# SCUM changelog > Welcome to SCUM, a ruthless open-world survival game where deep character customization defines the prisoner you become. - Vendor: Gamepires - Category: Games - Official site: http://scum.game - Tracked by: What's New (https://whatsnew.fyi/product/scum) - Harvested from: Steam (app 513710) - Entries below: 19 (newest first) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. ## Releases ### Hotfix - 1.3.2.1.135487 - Date: 2026-07-22 - Original notes: https://store.steampowered.com/news/app/513710/view/676253085555753169 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-676253085555753169 - **fixed** — Server crash that could occur if a client closed the game immediately after initiating a connection - **fixed** — Client crash that could occur when another player took the last bite of food - **fixed** — Client crashes when driving vehicles at high speed - **fixed** — Locks disappearing after being removed from a vehicle - **fixed** — Players being unable to operate the Dinghy at certain locations - **fixed** — Vehicles being accessible through base building floors from adjacent levels - **fixed** — Blackline Compound Bow string sight misalignment with the front sight - **fixed** — Camera clipping through the VHS2 while firing in ADS mode - **fixed** — Character's finger clipping through the Hunter Recurve Bow - **fixed** — Apex Predator Ivory Hunter 85 being unavailable on servers with mines and traps disabled - **fixed** — Aiming with the Ripper Bow being offset - **fixed** — Incorrect grip being applied to the Hunter Recurve Bow - **fixed** — Kill quests not being completed if the target was initially damaged using an incorrect weapon type - **fixed** — Players being unable to adjust the zoom on the Hunter Monocular - **fixed** — Bait Feeder being moved by crouching and clipping through it - **fixed** — Deer Skull Trophy crafting recipe incorrectly requiring a Doe Head - **fixed** — Loot not being movable from a Cargo Drop into the player's inventory - **fixed** — Tracksuit Top taking up more inventory space than the Tactical Sweater - **fixed** — Camouflage Jacket spawning as a black and orange variant with collision issues - **fixed** — Hunting Quiver's description not identifying it as a quest reward Hey there prisoners! Hot on the heels of the **[July Update](https://store.steampowered.com/news/app/513710/view/698770449667981410)**, 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: - **[Bug reports forum on Steam](https://steamcommunity.com/app/513710/discussions/6/?snr=1_2108_9__2107)** - **[Official SCUM support](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fhelp.scum.game%2F)** ### SCUM: INTO THE WILD - July Update | 1.3.2.0.134527 - Date: 2026-07-20 - Original notes: https://store.steampowered.com/news/app/513710/view/698770449667981410 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-698770449667981410 - **added** — New tutorial experience in the TEC1 Conditioning Facility with practical exercises covering movement, stealth, crafting, combat, and injury treatment - **added** — Mutant deer, boar, and wolves now appear in specific locations across the Island - **added** — Master Hunter NPC located in Hunter's Grotto with three tiers of increasingly difficult hunting quests - **added** — Master Hunter quest rewards including exclusive weapons, hunting gear, animal charms, base-building recipes, and outfit pieces - **added** — Hunter's Recurve Bow, Hunting Quiver, Ridgeline Bait Feeder, and Deer Skull items as Tier 1 Master Hunter rewards - **added** — Hunter Blackhawk Crossbow, Hunter Monocular, Seasoned Hunter Skinning Knife, and Boar Skull items as Tier 2 Master Hunter rewards - **added** — Blackline Compound Bow, Master's Skinning Knife, Hunter Double Bed, and Wolf Skull items as Tier 3 Master Hunter rewards - **added** — 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 - **changed** — Island tutorial system redesigned with flexible objectives that recognize alternative ways of completing tasks - **changed** — Animal behaviour improved - **changed** — Deena has new voice acting and all-new dialogue throughout TEC1 and reworked Island tutorial dialogue - **changed** — Tutorial tracking and highlighting improved to make relevant items and locations easier to identify - **removed** — Previous intro cinematic removed - **removed** — Character creation prompt for automatic tutorial start removed - **fixed** — Various bug fixes and balancing changes based on player feedback **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 H _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/513710/view/698770449667981410]_ ### Hotfix - 1.3.1.1.128880 - Date: 2026-07-08 - Original notes: https://store.steampowered.com/news/app/513710/view/701020348316913459 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-701020348316913459 - **changed** — Increased the maximum number of flags per person to 100 - **changed** — Reduced animal global density multiplier from 1.0 to 0.5 - **changed** — 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** — Fixed a bug which would disconnect players from the game after making a big purchase at a trader - **fixed** — Fixed a bug that allowed crafted chests to be sold for money - **fixed** — Fixed a bug which made some items in the inventory immovable - **fixed** — Fixed a bug where items from the inventory would visually disappear upon entering a vehicle - **fixed** — Fixed a bug where inventory item movement would be blocked when attempting to move it either right or down - **fixed** — Fixed a bug which caused weapon attachments to be dropped to the ground when removed via quick access - **fixed** — Fixed a bug where the character would stand up when reloading the MAC-10 while mounted on the RIS or Dirtbike - **fixed** — Fixed a bug where aiming with the RPG-7 was offset while aiming down the sight - **fixed** — Fixed a bug where the MAC-10 magazine color would not change when painting the entire weapon - **fixed** — Fixed a bug where the Hunter85 paint would appear transparent or faded - **fixed** — 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** — Fixed a bug where the context menu for the Gas Lantern would display 'Gasoline Required' instead of 'Container Full' - **fixed** — Fixed a bug where hovering over any base building blueprint would cause item icons to disappear or display incorrectly - **fixed** — Fixed a bug where quest item turn-in containers could break inventory item icons and interactions by making them disappear or corrupted - **fixed** — Fixed a bug where animals sometimes would not receive headshot damage from a large caliber weapon - **fixed** — 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: - **[Bug reports forum on Steam](https://steamcommunity.com/app/513710/discussions/6/?snr=1_2108_9__2107)** - **[Official SCUM support](https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fhelp.scum.game%2F)** ### SCUM: INTO THE WILD - June Update | 1.3.1.0.125621 - Date: 2026-06-30 - Original notes: https://store.steampowered.com/news/app/513710/view/701020348316910158 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-701020348316910158 - **added** — Free-roaming land animals now exist directly in the world across biome-based populations instead of appearing only through a separate hunting flow - **added** — Limited-time SCUM 1.0 Anniversary quest available until July 31 that rewards the Carbon Hunter Ironpaw exclusive weapon skin recipe - **added** — Trophy fish wall mounts for display - **added** — Improvised cooking recipes - **added** — Customizable tombstones - **added** — New custom server settings - **changed** — Animal spawning now biome-based with wildlife populations updating throughout the in-game day and time of day influencing spawning - **changed** — Animal AI now uses Unreal's Behavior Tree framework for improved behaviors and tuning - **changed** — 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 - **changed** — Bait Feeders updated to work with the reworked wildlife population system, attracting existing animals or spawning suitable animals if none are nearby - **changed** — Hunting minigame removed, requiring players to find, follow, and hunt animals directly in the world instead - **removed** — Official server wipe removed vehicles, bases, and all items except character progress, gold, and basic starting gear - **changed** — Scouting with binoculars and scoped weapons now has clearer role in hunting with magnification allowing spotting animals from farther away - **changed** — Predators and prey can now move through the same biome-based areas, requiring players to be aware of nearby threats while hunting - **added** — Dead animal carcasses can attract nearby predators to the location ##### **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**](https://steamcommunity.com/games/513710/announcements/detail/697641379212296318?snr=2___), 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/513710/view/701020348316910158]_ ### Hotfix - 1.3.0.2.119181 - Date: 2026-06-08 - Original notes: https://store.steampowered.com/news/app/513710/view/693137145499485245 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-693137145499485245 - **fixed** — Fixed performance drop and disconnects when opening chests full of guns with attachments - **fixed** — Fixed issue where logging in with certain quests active would cause character to load naked and disconnect - **fixed** — Fixed player corpse disappearing after respawning in Sandbox mode - **fixed** — Fixed offset animation when firing arrows with Takedown and Recurve bows - **fixed** — Fixed idle SFX for deer playing when the animal is dead if killed while SFX was playing - **removed** — Removed the option for Hunter's blind to be picked up - **fixed** — Fixed 'Remove Current Skin' interaction not working on Woodland Chandelier - **fixed** — Fixed bug where players could pick up an active animal bait feeder - **fixed** — Fixed wrong icon attached to Hippie Shirt 02 at General goods trader - **changed** — Adjusted trader prices for Laika and WW vehicles and other vehicle-related items to correct values - **fixed** — Fixed character ragdolling and falling through terrain when teleporting - **fixed** — Fixed sorting inventory by type to properly group same items of the same type together - **changed** — Base Building Expansion Kits now have unlimited stock at General goods trader - **changed** — Changed filling placeable crafting recipes to prioritize items in hands, then selected items in inventory/vicinity, then default item - **added** — Woodland DLC items can now be bought at trader and crafted using parent items as base plus other items - **changed** — Woodland DLC item crafted items inherit durability from base crafting recipe item at 1:1 ratio - **changed** — Adjusted trader prices of Woodland DLC items to crafting recipe base item prices to prevent exploitation - **added** — Created crafting recipe for DLC Poncho in Crafting → Cosmetics → DLC section - **removed** — 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](https://steamcommunit _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/513710/view/693137145499485245]_ ### Hotfix - 1.3.0.1.118271 - Date: 2026-05-28 - Original notes: https://store.steampowered.com/news/app/513710/view/672870313012232303 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-672870313012232303 - **fixed** — Max lag check was too aggressive, preventing some players from accessing servers - **fixed** — SteamID mismatches could cause connectivity issues for players - **fixed** — Client crash tied to weapon holsters - **changed** — Temporarily disabled SDSpeechTools while investigating crashes affecting older CPUs - **changed** — 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 - **fixed** — Trader discounts obtained as quest rewards were not working - **changed** — Rebalanced the experience gained from smoking meat as it was granting too much experience - **fixed** — Players could remove meat from the smoker and gain the same amount of experience as if it had completed the full smoking process - **changed** — Increased the overcook time for smoked items from 2 minutes to 6 real-life hours - **fixed** — Smoker would lose health when repaired through the flag - **changed** — Smokers can no longer become bad quality and can now always be repaired beyond 50% - **fixed** — Item was missing from the kitchen basin recipe - **changed** — Reduced the trader price of the Hunter Bow and set its draw weight to 35 - **changed** — Reduced the trader price of the Woodland Quiver, and adjusted its weight capacity and inventory slots to match the Military Quiver - **changed** — Set the Woodland DLC item stock to unlimited at the Hunter trader - **changed** — Reduced the Poncho warmth level from 4 to 1 - **fixed** — Arrow socket mismatch on the Woodland Quiver when worn by a female prisoner - **fixed** — Visual issue on the bait feeder where the front latch could be missing - **fixed** — Bait feeder would be offset while the character is holding it in their hands - **fixed** — Metal detector had an incorrect interaction hint for resources, wrongly requiring gasoline - **fixed** — Metal detector was missing the "Take in hands" interaction when not already held - **fixed** — Treating an infected wound with alcohol would consume the whole bottle - **fixed** — 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** — Item placed in a weapon holster would not be visible in the main menu - **fixed** — Turrets would enter broken audio/animation state after generator power loss followed by powering it up again - **fixed** — 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](https://steamcommunity.com/app/513710/discussions/6/) [Official SCUM support](https://help.scum.game/) See you on the Island! ### SCUM: INTO THE WILD - May Update | 1.3.0.0.117753 - Date: 2026-05-25 - Original notes: https://store.steampowered.com/news/app/513710/view/685254577766793274 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-685254577766793274 - **added** — All characters receive a temporary Archery and Awareness XP gain bonus for the duration of the Into the Wild season - **added** — Hunter's Grotto is a new dedicated hunting supply location within existing Island outposts with curated hunting supplies and challenging quests - **added** — Animals can now leave visible tracks after appearing during a hunt that show a trail to follow, with Awareness affecting track readability - **added** — Bait Feeder is a deployable container that can be placed and loaded with food items to attract animals to a set location - **added** — 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 - **changed** — 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 - **changed** — Fruit and produce are now guaranteed on each farming cycle instead of being left to chance - **changed** — Sunlight requirement for optimal plant growth has been lowered so plants grow closer to full potential in tougher conditions - **changed** — 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 fo _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/513710/view/685254577766793274]_ ### Hotfix - 1.2.3.2.115523 - Date: 2026-05-07 - Original notes: https://store.steampowered.com/news/app/513710/view/702141807556821094 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-702141807556821094 - **fixed** — Mods that were breaking after the latest patch now work again - **changed** — Unofficial .pak files can only be placed in subfolders of SCUM\Content\Paks\ due to security measures - **fixed** — 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 - Date: 2026-04-29 - Original notes: https://store.steampowered.com/news/app/513710/view/508485755865138054 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-508485755865138054 - **fixed** — DLSS now works properly with appropriate visual and performance changes when shifting through different modes - **fixed** — Weapon blur would detach from weapons when aiming down the sights - **fixed** — Liquid containers with consumables such as milk or vegetable oil can now be placed in the fridge - **fixed** — Clothes painting now works correctly despite the context menu showing the option and use count reducing - **fixed** — Workbench no longer gets destroyed when repairing a sharp tool or weapon - **fixed** — Soy sauce item no longer leaves a gray mesh on the ground when taken in hands - **fixed** — Color of soy sauce liquid and other liquids now matches the color in their icons - **fixed** — Fuel can now be transferred from a gas lantern to a vehicle or another bottle - **fixed** — SKS clip can now be dragged and dropped to the ground - **fixed** — Extra bolt sound when reloading a bullet in SKS rifle is removed - **fixed** — Improvised flashlight positioning on SKS rifle is now correct - **fixed** — Character's face is no longer blurred in the Barber edit menu when Depth of Field graphic setting is turned on - **fixed** — ShowFlagLocations true command no longer generates the message for a different command - **fixed** — Dirtiness level of quivers is now displayed as intended instead of appearing too dirty - **fixed** — Vehicles no longer take damage from explosive bolts and arrows when vehicle damage is disabled in server custom zone settings - **fixed** — Vehicles no longer take collision damage from base building elements when vehicle damage is turned off - **fixed** — Cleaning a weapon now uses one rag instead of a whole stack - **fixed** — Fish bait crafting no longer scales with fish weight to prevent excessive bait yields from heavier fish - **fixed** — Blast caps crafting material requirements have been adjusted to prevent profit exploits at the trader - **fixed** — Cannabis bud now has uses - **changed** — Restored missing world-spawned Lathe Machine and Drill Presses - **security** — Player base locations are no longer shown in the game client's log - **fixed** — Character no longer loses all clothes after dying in an explosion - **fixed** — Client no longer crashes when another player decontaminates items at a well nearby - **fixed** — Isopropyl alcohol use count now decreases after using it to disinfect rags - **fixed** — Explosions from Sentry grenades now deal damage - **removed** — Stray sound effect when eating food is removed - **fixed** — Shotgun slug ammo now deals intended damage instead of inconsistent damage - **fixed** — Pills weight per consume is now defined so the player does not consume the whole item in a single use - **fixed** — Game window no longer loses focus after pressing Tab causing the player to stop moving and PC cursor to appear - **fixed** — SKS rifle can now be fully reloaded if only one bullet was fired - **fixed** — Vampyr scope ocular lens cover now covers more screen space - **fixed** — Improvised flamethrower can now be refueled with the Add fuel interaction working correctly - **fixed** — Hair no longer appears too reflective and now looks correct - **fixed** — Food cooked before the update now shows nutrient value after the update 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 coun _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/513710/view/508485755865138054]_ ### April patch is officially live! (1.2.3.0.113582) - Date: 2026-04-23 - Original notes: https://store.steampowered.com/news/app/513710/view/509611021049004340 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-509611021049004340 - **added** — Add the Trench Gun weapon to the game - **added** — Add the SKS rifle weapon to the game - **changed** — Overhaul landscape lighting across the island with improved ambient occlusion and reflections - **changed** — Make bunkers darker and narrow the light beam of flashlights for a more frightening and claustrophobic atmosphere - **changed** — Improve the appearance of night vision to look less milky - **added** — Add pick up all and drop all functionality for items in vicinity and loot containers - **added** — Add stacking support for cooking items and ingredients - **changed** — Implement eating action driven by eating animation to accurately reflect food consumption - **changed** — Adjust grams per consume and food usage values to divide large meals into multiple uses based on weight - **changed** — 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 cont _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/513710/view/509611021049004340]_ ### Hotfix - 1.2.2.2.109974 - Date: 2026-03-27 - Original notes: https://store.steampowered.com/news/app/513710/view/532126482488625002 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-532126482488625002 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](https://steamcommunity.com/app/513710/discussions/6/) Steam subforum. ### SCUM - Hotfix 1.2.2.1.108938 - Date: 2026-03-20 - Original notes: https://store.steampowered.com/news/app/513710/view/532126482488624169 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-532126482488624169 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! - Date: 2026-03-19 - Original notes: https://store.steampowered.com/news/app/513710/view/518615049848225926 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-518615049848225926 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/513710/view/518615049848225926]_ ### SCUM - Hotfix 1.2.1.1.106289 - Date: 2026-02-24 - Original notes: https://store.steampowered.com/news/app/513710/view/526494450238622018 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-526494450238622018 ##### 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 - Date: 2026-02-19 - Original notes: https://store.steampowered.com/news/app/513710/view/696504883028689103 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-696504883028689103 ##### 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/513710/view/696504883028689103]_ ### SCUM - Hotfix 1.2.0.5.104391 - Date: 2026-01-21 - Original notes: https://store.steampowered.com/news/app/513710/view/511855214544814249 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-511855214544814249 ##### 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 - Date: 2026-01-19 - Original notes: https://store.steampowered.com/news/app/513710/view/373368994105658282 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-373368994105658282 ##### 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 - Date: 2026-01-15 - Original notes: https://store.steampowered.com/news/app/513710/view/373368994105656016 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-373368994105656016 ##### 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](https://steamcommunity.com/app/513710/discussions/6/) [Discord bug reports](https://discord.com/channels/228656196247093248/1020296375528869939) Fratman ### SCUM - Hotfix 1.2.0.2.104004 - Date: 2026-01-13 - Original notes: https://store.steampowered.com/news/app/513710/view/500594947381003802 - Permalink: https://whatsnew.fyi/product/scum/releases/steam-500594947381003802 ##### 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/513710/view/500594947381003802]_