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SCUM - Holiday update and PTE are live!

[h3] Hello everyone, happy Monday! No dev update, because the PTE is now live! Also, our regular holiday content on the live build is in as well. Check out the deets! ->[/h3]



Before we go into the PTE stuff, as there is a lot to unwind there, on the main build, also known as the live build, you will see a small update where we celebrate the holiday season with our regular update.

So let's get to PTE:

To start, how to get into the PTE branch. Simply right-click your game in your Steam library, and go to properties:



Then, under Betas, go to choose the branch and select PTE like so:



Once you have the branch downloaded, we have prepared PTE servers for you to connect to:
  • SCUM Server Official PTE #1 - Europe
    5.9.115.49:7122
  • SCUM Server Official PTE #2 - Europe
    5.9.115.49:7142
  • SCUM Server Official PTE #1 - Asia
    15.235.181.208:7082
  • SCUM Server Official PTE #1 - US East
    79.127.223.71:7042
  • SCUM Server Official PTE #2 - US East
    79.127.219.101:7082
  • SCUM Server Official PTE #1 - US Central
    79.127.244.247:7042
  • SCUM Server Official PTE #1 - Canada
    51.222.255.64:7042
  • SCUM Server Official PTE #1 - Australia
    51.161.198.166:7082


Depending on the demand, we might add more servers.

Now for the contents of PTE:

[h2]Loot[/h2]

Starting with the loot: as said in last week's Dev update, the Loot table has been distributed to make more sense. Depending on the POI style, lore, etc. So let us start with general loot.

General loot, such as clothes, food etc., has been increased for starters. As with the 1.0 map rework, the number of spawners has dropped, resulting in even less loot than intended. We have brought the drop chance to mitigate this change. So if you really do get a bunch of no items found in a row, you can bet someone was there. With that, other loot, such as clothes, has been rebalanced and distributed depending on the zone they are in.



Red being more coastal zones, where you will find more light clothing such as shorts and t-shirts, green being moderate climate, and blue cold climate. So, depending on the zone, that is the layer of clothing you should wear, so you can dress according to the temperature.

Next up, we have special loot: Starting with police, hunting, and military loot.

Here is the picture from last week:



Some of you were guessing what it was, so here it is. All of the loot has been divided between the POIs and into categories. The goal is to remove the clutter from so many weapons and ammo currently in the game. This also goes for military clothing being divided so it fits the biome they are located in.

Western forces items (Green)
  • M249
  • MK18
  • M16
  • SCAR-L
  • SCAR-DMR
  • Frag Grenade
  • Smoke Grenades
  • Claymore


Eastern forces items (Red)
  • All AK variants
  • SVD
  • RPK
  • VSS
  • AS Val
  • Frag Grenade
  • Smoke Grenades
  • PROM 1 mine


Police (Blue)
  • SDASS
  • MP5s
  • 490
  • HS9
  • Block 21
  • Berrete
  • Revolveri
  • UMP
  • MAC-10
  • AWP(prison only)
  • Blue police gear
  • Flashbangs
  • Tear gas(Prison only)
  • Heavy vest (prison only)


Hunting (Yellow)
  • DT11B
  • 1887
  • Kruger
  • Hunter 85 and carbon
  • Blackhawk Crossbow
  • Compound bows
  • Green military gear


WW2 (Purple)
  • M1 Garand
  • Kar98
  • Mosin
  • 1911
  • Green military gear
  • WW2 helmets


TEC01 (White)
  • VHS2
  • VHS BG
  • M82
  • AT4
  • RPG
  • AWM
  • SF19
  • Anti-personnel mine


Some POIs have also been made special in this regard. Hunting cabins now have a higher chance of spawning hunting loot, the Prison POI is filled with Police gear, and so on. Some things we will let you explore on your own to see if the intent was successful.

Another change are the locked lockers; there is now a 100% chance of getting something from locked lockers all over, so there is no longer the disappointment of using a screwdriver usage and getting nothing for it.

Secret bunkers have been a bit revamped as well. It is no longer an RNG thing. Since keycards are so rare, these bunkers are now filled with Gear you will definitely want to go to once you have a card.

Killboxes and AB special rooms remain untouched for now.

For medical, we have increased the drop chance of useful items in pharmacies, the Klenovnik and Sanitarium hospital sites, and medical rooms in military POIs.

Vehicle parts.

We aim to eliminate the most tedious part of getting a vehicle, and that is finding the random parts for vehicles instead of the one you need. So we divided these as well.

To start, the junkyard is still your go-to POI for all parts. As for the rest of the map, you will know where to look for the part you need.

Rager
You will be finding parts for them only at the biggest POIs on the map: Samobor, Novigrad, and Rogoznica.

WolfsWagen/Laika
You will find their parts in garages across the map.

Tractors
You can find tractor parts in barns.

Motorbike
Also barns and ofc motorcycle track.

Cruiser
Gas stations and airfields.

Quad
Also, the moto track and construction sites.

We have also increased the number of vehicles that spawn in a drivable state.

[h2]Traders[/h2]

As mentioned, the biggest thing about the traders is that their inventory of items will be empty until someone sells them the items. We are looking right now at how it will be with all items and will adjust according to your feedback.

So get on PTE and test it out, and let us know what you think!

Where do you leave your feedback? On our official Discord, you will find new channels created just for that, so get cracking.

-Beda

SCUM - Community showcase

[h3]Hello Prisoners! Happy Tuesday afternoon! Kick back and get comfy because we’ve got a brand new showcase of our community’s best moments from last week.[/h3]



Red Dead Redemption meets spring break in Tijuana.

We love to see our players truly immersing themselves in the cooking system.

When the meth kicks in before the hypothermia.

When life gives you base building elements, make a jet, I guess.

Jaws didn’t read the patch notes.

When your girlfriend dyes her hair and forgets to clean the tub.

Touching grass…safely.

Alcohol level: yes.

Me: plants are my babies. Also me: forgets to water them for a week.

Tropic Thunder 2?
____________________________________

In today's batch of YouTube content creators we have -->

Watch Flying Harlequin start from scratch and try to beat the Island!

https://www.youtube.com/watch?v=4rO4_TRYlCg

Next up, RayKit was in a mischievous mood, roaming the map and picking fights with unsuspecting strangers.

https://www.youtube.com/watch?v=EvPcjRgTV2U&t=11688

The Accidental Survivor did a video on everyday stuff like completing trader quests and riding a tractor, take a look.

https://www.youtube.com/watch?v=kfG6Vo7EmPw&t=954

_____________________________________

Thanks for sticking with us, see you again next week!

Somke

SCUM - Development update #152

[h3]Hey, hey everyone, happy Monday! Ready for another Dev update? Well, it is sort of not here, but some other announcement, check it out![/h3]



Today, we are going a bit differently, a bit wild, so to speak. The regular list of who did what will not appear, but we are, however, giving you a tease on something we have been working on and what you can expect in the near future.

And that is:

[h2]PTE[/h2]

For those who do not know this term, it stands for Player Test Environment. So, what, how, and why?

PTE will be a whole new branch of SCUM provided by us to ALL players who have a copy of SCUM. We are having some huge changes planned in both the near and far future, but also plans that can change the game in a major way.

Such changes can obviously impact the game a lot, so instead of pushing them live, we will be using the PTE to give you the preview and give you a bigger voice in future development. How and where will be explained when the first one launches. The first PTE is almost ready, as we have a few more details to go through before we are ready to release.

So what can you expect in the first PTE?

Loot, traders and the road between them


The first round goes for the biggest impacts on the gameplay loop today. Loot, traders, and vehicles. Starting with loot.

Our loot table, through the years of adding so much, has become cluttered and too dependent on RNG, resulting in often disappointing outcomes. This was shown not only through all of your feedback, but also the data we see where you guys loot and how you approach it, and our own playtests. So what are the changes?

Loot has been divided and distributed through all sections on the map, so looting becomes a driven mechanic rather than just traveling and scavenging. For example, you are looking for an M16 mag or weapons that belong in the Western Hemisphere family. Military POIs have been divided, so you will know exactly which ones you will have to visit to find them. TEC01 installations have their own tables according to lore of the game and some gameplay balance. Rarity has also been adjusted, so those items that were always intended to be rare will be harder to find (ex., strong explosives), but you will know where to look.

Some POIs have been repurposed/ their intended use brought back up again. You can read this as Make hunting cabins great again. And much more...

Here is a little snippet with no explanation.



Another example are the vehicle parts, you will know what kind of POI you will need to get to, to have the best chance of finding that vehicle part you are looking for.

All the details will be revealed on the PTE launch.

Traders, here we go, a huge change. Looking at your feedback and how they are impacting the game, we are implementing a huge change to traders. Traders in PTE will have a change where their inventory will not be an endless arsenal, but in order to fill their stock, players will need to sell those items first. For example, you go to the Armory trader and want to buy an AK. If no one sold that trader the AK, you will have to go find it yourself. If it is going to be every single trader and every single item, it is something we are still tuning.

And last for this PTE, the vehicles. Part of it we touched upon already with the vehicle parts; here comes the rest. We are also setting up so that specific vehicles spawn in specific locations as well. Giving it much more sense and having them be more of a goal to obtain rather than a random chance. Also, increasing the number of immediately drivable vics is something we are looking into.

And that is it for now. Reminder: this will not be forced on any existing build, server, or save. Rather, it will be its own thing, that you, the community, can give your opinion on and help us guide it to where it needs to be.

Oh and last note, to avoid confusion, this is not all we have ready for you and you can look forward to more in the December update.

Until next time:

-Beda

SCUM - Community showcase

[h3]Good afternoon, Prisoners! You're not off the hook this week - here's a belated, fresh out of the oven Community showcase for your reading/viewing pleasure![/h3]



Cooking pots don't grow on trees..or in the ground for that matter.

Nighttime cozyness.

How going to sleep while still intoxicated looks like.

How parents look at you when you arrive home later that you promised.

Got' em!

Not sure if pirates or vagrants.

What most girls' IG feed looks like during summer.

Granma Clause causing global warming over here!

A face only a mother (or TEC1 scientists) could love.

Finally someone with proper potty manners in this game!
____________

And now onto our YouTube video creators ->

We'd like to start off this segment with a compilation of random mishaps and misadventures with Rusty and MissEM in lead roles. They are moderately entertaining so make sure to check them out!

https://www.youtube.com/watch?v=qHi84Hj9D5g&t=1256s

Here we have ilGattoSulTubo, who is an Italian streamer with a new series featuring your favourite survival game!

https://www.youtube.com/watch?v=e3FeTL6y11c

To top it off, if you're a SCUM player from Brazil and are possibly looking to get into a hardcore server, check this video out!

https://www.youtube.com/watch?v=jVynad0UNBI


See ya next week!

Fratman

SCUM - Development update #151

[h3] Hey, hey, everyone! Happy Monday. Time for another Dev update! Check it out! [/h3]





Programmers have been really busy last week. Work continues on such important work as the inventory rework, code review, and more, as you read about last week. With that, they are working on a new build machine system, so updates have fewer issues on that front. All that, bugfixing, and more for the next update, just another week in the life of the programmers.



We said it last week, so it is this week. Level designers are all working on something we cannot speak about at this moment in time.



The animators are working on the new sidecar animations and rigging for another new vehicle. Bugfixing here and there and setting up grips for the next update. Other than that, I'm working on the cinematic trailer.

Hard surface are heavily into bugfixing and finishing the vehicle models.

Softsurface also working on new stuff, but more on that in the future.



Sound engineers are working on some sounds pertaining to the inventory rework and on some bug fixing. Same as last week.



Clearing up some leftover bugs, new documentation prep for 2026, and the inventory rework were the main tasks that our designers were engaged with. Also, the same as last week.

_____

See ya next week!

Beda