About the Game

Welcome prisoners to SCUM Island! Where participation is non voluntary, the environment is cruel and inhabitants even crueler. You will work off your crimes and debt to society by attempting to survive and entertain the masses. And do not think that death will save you, as your service has just begun.
SCUM is the hardest and most realistic open world survival game, where every aspect of survival is done in important details. From inventory management, weapon maintenance, stamina management to the most detailed metabolism system ever created in a video game. Think you have what it takes? Deploy on the island and find out!
Main features
The island
Biggest map made in Unreal engine 4 with 225㎢, based on all aspects of Croatian territory. From the beautiful Adriatic coastline, lush forests to harsh cold mountain sides. Riddled with various POIs including villages, towns and cities, military installations, factories and civil infrastructure. And lastly danger areas such as highly protected bunkers, abandoned ones filled with danger and a whole irradiated zone filled with dangers seen and unseen.
Metabolism
Take a deep dive into the most complex and greatest metabolism system ever done. Take care not only that you eat and drink to survive but also what you eat and drink to get the optimum experience out of your prisoner. Tying in to an in-depth health system and hefty RPG like system of attributes and skills, make sure your diet fits your play style, as much as you can.
Dangers
Plenty of dangers await you on the island. Experiments that went wrong in the form of mutated monsters and former contestants raised as puppets, other survivors willing to kill for their own benefit, radiation leaking from the rundown nuclear power plant and other players trying to make a name for themselves.
Craft and loot
Plenty of gear to choose from to help you in your survival, whether it is crafted or looted. Melee weapons, bows, firearms, clothing, bags and in-depth cooking system. A tool for every trade, what and how you utilize them is your choice.
Maintenance
Whether it is your favourite rifle, or that lucky pair of jeans, make sure your gear is properly maintained. Depending on it is how much gear you can carry, weapon jamming, quality of crafting.
Vehicles
Land, sea or air there is a vehicle for you. With a complete modular system, add and remove parts to your vehicle. Add armour parts or strip it down to bare bones, choosing between protection or style, zip around the map in comfort.
Multiplayer
Choose from any number of our servers with 64 other players and try to survive together, or against each other. Or host the server yourself and tailor the experience as much as you want with our massive server setting customization options.
Screenshots
15 images
Version Information
Steam Patch Notes
Official update history
Hey there prisoners!
[p align="start"]Hot on the heels of the July Update, we’re releasing a hotfix for the most pressing issues you’ve encountered out in the wild. You can view the full list of resolved issues and adjustments below.[img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"]
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:
Hey there prisoners!
[p align="start"]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.[img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"]
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:
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!
[img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"]
Performance and bug fixes
Fixed an issue where performance would drop and disconnects could occur when opening chest full of guns with attachments
We also made sure to fix an issue where logging in while you have certain quests active would result in your character loading in naked and subsequent disconnects. Yikes. In any case, you should see significantly fewer disconnects from the game that were caused by quests.
Fixed an issue where the player's corpse would disappear after respawning in Sandbox mode.
Takedown and Recurve bows had an offset animation when firing an arrow. It is fixed now!
We fixed an issue where the idle SFX for the deer would play even when the animal is dead if it was killed while the SFX was playing.
We removed the option for the Hunter's blind to be picked up. The interaction was visible even though it was never intended to be added, so we removed it completely.
While on the topic of interactions, there was an issue where the ''Remove Current Skin'' interaction did not work on the Woodland Chandelier. It is fixed now!
There was a bug where players could pick up an active animal bait feeder. It is now fixed.
The Hippie Shirt 02 had a wrong icon attached to it at the General goods trader. Also fixed.
Trader prices for certain items (such as the Laika and WW vehicles, as well as other vehicle-related items) were way too low. The prices are right now!
Sometimes the character would ragdoll and fall through the terrain when teleporting. No more!
Quality of life improvements
There was an issue with the sorting inventory option where selecting the “sort by type” option, items would indeed be sorted by their type, but if the player had a lot of different items from the same type, they would all be jumbled. Now, same items of the same type get neatly placed next to one another when you opt to sort them!
Base Building Expansion Kits are now have an unlimited stock at the General goods trader!
We made a change to filling placeable crafting recipes! To explain this, we'll use the Improvised fireplace as an example. Before, when you wanted to craft a fireplace, rags would be offered to be added to the recipe, and there would be no other way to select i.e. tinder even though it could be sitting right next to it. Now, filling the crafting recipe adheres to the following logic:
Item in hands
Items that are selected in the inventory/vicinity
Default item
The Woodland DLC items can now be both bought at the trader and crafted using their parent items as base + other items depending what is being crafted. The crafted item inherits durability from the base crafting recipe item at a 1:1 ratio. Trader prices of the Woodland DLC items have been adjusted to their crafting recipe base item for preventing the exploits of crafting and selling them for big profit. Their crafting recipes can be found in the Crafting → Cosmetics → DLC section with their appropriate icons. Also, their buy and sell prices have been fixed.
We also created a crafting recipe for the DLC Poncho, meaning that it can now be easily obtained through the crafting menu.
Known issues
Also, just wanted to let everyone know that we're very much aware of the issue where player corpses would disappear when the killed player is waiting in the respawn screen, and that this will be fixed with the upcoming update that we'll be releasing later this month!
Also, we're aware that the hunting task is not working properly, so we decided to remove it altogether and return it with the upcoming update when we get it up and running properly!
As always, if you've encountered anything else that requires our attention, please let us know via the following channels:
Bug reports forum on Steam
Official SCUM support
See you on the Island!
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.
[img src="{STEAM_CLAN_IMAGE}/27012442/baeea3d2d67fd5e6e4628afe0f6f059b2b46dc20.png"]
Connectivity & Server Access
Fixed an issue where the max lag check was too aggressive, preventing some players from accessing servers.
Fixed an issue where SteamID mismatches could cause connectivity issues for players.
Fixed a client crash tied to weapon holsters.
Temporarily disabled SDSpeechTools while we investigate crashes affecting some older CPUs. SDSpeechTools is a speech-to-text component intended to support future accessibility features.
It intentionally uses a local model so voice data does not need to be sent to third parties, and is not used to collect or store player voice data.
Quests & Performance
Reworked the hologram quest object system to reduce the number of network objects. Hologram quest objects now spawn client-side only, with the server checking them when players interact with them.
Fixed an issue where trader discounts obtained as quest rewards were not working.
Smoking, Cooking, & Food Balance
Rebalanced the experience gained from smoking meat, as it was granting too much experience.
Fixed an issue where players could remove meat from the smoker and gain the same amount of experience as if it had completed the full smoking process.
We've increased the overcook time for smoked items. Before, overcooking your meat for just 2 minutes would make it unusable and would despawn it. Now, that overcook time has been increased to 6 real-life hours.
Fixed an issue where the smoker would lose health when repaired through the flag.
Smokers can no longer become bad quality and can now always be repaired beyond 50%.
Fixed an issue where the item was missing from the kitchen basin recipe.
DLC Gear & Trader Adjustments
Reduced the trader price of the Hunter Bow and set its draw weight to 35.
Reduced the trader price of the Woodland Quiver, and adjusted its weight capacity and inventory slots - it now matches the Military Quiver.
Set the Woodland DLC item stock to unlimited at the Hunter trader.
Reduced the Poncho warmth level from 4 to 1.
Visual & Item Fixes
Fixed an issue with the arrow socket mismatch on the Woodland Quiver when worn by a female prisoner.
Fixed a visual issue on the bait feeder where the front latch could be missing.
Fixed an issue where the bait feeder would be offset while the character is holding it in their hands.
Fixed an issue where the metal detector had an incorrect interaction hint for resources, wrongly requiring gasoline.
Fixed an issue where the metal detector was missing the “Take in hands” interaction when not already held.
Fixed an issue where treating an infected wound with alcohol would consume the whole bottle.
Fixed an ammo box exploit where selling a 1/30 ammo box to a trader who did not already have that specific ammo box in stock could allow players to buy back a 30/30 ammo box.
Fixed an issue where an item placed in a weapon holster would not be visible in the main menu.
Also fixed an issue where turrets would enter broken audio/animation state after generator power loss followed by powering it up again.
Fixed an issue where the Dinghy could not be properly purchased.
A quick note on Woodland Hunter items: they are not craftable in this hotfix, but this is planned for next week’s hotfix. Once that update is live, you’ll be able to craft them and find their recipes in the crafting menu.
If you've encountered anything else that requires our attention, please let us know via the following channels:
Bug reports forum on Steam
Official SCUM support
See you on the Island!
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.
[img src="{STEAM_CLAN_IMAGE}/27012442/d5f2d88d527d95d2e0c95b5749e7b2ac171255ee.png"]
Hunter's Grotto
[img src="{STEAM_CLAN_IMAGE}/27012442/fab7eab12a5c57a06fbdabe6b69a9f7ad2e84eec.gif"][img src="{STEAM_CLAN_IMAGE}/27012442/5accfaec1aa9f0991de3170e90eab75c105a18c2.gif"]
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
[img src="{STEAM_CLAN_IMAGE}/27012442/0c12978fda27b0a0da4d6cce326cacc3f568dc4c.gif"][img src="{STEAM_CLAN_IMAGE}/27012442/76004758e4b75c8f965fafab28b0329120dd220b.gif"]
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
[img src="{STEAM_CLAN_IMAGE}/27012442/e762327e806a8b638937cdd0f48c4d2bc8846d25.gif"]
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
[img src="{STEAM_CLAN_IMAGE}/27012442/59f79a08c9bb369b92c4abdede357d6336aeee45.gif"]
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).
[img src="{STEAM_CLAN_IMAGE}/27012442/f54629624ad07198a42e797676a99dcfa2fe6cad.png"]
Smoker
[img src="{STEAM_CLAN_IMAGE}/27012442/b281f69aea7f1348064c3a841eb39df45c2fece2.gif"]
Have way too much leftover meat from your last hunt and worried that it'll go bad?
Fret not, we've got you covered! The Smoker is a new base building element designed to help you preserve food and stretch your supplies further. Once you fuel it with small wooden logs, sticks, or planks, and light it with a fire starter, you can load it with up to six items at a time and begin the smoking process. Smoked meats last significantly longer than their raw counterparts.
Beware, however, as quality matters here too and timing is everything! Leaving something in too long will start degrading it and making it less appetizing. A single base can hold up to five Smokers, and when running, they'll visually show smoke from the top and a faint fire from the stove with an audible crackling to match.
Farming Rebalance
[img src="{STEAM_CLAN_IMAGE}/27012442/7d57eef984495cd9d772ba5d9e3379a7cba35292.gif"]
Farming has had a big rework, making it feel less like a chore and more like a genuine survival strategy. Your Farming skill level is now locked in at the moment you plant a seed, meaning the yield you get is determined by how skilled you were when you put it in the ground and not when you come back to harvest.
Fruit and other produce are now guaranteed on each cycle rather than being left to chance, and you can see exactly when your plants will be ready by pointing at them in Focus Mode, which displays the remaining growth time.
On top of that, the sunlight requirement for optimal growth has been lowered, which means plants in tougher conditions - like cold regions or early morning hours - will now grow closer to their full potential than they used to. Overall, the farming loop has been tightened up to feel less like a waiting game and more like a system worth actually engaging with.
Food Loot Rebalance
[img src="{STEAM_CLAN_IMAGE}/27012442/36ebb70ad72bc543554e5b6a83b80d65e6ab9873.gif"]
Now that we have introduced (and will continue to introduce) more ways to obtain food through gameplay, we’ve rebalanced how food loot appears across the Island.
The goal is to make hunting, fishing, farming, and food preservation more meaningful, rather than letting every location solve your food needs through loot alone. Overall food distribution and spawn rarities have been adjusted across all locations, with many non-survival foods removed from various loot spawners.
You will still be able to find ingredients and other food items, but not as many as before.
We are also starting to introduce a system that changes the trader economy and makes it depend more on what prisoners are buying and selling. In other words, item availability will be directly tied to the trader’s stock, meaning some items will only be available to purchase if players have previously sold them to that trader.
We’ll begin this change with food items, tying it directly to the wider farming, fishing, hunting, and food loot changes. The system will eventually expand to other items, but we’ll talk more about that in later updates.
[img src="{STEAM_CLAN_IMAGE}/27012442/4a0442115c60c4b9121392ef5d120905ff21f373.png"]
Dynamic Fish Activity
[img src="{STEAM_CLAN_IMAGE}/27012442/299c4ed1f664c2bd6c7714bc26ae5a12841bcdf5.gif"]
Fishing has received a significant overhaul, introducing special activity spots scattered across the island's rivers, lakes, and coastal waters that signal their presence through audio and visual cues and offer better odds of landing bigger, species-specific catches. With 98 of these spots spread across the island, there's plenty of ground to cover - but finding an active one will make stumbling upon it worth it! Only 10 of them will be active at any given time. They will not appear on your map, so you'll need to physically explore to find them. If you hear the sound of splashing water or see fish breaking the surface, you will know that you have found one such spot!
Every 5 hours, when the server restarts, the active spots rotate to a new set, keeping the best locations fresh and preventing the same spots from being farmed repeatedly. There are a handful of permanently active spots as well, found where rivers meet the sea - but we'll leave it to you to track those down. Note that you will still be able to catch fish at any random location, but your chances to catch something are now reduced.
Fish size and weight now directly impact how much inventory space they occupy and how many fillets you can get from them, so a bigger catch has a tangible payoff.
Inventory Auto-sort Functionality
[img src="{STEAM_CLAN_IMAGE}/27012442/f870b68cc1ae5f93c5deb6b3567a31310c49f7ef.gif"]
One of the most requested additions for the inventory rework has finally arrived! From now on, item manipulation has been greatly improved as we have added the option to sort items by type, amount and durability, both from your character's inventory and from other inventories such as chests.
[img src="{STEAM_CLAN_IMAGE}/27012442/34f8bfac25bbb5ea3741aea471675e7fe0c81617.png"]
Alongside the free May Update, two optional DLC packs are now available, inspired by Into the Wild.
Woodland Hunter Pack
Outfit yourself for the hunt with a new collection of hunting-inspired items, including cosmetics, gear, weapon skins, emotes, poses, trophies, and more.
[dynamiclink href="https://store.steampowered.com/app/4529160/SCUM_Woodland_Hunter_Pack/?beta=0"]
Woodland Furniture Pack
Turn your hideout into something closer to a lodge. Decorate your base with a new collection of furniture and decoration items for prisoners who want their shelter to feel a little more like home.
[dynamiclink href="https://store.steampowered.com/app/4635190/SCUM_Woodland_Furniture_Pack/?beta=0"]
These packs are optional and separate from the free update content listed above.
[img src="{STEAM_CLAN_IMAGE}/27012442/1a448956f0b86f7f523cc489f40f36385a019d27.png"]
[img src="{STEAM_CLAN_IMAGE}/27012442/2fbf949cbb92a7ea500f1992a719f81c53ed736e.png"]
Now, onto server settings, bug fixes, balance changes, and quality-of-life improvements coming to SCUM with this update:
SERVER SETTINGS
Campaign Skill Boosts
\ -> FEATURES - SKILLS
scum.EnableSelectedSkillsPromotion=TrueEnables or disables experience gain boosts for skills related to the current campaign.
Smoker Limits Per Flag Area
\ -> FEATURES - BASE BUILDING
scum.SmokerMaxAmountPerFlagArea=-1Determines the maximum number of Smokers allowed per flag area.
Default: 5
Minimum: 0
Maximum: 10Smoker Increased Decay Threshold
\ -> FEATURES - BASE BUILDING
scum.SmokerStartDecayingIfFlagAreaHasMoreThan=-1Determines how many Smokers can be placed in a flag area before they start decaying at an increased pace.
Default: 5
Minimum: 0
Maximum: 10Fishing High Activity Zone Rotation
\ -> WORLD - HUNTING
scum.FishingHighActivityZoneRotationTime=-1.000000Determines the time, in hours, before a new set of fishing high activity zones can be activated. Activation happens on server restart.
Default: 5
Minimum: 0
Maximum: 8760
EXPLOITS
Block Explosive Damage to Vehicles setting wasn’t working for certain explosive traps, such as Claymore, Improvised Claymore, Pressure Cooker Bomb, and some Mines, resulting in vehicles taking damage inside the safe zone with the explosive damage setting blocked. Now the setting blocks all explosive damage to vehicles.
There was a way to fast plant explosives (Frag grenades, TNT) on the Base Building element by canceling the action bar during planting. Instead of canceling the action, the explosive would get instantly planted, which we find highly disruptive, as it was possible to instantly plant huge numbers of explosives.
Similarly, there was an issue where Cargo drop explosions would still damage and destroy nearby vehicles, even when explosion damage was disabled in server settings. It does not happen anymore. Additionally, we've added a custom zone setting where you can specifically enable/disable cargo drop damage to vehicles.
You could pick up items from the vicinity while driving inside a vehicle, which gave an unfair advantage over players who are on foot. You could gather fast loot and dropped loot during a fight. Also, you could gather other stuff, including chests and dropping chests, without ever leaving the vehicle. And with the new pickup system that we introduced in the latest update, all functions of this particular action became even more powerful. Now, the items in the vicinity will be greyed out and actions will be disabled while inside of a vehicle, but you can interact and drop items/chests from your or the vehicle's inventory while driving.
This was a sneaky one. Checking the wind direction while holding a backpack in hands would store it inside the magic pocket, which would free the character’s hands, while also removing the weight penalty. This is no longer the case as the backpack now drops to the ground while checking wind direction.
AUDIO
We fixed an issue where there would be no sound while repairing items with the sewing kit. Now the sound has been added to the repairing animation.
Miss the crackling sound of fire? Don’t worry. There was a bug where the fire SFX was missing from Fire Ring, Bonfire, and Improvised Fireplace. It has been fixed, and you can enjoy the fireplace again.
There was an issue where chests full of items would sometimes play a very loud item SFX after opening. It was pretty annoying as it wouldn’t happen every time, so we fixed those inconsistencies.
When fighting a puppet, its growling and screaming sounds could overlap with the hit sound effects, causing both audio cues to play at the same time and sound duplicated. This has now been fixed.
UI
There was an issue when the chat console was opened, and if you clicked anywhere except the input box, then closed it, it would not be focused when reopened. This has been fixed, and now the chat console input box is always focused when reopened.
After buying the Underpants_01 and F_Undershirt_Bra_01 at the General Goods trader, their icon would be displayed incorrectly in the purchased item section. It has been fixed now, and the icons are shown correctly. The same thing happened with Short Pants icons, so we fixed that too.
You may have noticed that discounted items are not shown at the trader after you completed the Tier 3 Quest "The Big Bang". This issue has been resolved, and now the discount section appears normally.
There was an annoying issue where pressing anywhere in the inventory UI while holding a fully equipped fishing rod would incorrectly cast the rod instead of ignoring fishing inputs. Now, fishing inputs will only work when you click on an empty part of the screen.
When placing ingredients for the Grilled Veggie recipe, the interface would always show Bell Pepper regardless of which vegetable type was actually used. This has now been fixed, and the correct ingredient is displayed in the interface.
The icon for the tequila drink item was displayed differently in the inventory and the vicinity. Now, it shows the same icon everywhere.
If you have the map opened, pressing ESC will close the map immediately.
WEAPONS
High-caliber rifles were dealing too much damage to base building elements, creating an imbalance compared to other weapon types. This was especially noticeable with rapid or repeated fire from weapons such as the M1 Garand and SVD Dragunov. The affected weapons include Mosin Nagant, M1 Garand, SVD Dragunov, AWM, and 98k Karabiner. Damage against BB elements has now been reduced and rebalanced.
We noticed that the SKS Clip would lose ammunition after a server restart so we fixed that and now it does not happen anymore.
We’ve also found that when you shoot the target at 100m with a caliber sniper, bullets get affected by low wind speed and that changes bullet direction. Since it shouldn’t be that way, we have fixed this and the sniper bullets are no longer affected by low wind at such small distances.
We found that there was an aim offset when you applied a weapon sight on the improvised handgun. It is now aligned properly. A similar issue occurred with the scope. The scope was incorrectly positioned and oriented in the player’s hands when used unmounted, and could clip through the character’s head while aiming down sights. This has now been fixed.
The player’s hand was clipping back through the Trench Gun when using the P17 Bayonet. This issue has now been fixed.
Strange light reflections would appear while looking through a scope lens at elevated locations at 8 PM in-game time. The reflection should appear as a bright spot, and it should not cover almost the entire scope lens, which was the case here. Now it’s been fixed.
The Vampyr scope had an issue where a black border appeared around the inner optical lens while ADS. This has now been fixed, and the inner lens is now clean without any border.
We fixed an issue where aiming with a bow while crouching would dislocate the character's hand.
There was an issue with turning on or off the weapon flashlight with the keybind while in first person. Sometimes it would work if the flashlight was operated manually first. But nonetheless, it’s fixed now.
While in the main menu, the pistol stored in the pistol holder would not be visible. It has been fixed, and the pistol is now showing in the holster while in the main menu.
We've found that 7.62x39 crap ammo does not do enough damage to the dropship. For instance it took 31 regular bullets of that caliber to down the dropship, while more than 100 crap bullets were not enough. It has been rebalanced now and it takes fewer bullets to down it. While we're on the topic of the dropship, there were some base building elements that were immune to its damage. No more!
OTHER
We have removed the interdependencies among quest givers, meaning that all traders now have T1 quests unlocked right from the start.
We've fixed an issue where the max ping limitation was not working. Now that it's up and running, we've set the default max ping value to 400, but you can modify that value to a lower or higher one if you want to.
Fixed an ICMP issue that was causing a lot of connectivity problems with the server.
Some of the white clothing material used to reflect light, causing it to "glow" under direct light. This issue affects clothing items that are white or contain white-colored sections. This has been fixed, and now your whites are just white, no glow. Similarly, while other bra items match their colors with underpants, F_Undershirt_Bra_01 appears grey instead of black, so we fixed it to match.
The prisoner’s clothes no longer get dirty while driving in a vehicle.
There was an issue where either allowing or blocking the "Vehicle parking" custom zone setting would affect the "Flag overtake" setting instead. It is fixed now.
No more free base repairs! We fixed a bug where repairing all base elements by the flag repair would use only 1 Toolbox use, instead of 1 Toolbox use per 1 base element.
There was an issue where the Kroks level-of-detail textures would aggressively degrade when moving slightly away from them. That is also fixed and it is no longer as egregious as it used to be.
There was an issue where treating an infected wound with alcohol would consume the entire bottle instead of just a single use. Using alcohol to treat infected injuries should now only consume one use (or 50g of liquid).
Cooked food items that were prepared before the latest update did not display nutrient values when hovered over with the cursor. This issue has now been fixed, and all cooked food items correctly show their nutrient values again.
Also, there was an issue where using lower-quality ingredients in cooking does not have an effect on the nutritional values of the final meal. This would result in meals with perfect nutritional values despite using lower-quality ingredients. This is now fixed and now the quality of ingredients affect the quality of the final meal!
The Armorer had multiple Ghillie suit items sharing the same display name, including Ghillie_Suit_Pants_01, Ghillie_Suit_Pants_02, and Ghillie_Suit_Pants_04, as well as Ghillie_Suit_Jacket_01, Ghillie_Suit_Jacket_02, and Ghillie_Suit_Jacket_04. This has now been fixed, and each item is correctly named.
Memory modules could be found in the vicinity, but would not drop when examining boxes where they were intended to spawn, even with adjusted loot settings. This issue only occurred in multiplayer and has now been resolved.
The male organ has now received pubic hair in Character creation.
Holding a flare in hand would cause the character’s hand to become visually disfigured in third-person view. This issue has now been fixed.
Players who were a little too quick on the “F” key could accidentally restart the “Remove Weed” immediately after finishing them, even when there was nothing left to do. This would trigger an extra action that didn’t actually do anything. The issue has now been resolved.
There was a bug that made Improvised Water Container come out of crafting already full, as if someone had kindly pre-filled them. This has now been corrected, so you’ll need to find your water the proper way.
Fixed an issue where the liquid quantity bar incorrectly appeared empty on full bottles after relogging.
There was an issue where the different lamps, when turned on, would have their light dimmed and barely visible. Now they shine bright!
We noticed that crafting a Practice Bomb would consume an entire Car Battery instead of only using the required amount of charge. This has now been fixed, and the recipe correctly uses five charges from the battery rather than the whole item.
When an NPC was killed, their bodies weren’t despawning properly. If you moved out of range, they would disappear visually, but were still tracked by the #ShowArmedNPCsLocation command. Over time, this also led to server errors. It’s been resolved now.
There was an issue where the Gas Lamp and a Wall-Mounted Gas Lamp would display dislocated flame after applying Eastern skin to them and vice versa. It has been fixed, and the flames are now placed at their designated spots. Let there be light! We fixed an issue where lamps would appear turned off after applying a skin, even though they were actually turned on.
Gear colors in Brawl and MMA events were showing up incorrectly as orange instead of the usual black or white. This has now been fixed, and the gear colors display properly again.
Apparently, lighting a cigarette using the oven would cause the oven to be destroyed. This weird issue is now fixed.
The Bass fish animation would break after catching the fish while the keep or release minigame was still active, causing the fish to clip through the player’s hand. This has now been resolved.
All bayonets currently have the description “short bayonet for xy”. Since this is inaccurate, as some bayonets are not short by definition and can be almost half a meter in length, we have decided to remove the word ‘’short’’ from the bayonet descriptions.
Multiple level design fixes in the form of fences clipping through walls and misplaced spawners in Z2 sector.
We fixed an issue where animal head on a spike items (e.g. boar head on a spike, donkey head on a spike, and other animal variants) could not be placed when used on base building foundations.
There was an issue where characters could perform chopping actions while holding a two-handed axe and lying down. No more!
[img src="{STEAM_CLAN_IMAGE}/27012442/0a9e94f28f7168a7c152c39eeea5f304f759d98b.png"]
That’s it for the May Update!
Into the Wild starts here, but it doesn’t end here. The June and July updates will keep pushing further into the survival systems at the heart of this season.
As always, thank you for playing, reporting issues, breaking things in ways we didn’t expect, and sticking with us as SCUM keeps moving.
See you on the Island!
[img src="{STEAM_CLAN_IMAGE}/27012442/a3c4fc8ecc3fe0331b1c56d97a4f5cc65dc3c942.jpg"]
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
[img src="{STEAM_CLAN_IMAGE}/27012442/a3c4fc8ecc3fe0331b1c56d97a4f5cc65dc3c942.jpg"]
Hey there prisoners!
We're coming in hot with a fresh new hotfix to iron out some of the issues that popped up with the latest patch!
Check it out!
First up - DLSS now works properly, and you can now see appropriate visual and performance changes when shifting through different modes. One related issue that was also fixed is the weapon blur that would detach from weapons when aiming down the sights.
There was an issue where you weren't able to put liquid containers with consumables such as milk or vegetable oil in the fridge.
Also, we fixed an issue where clothes painting was not working at all, even though the context menu showed the option to ''Clear paint'' and the use count is reduced accordingly.
We fixed an issue where the workbench would get destroyed when repairing a sharp tool or weapon.
There was also a small visual issue where the Soy sauce item would leave a gray mesh on the ground when taken in hands. While on this topic, there was also a bug where the color of the soy sauce liquid, as well as other liquids, was not the same as the color of the liquid in its icon. Now, they all show their true colors!
We fixed a bug where you were unable to transfer fuel from a gas lantern to a vehicle or another bottle.
There was also an issue where you were unable to drag and drop an SKS clip to the ground. It is a thing of the past now. While on the topic of the SKS, there was a weird issue where an extra bolt sound could be heard when reloading a bullet. We also found that the improvised flashlight was incorrectly positioned on the rifle, which was fixed, as well.
Also, there was an issue where the character's face was blurred in the Barber edit menu when the Depth of Field graphic setting is turned on.
We've also received reports that the '#ShowFlagLocations true' command would generate the message for a completely different command. That was fixed as well.
There was an issue with the dirtiness level of the quivers where they appeared... way too dirty. The issue was fixed, and dirtiness on quivers is now displayed as intended.
We fixed an issue where vehicles would take damage from explosive bolts and arrows even though vehicle damage would be disabled in the server's custom zone settings. There was also a similar issue where vehicles would take collision damage when ramming into base building elements even with vehicle damage turned off completely.
There was a bug where cleaning a weapon would use a whole stack of rags instead of just one. That is fixed now.
We found an exploit where the source of the issue was the fact that fish bait crafting would scale with fish weight, which would allow players to obtain more uses from heavier fish. Each use can be converted into one bait, meaning larger fish yield disproportionately high amounts of bait. This creates an exploit where players can farm large fish, convert them into excessive amounts of bait, and then sell the bait for profit. No more!
There was also an exploit involving blast caps where, with advanced demolition skills, the material requirement to craft "Blast caps" is very low. You can buy all materials at the trader's to craft the blast caps, and sell them and make more profit than you have invested.
We fixed a bug in which the cannabis bud didn't have uses.
We have restored the missing world-spawned Lathe Machine and Drill Presses which were unintentionally destroyed due to a previous bug. Please note that this should only affect original world-spawned entities, not player-built ones.
There was an unfortunate issue where all player base locations were shown in the game client's log. That was removed, and it no longer shows their locations.
We also fixed an issue where the character would lose all of their clothes after dying in an explosion.
We fixed an issue where the client would crash when another player would decontaminate items at a well nearby.
There was an issue where Isopropyl alcohol's use count doesn't decrease after using it to disinfect Rags, which is now successfully fixed.
There was an issue where explosions from Sentry grenades deal no damage, which is now a thing of the past.
There was a stray sound effect which could be heard when eating food. It is removed now.
Shotgun slug ammo had a problem where it would deal inconsistent damage. It now deals intended damage.
There was an issue where the "weight per consume" of pills isn't defined, causing the player consume the whole item in a single use.
There was a weird issue where the game window would lose focus after pressing Tab and would cause the player to stop moving and the PC cursor to appear. That's no longer happening.
We also fixed an issue with the SKS where you were unable to fully reload the rifle if you fired only one bullet. That is also fixed.
Additional updates were made to the violation manager.
There was a small issue with the Vampyr scope where the ocular lens cover would not cover the entire screen. This was changed, and now it covers more screen space.
We fixed a bug where you were unable to refuel the Improvised flamethrower. The 'Add fuel' interaction was clickable but it did nothing. Not anymore!
We also fixed a bug where the hair would appear too reflective and would not look right.
To top it off - we also fixed an issue where food cooked before the update showed no nutrient value after the update. It now appears as it should!
As always, please let us know if you find anything else, either via our Discord server for bug reports or via our dedicated bug reports Steam subforum.
[img src="{STEAM_CLAN_IMAGE}/27012442/a3c4fc8ecc3fe0331b1c56d97a4f5cc65dc3c942.jpg"]
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 Discord server for bug reports or via our dedicated bug reports Steam subforum.
[img src="{STEAM_CLAN_IMAGE}/27012442/35e8a8e1e9219628e14ae7657a1abb0ddf2ab639.jpg"]
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
Hello everyone, happy Tuesday! We got a hotfix coming your way, so check it out!
{STEAM_CLAN_IMAGE}/27012442/567f4a4b4e0e2a89f63e3b7c7949717a08cf625b.jpg
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- 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.
{STEAM_CLAN_IMAGE}/27012442/4373641fb5e5615c0881efee10559397f371d880.png
- Adjusted spawn rates of motorcycle helmets in shops.
- Returned unused items to spawn commands for private servers.
Hello everyone, splitting the middle of the week with another small hotfix regarding logging and stuff, check it out!
{STEAM_CLAN_IMAGE}/27012442/35e8a8e1e9219628e14ae7657a1abb0ddf2ab639.jpg
{STEAM_CLAN_IMAGE}/27012442/4373641fb5e5615c0881efee10559397f371d880.png
- 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.
{STEAM_CLAN_IMAGE}/27012442/3a7f29f23711045a457d1f768c9fd832e4d774b4.png- 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 - Implemented a server setting that disables loot puppet spawning.
Hello everyone, happy Monday! Start the week with yet another hotfix, check it out! ->
{STEAM_CLAN_IMAGE}/27012442/4871a20bb107782cb3f7bee3a925bf256b66dd93.jpg
{STEAM_CLAN_IMAGE}/27012442/990f83fb2e35684c070b0a2d90a019d6ec4bf79e.png
- 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.
Current Release
Not available
Additional Files
DLCs (Legit Owners)
1 file · For legitimate game owners
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
20.4 GB
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