trench Gun weapon to the game
  • Add the SKS rifle weapon to the game
  • Add pick up all and drop all functionality for items in vicinity and loot containers
  • Add stacking support for cooking items and ingredients
Changed
  • Overhaul landscape lighting across the island with improved ambient occlusion and reflections
  • Make bunkers darker and narrow the light beam of flashlights for a more frightening and claustrophobic atmosphere
  • Improve the appearance of night vision to look less milky
  • Implement eating action driven by eating animation to accurately reflect food consumption
  • Adjust grams per consume and food usage values to divide large meals into multiple uses based on weight
  • Make lower quality ingredients result in meals with lower final nutrition when cooking

Hey there prisoners,

We've just released our second monthly patch! Let's not beat around the bush and let's dive right into it. We hope you'll enjoy what we've prepared for you!

THE BIG ONES
THE TRENCH GUN

The terrifying and notorious Trench Gun is making a grand appearance in SCUM. Historically, this weapon of war was so devastating that there was an attempt to ban it, as it was argued that it brings unnecessary harm and damage to those unlucky enough to survive its blast. Famous for its slam-fire that allows those who wield it to dispatch their enemies with insane efficiency, it is the ideal weapon for those that want to solve their disputes from up close. To put it simply - it's the last thing you want to see someone carrying in close quarters.

THE SKS

Hailed as the people’s carbine before it was substituted by the ever-popular AK47, the SKS was one of the testaments to Soviet capability to produce reliable and versatile weaponry. The SKS is a rifle for true aficionados of firearms - durable, built with quality materials, and above all - deadly! Those who want a reliable mid-range, semi-automatic firearm, as well as a penchant for Soviet-era weaponry, will find the SKS a no-brainer!

LANDSCAPE LIGHTING OVERHAUL

For version 1.0, we developed our own technology to achieve realistic indoor lighting affordably. Now, we are upgrading that same tech to boost realism across the entire island. The biggest change is in the ambiance, where we’ve improved ambient occlusion and reflections. Even though UE4 lacks Lumen, we’ve managed to make all models look "grounded" with accurate colors and environmental reflections, technically without any performance hit.

With these changes, we also made the bunkers darker and narrowed the light beam of flashlights to create a more frightening and claustrophobic atmosphere.

For those that haven't seen, here are some before and after screenshots, with the first being before the lighting overhaul, and the second being after it:


If the screenshots aren't enough for you, we've also created a video showcasing these lighting improvements so make sure to check it out:


When we're on the topic of lighting, we've also improved the look of night vision to make it look less 'milky'. Here are the before and after images:

Before - Gamma set to 2.0

Before - Gamma set to 2.4

Before - Gamma set to 2.8

After - Gamma set to 2.0

After - Gamma set to 2.4

After - Gamma set to 2.8


PICK UP ALL / DROP ALL

A continuation of the inventory rework that we first introduced at the end of last year, we have introduced a more streamlined and user-friendly way to manipulate and move items between the player, the vicinity, and the loot containers.

For instance, you find a bunch of different items lying on the floor near you. Looks like a classic trap, but you are hungry and desperate, and you hope that you’ll find some food. Now, instead of manually looking through all the items and picking them up one by one, you can sort out only the food items and then simply press a button to pick them all up. It’s that simple. Two mouse clicks instead of tens of them or more. Less time out in the open and exposed for someone else to claim your stuff.

As we have stated in the announcement for the patch, the option to either pick up all or drop all also works for lootable containers, meaning that with a single press of a button you can either store everything in your inventory or drop everything into your vicinity.

Naturally, the question arises whether this also extends to chests and clothing items, or in other words, basically all containers that are not examine containers. Currently, this is a work in progress and we weren't able to implement it for this patch because we ran into some performance issues, meaning that the time is not yet right for this, but we’ll make sure to add those in the future.

STACKING FOOD ITEMS AND INGREDIENTS

Also a continuation of the aforementioned inventory rework, use stacking has now been expanded to cooking items and ingredients! Have one 2/10 and one 5/10 flour? Now you can combine it into one single 7/10 item! While that doesn’t sound exciting at face value, those that want to keep things tidy, organized, and easier to handle know how big of a deal this change is.Also, this same change applies to canned food items as well!

Also, you can now stack cooking ingredients directly from the cooking UI! Just add your partially used ingredients and they will stack in the recipe immediately!

Because of this change, we have also implemented a system where the eating action is driven by the eating animation, meaning that there is no more uncertainty whether less or more uses of the food item have been consumed. Instead, when your character takes a bite, this means that a single use of the food has been consumed.

QUALITY OF LIFE CHANGES
  • We have adjusted the ‘grams per consume’ and food usage values. Beforehand, an entire cooked meal or a large food item had a single use, regardless of its overall weight. It makes more sense to divide these meals into multiple uses. For instance, we have assigned 150g for a single use of some foods, meaning that something that weighs 1.2 kilos will have 8 uses. Other smaller food items such as garlic have also been adjusted to reflect these changes. The weight of a single use of food is contextual, meaning that different food items will have different weight values for their respective single uses.

Additionally, ingredients with lower quality values will result in meals with lower final nutrition when cooking. Previously, lower-quality ingredients would still produce meals with perfect nutritional values.

  • Liquids are now finally… liquid! The material for liquid items has now been changed and they will now simulate how liquids actually behave. In short, you will now see liquid levels shift inside the bottle when used, and they will realistically pour out of their containers. Previously, liquid items had uses, but now we have replaced those with a UI element which tracks the level of fullness of a liquid container such as a bottle and have added an animation for removing and placing bottle caps. To top it off, your beer can now foam up!

  • We have added the option for battery-to-battery charging for cars! Make sure that both your cars (or just car batteries) are near each other, click on both, and pick the option to charge the empty car battery.

  • We’ve added informative text popups for all interactions that can be disabled for some gameplay reason. Remember the ‘Eat’ interaction being disabled because you have a mask on? Now, when you press on ‘Eat’, you will be prompted to remove your mask so you can successfully complete that interaction. This is mostly aimed towards new players to help them understand why some actions cannot be conducted. You can find the full list of interactions and their respective text popups (https://docs.google.com/spreadsheets/d/1XApDsQepaUAY24fN7YXGVdDjsrfQkAFfKMgMrBTxZL0/edit?gid=0#gid=0).

  • Quite possibly the biggest quality of life change of all is definitely the server value logic explanations. It’s no secret that beforehand, server settings values were neither visible nor explained, thus making the process of setting up your server a tedious task of trial and error. Now, each server setting that isn’t a simple ON/OFF option will have both minimum, default, and maximum values described in the tooltips for each server setting, making it much easier for players to understand what they might need to either decrease or ramp up.

  • The loot in the secret bunkers has been significantly buffed! We have found that the secret bunkers were not worth the effort, as the loot you would receive would not provide enough incentive in terms of valuable items. Now, you will be able to acquire the most powerful explosives and firearms in the game!

  • Items created via crafting now auto-merge with identical items in the vicinity.

  • Want to take the edge off? Now you don’t have to worry about using too much of your weed to get high in-game. We reduced the amount of cannabis required to craft a joint and the amount of tobacco required to craft rolled tobacco.

USER INTERFACE
  • Context menu now opens on the bottom right of your cursor, and it has also been reduced in size by 15%.

  • Base building lamps no longer have the option to be picked up in the context menu.

  • Male prisoners can no longer equip the high heel shoes clothing item.

  • We updated the inventory icon for the Police Stabproof Vest to better reflect its visuals when placed on the prisoner.

  • We have added a small element within clothing icons indicating that the item becomes of bad quality if it falls below 20% durability, meaning that it cannot be repaired beyond 50%. There were exploits where players could have 20% durability pants, repair them to 50%, and then craft a Twitch Drop pants item which you can then repair to 100% durability. Now, that bad quality icon is persistent on that clothing item, which will prevent that item from ever getting above 50% durability.

  • The scrolling speed within menus has been increased.

  • We have implemented the ability to assign multiple items of the same class to quick access slots and to assign a single item to multiple QA slots. For instance, now you can place a single apple on multiple quick access slots or multiple apples onto multiple slots. Holstered items can now also be placed into the quick access slots.

  • The context menu has been streamlined for the ‘Apply Skin’ interaction. The interaction now has its own submenu that shows available options when you hover over it.

  • The dildo arrow icon is now pointing the right way. As if there is a right or a wrong way…

  • The Magnifying Glass icon in the Details section was too zoomed in and had a visible cut on the side, so we made it look crisp again.

  • Items assigned to both Quick Access and Holster slots tend to be forgotten from Quick Access after relogging. This issue has now been resolved, and your designated items are not going to disappear from those slots after relogging.

  • The placed base building blueprint widget had multiple UI visual issues, which have now been fixed, including properly aligning the title and removing an unnecessary outline from the widget.

  • Fixed an issue where an invisible cursor would persist on the screen after exiting the ATM via the ESC button, causing the player to get stuck. Now it’s resolved, and after exiting the ATM, the cursor disappears, and movement is restored normally.

  • Fixed an issue where item icons would morph when dragging and dropping them into the hands slot.

  • Tired of pressing ESC for it to automatically close all the widgets and go straight to opening the pause menu? Won’t happen anymore. Pressing ESC now closes just the widgets that are open, and you will have to press ESC again if you want to go to the pause menu.

SERVER SETTINGS
  • We added a global base element decay rate to server settings, as well as decay rate configuration for custom zones. You can find it in Features -> Base Building -> Base elements decay rate multiplier or in the serversettings.ini file as scum.BaseElementsDecayRateMultiplier=1.000000. This setting multiplies the default rate of base decay (672h).

Setting ''0'' will disable decay. Anything greater than ''1'' will have a faster decay, while anything fewer than ''1'' will have slower decay.

  • We also added a feature for logging current network objects, which you can find in Features -> Misc -> EnableNetworkObjectsLog and in the serversettings.ini file under scum.EnableNetworkObjectLogging=False.

Enabling this setting may slightly reduce server performance, but it is useful for diagnosing network object leaks that some servers are experiencing. Unless such a leak is expected or being investigated, it is recommended to keep this setting disabled.

      The log will be located in the following folder: SaveFiles->Logs->network_objects
EXPLOITS
  • Fixed an issue where it would be possible to ignite flares unlimited times. Now flares are not stackable and have a limited number of uses.

  • Remember how some players would ram into your car in PvE and destroy it even though the Vehicle Damage server setting was set to Block? That can’t happen anymore, as vehicle damage is now properly blocked by the custom zone settings, which are now actually expanded and divided into more subsettings that can be individually modified and which you can view below:

  • Fixed an issue where the shotgun would fail to malfunction properly, allowing players to load more shells and continue firing immediately.

  • Fixed an issue where it would be possible to place locks on houses, containers, and buildings located inside Points of Interest. This allowed players to restrict access to world-owned structures that are not intended to be claimable and stop loot from spawning inside.

  • Fixed an issue where players could bypass the visibility and awareness limitations of tear gas and smoke grenades by relogging. This has been resolved, and smoke and tear gas visual and sound effects now persist correctly after relogging while the effect is still active.

SOUND
  • This one is surely going to be one of the more popular ones. The wind sound while driving a vehicle will be made more subtle and will not be as prevalent as before.

  • We have added a sound effect for weapon disassembly.

  • Walking on a brick base building floor used to have incorrect sound, so we matched the sound to the visual appearance of a solid, cemented brick surface, which now has a firmer and quieter footstep sound.

ANTI CHEAT
  • The Violation Manager has received additional updates to better detect cheating behavior. Not going into specifics here for obvious reasons.
LEVEL DESIGN
  • Fixed multiple floating map assets such as tables, chairs, and loungers that are now connected to the ground.

  • There were places in the stone mine POI where rain would fall through concrete structures. Those are now a thing of the past.

  • There was an issue where the keycard was not visible when placed on the asphalt in some specific areas. It has been fixed now.

  • We fixed the issue where interior walls of the Weapons Factory in Z1 sector would not be visible from a greater distance.

  • Fixed an issue where it would be possible to float in the air at a specific building in the D1 sector in Gorica.

  • There was a rogue chair in sector B4 which wouldn’t allow you to rest on it. The chair fell in line and now you will be able to rest in it!

  • There was a bug where players would spawn inside a wall after resting on a specific bed in the WW2 bunker after relogging. This has now been fixed, and the character will spawn safely inside the bunker without intersecting bunker geometry. Additionally, we fixed an issue where unnecessary collisions would occur at the roof entrance of certain WW2 bunkers.

  • Fixed an issue where players could get inside a map border wall at a specific location.

  • Fixed multiple level design issues like floating stones, trees, and other vegetation in multiple sectors.

  • There was a garage in A2 sector which shined bright in the dark despite having no light source. It is dark now as it should be.

  • Don’t like getting rained on while inside the building? We completely understand. So we fixed an issue where it would rain inside a specific building in D4.

  • Players can no longer jump through glass in Z1, as they used to be able to.

  • Fixed an issue where the item would incorrectly spawn above the box without proper alignment to the ground or supporting surface in the C0 Radiation Zone. Also fixed a misplaced spawner item clipping through the wall at C2.

  • There was an issue where players were unable to place items on the ground in areas with wires on the floor. It has been fixed now.

WEAPONS
  • The Tommy Gun had a 50% lower fame requirement than other SMGs. It has now been set to the same as others.

  • There was an issue where M82 scope and suppressor variants would inherit weapon camo or color and keep it after removal until attached to another weapon or after relogging. Now, these M82 attachment vari

Hotfix - 1.2.2.2.109974

Hey there prisoners!

First of all, we'd like to apologize for the issues that popped up with last week's update. With this hotfix, our aim is to get them sorted out and that you finally enjoy the game!

Here's the list of issues we have cleared with this hotfix:


  • First up - we fixed an issue where Chests and Wardrobes revert to their default name after renaming them and leaving their rendering range! Now, the custom names that you give to them persist.

  • There was an issue where items would get infinitely irradiated, which made them impossible to decontaminate. Now, we've set a cap for item contamination, and items can now be decontaminated as intended.

  • We've also updated the server violation manager.

  • We fixed a server crash which occurred when double-clicking the grab button in the cooking UI while already having an item in hands.

  • We also fixed an issue where squad emblem flag, T-banner and camo net were completely black

  • We also found black borders on the POSP, Spektral, ACOG, and M82A1 scopes when equipped on the SVD, Mosin Nagant, VHS2, UMP45, VSS and AS Val. They're gone now.

  • We fixed an issue where reskinning of the base building items while playing in Sandbox would simply not work.

  • There was also an issue where the physical material of the ground was not set properly on several places in the B4 sector, which resulted in vehicle tires slowly falling through the ground. That's also fixed.

  • Fixed an issue where the DespawnLifetime timer on #SpawnArmedNPC command would not be saved on a server restart. Now, when the server restarts, the command will persist.

  • Fixed the issue where, in the vicinity UI while playing in Sandbox mode, the icon for the Improvised Wooden Chest would show an apple instead of the chest.

  • Fixed an issue where the Premium Electric Ceiling Lamp skin could not be applied when upgrading from the Asian Electric Ceiling Lamp due to the upgrade blueprint not being properly exposed.


As always, please let us know if you find anything else, either via our (https://discord.com/channels/228656196247093248/444218299417624587) server for bug reports or via our dedicated bug reports Steam subforum.

SCUM - Hotfix 1.2.2.1.108938

Hey there prisoners!

We're releasing a small, emergency hotfix which will fix some of the most egregious issues such as server crashes and stability issues.

We're keeping an eye out for your reports and are diligently sifting through them. Another hotfix is arriving next week.

We're sorry for any inconvenience these issues might have caused, we'll make sure to fix them ASAP.

The SCUM team

March QoL patch available now!

Hey there prisoners,

Spring is the season of renewal, and we are more than happy to release another patch filled with a variety of quality of life improvements, bugfixes and other improvements!

Without further ado - let's get started:

SERVER SETTINGS AND ADMIN COMMANDS
  • Let's start off strong with a big one - much requested by server owners! As they were creating custom events using spawned armed NPCs, they would despawn when there were no players within the relevancy range. With this patch, puppets, armed NPCs and animals now have a DespawnLifetime option when being spawned by an admin command. From now on, for example, when you'll use the command #SpawnArmedNPC BP_Drifter_Lvl_1 1 DespawnLifetime 20, you will spawn a Lvl 1 Drifter that will not despawn if no players enter its relevancy range for 20 seconds.

  • Per popular demand, we've created a server setting where you can set puppets to permanently limp! If you like slow zombies, this is the setting for you!

  • We're introducing some much requested changes to the building restrictions! Until now, we only had the 'Use Map Base Building Restrictions' server setting, which would regulate building bases near POIs. However, even with the above setting turned off, you would still receive the dreaded ''Too close to building'' message.

Now, we've introduced a new server setting called ''Building Proximity Restriction'' which will influence that ''too close to building'' restriction, which, when disabled, will practically allow you to build your bases wherever you want! It is important to note that the two settings are mutually dependent. This means that in order for the new setting to become available, you first need to set the original ''Use Map Base Building Restrictions'' to OFF.

  • There's a setting for PvE servers for disabling mines and traps which wasn't working correctly as the Traders still listed them as available for purchase. If you attempted to purchase mines or traps, they'd take your money but would not deliver the purchased goods. That's pretty low, even by prison island standards so we can't have any of that, so the option for purchasing these items has been completely removed if the server setting has been set that way.

  • We’ve received widespread reports from our PvE servers that some players are destroying other players’ vehicles by intentionally crashing into them with their own. This was possible regardless of the fact whether the vehicles were parked or in motion. To counteract this form of griefing, we will temporarily disable all vehicle-to-vehicle damage on PvE servers until we manage to implement specific server settings for this situations.

CLOTHING
  • There was a bug where your character's legs would disappear when you had Boxer Briefs, Stockings and High Heel Boots equipped at the same time!

  • Also, we had a bug where shirts equipped over Danny Trejo's Vest would not be visible. It is fixed now.

  • We know of stretch marks that can happen when people build too much much muscle mass in a short period of time, but this is ridiculous! There was a bug where wearing the sleeveless shirt while having a buff character would result in skin detaching from the male character and arms slightly detaching from the body on female characters! That nightmare fuel bug is thankfully also fixed! Also, while on the topic of buff character bugs, there was a weird occurrence where the biceps would shrink while wearing the undershirt. Imagine the horror a gym bro would feel if they saw this! Rest assured, it is no longer present in the game!

  • I don't know why anyone on this Earth would simultaneously equip a Breathing Tube and a Christmas headband, but these two items were clipping through each other and now they don't. The same more or less goes for the Short pants and Leather mini skirt items.

LOOT
  • We found that breaking a motorbike battery does not drop lead plates the same way breaking a car battery does. Now, the lead plates will drop, but the quantity is much smaller compared to a car battery.

  • You'd think that those pockets on the flannel shirt would hold something, but apparently that wasn't the case! We've found that the big-boned male civilian puppet wouldn't ever drop any loot. That's obviously not right so we made sure to fix that.

ENCOUNTER MANAGER
  • Character respawn distances on small airfield POIs in sectors A4 and Z0 were significantly increased. We found that puppets could spawn as close as 15 meters from the player, which is obviously not good. Now, that distance for those POIs has been increased to 150 meters!
BASE BUILDING
  • It's not much of a shelf if you can't put anything on it! That's why we fixed the bug where you were unable to put a chest on the Eastern Standing Storage Shelf element.

  • While on the subject of Eastern elements, there was an issue where both the Improvised and Metal version of Eastern chests have allowed you to put in more items than its weight capacity. Now, it's a thing of the past!

  • No one likes shoddy furniture - us included! We found that the decay rate of the Wooden Double and Single Seat Sofas was faster than other base building elements. The decay rate has now been made consistent for all elements.

  • You've heard about elf on a shelf? How about shelf on a shelf? As it turns out, there was a bug that allowed you to stack Storage shelves on top of each other, which, left unattended, would create some very unsavory possibilities for certain players. Rest assured, this was fixed.

  • While we're still at base building, we've fixed the incorrect destruction and particle effects for the Spiral staircase Lvl2 aka the one with the wooden boards. When you destroyed them, it showed the particles containing metal parts present in the Lvl 3 Spiral staircase.

  • Hope you didn't have Standing Storage Shelves placed next to Improvised Wardrobes. We found that if you destroyed the wardrobe, it would automatically destroy the storage shelf next to it. Now you can redecorate your base without fear.

  • No one wants to sleep on the top bunk, but this is taking it to the extreme. We had a bug where whenever a player would want to rest on the top bunk of the Eastern Bunk Bed, it would just place the character on the bottom bunk. Fixed! On the same topic, if the Bunk Bed is directly beneath a roof, you were unable to rest on the top bunk. Also fixed!

  • We've found that the Engineering XP gain was off when it came to upgrading base building elements to their Eastern variant. The numbers are now properly set.

LEVEL DESIGN
  • Don't know what the heck happened here, but I know it is fixed now!

  • Also, close to the same location, we've fixed an issue where vehicle tires would clip through nearby concrete slabs.

EXPLOITS
  • Game dev wouldn't be fun if it weren't for exploiters! They found a way to get inside other people's bases by climbing up (read: clipping through) a ladder through the base foundation. Not anymore!

  • We've found a very nasty bug where players that waited in their death screen when being killed would render their bodies unlootable. This is something that was heavily abused by some players in PvP, and is something that cannot be tolerated. This was fixed and will no longer be possible to abuse.

  • This one's interesting. We've found Sentry bots were farmed to death (especially the big ones) for the very valuable loot that they drop. We've also found that cheaters were also very much engaged in this activity, which led us to the conclusion that it is necessary to rebalance the loot Sentries drop. Here's a breakdown of what you will be able to loot from them from now on:

Black sentry: C4 keypad, C4 circuit Board, BCU Lock, 4x 40x46 grenade launcher ammo, 2x Tear gas, 2x Flashbang, Keycard, Sentry Aiming Kit, 7.62x39 AP → random amount from 60 to 120, Laser Trigger, 50cal or minigun sentry weapon

Yellow sentry: 50 BGM → random amount from 5 to 15, C4 Circuit Board, BCU Lock, 2x Portable Work Light, Laser detonator, Sentry aiming kit, Sentry 50 cal Rifle, Keycard

You can see the clear omission of grenades, as they were one of the main reasons why farming them was a lucrative prospect.

  • You know how items automatically disappear when you climb up a ladder, and then reappear when you finish climbing? The items go to what we refer to as the 'magic pocket'. As it turns out, there was an issue where items that were put there would not drop to the ground if your character got killed while doing actions that utilize the 'magic pocket'. Some players used this to hide certain items from getting looted off of their bodies. Now, these items drop to the floor as it should be.

  • While on the topic of the magic pocket, we've fixed a bug where the item that was in the magic pocket would not be shown in the UI as it was in the 'hands' slot.

INVENTORY
  • Removing batteries from Night-vision Goggles while inside the chest would result in the batteries disappearing. Not anymore!

  • Leaky chests are good for nothing! We've found that taking the chest containing clothes into your hands and placing it on the floor again would result in the clothes getting wet in the rain despite being in the chest. Weird one, indeed, but it is fixed now.

  • Check this one out! When grabbing cooked food while squatting, the item does not go into the player’s hands as expected. Instead, it appears to remain on top of the grill grid or cooking surface where it was cooked. The item is not shown in the vicinity UI and can only be picked up by directly looking at it and pressing F. On the other hand, when the same action is performed while standing, the cooked food is correctly placed into the player’s hands. Now, it's a thing of the past and this was fixed.

  • Remember relogging? It turns out, if a crossbow has a bolt loaded and you relog, the loaded bolt disappears from the crossbow, causing ammo loss. This bug occurred regardless of where the crossbow is located, be it your hands, floor, inventory, vehicle storage, etc. The bug removes the bolt from the crossbow on relog and is not returned to inventory. This is definitely a more egregious one and we have fixed it.

  • Here's a weird one. It turns out that relogging and leaving the render range of the backpack, and then returning to it would cause the items inside to become invisible, even though the proper weight of the backpack would be shown. This certainly caused at least several heart attack-like experiences, but it is now a thing of the past.

  • We found that chests decay much faster inside the Barba's inventory than in other vehicles. For the same duration of time ( i.e. 2 hours) the chest was at 65% in the Barba while it stayed 100% in a land vehicle. In any case, the chest decay in Barba's inventory is now changed and is the same as in other vehicles.

  • We've also found a small, yet not at all insignificant bug where the chest sound effect played when the player logs in at the location where the chest was buried. It would be a tedious task to search for chests that way, but we have no intention to help anyone with such ''workarounds''.

  • There was an issue where moving items into vehicle inventory is slower than moving them out. We're pleased to say that this has now been fixed, and that vehicle inventory manipulation lag has been significantly reduced.

  • On the topic of vehicle manipulation, there was an issue where players were not able to take the chest out of a vehicle in Sandbox mode. Also fixed!

WEAPONS
  • We've fixed an animation bug where the hand and the camera would weirdly transition in the beginning and the end of the animation for loading bullets into the magazine for the Hunter85 Carbon Wolf and AWP rifles.

  • There was also an issue with the incorrect bullet render during the insert bullet loop animation. That's also taken care of.

  • We've found that the M1 scope had some unusual black area around the outer rim of the scope. Here's the before and after picture:

  • When you would receive a double feed malfunction for the SCAR L, its iron sight would flash across the screen for a fraction of a second like some type of a jump scare. Not anymore!

  • We've also found a strange animation glitch when checking ammo on a Tommy gun drum magazine. When you would enter that animation, a smaller mag would appear and enter the submachine gun. Glad to confirm that was taken care of.

  • There was a bug where your putting your knife in the knife sheath would basically render it useless as placing it there would disable interactions such as chopping, destroying, or cutting. Knife sheaths are for making your knives more accessible, not the opposite, so it has been thankfully fixed.

  • There was a small visual bug where you could not see items such as pistols, knives or arrows inside other player holsters or quivers. That's also taken care of!

OTHER BUGFIXES AND QUALITY OF LIFE CHANGES
  • There was some weird occurrence where you could not rest on random furniture in the world because of some changes to the way resting on the base building Bunk Bed element. Good riddance to that!

  • Rear lights for the Laika and Wolfswagen are now less opaque. They look nicer now.

  • We've found that server logs went crazy when you would leave or end an event, resulting in unnecessary spam logs. There was something similar happening with leaving and returning to the render range of a backpack filled with items that were not visible, but it is now fixed as well.

  • We've fixed an obscure bug where the starter card would drop on the ground when respawning after turning on the setting to spawn on the ground.

  • Logging out, then logging back in can result in some unusual occurrences. We've found that relogging after being tied up leaves the character permanently tied up. Not anymore!

  • Hope we don't encounter ATMs such as these in real life! We've found that there was a bug where the money isn't added to the inventory when withdrawn from the banker, but it ends up on the floor.

  • We're adding an option to apply DLC cosmetics to existing base building elements. This means that you no longer have to craft new base building elements from scratch if you have the DLC. For example, if you already have an Improvised Single Seat Sofa, for a low cost of a single toolbox use you can just upgrade that element to its DLC counterpart. Fame and XP gain is nullified for this to prevent some of you wise guys from exploiting this system!

  • We also found a small bug where the usage and weight of Soy Sauce, Vegetable Oil, Cans, and Red Ghoul Energy Drink are displayed incorrectly when added as an ingredient in the cooking tab. Now, we've adjusted the weight and maximum resource amounts and they are now expressed properly.

  • Once a player jumped on a tent surface, it produced an incorrect plastic-like sound. We have fixed it to sound more appropriate to the material it is made of.

  • You were unable to use the might of Faceroll's Face Smasher to open canned foods. It is more than capable to handle a puny can of food, and now you can do so!


That's it when it comes to the March patch. We hope you'll enjoy some of these changes and improvements that we have brought. Our next patch will drop in around a month so make sure to keep an eye out.

Also, if you encountered any issue that might have popped up, we'd like to kindly ask you to report it either here on Steam via our Bug reports subforum or via our Bug reports channel on our official Discord server! Our team will make sure to promptly react and fix any issues as soon as possible.

You are also welcome to share any ideas, feedback, criticism - we're all ears!

Until next time,

The Gamepires team

SCUM - Hotfix 1.2.1.1.106289

Hello everyone, happy Tuesday! We got a hotfix coming your way, so check it out!
  • Fixed the issues with some clothing items messing up the character model.

  • Fixed the issue where arrows and bolts fired in SP would disappear mid-flight.

  • Multiple level design fixes.

  • Fixed the issue where it was not possible to build certain BB elements when the BB door was closed.

  • Fixed the issue where compound bow ADS was offset.

  • Fixed the issue where the main menu music was still playing when music volume was set to 0 in settings.

  • Fixed the issue where you could log out with a chest in hands.

  • Fixed the issue where the bank card was not usable at traders if in the hands slot.

  • Adjusted spawn rates of motorcycle helmets in shops.

  • Returned unused items to spawn commands for private servers.

SCUM - Lunar New year update 1.2.1.0.106058

Hello everyone! To celebrate the Lunar New Year, a new update! Some extra goodies, new cosmetic DLC, and a lot of fixes. Check it out!

To start with the festivities, we have the new sword!

The Zhan Ma Dao sword is a two-handed beast that will make a statement and cleave your enemies clean. Made for cutting cavalry, you can imagine what it can do to your enemies. Not only that, but also looking stylish on your back with its special scabbard when carried on the island, you are sure to be the envy of others carrying it.

Next up, we have a brand new female model for your character creation!

And as you can see, a brand new style of clothes is available to accompany the new character.

There is a huge pass of item decay rebalance. We reviewed your feedback and took another look at the numbers, and we saw that there was a lot we could do here. So we did a bit of rebalancing of all items and how they decay. Until now, for the majority of items, there has been a flat 1.4% per day decay rate on items. For clarity's sake, all values will be expressed per day.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

FISH

14

12.4

ANIMAL PARTS

60

10.2

PRISONER

1.4

4

Fish and animal products had their values decreased to better represent how it would decay, human and puppet flesh however got an increase for the same reason.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

WOODEN MATERIAL

1.4

2.2

BONE

1.4

2

Wooden materials like planks, logs etc and bones also saw an increase in decay.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

PET BOTTLE

10

0.4

PACKAGE

1.4

0.4

MISC

1.4

1.2

Plastic materials had their decay rate reduced however, as we are all reminded plastic is not biodegradable.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

IN CONTAINER (AMMOBOX)

7

0.6

PURE STACK

7

1.2

CRAFTED

7

2.6

Ammo now has difference between boxed, unboxed and crafted decay rate.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

FABRIC

1.4

1

Fabric military

1.4

0.7

SYNTETIC

1.4

0.8

ARMORS

1.4

0.6

LEATHER

1.4

0.65

GLASSES

1.4

0.85

RUBER

1.4

0.45

IMPROVISED

1.4

3

Clothing has been adjusted across the board depending on what kind of material the clothes are made off. So do not expect that a rag tunic will last the same as a premium leather jacket.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

FABRIC

1.4

0.95

BOOTS

1.4

0.55

RUBBER

1.4

0.55

SLIPPERS

1.4

1.2

FANCY

1.4

0.6

IMPROVISED

1.4

2.8

Footwear as well.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

VINTAGE HAZMAT

1.4

0.2

HAZMAT

1.4

0.25

PUPPET IMPERONATOR SUIT

14

14

As do the special suits as well.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

MILITARY HELMETS

1.4

0.5

MOTORCYCLE HELMETS

1.4

0.4

PLASTIC HELMETS

1.4

0.8

METAL HELMETS

1.4

0.45

ANIMAL HEADS

1.4

1.6

EARMUFFS

1.4

0.4

Masks halloween

1.4

1.2

Masks balaclava

1.4

1.1

Head gear,

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

WOODEN

1.12

0.4

METAL

1.12

0.2

PLASTIC/RUBBER

1.12

0.3

IMPROVISED

1.12

2.4

PARTS

1.12

0.4

And weapons too.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

MOTORCYCLES

1.4

0.6

CARS

1.4

0.5

TIRES

1.4

0.8

TRACTOR

1.4

0.4

Lights

1.4

0.95

ARMOR

1.4

0.3

IMPROVISED

1.4

2.2

Vehicle parts depend on the vehicle and if they are stock or improvised. Lights and armor are the exception.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

CLOTH

1.4

0.55

RUBBER

1.4

0.5

Metal

1.4

0.45

Stone

1.4

0.1

Plastic

1.4

0.4

LEATHER

1.4

0.525

Papper

1.4

1.6

Lead

1.4

0.15

Crafting materials go with the material formula as well. They are divided by material but it follows the same logic, example metal scraps being metal so they get the metal decay rate.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

BOX

1.4

0.6

TABLE

1.4

1

SINGLE PILL

1.4

2.4

PLASTIC PACKAGE

1.4

0.3

Meds follow the same logic as ammo does.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

MECHANICAL

1.4

0.55

NON MECHANICAL

1.4

0.5

Repair kits/toolboxes/sawing kit

1.4

0.2

Tools have been divided as well, according to what their purpouse is.

And finally we have items that do not really fall into any of these categories and will be listed 1 by 1.

[table colwidth=",,"]

Category

Old Decay % per Day

New Decay % per Day

Remote door key

1.4

0.4

Radio

1.4

0.4

Portable electric/gas stove

1.4

0.6

Paddles

1.4

1

Sentry minigun

1.4

0.8

Phoenix tears

1.4

0.3

Pipe Bomb

1.4

2

Pressure cooker bomb

1.4

2.8

Wine Cork

1.4

2.1

Smoke/EMP/Tear Grenades

1.4

0.8

Frag Grenades

1.4

1.2

Soap

1.4

0.7

WheelBarrow_Improvised_CraftedItem

1.4

0.95

WheelBarrow_Metal_CraftedItem7

1.4

0.55

Rope

1.4

0.45

Salt Bag

1.4

0.35

Screwdriver small

1.4

0.65

Screwdriver

1.4

0.2

Sandbag

1.4

0.4

Refrigerator portable

1.4

0.2

Organic fertilizer

1.4

0.4

PortableWorkLight

1.4

0.8

PracticeTrap

1.4

2

Pressure_Dressing

1.4

0.35

Vehicle storage rack

1.4

0.3

Smartphone_Battery/Batteries

1.4

0.4

Splif/tobacco rolled

1.4

1.4

TNT

1.4

1.1

Silent alarm

1.4

0.6

Pot/Pan

1.4

0.4

Prom Trap

1.4

1.5

Cal_40_OG-7V/M

1.4

0.4

Emergency Bandage raw

1.4

1.2

Fireworks Big

1.4

1.05

Fishing Rod

1.4

0.38

Base expansion kit

1.4

0.2

Memory module

1.4

0.1

INT ampules

1.4

1.5

Binaculars

1.4

0.5

CookBooks

1.4

0.2

Christmas presents

1.4

0.2

Christmas decoration

1.4

0.6

Impro ghillie suit

1.4

2

Ghillie suits

1.4

1.1

Medical Glove

1.4

5.5

RH arm guard

1.4

0.4

Hazmat modern

1.4

0.25

Hazmat vintage

1.4

0.2

Bamboo hat

1.4

1.2

Birthday cap

1.4

3

Disposable mask

1.4

4

Ear plugs

1.4

2.25

Gas mask

1.4

0.4

Head Bag

1.4

1.25

Nigh vision googles

1.4

0.2

K6-3 helmet

1.4

0.175

HeadLamp

1.4

0.25

Utility Belt

1.4

0.9

Parachute

1.4

0.6

ColorCan

1.4

0.2

Cards

1.4

0.2

Teeth Necklece

1.4

2.25

Ear necklace

1.4

4

Banjo

1.4

1

Depleted uranium container

1.4

0.2

Car Jack

1.4

0.4

Generators

1.4

0.4

Cigarettes

1.4

2

Charcoal

1.4

0.6

Feather

1.4

2.5

C4 Pack

1.4

0.2

Flare items

1.4

1.6

Gas Lantern

1.4

0.2

Gun Powder

1.4

2.2

Hand Drill

1.4

12

Hand fan

1.4

2.5

Improvised rope

1.4

3.2

Improvised sewing kit

1.4

3.2

Improvised tool box

1.4

0.8

Jack o Lantern

1.4

1.4

Car battery cables

1.4

0.4

Car battery

1.4

0.35

Candle

1.4

1.2

Break Oil

1.4

0.6

Bolts/Nails Package Box

1.4

0.3

Lighter

1.4

1.95

Bobby pin package

1.4

0.3

Battery charger

1.4

1.2

Matches

1.4

2.1

Saw

1.4

0.45

Compas

1.4

0.6

Thread

1.4

1.9

Herbi/fungi/pesti

1.4

0.475

BCU lock item

1.4

0.1

Dial Lock

1.4

0.2

Improvised lockpick

1.4

1.6

Lock basic/medium/advanced

1.4

1.5/1/0.5

Lockpick advanced

1.4

0.2

Lockpick item

1.4

0.6

Lockpicking board

1.4

2.3

Padlock

1.4

0.4

Anti burn gel

1.4

0.4

Anti burn gel improvised

1.4

1.2

Improvised metal detector

1.4

2.2

Claymore

1.4

2.2

Impro claymore

1.4

3.95

Improvised mine

1.4

4.4

Mine 01/02

1.4

2.2

Car Radio

1.4

0.2

Car lights

1.4

0.95

Alternators

1.4

1.55

Introducing the SCUM Eastern Furniture Pack! Inspired by the style of the Far East, these new furniture skins provide an iconic look to your base interior. Sofas, shelves, lights, and so much more:

Included are 29 new skins for base-building elements:

  • Kitchen counter skins.

  • Stove skin.

  • Bed skin.

  • Table skin.

  • Sofa skins.

  • Chair skins.

  • Gas and electric light skins.

  • All 3 chest variation skins.

  • Shelf storage skins.

  • Wardrobe skins.

  • Rug skin.

[img src

SCUM - Hotfix 1.2.0.5.104391

Hello everyone, splitting the middle of the week with another small hotfix regarding logging and stuff, check it out!
  • Trap, throwable, and plantable item damage is now logged in the base_building_destruction log

  • Disabled telemetry temporarily due to system migration.

  • Updated violation logs tracking.

  • Implemented a server setting that disables loot puppet spawning.

  • Implemented a server setting that disables loot puppet horde spawning.

Both settings can be located under World->NPC

SCUM - Hotfix 1.2.0.4.104237

Hello everyone, happy Monday! Start the week with yet another hotfix, check it out! ->
  • Fixed the issue where puppets shot by a partially drawn bow would get stunned and then snap right next to the player.

  • Fixed the issue where, in some cases, dragging a chest out of inventory would drop it on top of buildings when no space is available.

  • Fixed the issue where purchasing a larger quantity of items from the traders would not provide all of the items, even though funds were spent

  • Fixed the issue where you could sit with a chest in your hands.

  • Fixed the issue where players would not drop items in their hands when knocked out.

SCUM - Hotfix 1.2.0.3.104129

What's up, prisoners! Hope Thursday treating you well! Here's a small hotfix to brighten up your day.
  • Fixed an issue where the projectile log would be filled with spam logs.

  • Improved performance on PlaySafe ID servers

  • Adjusted collision for concrete fences


As always, if something pops up and you've found that something slipped through the cracks, make sure to let us know via:

SCUM bug reports

Discord bug reports

Fratman

SCUM - Hotfix 1.2.0.2.104004

What's up, prisoners! Now that we're all returned fresh from our holidays, we're kicking this January off and starting strong with a much-anticipated hotfix!
  • Fixed an issue where movement and interactions would be frozen if the character interacted with a trader while jumping.

  • Fixed an issue where the game would crash when dragging a magazine into another magazine's attachment slot.

  • Fixed an issue where the server would hang when using an admin command to spawn large inventory full of items with large number of stacks.

  • Fixed an issue where the L Support Frame Metal was incorrectly named in the context menu.

  • Fixed an issue where Improvised Workbench could not be manually repaired.

  • Fixed an issue where buried chests could not be observed in drone mode.

  • Fixed an issue where base building blueprints would disappear after a server restart.

  • Fixed a light cutout in the character creation menu background.

  • Fixed an issue where players were unable to craft electrical lamps using Sidecar Bike lamps.

  • Fixed an issue where Lamp BB elements displayed a weight of 1.0 g.

  • Fixed an issue where AT4 ammo would get refiled after a relog.

  • Fixed an issue where items would sometimes disappear after being dropped.

  • Fixed an issue where the wetness indicator was not displayed for the Tomahawks and Military Shovel items.

  • Fixed an issue where the character would sometimes not be able to take anything into hands.

  • Fixed an issue where items inside the character's inventory would decay while character is offline.

  • Fixed an issue where cooking utilities were clipping through the improvised oven when placed on it.

  • Fixed an issue where items dropped in certain areas would disappear or teleport to a different location.

  • Fixed an issue where an empty water bottle would return to the spot it was thrown from.

  • Fixed an issue where characters hit by thrown weapons took damage without any accompanying visual impact or feedback.

  • Fixed an issue where the Hazmat and Vintage Hazmat suits would lose too much durability over time.

  • Fixed Weapon_Parts_SCAR_DMR not being visible in the vicinity.

  • Fixed an issue where the game would crash when taking ammo out of the chest.

  • Fixed an issue where exiting Sandbox via "Quit Game" caused items in gun/knife sheaths to drop to the ground.

  • Fixed an issue where TAB menu cannot be accessed while holding an empty Improvised Flamethrower.

  • Fixed an issue where the egg food item could not be found at the bartender trader unless searched via the search bar.

  • Various level design fixes, which should result in better collisions and subsequently, better vehicle handling over rugged terrain.

  • Adjusted the displayed weight of the City Bike and Mountain Bike to 25 kg.

  • Reduced the nutritional value of seeds by lowering their weight.

  • Items can no longer be moved or placed through vehicles to prevent them from disappearing. They can now be placed either on the vehicle or next to it.

  • Updated the Flare gun description for improved clarity.

  • Decreased Sidecar Bike push forces and max speeds.

  • Reduced decay rate of non-food items.

  • Fixed minor clarity and grammatical errors in the Aviation skill description.

  • Increased fridge inventory size from 15x15 to 16x16.

  • Kunai knife should now be visible in the vicinity panel when lodged inside base buildings elements.

  • Player username is now also logged in the base building destruction log.

  • Added logs for base building destruction in which the last ten hits above 20 damage to a destroyed base building element are logged, along with the UserlD of the instigator, the used weapon, and the possible damage.

  • Vehicle destruction log now shows the deflating and inflating of the Dinghy.

  • Added graphics setting for screen space reflection quality.

  • Adjusted the default item decay damage multiplier. More info in the additional notes.

  • scum.BaseBuildingDestructionLogDamageThreshold - With this setting, players can change the damage threshold for the base building destruction log, which outputs the last 10 instances of damage for each destroyed base building element. Only damage instances that would make more or the same damage as the threshold are logged. The values for this setting are the following:

Minimum value - 0 Default value - 20 Maximum value - 999


ADDITIONAL NOTES ON ITEM DECAY

We’ve updated the default item decay damage multiplier where the value of 1.0 will now corresponds to what the 0.2 multiplier used to do.

Previously: A value of 1.0 caused roughly 7.5% decay per 24 hours. Now: A value of 1.0 causes roughly 1.4% decay per 24 hours.

Having said that, we’ll be updating official servers from 0.2 → 1.0. We also recommend that private server owners who have adjusted this setting review their configurations and consider updating them accordingly.


As always, if something pops up and you've found that something slipped through the cracks, make sure to let us know via:

SCUM bug reports Discord bug reports

Fratman