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!
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/a38184ed87736d66d370f53ec132974c1f9cd48e.jpg"]
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/a38184ed87736d66d370f53ec132974c1f9cd48e.jpg"]
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}/27012442/2baa94806a308da9d7c55c9dd2d5c13e678e406a.jpg"]
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
[img src="{STEAM_CLAN_IMAGE}/27012442/c529cbcddec71a19475cb4abdfc4260d97999f00.gif"]
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
[img src="{STEAM_CLAN_IMAGE}/27012442/3c0842ceeb7c9fb73d6fea38d8345c49b8bbffd4.gif"]
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:
[img src="{STEAM_CLAN_IMAGE}/27012442/1c8c85d500f4975e296ed9f214ef0bf72758724b.jpg"][img src="{STEAM_CLAN_IMAGE}/27012442/de50bd1f4f1728fbabc77bfb51ad805e92c1a5d9.jpg"][img src="{STEAM_CLAN_IMAGE}/27012442/7c1380415e4cd691a7672b966c881d542831ba76.jpg"][img src="{STEAM_CLAN_IMAGE}/27012442/7246fe9f28a1ad97b5ad970f22109270a6fb7f0f.jpg"][img src="{STEAM_CLAN_IMAGE}/27012442/6671aa0c04e6ce388714346133dabf7f29eb2107.jpg"][img src="{STEAM_CLAN_IMAGE}/27012442/93bad58fca53dbdfe8f370270ca887e373943b0a.jpg"]
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:
[dynamiclink href="https://www.youtube.com/watch?v=zkhHHl1mQQ0"]
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
[img src="{STEAM_CLAN_IMAGE}/27012442/0e9ced71cf6bb7eeb7f003daa90b24d03c7fb8ab.jpg"]
Before - Gamma set to 2.4
[img src="{STEAM_CLAN_IMAGE}/27012442/f9030538f249e149d44c9c46eac0a37559c5aa1a.jpg"]
Before - Gamma set to 2.8
[img src="{STEAM_CLAN_IMAGE}/27012442/85901c47e7a2d12133516abe2612308f0d5a544b.jpg"]
After - Gamma set to 2.0
[img src="{STEAM_CLAN_IMAGE}/27012442/d6dc998b7cbde91e305a72033d1f4b660dbdfc9a.jpg"]
After - Gamma set to 2.4
[img src="{STEAM_CLAN_IMAGE}/27012442/53957a5500e0e75d8ecfc7d190ec6488a90aebac.jpg"]
After - Gamma set to 2.8
[img src="{STEAM_CLAN_IMAGE}/27012442/b9ceffffabb864fe6ff2157fa19f4ba2c66b830e.jpg"]
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.
[img src="{STEAM_CLAN_IMAGE}/27012442/de3cbf9748eb74a478c471ee50b0e29f0364afdb.gif"]
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.
[img src="{STEAM_CLAN_IMAGE}/27012442/7bd901205ce4759811ec97fee1d989d5a8399e86.gif"]
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.
[img src="{STEAM_CLAN_IMAGE}/27012442/500f78a0aa36b655534d30b40f677a01cf58c178.gif"]
[img src="{STEAM_CLAN_IMAGE}/27012442/69499838dddb1b62e02d11a8cda857ed3987b96d.gif"]
Naturally, the question arises whether this also extends to chests and clothing items, or in other words, basically all containers that are not examine containers. Currently, this is a work in progress and we weren't able to implement it for this patch because we ran into some performance issues, meaning that the time is not yet right for this, but we’ll make sure to add those in the future.
STACKING FOOD ITEMS AND INGREDIENTS
Also a continuation of the aforementioned inventory rework, use stacking has now been expanded to cooking items and ingredients! Have one 2/10 and one 5/10 flour? Now you can combine it into one single 7/10 item! While that doesn’t sound exciting at face value, those that want to keep things tidy, organized, and easier to handle know how big of a deal this change is.Also, this same change applies to canned food items as well!
[img src="{STEAM_CLAN_IMAGE}/27012442/23e4b87a6c4367bf5f6513cea459988a73497d01.gif"]
Also, you can now stack cooking ingredients directly from the cooking UI! Just add your partially used ingredients and they will stack in the recipe immediately!
Because of this change, we have also implemented a system where the eating action is driven by the eating animation, meaning that there is no more uncertainty whether less or more uses of the food item have been consumed. Instead, when your character takes a bite, this means that a single use of the food has been consumed.
QUALITY OF LIFE CHANGES
We have adjusted the ‘grams per consume’ and food usage values. Beforehand, an entire cooked meal or a large food item had a single use, regardless of its overall weight. It makes more sense to divide these meals into multiple uses. For instance, we have assigned 150g for a single use of some foods, meaning that something that weighs 1.2 kilos will have 8 uses. Other smaller food items such as garlic have also been adjusted to reflect these changes. The weight of a single use of food is contextual, meaning that different food items will have different weight values for their respective single uses.
Additionally, ingredients with lower quality values will result in meals with lower final nutrition when cooking. Previously, lower-quality ingredients would still produce meals with perfect nutritional values.
Liquids are now finally… liquid! The material for liquid items has now been changed and they will now simulate how liquids actually behave. In short, you will now see liquid levels shift inside the bottle when used, and they will realistically pour out of their containers. Previously, liquid items had uses, but now we have replaced those with a UI element which tracks the level of fullness of a liquid container such as a bottle and have added an animation for removing and placing bottle caps. To top it off, your beer can now foam up!
[img src="{STEAM_CLAN_IMAGE}/27012442/dab4b8bd76234ec943ffd1ef9ef551672b980836.gif"]
We have added the option for battery-to-battery charging for cars! Make sure that both your cars (or just car batteries) are near each other, click on both, and pick the option to charge the empty car battery.
We’ve added informative text popups for all interactions that can be disabled for some gameplay reason. Remember the ‘Eat’ interaction being disabled because you have a mask on? Now, when you press on ‘Eat’, you will be prompted to remove your mask so you can successfully complete that interaction. This is mostly aimed towards new players to help them understand why some actions cannot be conducted. You can find the full list of interactions and their respective text popups here.
Quite possibly the biggest quality of life change of all is definitely the server value logic explanations. It’s no secret that beforehand, server settings values were neither visible nor explained, thus making the process of setting up your server a tedious task of trial and error. Now, each server setting that isn’t a simple ON/OFF option will have both minimum, default, and maximum values described in the tooltips for each server setting, making it much easier for players to understand what they might need to either decrease or ramp up.
The loot in the secret bunkers has been significantly buffed! We have found that the secret bunkers were not worth the effort, as the loot you would receive would not provide enough incentive in terms of valuable items. Now, you will be able to acquire the most powerful explosives and firearms in the game!
Items created via crafting now auto-merge with identical items in the vicinity.
Want to take the edge off? Now you don’t have to worry about using too much of your weed to get high in-game. We reduced the amount of cannabis required to craft a joint and the amount of tobacco required to craft rolled tobacco.
USER INTERFACE
Context menu now opens on the bottom right of your cursor, and it has also been reduced in size by 15%.
Base building lamps no longer have the option to be picked up in the context menu.
Male prisoners can no longer equip the high heel shoes clothing item.
We updated the inventory icon for the Police Stabproof Vest to better reflect its visuals when placed on the prisoner.
We have added a small element within clothing icons indicating that the item becomes of bad quality if it falls below 20% durability, meaning that it cannot be repaired beyond 50%. There were exploits where players could have 20% durability pants, repair them to 50%, and then craft a Twitch Drop pants item which you can then repair to 100% durability. Now, that bad quality icon is persistent on that clothing item, which will prevent that item from ever getting above 50% durability.
The scrolling speed within menus has been increased.
We have implemented the ability to assign multiple items of the same class to quick access slots and to assign a single item to multiple QA slots. For instance, now you can place a single apple on multiple quick access slots or multiple apples onto multiple slots. Holstered items can now also be placed into the quick access slots.
The context menu has been streamlined for the ‘Apply Skin’ interaction. The interaction now has its own submenu that shows available options when you hover over it.
The dildo arrow icon is now pointing the right way. As if there is a right or a wrong way…
The Magnifying Glass icon in the Details section was too zoomed in and had a visible cut on the side, so we made it look crisp again.
Items assigned to both Quick Access and Holster slots tend to be forgotten from Quick Access after relogging. This issue has now been resolved, and your designated items are not going to disappear from those slots after relogging.
The placed base building blueprint widget had multiple UI visual issues, which have now been fixed, including properly aligning the title and removing an unnecessary outline from the widget.
Fixed an issue where an invisible cursor would persist on the screen after exiting the ATM via the ESC button, causing the player to get stuck. Now it’s resolved, and after exiting the ATM, the cursor disappears, and movement is restored normally.
Fixed an issue where item icons would morph when dragging and dropping them into the hands slot.
Tired of pressing ESC for it to automatically close all the widgets and go straight to opening the pause menu? Won’t happen anymore. Pressing ESC now closes just the widgets that are open, and you will have to press ESC again if you want to go to the pause menu.
SERVER SETTINGS
We added a global base element decay rate to server settings, as well as decay rate configuration for custom zones. You can find it in Features -> Base Building -> Base elements decay rate multiplier or in the serversettings.ini file as scum.BaseElementsDecayRateMultiplier=1.000000. This setting multiplies the default rate of base decay (672h).
Setting ''0'' will disable decay. Anything greater than ''1'' will have a faster decay, while anything fewer than ''1'' will have slower decay.
We also added a feature for logging current network objects, which you can find in Features -> Misc -> EnableNetworkObjectsLog and in the serversettings.ini file under scum.EnableNetworkObjectLogging=False.
Enabling this setting may slightly reduce server performance, but it is useful for diagnosing network object leaks that some servers are experiencing. Unless such a leak is expected or being investigated, it is recommended to keep this setting disabled.
The log will be located in the following folder: SaveFiles->Logs->network_objects
EXPLOITS
Fixed an issue where it would be possible to ignite flares unlimited times. Now flares are not stackable and have a limited number of uses.
Remember how some players would ram into your car in PvE and destroy it even though the Vehicle Damage server setting was set to Block? That can’t happen anymore, as vehicle damage is now properly blocked by the custom zone settings, which are now actually expanded and divided into more subsettings that can be individually modified and which you can view below:
[img src="{STEAM_CLAN_IMAGE}/27012442/57b151dff13af28e3367be040592012a01d6c764.png"]
Fixed an issue where the shotgun would fail to malfunction properly, allowing players to load more shells and continue firing immediately.
Fixed an issue where it would be possible to place locks on houses, containers, and buildings located inside Points of Interest. This allowed players to restrict access to world-owned structures that are not intended to be claimable and stop loot from spawning inside.
Fixed an issue where players could bypass the visibility and awareness limitations of tear gas and smoke grenades by relogging. This has been resolved, and smoke and tear gas visual and sound effects now persist correctly after relogging while the effect is still active.
SOUND
This one is surely going to be one of the more popular ones. The wind sound while driving a vehicle will be made more subtle and will not be as prevalent as before.
We have added a sound effect for weapon disassembly.
Walking on a brick base building floor used to have incorrect sound, so we matched the sound to the visual appearance of a solid, cemented brick surface, which now has a firmer and quieter footstep sound.
ANTI CHEAT
The Violation Manager has received additional updates to better detect cheating behavior. Not going into specifics here for obvious reasons.
LEVEL DESIGN
Fixed multiple floating map assets such as tables, chairs, and loungers that are now connected to the ground.
There were places in the stone mine POI where rain would fall through concrete structures. Those are now a thing of the past.
There was an issue where the keycard was not visible when placed on the asphalt in some specific areas. It has been fixed now.
We fixed the issue where interior walls of the Weapons Factory in Z1 sector would not be visible from a greater distance.
Fixed an issue where it would be possible to float in the air at a specific building in the D1 sector in Gorica.
There was a rogue chair in sector B4 which wouldn’t allow you to rest on it. The chair fell in line and now you will be able to rest in it!
There was a bug where players would spawn inside a wall after resting on a specific bed in the WW2 bunker after relogging. This has now been fixed, and the character will spawn safely inside the bunker without intersecting bunker geometry. Additionally, we fixed an issue where unnecessary collisions would occur at the roof entrance of certain WW2 bunkers.
Fixed an issue where players could get inside a map border wall at a specific location.
Fixed multiple level design issues like floating stones, trees, and other vegetation in multiple sectors.
There was a garage in A2 sector which shined bright in the dark despite having no light source. It is dark now as it should be.
Don’t like getting rained on while inside the building? We completely understand. So we fixed an issue where it would rain inside a specific building in D4.
Players can no longer jump through glass in Z1, as they used to be able to.
Fixed an issue where the item would incorrectly spawn above the box without proper alignment to the ground or supporting surface in the C0 Radiation Zone. Also fixed a misplaced spawner item clipping through the wall at C2.
There was an issue where players were unable to place items on the ground in areas with wires on the floor. It has been fixed now.
WEAPONS
The Tommy Gun had a 50% lower fame requirement than other SMGs. It has now been set to the same as others.
There was an issue where M82 scope and suppressor variants would inherit weapon camo or color and keep it after removal until attached to another weapon or after relogging. Now, these M82 attachment variants no longer inherit the weapon camo or color they are attached to.
While on the topic of scopes, there was an issue where the night vision scope would get destroyed when turned on. This one is a thing of the past now!
We added the missing supported ammo type to the Improvised Minigun Turret crafting description. The recipe now correctly lists both 7.62x54mmR rounds and 7.62x39mm ammunition as compatible ammo types.
Fixed an issue where the ADS sight with a VH2 CT would become transparent while shooting.
You can no longer see the black border in ADS appearing around the scope lens on the M82 scope, Improvised Scope, P223 scope, SpektralDR scope, and ACOG scope.
Kar98k Bayonet trader price was lower than other bayonets, so it has been adjusted to match the prices of other bayonets.
Fixed an issue where ammunition would randomly disappear from magazines, as reported by the community since the March 20th hotfix.
OTHER
There was a bug where if you selected cash as a preferred payment method while on the service lift, it would give you back the money on your card when you sell something. That is no longer the case and it has been fixed.
There was an issue while playing in Sandbox mode where the character would get stuck in a wheel-holding animation after relogging back into the game.
There was a bug where clothes placed on the ground before it started raining would not get wet. Additionally, we have found that items that were wet and that were placed on the ground for too long would stop drying after a certain percentage, but would continue when the player would interact with the item. We’re pleased to inform you that both these issues were fixed and that both drying and getting wet in these instances works appropriately.
Also, there was a bug where players were unable to receive quest rewards if their mobile phone was turned off. Now, you receive the rewards regardless of whether the mobile phone is on or off.
There was an issue where using the #spawnitem command for ammo would spawn a single bullet instead of a full stack. It is fixed now.
There were a lot of instances where the Military Mask item would clip with other face masks and it wouldn’t look good. Now, we have adjusted the morph for the Military Mask and clipping should no longer be an issue.
There was a misplaced puppet spawner somewhere in Ugljan, where puppets would spawn floating in the air. It is fixed now.
Apricot seed bag has now been removed completely and it does not spawn anymore.
Chests and wardrobes are now included in the base building destruction logs.
Fixed an issue where the quantity and weight of soy sauce were displayed incorrectly when added as an ingredient in the Cooking tab.
Fixed an issue where puppets couldn’t vault through windows and open doors in Sandbox mode, even when server settings allowed it. This occurred at Sector B4 in a specific house in Preko and at B2 Seaside Gas Station. The issue has now been resolved. You have one more reason to be scared! While on the topic of vaulting and door-opening puppets, they are now able to do the same with the vaultable BB elements and BB doors.
Fixed an issue where the salt bag could not be fully unpacked at once. That’s no longer an issue, so no need to be salty about it.
Improved the description for the Santa Pants and Santa Hat clothing items,
Fixed inconsistent name capitalization for some Base Building elements in the storage menu. All Base Building storage items now use consistent capitalization. Additionally, we fixed minor grammatical errors in some of the chests' descriptions.
Fixed an issue where Rag Gloves could be crafted using only one Rag Strip and would incorrectly yield 2 Rag Strips when cut.
Items in the radiation zone do not cause instant death of the player when picked up from the vicinity anymore.
The Goat_Skull_Hat_01 doesn’t clip through Gas_Mask_01 anymore!
There was an issue where shovel kills would not count as blunt tool kills to eliminate puppets in the T1_AR_Kill_PuppetsBlunt quest. Now, this issue is resolved and shovel kills indeed count toward the blunt kill requirement for the quest.
Absinthe, Whiskey, Tequila, Majestic Bear Vodka, Kicmovaca, and Isopropyl alcohol do not weigh more after pouring them into another container like a Canteen, as was the case before. But you might feel like you gained some weight after drinking them…
There was issue where enemies would spawn in high-threat zones, such as the Police Station, directly in front of you while you were lockpicking, has been resolved. Enemies will no longer spawn within your line of sight while you are lockpicking.
Noticed how your character’s arms would go crazy while rowing on a Barba Boat or the Dinghy? Yeah, we know. Thankfully, the animation desynchronization issue that caused this atrocity has been detected and fixed, so there’s no way to view that nightmare fuel ever again.
We fixed an issue where car wrecks would not contain any loot in some garages.
When driving the SideCar bike in first person at speed, it was possible to see through the character’s body model while looking backwards. Now the camera is properly aligned, and this issue does not occur anymore.
Fixed an issue where engaging sentries from a distance would cause them to repeatedly call in hordes and dropships after being dealt with. Sentries now correctly call for reinforcements only once before entering cooldown.
Fixed an issue where the trader Sell tab UI did not visually include attached weapon items in the selected sale list, making it appear as though only the base weapon was being sold, even though attachments were correctly included in the final sale value.
Ever heard of floating chests? No, us neither. So we fixed an issue where some chests would remain levitating after the storage shelf beneath them was destroyed.
Fixed an issue where armed NPCs could detect and shoot the player through the tower at the radio station in C2 even without having line of sight.
Fixed an issue where the female character’s legs would become invisible while wearing HH_Boots_01 with Pantyhose_01, Ghillie_Suit_Pants, and all variants of Shorts_Pants except Shorts_Pants_01_01 and Shorts_Pants_01_10. Additionally, fixed the bug where both female and male characters' legs would become invisible when wearing any variant of Short Pants.
Fixed an issue where chests would lose their custom paint after leaving render range or when removed from a vehicle’s inventory.
Fixed an issue where equipping Over The Knee Boots with any of the Twitch Drop pants items makes the legs invisible on the female character.
Fixed an issue where it would be impossible to interact with the lamp upgrade blueprint after the server restart.
Fixed an issue where melee-armed NPCs could deal damage to the player despite the server setting blocking it in custom zones.
Fixed an issue where placing a flag near a bunker could interfere with Base Building mechanics, affecting puppet and loot spawns inside the bunker.
Fixed an issue where vehicle tires would disappear when removing them while prone.
Pants that used to dry much more slowly than the rest of your equipment are now drying at a normal rate.
We removed the Microwave from the spawn item admin command because it would not spawn.
We've renamed the Deluxe DLC, so the server setting caption "Enable Digital Deluxe Starter Pack" is now named "Enable Deluxe Survival Pack"
And that's a wrap when it comes to the April patch. We believe that this one will be much better than the last one and that it is more substantial. As you may be wondering, our next patch will drop in around a month so make sure to keep an eye out.
Also, if you encountered any issue that might have popped up, we'd like to kindly ask you to report it either here on Steam via our Bug reports subforum or via our Bug reports channel on our official Discord server! Our team will make sure to promptly react and fix any issues as soon as possible.
You are also welcome to share any ideas, feedback, criticism - we're all ears!
Until next time,
The Gamepires team
[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
[img src="{STEAM_CLAN_IMAGE}/27012442/2baa94806a308da9d7c55c9dd2d5c13e678e406a.jpg"]
Hey there prisoners,
Spring is the season of renewal, and we are more than happy to release another patch filled with a variety of quality of life improvements, bugfixes and other improvements!
Without further ado - let's get started:
SERVER SETTINGS AND ADMIN COMMANDS
Let's start off strong with a big one - much requested by server owners! As they were creating custom events using spawned armed NPCs, they would despawn when there were no players within the relevancy range. With this patch, puppets, armed NPCs and animals now have a DespawnLifetime option when being spawned by an admin command. From now on, for example, when you'll use the command #SpawnArmedNPC BP_Drifter_Lvl_1 1 DespawnLifetime 20, you will spawn a Lvl 1 Drifter that will not despawn if no players enter its relevancy range for 20 seconds.
Per popular demand, we've created a server setting where you can set puppets to permanently limp! If you like slow zombies, this is the setting for you!
We're introducing some much requested changes to the building restrictions! Until now, we only had the 'Use Map Base Building Restrictions' server setting, which would regulate building bases near POIs. However, even with the above setting turned off, you would still receive the dreaded ''Too close to building'' message.
Now, we've introduced a new server setting called ''Building Proximity Restriction'' which will influence that ''too close to building'' restriction, which, when disabled, will practically allow you to build your bases wherever you want! It is important to note that the two settings are mutually dependent. This means that in order for the new setting to become available, you first need to set the original ''Use Map Base Building Restrictions'' to OFF.
There's a setting for PvE servers for disabling mines and traps which wasn't working correctly as the Traders still listed them as available for purchase. If you attempted to purchase mines or traps, they'd take your money but would not deliver the purchased goods. That's pretty low, even by prison island standards so we can't have any of that, so the option for purchasing these items has been completely removed if the server setting has been set that way.
We’ve received widespread reports from our PvE servers that some players are destroying other players’ vehicles by intentionally crashing into them with their own. This was possible regardless of the fact whether the vehicles were parked or in motion. To counteract this form of griefing, we will temporarily disable all vehicle-to-vehicle damage on PvE servers until we manage to implement specific server settings for this situations.
CLOTHING
There was a bug where your character's legs would disappear when you had Boxer Briefs, Stockings and High Heel Boots equipped at the same time!
Also, we had a bug where shirts equipped over Danny Trejo's Vest would not be visible. It is fixed now.
We know of stretch marks that can happen when people build too much much muscle mass in a short period of time, but this is ridiculous! There was a bug where wearing the sleeveless shirt while having a buff character would result in skin detaching from the male character and arms slightly detaching from the body on female characters! That nightmare fuel bug is thankfully also fixed! Also, while on the topic of buff character bugs, there was a weird occurrence where the biceps would shrink while wearing the undershirt. Imagine the horror a gym bro would feel if they saw this! Rest assured, it is no longer present in the game!
I don't know why anyone on this Earth would simultaneously equip a Breathing Tube and a Christmas headband, but these two items were clipping through each other and now they don't. The same more or less goes for the Short pants and Leather mini skirt items.
LOOT
We found that breaking a motorbike battery does not drop lead plates the same way breaking a car battery does. Now, the lead plates will drop, but the quantity is much smaller compared to a car battery.
You'd think that those pockets on the flannel shirt would hold something, but apparently that wasn't the case! We've found that the big-boned male civilian puppet wouldn't ever drop any loot. That's obviously not right so we made sure to fix that.
ENCOUNTER MANAGER
Character respawn distances on small airfield POIs in sectors A4 and Z0 were significantly increased. We found that puppets could spawn as close as 15 meters from the player, which is obviously not good. Now, that distance for those POIs has been increased to 150 meters!
BASE BUILDING
It's not much of a shelf if you can't put anything on it! That's why we fixed the bug where you were unable to put a chest on the Eastern Standing Storage Shelf element.
While on the subject of Eastern elements, there was an issue where both the Improvised and Metal version of Eastern chests have allowed you to put in more items than its weight capacity. Now, it's a thing of the past!
No one likes shoddy furniture - us included! We found that the decay rate of the Wooden Double and Single Seat Sofas was faster than other base building elements. The decay rate has now been made consistent for all elements.
You've heard about elf on a shelf? How about shelf on a shelf? As it turns out, there was a bug that allowed you to stack Storage shelves on top of each other, which, left unattended, would create some very unsavory possibilities for certain players. Rest assured, this was fixed.
[img src="{STEAM_CLAN_IMAGE}/27012442/c0382ccd348a1012a7839fa5930e7e9c4767a899.jpg"]
While we're still at base building, we've fixed the incorrect destruction and particle effects for the Spiral staircase Lvl2 aka the one with the wooden boards. When you destroyed them, it showed the particles containing metal parts present in the Lvl 3 Spiral staircase.
Hope you didn't have Standing Storage Shelves placed next to Improvised Wardrobes. We found that if you destroyed the wardrobe, it would automatically destroy the storage shelf next to it. Now you can redecorate your base without fear.
No one wants to sleep on the top bunk, but this is taking it to the extreme. We had a bug where whenever a player would want to rest on the top bunk of the Eastern Bunk Bed, it would just place the character on the bottom bunk. Fixed! On the same topic, if the Bunk Bed is directly beneath a roof, you were unable to rest on the top bunk. Also fixed!
We've found that the Engineering XP gain was off when it came to upgrading base building elements to their Eastern variant. The numbers are now properly set.
LEVEL DESIGN
Don't know what the heck happened here, but I know it is fixed now!
[img src="{STEAM_CLAN_IMAGE}/27012442/1238e2976c916bd1947c2f5735e9954dfd55877f.jpg"][img src="{STEAM_CLAN_IMAGE}/27012442/1cfdf16bf48eeba80bf71de0da422d73bbeb49af.jpg"]
Also, close to the same location, we've fixed an issue where vehicle tires would clip through nearby concrete slabs.
EXPLOITS
Game dev wouldn't be fun if it weren't for exploiters! They found a way to get inside other people's bases by climbing up (read: clipping through) a ladder through the base foundation. Not anymore!
We've found a very nasty bug where players that waited in their death screen when being killed would render their bodies unlootable. This is something that was heavily abused by some players in PvP, and is something that cannot be tolerated. This was fixed and will no longer be possible to abuse.
This one's interesting. We've found Sentry bots were farmed to death (especially the big ones) for the very valuable loot that they drop. We've also found that cheaters were also very much engaged in this activity, which led us to the conclusion that it is necessary to rebalance the loot Sentries drop. Here's a breakdown of what you will be able to loot from them from now on:
Black sentry: C4 keypad, C4 circuit Board, BCU Lock, 4x 40x46 grenade launcher ammo, 2x Tear gas, 2x Flashbang, Keycard, Sentry Aiming Kit, 7.62x39 AP → random amount from 60 to 120, Laser Trigger, 50cal or minigun sentry weapon
Yellow sentry: 50 BGM → random amount from 5 to 15, C4 Circuit Board, BCU Lock, 2x Portable Work Light, Laser detonator, Sentry aiming kit, Sentry 50 cal Rifle, Keycard
You can see the clear omission of grenades, as they were one of the main reasons why farming them was a lucrative prospect.
You know how items automatically disappear when you climb up a ladder, and then reappear when you finish climbing? The items go to what we refer to as the 'magic pocket'. As it turns out, there was an issue where items that were put there would not drop to the ground if your character got killed while doing actions that utilize the 'magic pocket'. Some players used this to hide certain items from getting looted off of their bodies. Now, these items drop to the floor as it should be.
While on the topic of the magic pocket, we've fixed a bug where the item that was in the magic pocket would not be shown in the UI as it was in the 'hands' slot.
INVENTORY
Removing batteries from Night-vision Goggles while inside the chest would result in the batteries disappearing. Not anymore!
Leaky chests are good for nothing! We've found that taking the chest containing clothes into your hands and placing it on the floor again would result in the clothes getting wet in the rain despite being in the chest. Weird one, indeed, but it is fixed now.
Check this one out! When grabbing cooked food while squatting, the item does not go into the player’s hands as expected. Instead, it appears to remain on top of the grill grid or cooking surface where it was cooked. The item is not shown in the vicinity UI and can only be picked up by directly looking at it and pressing F. On the other hand, when the same action is performed while standing, the cooked food is correctly placed into the player’s hands. Now, it's a thing of the past and this was fixed.
Remember relogging? It turns out, if a crossbow has a bolt loaded and you relog, the loaded bolt disappears from the crossbow, causing ammo loss. This bug occurred regardless of where the crossbow is located, be it your hands, floor, inventory, vehicle storage, etc. The bug removes the bolt from the crossbow on relog and is not returned to inventory. This is definitely a more egregious one and we have fixed it.
Here's a weird one. It turns out that relogging and leaving the render range of the backpack, and then returning to it would cause the items inside to become invisible, even though the proper weight of the backpack would be shown. This certainly caused at least several heart attack-like experiences, but it is now a thing of the past.
We found that chests decay much faster inside the Barba's inventory than in other vehicles. For the same duration of time ( i.e. 2 hours) the chest was at 65% in the Barba while it stayed 100% in a land vehicle. In any case, the chest decay in Barba's inventory is now changed and is the same as in other vehicles.
We've also found a small, yet not at all insignificant bug where the chest sound effect played when the player logs in at the location where the chest was buried. It would be a tedious task to search for chests that way, but we have no intention to help anyone with such ''workarounds''.
There was an issue where moving items into vehicle inventory is slower than moving them out. We're pleased to say that this has now been fixed, and that vehicle inventory manipulation lag has been significantly reduced.
On the topic of vehicle manipulation, there was an issue where players were not able to take the chest out of a vehicle in Sandbox mode. Also fixed!
WEAPONS
We've fixed an animation bug where the hand and the camera would weirdly transition in the beginning and the end of the animation for loading bullets into the magazine for the Hunter85 Carbon Wolf and AWP rifles.
There was also an issue with the incorrect bullet render during the insert bullet loop animation. That's also taken care of.
We've found that the M1 scope had some unusual black area around the outer rim of the scope. Here's the before and after picture:
[img src="{STEAM_CLAN_IMAGE}/27012442/db0567a250ca3cacd74a428ef946526345aa99bf.jpg"][img src="{STEAM_CLAN_IMAGE}/27012442/11f9a655cf954bb6c1d35f922e68291d592b8007.jpg"]
When you would receive a double feed malfunction for the SCAR L, its iron sight would flash across the screen for a fraction of a second like some type of a jump scare. Not anymore!
We've also found a strange animation glitch when checking ammo on a Tommy gun drum magazine. When you would enter that animation, a smaller mag would appear and enter the submachine gun. Glad to confirm that was taken care of.
There was a bug where your putting your knife in the knife sheath would basically render it useless as placing it there would disable interactions such as chopping, destroying, or cutting. Knife sheaths are for making your knives more accessible, not the opposite, so it has been thankfully fixed.
There was a small visual bug where you could not see items such as pistols, knives or arrows inside other player holsters or quivers. That's also taken care of!
OTHER BUGFIXES AND QUALITY OF LIFE CHANGES
There was some weird occurrence where you could not rest on random furniture in the world because of some changes to the way resting on the base building Bunk Bed element. Good riddance to that!
Rear lights for the Laika and Wolfswagen are now less opaque. They look nicer now.
We've found that server logs went crazy when you would leave or end an event, resulting in unnecessary spam logs. There was something similar happening with leaving and returning to the render range of a backpack filled with items that were not visible, but it is now fixed as well.
We've fixed an obscure bug where the starter card would drop on the ground when respawning after turning on the setting to spawn on the ground.
Logging out, then logging back in can result in some unusual occurrences. We've found that relogging after being tied up leaves the character permanently tied up. Not anymore!
Hope we don't encounter ATMs such as these in real life! We've found that there was a bug where the money isn't added to the inventory when withdrawn from the banker, but it ends up on the floor.
We're adding an option to apply DLC cosmetics to existing base building elements. This means that you no longer have to craft new base building elements from scratch if you have the DLC. For example, if you already have an Improvised Single Seat Sofa, for a low cost of a single toolbox use you can just upgrade that element to its DLC counterpart. Fame and XP gain is nullified for this to prevent some of you wise guys from exploiting this system!
We also found a small bug where the usage and weight of Soy Sauce, Vegetable Oil, Cans, and Red Ghoul Energy Drink are displayed incorrectly when added as an ingredient in the cooking tab. Now, we've adjusted the weight and maximum resource amounts and they are now expressed properly.
Once a player jumped on a tent surface, it produced an incorrect plastic-like sound. We have fixed it to sound more appropriate to the material it is made of.
You were unable to use the might of Faceroll's Face Smasher to open canned foods. It is more than capable to handle a puny can of food, and now you can do so!
That's it when it comes to the March patch. We hope you'll enjoy some of these changes and improvements that we have brought. Our next patch will drop in around a month so make sure to keep an eye out.
Also, if you encountered any issue that might have popped up, we'd like to kindly ask you to report it either here on Steam via our Bug reports subforum or via our Bug reports channel on our official Discord server! Our team will make sure to promptly react and fix any issues as soon as possible.
You are also welcome to share any ideas, feedback, criticism - we're all ears!
Until next time,
The Gamepires team
Hello everyone, happy Tuesday! We got a hotfix coming your way, so check it out!
{STEAM_CLAN_IMAGE}/27012442/567f4a4b4e0e2a89f63e3b7c7949717a08cf625b.jpg
{STEAM_CLAN_IMAGE}/27012442/990f83fb2e35684c070b0a2d90a019d6ec4bf79e.png
- 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.
Current Release
Not available
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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