# SCUM SCUM: INTO THE WILD - June Update | 1.3.1.0.125621 - Product: SCUM (https://whatsnew.fyi/product/scum) - Vendor: Gamepires - Date: 2026-06-30 - Original notes: https://store.steampowered.com/news/app/513710/view/701020348316910158 - Permalink: https://whatsnew.fyi/product/scum/releases/2026-06-30-scum-into-the-wild-june-update-1.3.1.0.125621 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. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **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]_