Prisoners! Our previous hotfix was intended to fix an issue preventing quest progress from loading correctly, but it did not apply correctly for some players who continued progressing their quests while the issue was active. We know it’s frustrating to need another hotfix for the
Prisoners!
Our previous hotfix was intended to fix an issue preventing quest progress from loading correctly, but it did not apply correctly for some players who continued progressing their quests while the issue was active.
We know it’s frustrating to need another hotfix for the same issue. We’re sorry this wasn’t resolved earlier.
No quest progress has been deleted or reverted. The game will now check whether the previous fix was applied correctly and reapply it where needed. All existing progress, including progress made while the issue was active, will then load correctly, allowing affected players to continue from where they left off.
Thank you for your patience and for continuing to report the issue.
As always, if you encounter anything else that requires our attention, please let us know through one of the following channels:
Prisoners! Yesterday’s hotfix introduced an issue that prevented quest progress from loading and displaying correctly for some players. No progress was lost or reverted. We’ve now fixed the issue. All existing quest progress, including progress made while the issue was active, wi
Prisoners!
Yesterday’s hotfix introduced an issue that prevented quest progress from loading and displaying correctly for some players.
No progress was lost or reverted.
We’ve now fixed the issue. All existing quest progress, including progress made while the issue was active, will load correctly again, allowing affected players to continue from where they left off.
Thanks to everyone who reported it.
As always, if you encounter anything else that requires our attention, please let us know through one of the following channels:
Prisoners! Today we’re releasing a second hotfix for the August Update , addressing further issues reported by the community. This includes crashes, a server-join error and problems affecting loot in TEC1 Research Facilities. We’ve also increased nutrient absorption rates across
Prisoners!
Today we’re releasing a second hotfix for the August Update, addressing further issues reported by the community. This includes crashes, a server-join error and problems affecting loot in TEC1 Research Facilities.
We’ve also increased nutrient absorption rates across all food while we continue to review your wider feedback on food and metabolism.
You can find the full list of fixes and adjustments below.
CRASHES & EXPLOITS
Fixed crashes that could occur when enabling DEENA’s dialogue or starting the game.
Fixed an exploit that allowed players to gain infinite stamina by repeatedly using the Sit emote.
SERVER CONNECTIVITY & ONLINE SERVICES
Fixed an issue that could prevent players from joining a server.
Players should now be able to access previously earned Twitch Drops and receive new Drops as normal. We’ve implemented a temporary backend solution while work continues on a permanent fix.
FOOD & METABOLISM
Increased the rate at which the body absorbs nutrients from all food, including proteins, carbohydrates, fats, vitamins and minerals.
TEC1 RESEARCH FACILITY
Fixed an issue where placing a flag near a Research Facility could prevent its loot from respawning.
Fixed the Mutant Bear jittering or behaving erratically when attempting to reach players in elevated positions.
Fixed the blast door alarm continuing to play after repeatedly interacting with the door across multiple facility runs.
Fixed weapon lockers in Research Facilities occasionally spawning empty.
LOOT & ITEM SPAWNING
Fixed the Force Lock interaction pushing players beneath the map.
Fixed Keycard spawns not respecting the limits set in the server settings.
KNOWN ISSUES
Server Browser: Some servers may not appear when browsing or searching for them in-game. Affected servers can still be joined by manually entering their IP address. We’re working on a fix and will let you know once the issue has been resolved.
As always, if you encounter anything else that requires our attention, please let us know through one of the following channels:
Prisoners! Following August's 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. CRASHES Fixed a crash that could occur after opening the Manual and then the Journ
Prisoners!
Following August's 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.
CRASHES
Fixed a crash that could occur after opening the Manual and then the Journal from the Inventory.
Added a new crash reporter, allowing players to provide additional information and submit a report after the game crashes.
Server crash reports will now be submitted automatically.
TEC1 RESEARCH FACILITY & QUESTS
Fixed the barbed wire surrounding TEC1 Research Facilities not dealing damage to players.
Fixed the Apex Mutant Bear becoming stuck in an elevated position when a player blocked its path.
Fixed the Apex Mutant Bear remaining aggroed on the player who triggered it.
Fixed the “Enter A Block” Apex Hunt objective not progressing after leaving and re-entering the Apex Facility.
Fixed server restarts resetting Apex Hunt quest progress.
Fixed quests being completed during active events by using event weapons.
GAMEPLAY
Fixed Crab Apples, Dates, Plums, and Watermelons not being available for use in the Fruit Salad recipe.
Fixed incorrect descriptions appearing on heatless salads.
Fixed a second Triangle Twig Foundation not being placeable on the opposite side of a Twig Wall.
Fixed Level 3 (metal) Triangle Foundations not being upgradeable to Level 4 (brick).
Fixed locks removed from a Barba while it was in the water disappearing instead of being returned to the player.
WORLD & VISUALS
Fixed missing ground collision near the secret bunker in sector C3, which allowed players to crawl under the map.
Fixed low-quality shadows on the guard booths at the entrance to the trader zone.
Fixed a container in sector B1 appearing at low visual quality.
Fixed the Apex Jacket clipping through Tracksuit Pants on female characters using the 1-1-5 (skinny) body settings.
Fixed Socks clipping through Apex Predator Boots when worn without Trousers.
Fixed Master Hunter Pants clipping through the Luis Moncada Jacket.
SERVER & SANDBOX
Fixed the base decay setting not working within circular custom regions.
Fixed the command for spawning fish being unavailable.
Fixed players being unable to spawn DLC items they owned in Sandbox Mode.
KNOWN ISSUES
Twitch Drops: We’re aware that some players are currently unable to access previously earned Twitch Drops. This is a backend issue, so the fix will not require another hotfix or game download. We’ll let you know as soon as access has been restored.
Server Browser: Some servers may not appear when browsing or searching for them in-game. Affected servers can still be joined by manually entering their IP address. We’re working on a fix and will let you know once the issue has been resolved.
As always, if you encounter anything else that requires our attention, please let us know through one of the following channels:
Prisoners, The Into the Wild August Update is live! Enter an underground TEC1 Research Facility, face mutant bears through new Master Hunter quests and claim exclusive rewards. Cooking has been expanded with new Heatless recipes, faster cooking times and a Food Effects overhaul t
Prisoners,
The Into the Wild August Update is live!
Enter an underground TEC1 Research Facility, face mutant bears through new Master Hunter quests and claim exclusive rewards. Cooking has been expanded with new Heatless recipes, faster cooking times and a Food Effects overhaul that gives your diet a greater role in survival. Repeated respawning now also comes with Cloning Sickness, a temporary condition that becomes more severe if you die again before recovering.
The Stalker Outfit Pack also launches today and is available to purchase separately. It includes a complete outfit set and a bone tomahawk.
Take your first look inside the Research Facility in the new trailer below, then read on for everything included in the August Update.
Deep beneath the Island, TEC1 once operated a Research Facility to experiment on wildlife. Its abandoned corridors now lead into habitats still occupied by the creatures it left behind.
GETTING INSIDE
Choose one of three converted underground bunker entrances across the Island. Each leads to its own Facility, with the same layout and challenge at all three.
To open the door, you’ll need a Research Facility Keycard. Earn one by completing certain Master Hunter quests or find one as rare loot elsewhere on the Island. A Keycard works at any of the three locations, expires after a limited time and is consumed when used.
One Keycard is enough for a group. Once the door opens, everyone can enter together. Once a group begins a run, the entrance locks until the Facility resets.
THE PURGE
Starting a Facility run begins a ten-minute purge and opens the door to the first containment area for 30 seconds. Make sure everyone is ready to move. Once the door closes, anyone left behind cannot enter the containment area.
Fight through the containment habitats and find an exit before the countdown ends. Any prisoners remaining inside will be terminated before the Facility resets.
You can leave before the purge ends by activating an exit. Once triggered, the exit will only remain open for a short time.
THE FACILITY
Mutant bears inside will not flee. They will work to flank you and will be drawn to careless gunfire. Their positions will also change between runs.
Survive the purge and reach the deepest part of the Facility to uncover what TEC1 left behind and escape with rare medical and scientific loot.
Facility loot spawns when the purge sequence begins and is refreshed for every run. A group carrying multiple Keycards can complete several runs back to back, collecting a fresh set of loot each time.
The Island’s largest predator has become even more dangerous.
Mutant bears can also be found at specific locations across the Island, adding a deadly new target to the Master Hunter questline. The map at the Hunters Grotto has been updated with known mutant bear sightings.
The questline now includes several new Tier 3 hunts focused on mutant wildlife. Complete the required quests to earn a Research Facility Keycard and unlock Apex Hunt, a new Tier 4 quest that sends you into the Facility to eliminate every mutant bear inside.
Complete the new hunts to claim exclusive rewards, including a weapon charm, mounted skull trophy and the Master Hunter headgear.
SCUM’s metabolism system already tracks calories, nutrients and digestion in considerable detail. This update gives those systems more weight, from the energy spent digesting food to how well your prisoner handles exhaustion, injuries and sickness.
Yes, there was a chemist involved.
HEATLESS COOKING
You can now put together a proper meal wherever you are.
The new Hands option in the Cooking menu lets you prepare salads, sandwiches and other simple meals without any equipment.
Meals prepared using Hands count as cooked food, giving them the same digestion benefits as food prepared using a stove. Unlike standard cooking recipes, Heatless recipes cannot go into overtime once complete.
The update adds 15 new Heatless Cooking recipes:
Salads: Cheese Mixed Salad, Cucumber Salad, Fish Salad, Fruit Salad, Lettuce Salad, Mixed Salad, Sauerkraut Salad, Tomato Salad, Waldorf Salad, and Improvised Salad.
Cooking times have been reduced across all existing food and drink recipes except the four smoked recipes, which remain unchanged.
Every recipe included in the rebalance now cooks faster, with reductions ranging from approximately 25% to 69% depending on the recipe and your Cooking skill.
Cooking timers now display real-world time instead of in-game time, so you can see exactly how long each recipe has left.
Here are the shortest and longest rebalanced recipes as examples:
Cooking Skill
Grilled Veggie [shortest]
Cabbage Rolls and Gumbo [longest]
No Skill
0:19 to 0:13
37:30 to 13:01
Basic
0:16 to 0:10
32:49 to 10:51
Medium
0:14 to 0:08
28:08 to 8:41
Advanced
0:12 to 0:07
23:26 to 7:36
Above Advanced
0:09 to 0:06
18:45 to 6:31
DIGESTION BURN RATE
Digesting food now temporarily increases your prisoner’s Energy Burn Rate. The size of that increase depends on what they have eaten, giving you another reason to turn your ingredients into a proper meal.
Cooked food has the lowest digestion cost, while canned and processed foods require considerably more energy:
Food Category
Energy Burn Rate Increase
All cooked food
5%
Fresh fruit, vegetables, mushrooms, plants, insects and nuts
7.5%
MREs and eggs
8%
All raw fish
10%
Butter, animal fat and black pepper
13%
Crackers, mayonnaise, ketchup, ground coffee, cream, yeast, CandyBob and CandyCorn
15%
Canned and processed food
18%
If several foods with different values are being digested at the same time, the Energy Burn Rate UI will display the median increase.
Raw meat, medications and snowballs do not increase the digestion burn rate. Raw meat and certain unprocessed foods will now build Food Repulsion. If the bar fills, your prisoner will vomit.
NUTRIENT BUFFS & DEBUFFS
Keeping key nutrients at healthy levels can now activate new buffs, while deficiencies can trigger an opposing debuff.
Vigor & Lethargy
Vigor reduces exhaustion gain and stamina loss. Lethargy increases both.
Affected by protein, iron, magnesium, phosphorus, potassium, Vitamin B2 and Vitamin B5.
Mending & Erosion
Mending increases healing speed and resistance to bleeding. Erosion reduces both, resulting in greater blood loss from injuries.
Affected by Vitamin C, zinc, Vitamin B5, copper and manganese.
Resilience & Run Down
Resilience improves resistance to sickness by strengthening the immune system. Run Down weakens that resistance.
Affected by Vitamin C, Vitamin D, zinc and selenium.
Stability & Instability
Stability increases movement speed while limping. Instability further reduces movement speed while limping.
Affected by Vitamin C, Vitamin K, calcium, phosphorus and copper.
SCUM’s survival systems are built around managing your prisoner’s condition. To prevent death and respawning from becoming a quick way to clear exhaustion, deficiencies or illness, this update introduces Cloning Sickness.
Cloning Sickness is a temporary condition applied whenever you respawn after dying, regardless of the cause of death. It begins at C1 and only increases in severity if you die again before fully recovering.
At C1, your health, energy, water and vitamin levels, along with Fame Point gains, are temporarily reduced by 10%. Each additional severity increases those reductions by another 10%, up to 40% at C4. Higher severities also introduce headaches and further effects on performance, exertion and immunity.
Cloning Sickness begins recovering automatically, with more severe cases taking longer to clear:
Severity
Recovery begins after
Recovery duration
C1
10 minutes
5 minutes
C2
15 minutes
7.5 minutes
C3
20 minutes
10 minutes
C4
30 minutes
15 minutes
Once recovery begins, its effects will gradually return to normal. Phoenix Tears will immediately move Cloning Sickness into recovery. If recovery has already begun, they will reduce the remaining recovery time by 50%.
Cloning Sickness cannot begin recovering while you are affected by Acute Radiation Sickness, Infection or Sepsis. These conditions must be treated first.
The condition is active on Official Servers. On private servers, it is enabled by default, but server owners can choose whether to keep it active.
SCUM Stalker Outfit Pack
View game pageBuilt for prisoners who prowl the wild in pursuit of their prey, the Stalker Outfit Pack unlocks a complete outfit set and an intimidating bone tomahawk for when the hunt gets close.
CRASHES & EXPLOITS
Fixed a crash that could occur when another player used voice chat near your character.
Fixed a crash that could after interacting with quest interactables after relog
Fixed an exploit that allowed players to repeatedly fill blueprints by manipulating nearby ground items using vehicles, enabling rapid skill progression.
Fixed an exploit that could cause chests to become stuck in the player’s hands, allowing multiple chests to be carried.
Fixed an exploit that allowed players to destroy vehicles in Safe Zones using flamethrowers and gas tanks.
SERVER FUNCTIONALITY
Fixed an issue where players would be unable to connect when they had a large number of active quests across multiple characters.
Fixed an issue where the server would incorrectly detect a hang and create a crash folder, despite recovering and completing startup successfully.
Fixed an issue where small garage doors remained lockable when the ‘Garage Door Lockability’ setting was disabled.
Enables or disables the existing Cloning Sickness system.
Default: True
RESEARCH FACILITY KEYCARDS
Maximum Research Facility Keycards
[World] -> BUNKERS
scum.MaxAllowedApexFacilityKeycards=4
Controls the total number of Research Facility Keycards that can be found across Police Stations and Radiation Zones.
Default: 4
Maximum Keycards in Police Stations
[World] -> BUNKERS
scum.MaxAllowedApexFacilityKeycards_PoliceStation=3
Controls how many Research Facility Keycards can be found in Police Stations.
Default: 3
Maximum Keycards in Radiation Zones
[World] -> BUNKERS
scum.MaxAllowedApexFacilityKeycards_RadiationZone=1
Controls how many Research Facility Keycards can be found in Radiation Zones.
Default: 1
CUSTOM ZONE SETTING
Vehicle Damage from Unowned Explosions
[Custom Zones] -> VEHICLE
Damage dealt to vehicles by explosion of no-owner items
Controls the damage dealt to vehicles by explosions caused by items without an owner inside the Custom Zone.
Default:
Global configuration: Allow
Outpost configuration: Block
WEAPONS
Fixed an issue where weapons could be fired outside of Combat Mode by holding the left mouse button during a reload.
Fixed incorrect alternative ADS offsets when using scopes for multiple weapons: VHS-2, M16A1, MK18, SVD, Kar98k, Mosin Nagant, Improvised Rifle, Hunter 85, Carbon Hunter, AS Val, VSS, AKS-74U, all AK-47 variants, AK15, AWM and AWP.
Fixed incorrect reticle offsets while aiming down sights for multiple weapons: Carbon Hunter, Hunter 85, SCAR-L, SKS, Kar98k, AWP and AWM.
Fixed an issue where the M1 Garand displayed a black border when aiming down sights through a scope.
Fixed an issue where the camera could clip through the M1 Garand’s stock while firing in alternative ADS through the M1 scope.
Fixed an issue where the SKS clip remained visible in the weapon chamber after the reload animation had finished.
Fixed an issue where bullets flickered during the SKS clip-loading animation.
Increased the SKS spawn rate.
Reduced the damage Pressure Cooker Bombs deal to sentries by a further 50%.
Fixed an issue where the character’s hand clipped through the Hunter’s Blackhawk Crossbow during the ‘Check Ammo’ and bash animations.
Fixed an issue where the Hunter’s Recurve Bow could not be painted.
VEHICLES
Fixed an issue where some vehicles appeared on the map when using the ‘#showvehicleinfo’ command but were missing from their marked locations.
Fixed an issue where the Car Jack disappeared from the vicinity after servicing a vehicle.
Fixed an issue where mounting a SUP while holding a paddle briefly caused the character to enter a T-pose.
USER INTERFACE, INVENTORY & TRADERS
Fixed an issue where the ‘Cut’ and ‘Search’ actions would not work unless the camera was angled down from above the character.
Fixed an issue where players could interact with base-building storage elements while aiming at them, even when no interaction prompt was displayed.
Fixed an issue where items inside a loot container could not be taken after moving away from the original examination point.
Fixed an issue where containers could not be searched.
Fixed an issue where the player’s ‘Hands’ slot became locked after picking up an item with no remaining uses.
Fixed an issue where the event duration timer appeared in unrelated inventory tabs.
Fixed an issue where the ‘Check Time’ action displayed the wrong message while the character was moving.
Fixed an issue where the Milk icon was upside down.
Fixed an issue where incorrect descriptions appeared in the ‘Metabolism’ tab.
Fixed an issue where using certain fonts in a character’s name could cause the name to appear invisible on the map.
Fixed an issue where capitalization-only changes to the names of vehicles, tombstones, signposts and other objects were not saved.
Fixed missing translations for base-building element names and hints in the Chinese-language context menus.
Grouped the four Master Hunter clothing items into a dedicated Master Hunter Gear category under Clothes > Civilian in trader menus.
Fixed an issue where animal skins were labeled as a ‘Boar Leg’ in the trader’s Sell menu.
Fixed an issue where the ‘Submit’ button did not work when renewing a Gold Card.
Fixed an issue where the age slider appeared in the Doctor menu for Apex characters despite their age being fixed.
Fixed an issue where an Apex character’s hair color was not saved after their first relog.
CLOTHING & ITEMS
Fixed an issue that caused some clothing to appear silver or metallic.
Fixed an issue where multiple Woodland Ponchos could be equipped simultaneously.
Fixed an issue where holsters floated beside the character when no supporting belt or strap was equipped.
Fixed an issue where equipping Tactical Gloves with the Trucker Jacket caused the character’s wrists to deform.
Fixed an issue where the Police Sweater occupied an incorrect amount of inventory space.
Fixed an issue where the CD Player had the same description as the Air Pump.
GAMEPLAY & QUESTS
Fixed an issue where the bait feeder could be filled and activated while being carried in the player’s hands.
Fixed an issue where animals could sometimes freeze in place when attacked.
Fixed an issue where eating raw pasta rapidly filled the player’s stomach with water, causing it to rupture.
Fixed an issue where the dropship did not appear alongside the cargo drop.
Fixed an issue where green Bunker lockers used loot presets intended for locked lockers despite not requiring lockpicking.
Fixed an issue where quests configured to provide multiple reward items failed to grant all of those items upon completion.
BASE BUILDING
Fixed an issue where mutant animal heads could be used in base-building blueprints that required normal animal heads.
Fixed an issue where moving through an unfinished base-building blueprint could prevent players from jumping onto an adjacent completed element.
Fixed an issue where players could not rotate base-building floors using the mouse wheel.
AUDIO & VISUALS
Fixed an issue where no rowing sound played while using the Dinghy.
Fixed an issue where the character animation was misaligned while manually opening Abandoned Bunker doors.
Fixed an issue where horses slid while getting up from a lying animation.
Fixed an issue where the character’s elbow visibly popped out of place while steering a motorbike left or right.
Fixed an issue where character shadows remained stationary in first-person mode.
WORLD & LEVEL DESIGN
Fixed an issue where driving over a specific spot at Samobor’s southern entrance could destroy the player’s vehicle.
Fixed an issue where the fence door in Sector B2 had an excessively large interaction range, preventing players from interacting with the nearby ladder.
Fixed an issue where players could clip into docks while swimming near them.
Fixed an issue where invisible collisions blocked multiple doors in the C4 Abandoned Bunker.
Fixed a wall in the Sanitarium POI that had no collision.
Fixed an issue where players could not get wet or drive a boat in a specific location in Sector C4.
Fixed an issue where a set of doors in the Krško POI could be interacted with when they should not have been.
Fixed incorrect textures on the A1 Bunker doors.
Fixed transparent sections on the radio tower beams in the Krško POI.
Fixed an issue where bright triangular shapes appeared on the surface of the water in Sector D0.
Fixed an issue where rain fell through the roof of a building in part of the Radiation Zone.
Fixed trees growing out of rocks in various locations.
Fixed bushes clipping through walls in multiple locations.
Fixed misplaced fences clipping through rocks in multiple locations.
Fixed floating streetlights, lamps, tires and containers in multiple locations.
Removed a mushroom floating in the sky above Sector B2.
Fixed an old spotlight overlapping the Hunters Grotto sign in Trader Zones.
Fixed low-resolution textures on bags of concrete.
That’s everything included in the August Update.
Thank you for continuing to share your feedback and bug reports. Please keep them coming as you explore the Research Facilities and get to grips with the new systems.
UPDATE – AUGUST 24 The August Into the Wild Update will now launch on Tuesday, August 25. We’re taking an extra day to complete a few final fixes before release. Thanks for your patience. Full patch notes will be published when the update goes live. __ Prisoners, The next Into th
UPDATE – AUGUST 24
The August Into the Wild Update will now launch on Tuesday, August 25. We’re taking an extra day to complete a few final fixes before release. Thanks for your patience. Full patch notes will be published when the update goes live. __
Prisoners,
The next Into the Wild update arrives on Tuesday, August 25, opening the way into an abandoned underground TEC1 Research Facility and expanding the hunt with mutant bears and new Master Hunter quests.
We’re also adding new Heatless Cooking recipes and overhauling Food Effects to make preparing a proper meal more rewarding.
Here’s what awaits:
ENTER A TEC1 RESEARCH FACILITY
Hidden inside converted underground bunkers across the Island are TEC1 Research Facilities once used to contain and study mutant wildlife.
To enter, you’ll need a Research Facility Keycard. Choose a location and come prepared. A timed purge sequence will begin once you’re inside, and you may not be the only prisoner there.
Make it to the heart of the Facility and you’ll discover what TEC1 has been keeping contained.
MUTANT BEARS & NEW QUESTS
The hunt begins above ground, where the Island’s largest predator is about to become even more dangerous.
Mutant bears will appear at specific locations across the Island.
Their arrival expands the Master Hunter questline with new challenges and exclusive rewards for experienced prisoners.
Complete the required quests to secure a Research Facility Keycard and gain access to a TEC1 Research Facility. Alternatively, take your chances searching for a keycard in the wild.
COOKING & FOOD EFFECTS
Put together a proper meal wherever you are.
New Heatless Cooking recipes will let you prepare meals like salads and sandwiches without any equipment.
Food Effects are getting a broader overhaul too, so what you eat will play a bigger role in survival. Keeping key nutrients at healthy levels can improve your endurance, recovery from injuries and resistance to sickness, while deficiencies can have the opposite effect.
Prepared and cooked meals will also require less energy to digest than most other foods, so taking the time to make one will pay off.
We’ll share the full recipe list and Food Effects breakdown in the update notes.
MORE IN THE AUGUST UPDATE
Alongside these new features, expect further balance changes, fixes and quality-of-life improvements.
We’ll share the full notes when the August Update goes live on Tuesday, August 25.
Hey there, prisoners! Hot on the heels of the July Update , we’ve dropped our second hotfix, addressing more of the most pressing issues you’ve encountered out in the wild. You can find the full list of resolved issues and adjustments below. CRASHES & PERFORMANCE ISSUES Fixed
Hey there, prisoners!
Hot on the heels of the July Update, we’ve dropped our second hotfix, addressing more of the most pressing issues you’ve encountered out in the wild.
You can find the full list of resolved issues and adjustments below.
CRASHES & PERFORMANCE ISSUES
Fixed a client crash that could occur when crafting an item using ingredients at the very edge of the player’s vicinity range.
Fixed a crash that could occur while driving a vehicle.
Fixed an issue where server crashes did not always generate crash reports.
EXPLOITS
Fixed an exploit that allowed players to farm Keycards from police stations indefinitely, depleting the server’s global supply.
HUNTING
Adjusted the unlock requirements for Master Hunter quests. They can now be accessed without completing a regular Hunter trader quest first.
Fixed an issue that prevented some regular Hunter trader items from appearing at the Master Hunter trader.
Fixed an issue where the destruction sound for the Hunter’s Blind could be heard across the entire Island.
Fixed an issue where Survival Tips still referred to hunting tasks after they were renamed tutorials.
BOATS
Fixed several issues affecting the Kinglet Mariner, Barba, and Dinghy, including boats bouncing or sinking unnaturally in the water and players encountering issues when steering or rowing.
ITEMS & CHARACTERS
Fixed an issue where certain items clipped through the Ultimate Quest Reward Boots when worn by female characters.
Fixed an issue that caused every Keyhole Shirt variant to appear black. Each variant now displays its correct color.
Fixed an issue where the Grilled Rabbit Leg occupied twice as much inventory space as a Rabbit Leg.
Fixed an issue where cutting a Long Wooden Stick weighing 0.4 kg produced three Small Wooden Sticks weighing 0.5 kg each. It now produces five Small Wooden Sticks weighing 0.1 kg each.
Fixed an issue where items stored inside quivers and holsters became invisible after being recovered from a corpse.
Fixed an issue where the Doctor trader charged the same price for every tier of BCU memory upgrade.
Fixed an issue where male Apex-type characters could not be customized at the Doctor trader.
Fixed several visual issues affecting Apex Predator clothing, including the Gloves clipping through certain long-sleeved clothing, gauntlet sleeves disappearing when the Jacket was worn over certain shirts, and the Belt Pistol Holster strap not appearing on female characters wearing the Jacket.
Fixed an issue where the Apex Predator Chest required the materials needed to build a Metal Chest but only provided the capacity of a Wooden Chest. It now provides the same capacity as a Metal Chest.
Corrected the listed source of the Enlisted Jacket and Pants, which were incorrectly attributed to the Luis Moncada DLC instead of Twitch Drops.
Fixed an inconsistency between the in-game and Steam DLC names for the Archer Canopy camouflage pattern.
As always, if you encounter anything else that requires our attention, please let us know through one of the following channels:
Hey there prisoners! 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. PERFORMANCE & CRASHES Fixed a server crash that could occu
Hey there prisoners!
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.
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 Prisoners, The July Into the Wild update is now live! This month introduces a completely new tutorial experience inside the TEC1 Conditioning Facility, mutant deer, boar and wolves, and the Master Hunter, who arrives with new tiers of tougher quests and exclusive rewards. The
Hey Prisoners,
The July Into the Wild update is now live!
This month introduces a completely new tutorial experience inside the TEC1 Conditioning Facility, mutant deer, boar and wolves, and the Master Hunter, who arrives with new tiers of tougher quests and exclusive rewards.
The update also includes reworked Island tutorials, animal behaviour improvements, official servers supporting up to 80 players, new quality-of-life features, fixes, balancing, and more changes based on player feedback.
INTO THE WILD CONTINUES
Before we get into everything included in the July update, we want to remind you that Into the Wild is continuing beyond its original three-month plan.
When we first announced the season, we said it would run from May to July. Since then, it has grown beyond that original schedule, so Into the Wild will now continue through August and September. That gives the team more development time and gives each update a little more room.
Across the next two updates, we’ll continue building on hunting, cooking, food systems and fishing, with new challenges and further improvements still to come.
With that covered, here’s everything included in the July update.
THE CAMERAS ARE LIVE. GIVE THEM SOMETHING WORTH WATCHING.
The TEC1 Conditioning Facility is a purpose-built training complex designed to prepare you for the survival show waiting on the Island.
SCUM throws a lot at you from the moment you arrive. The Conditioning Facility gives prisoners somewhere to learn the essentials before the pressure is on, so those opening hours on the Island can be spent surviving rather than working out how everything functions.
You’ll be taken through a series of practical exercises covering the skills you’ll need once you reach the Island. Get to grips with movement and stealth, craft essential tools and weapons, face your first puppet, treat your injuries, and prove you can handle yourself in combat.
Complete each stage of the conditioning program, repeat anything you need, and prove you’re ready for the next test.
The new tutorial also brings changes to the wider onboarding experience. The previous intro cinematic has been removed, while Deena has a new voice and all-new dialogue throughout TEC1. Her Island tutorial dialogue has also been rewritten to match the style introduced in the facility.
HOW TO ENTER THE FACILITY: Select TUTORIAL from the main menu. The Conditioning Facility is a standalone tutorial experience, separate from Single Player and Multiplayer, and does not begin automatically when creating a prisoner.
ISLAND TUTORIALS
The tutorial system on the Island has also been updated, giving you more control over what you learn and when.
Open the Tutorials tab and choose from Survival, Crafting, Metabolism, Economy, Base Building, and Hunting. There’s no fixed sequence, so you can tackle what you need, when you need it.
Objectives are more flexible too. Instead of expecting every action to happen in a specific order, tutorials now focus on the result. Already completed a step or acquired a required item in another way? The tutorial can recognize that progress and move on.
Improved tracking and highlighting make relevant items and locations easier to identify, while any tutorial can be abandoned and restarted later without losing access to it.
With tutorials now selected manually, the old character creation prompt asking whether they should begin automatically has also been removed.
Mutant deer, boar and wolves are now appearing in specific locations across the Island. They’re tougher than their regular counterparts, and sit at the center of the new Master Hunter quest lines.
Deep inside the Hunter’s Grotto, the Master Hunter waits, dressed in the trophies of a lifetime spent killing things that fought back.
He has no time for unproven prisoners. Complete one quest for the Hunter first to unlock the Master Hunter’s Quest Book and gain access to three increasingly dangerous tiers of hunting challenges.
THREE TIERS OF THE HUNT
The Master Hunter offers three tiers of increasingly demanding quests, with each featuring a different mutant animal:
TIER 1 sends you after mutant deer
TIER 2 raises the stakes with mutant boars
TIER 3 puts you on the trail of mutant wolves
Beyond the mutant hunts, you’ll face a variety of objectives with different conditions. You may be asked to use a particular weapon or return with intact hides, meat, antlers and heads.
The condition of what you bring back matters, so a careless kill could leave you without what the Master Hunter needs.
REWARDS WORTH THE HUNT
The Master Hunter’s quest lines offer the biggest collection of earnable quest rewards we’ve added to SCUM so far.
Where earlier quests largely rewarded Fame, cash and trade deals, these new quest lines allow you to earn exclusive weapons, hunting gear, animal charms, base-building recipes and even pieces of the Master Hunter’s own outfit.
TIER 1 rewards include the Hunter’s Recurve Bow, Hunting Quiver, Ridgeline Bait Feeder, Deer Skull Charm, Deer Skull Trophy and Master Hunter Trousers.
TIER 2 rewards include the Hunter Blackhawk Crossbow, Hunter Monocular, Seasoned Hunter Skinning Knife, Deer Skull Chandelier, Boar Skull Charm, Boar Skull Trophy and Master Hunter Boots.
TIER 3 rewards include the Blackline Compound Bow, Master’s Skinning Knife, Hunter Double Bed, Wolf Skull Charm, Wolf Skull Trophy and Master Hunter Field Jacket.
Physical item rewards are delivered to the trader depot when their quest is completed. Completing the quest also permanently unlocks that item for purchase from the Hunter.
Base-building rewards work differently. Once earned, their recipes are added directly to the base-building menu, allowing you to build them whenever you have the required materials.
WHERE THE SYSTEMS COME TOGETHER
The quest rework introduced in May brought item rewards, clearer progression and a more flexible foundation for future quest lines. The Master Hunter builds on that work with new reward categories, base-building unlocks and a much larger collection of items to earn.
You can preview upcoming tiers and their rewards before unlocking them, with locked quests showing what you need to do next.
The presentation of quest rewards has also been improved to make the wider range of weapons, equipment, clothing and recipes easier to understand before beginning a quest.
For animal kill quests, a matching animal killed within 50 meters can contribute to your quest progress when hunting with other prisoners. Completed quests can also no longer be accidentally abandoned.
Together with free-roaming wildlife, tracking, bait feeders and kill quality, these changes give the Master Hunter’s quests more variety and a stronger sense of progression.
HAVEN’T COMPLETED IT YET?
The SCUM 1.0 Anniversary Quest is available until July 31st.
Start it at the Hunter trader, follow the trail across the Island, and earn the Carbon Hunter Ironpaw, an exclusive weapon skin recipe. No previous quest progress is required, so every prisoner can begin straight away.
Once unlocked, the Carbon Hunter Ironpaw can be crafted using a Carbon Hunter and a toolbox.
July also brings a set of practical improvements across everyday play, from faster inventory management and clearer menus to more prisoners on official servers.
MOVE EVERYTHING AT ONCE
The new Drop All option lets you empty clothing, containers and vehicles into the vicinity in a single action, including everything found inside searchable objects.
Once the items are on the ground, Pick Up All lets you collect everything from the vicinity at once.
Trader depots now also have a Pick Up All button. Buy several items, then collect the whole order at once instead of transferring each one individually.
REFRESHED CRAFTING, COOKING AND BASE BUILDING TABS
The Crafting, Cooking and Base Building tabs have been given a visual refresh, bringing them closer in style to the updated Inventory UI. The revised layouts make each menu clearer and more consistent to use, while giving the team a stronger foundation for future additions to these systems.
MORE ROOM FOR TAUNTS
As the number of available taunts has grown, fitting them all into one radial menu was becoming increasingly unwieldy. The redesigned taunt menu now separates base-game and DLC taunts into two categories, making them easier to browse and select.
80 PLAYERS ON OFFICIAL SERVERS
Official servers now support up to 80 players, raising the previous limit of 64.
We’ve been testing the increased player count across official servers and monitoring its impact on performance and stability. Following those tests, the new 80-player limit is now confirmed across official servers.
Alongside the July Update, the APEXPREDATOR pack is now available, continuing the Into the Wild theme. This pack is separate from the update content covered in these patch notes.
Apex Predator Pack
Built for prisoners who want to look as dangerous as the Island they’ve survived, this pack unlocks exclusive gear, weapons, charms, base-building items, character customization options, emotes, and selfie poses.
The game may crash during the transition to the Island when using DLSS Balanced or Performance mode with DirectX 11. To avoid this, switch to DirectX 12, select a different DLSS preset, or use another upscaling method. The team is investigating the issue.
HUNTING & ANIMALS
Fixed a bug where animals would take too little damage from firearms.
Fixed a bug where bears could survive being hit by an M82 rifle.
Fixed a bug where prey would ignore predator sounds.
Fixed a bug where herbivores would not flee from nearby predators.
Fixed a bug where an animal carcass could become too damaged after two or more hits from a high-caliber weapon.
Improved animal navigation balancing.
USER INTERFACE
Fixed a bug where the SpicesMix_02 icon was low-resolution and contained blurry text.
Fixed a bug where the crafting component list would overlap the ‘Back’ and ‘Craft/Place’ buttons when expanded.
Fixed a bug where items added to the cart from Hunting trader subtasks could have their quantity increased but could not be reduced or removed.
Fixed a bug where incorrect trader icons would be displayed for raincoats.
Fixed a bug where the #DrawEnemyHealthBars command would not display Sentry health bars.
Fixed a bug where the fishing casting strength bar would remain visible while other inventory panels were open.
Fixed a bug where certain animal heads could not be moved through the vicinity menu.
Fixed a bug where the radial progress bar would sometimes end at 50% when eating olives.
Fixed a bug where clicking on the Goat Steak and Horse Steak icons in the Hunting trader’s menu wouldn’t add the items to the cart.
Fixed a bug where the Outback Knife Sheath Twitch Drop was incorrectly listed as a crafting component for itself.
BASE BUILDING
Fixed a bug where base building blueprints could snap or stick to invisible points instead of following the cursor smoothly during placement.
Fixed a bug where the Zhan Ma Dao sword would float when placed on the wall-mounted weapon rack.
Fixed a bug that could cause the server to hang when dragging the airplane door blueprint near an airplane door frame.
Fixed a bug where gardens could not be built on fresh databases.
SERVER FUNCTIONALITY & SETTINGS
Added a new admin command, #ListDLCItems, which displays the blueprint names of spawnable items from a specified DLC pack.
For example, entering #ListDLCItems WoodlandHunterPack will list the spawnable items included in the Woodland Hunter Pack.
Note: DLC items can only be spawned in single-player if you own the corresponding pack.
Fixed a bug where restarting a server and exiting the game could bring back the old main menu.
Fixed a bug where items would become and remain irradiated even after the radiation setting was turned off.
VEHICLES
Fixed a bug where vehicles would sometimes fail to spawn in Sandbox mode.
Fixed a bug where vehicles would sometimes disappear when players moved away from them in Sandbox mode.
Fixed a bug where items stored in a tractor carriage would remain after the carriage was destroyed.
Fixed a bug where Barba could fail to spawn on the map.
WEAPONS
Fixed a bug where weapon magazines could clip through the character’s hands during the ‘Check ammo’ animation while prone.
Fixed a bug where the bow firing animation would not be properly replicated to other players if fired in quick succession.
Fixed a bug where the improvised flashlight was incorrectly placed on the M16A4 Apocalypso.
Fixed a bug where the M70 bayonet would be incorrectly positioned on the RPK.
Fixed a bug where arrows could be delayed and fall out of sync with the Manchu bow shooting animation.
Fixed a bug where the Hunter85 had an inconsistent name and description.
Fixed a bug where the aiming point on the BlackHawk crossbow would be offset.
Fixed a bug where bows sometimes couldn't nock arrows while leaning.
QUESTS
Fixed a bug where players would be unable to deliver quest items to a specific mailbox in Samobor.
LEVEL DESIGN
Fixed a bug where some terrain surfaces used incorrect properties.
Fixed a bug where players could build chests inside of a specific rock.
Fixed a bug where grape vines would flicker significantly.
Fixed a bug where the quest turn-in container would be floating.
Fixed a bug where rain would fall through the B0 bunker and persist even after a relog.
Fixed a bug where an invisible source of water in sector C4 would allow players to drink from it or fill containers.
Fixed a bug where a bullet hole visual effect would appear on barrels when they were hit with a melee weapon.
Fixed a bug where some doors in a building in sector D2 were locked and unusable, while other doors worked correctly.
Fixed a variety of level design issues, including inaccurate shadows, tree branches protruding through rocks, floating items, unnatural terrain shapes, and more.
Fixed a bug where graffiti decals would be projected onto nearby characters.
Fixed a bug where a wheelbarrow blueprint could be placed inside the C4 bunker.
Fixed a bug where players were unable to bury items across a large area of sector Z2.
Fixed a bug where the wooden beams inside the Hunter’s Grotto in sector A0 would not have any collision.
Fixed inconsistent signage in safe zones, where some signposts displayed ‘Hunting’ and others displayed ‘Hunter’.
Fixed a bug where the lamp mounted on the saloon in the Z3 safe zone was missing its textures entirely.
Fixed a bug where a quest box was placed directly behind the notice board in the radiation zone.
OTHER
Fixed a bug where Fire Rings and Bonfires were destroyed when used to light cigarettes, cigars, or spliffs.
Fixed a bug where the Sleeveless Shirt would clip through multiple other clothing items if equipped by a buff character.
Fixed a bug where eating while running would interrupt the player’s movement with every bite, causing them to repeatedly stop and speed up.
Fixed a bug where players could kill one another in a safe zone by driving planes into them.
Fixed a bug where the character’s arm would become deformed while drinking from the watering can.
Fixed a bug where drinking from a glass would cause the player to crouch and the drinking sound effect to loop indefinitely.
Fixed a bug where a player’s corpse could disappear after they respawned in Sandbox mode while using a DLC character.
Fixed a bug where the Raymond Cruz DLC character’s leg textures could be missing after death.
Fixed a bug where the male character’s arms could become deformed when wearing the SCUM shirt from the Supporter Pack DLC.
Fixed a bug where the Woodland Poncho’s textures could stretch unnaturally when the player jumped.
Fixed a bug where equipping both the Improvised Raincoat and Woodland Poncho would cause the character’s hair to disappear.
Fixed a bug where the Woodland Chandelier’s destruction visual and audio effects could repeatedly trigger when teleporting nearby.
Fixed a bug that limited players to one Woodland Hearth. You can now build as many as you need.
Fixed a bug where certain DLC base building elements could be spawned without owning the relevant DLC.
That’s it for July’s update!
Into the Wild continues through August and September, with more still to come.
Thank you for playing and for continuing to share your feedback.
Hey there prisoners! The July Into the Wild update is coming on Monday, July 20, and today we’re giving you a preview of what’s on the way. This update builds on the return of free-roaming animals with new Master Hunter Quests offering exclusive rewards, mutant animal variants, a
Hey there prisoners!
The July Into the Wild update is coming on Monday, July 20, and today we’re giving you a preview of what’s on the way.
This update builds on the return of free-roaming animals with new Master Hunter Quests offering exclusive rewards, mutant animal variants, and quality-of-life improvements. It also introduces a new tutorial experience set inside the TEC1 Conditioning Facility.
Before we get into the July update, we want to update you on the wider season.
When we first announced Into the Wild, we said it would run from May to July. Since then, the season has grown beyond the original three-month plan, so we’re extending it through August and September. That gives the team more development time and gives each update a little more room.
Across those next two updates, we’ll continue building on hunting, cooking, food systems, and fishing, with new challenges and further improvements still to come. The extra room also lets us bring the new TEC1 Conditioning Facility tutorial into July.
With that covered, here’s a closer look at what’s coming in the July update.
NEW TUTORIAL: TEC1 CONDITIONING FACILITY
We’re introducing a new tutorial experience for SCUM with the July update.
The TEC1 Conditioning Facility is built to help new players learn the basics before they’re dropped onto the Island. Existing players can access it too, so it isn’t only for first-time prisoners.
It’s a controlled survival training space where every lesson is watched, recorded, and turned into entertainment. It may be more concrete floor than forest floor, but under studio lights and TEC1 supervision, you’ll get some hands-on experience before the Island teaches you the harder lessons.
Outside the TEC1 Conditioning Facility, the wider tutorial system has also been reworked around a new in-game tutorial library. You can choose which tutorials to follow while you play and work through them at your own pace, rather than completing them in a fixed sequence.
The library combines familiar and new lessons across categories including Survival, Crafting, Metabolism, Economy, Base Building, and Hunting, making it easier to find what you want to learn and track what you’ve completed.
MUTANT ANIMALS
Mutated wildlife has been sighted across the Island. Mutant boar, wolves, and deer are tougher, stranger versions of familiar animals, and prisoners who want to hunt them will need to track them down.
The mutant boar and wolves hit harder and take more punishment than their regular versions. The mutant deer is more likely to bolt, so getting close enough to bring it down may be a challenge.
If you do manage it, mutant animals can drop unique loot alongside the usual animal materials. Bring the right weapon, and don’t assume the animal is the one in trouble.
MASTER HUNTER QUESTS & EXCLUSIVE REWARDS
The Master Hunter arrives at the Hunter’s Grotto in July, bringing three tiers of tougher quests and exclusive rewards.
These quests are where several Into the Wild systems and updates start coming together, including improved quest flow, free-roaming animals, tracking, bait, and kill quality.
The Regular Hunter continues to offer general hunting jobs and gear, while the new Master Hunter is where you’ll find tougher challenges, mutant animal hunts, and more valuable unlocks.
Alongside Fame, cash, gear, and discounts, Master Hunter Quests can also unlock exclusive items, including weapon charms and furniture recipes. These rewards are earned through quest progression, so prisoners who put in the work can unlock them by climbing the Master Hunter tiers.
CRAFTING, COOKING & BASE BUILDING UI UPDATE
The Crafting, Cooking, and Base Building interfaces have received a visual redesign, bringing them in line with the updated Inventory UI.
The new layouts make these menus clearer and more consistent to use, while laying the groundwork for future additions to these systems.
INVENTORY DROP ALL FUNCTIONALITY
The update also adds a new Drop All function, helping you clear space faster when you’re looting, sorting, or emptying a bag after a run.
Especially when you’re overloaded and something nearby is closing the distance.
MORE PRISONERS ON THE ISLAND
Official servers are currently testing an increase from 64 to 80 players, bringing more prisoners to the Island.
Recent optimization work has made the test possible, and we’ll be watching performance and stability closely throughout the week. If both remain strong, 80 players will become the new default with the July update. Otherwise, official servers will return to 64.
MORE IN THE JULY UPDATE
That’s the main focus for this preview, but it isn’t everything coming in July.
The full update also includes further work on animal behavior, balance changes, fixes, and quality-of-life improvements.
We’ll share the full patch notes when the update goes live on Monday, July 20.
Until then, let us know what you’re most looking forward to.
The Island is alive again. For a time, the forests were quiet, the fields felt empty, and the mountains belonged mostly to the prisoners brave enough to cross them. Not anymore. Tracks in the dirt. Movement beyond the treeline. A distant sound that makes you stop and look twice.
The Island is alive again.
For a time, the forests were quiet, the fields felt empty, and the mountains belonged mostly to the prisoners brave enough to cross them.
Not anymore.
Tracks in the dirt. Movement beyond the treeline. A distant sound that makes you stop and look twice.
Wildlife has returned to the Island, and the community already has plenty of new survival stories to tell.
The latest update has brought out some truly impressive hunters. Not that you weren’t impressive before. We just gave you more animals, tools and opportunities to prove it.
Here’s how prisoners have been experiencing the wilder Island.
First Encounters
The return of free-roaming animals means every journey can take an unexpected turn.
Yes, we said carcasses could attract unexpected predators. Apparently, that also applies when you’re dead inside.Anyway, made a new friend. 🐻
We had our fun with the first encounters on the Island, now it's time to see the real deal. Here’s how the community handled hunting with the return of free-roaming wildlife!
Patience and stealth are always the key to a successful hunt.
Now, let's take a look at what we call excessive overhunting. The chances of all this meat going bad are pretty high… unless you get yourself one of those bad-boy smokers we introduced not too long ago!
We’ve also heard rumours that the finest rare trophy-fish wall mounts may appear in the next showcase.
You know what to do.
Survival isn't just about about staying alive. It is about making the most of what you find.
This month, prisoners turned basic ingredients into proper meals, proving that SCUM survivors can occasionally cook something that doesn’t look suspicious.
With the new tombstone feature, we gave you the opportunity to honor just about anything and leave your mark across the Island. For the most part, you kept it respectful, and we appreciate that.
The harsh reality of SCUM: even Love, Hope, and Dreams didn't make it. RIP 🪦
Screenshots only tell part of the story. Here's some moments from the community that are better seen in motion.
Take a look at this sick castle built by Evatox! The perfect residence for the King of Hunters, it has it all: multiple rooms, a kitchen, a fireplace, great decor, a spacious yard, and most importantly - a 360° view for the ultimate hunting experience.
Hey there prisoners! Hot on the heels of the June update, we’re releasing a hotfix for the most pressing issues you’ve encountered out in the wild. You can view the full list of resolved issues and adjustments below. SERVER SETTING CHANGES Increased the maximum number of flags pe
Hey there prisoners!
Hot on the heels of the June update, we’re releasing a hotfix for the most pressing issues you’ve encountered out in the wild. You can view the full list of resolved issues and adjustments below.
SERVER SETTING CHANGES
Increased the maximum number of flags per person to 100.
Reduced the number of animals in the world by modifying the following settings:
Hey Prisoners, Free-roaming land animals are back! June’s Into the Wild update returns wildlife to the Island, along with a limited-time SCUM 1.0 Anniversary quest, trophy fish wall mounts, improvised cooking recipes, customizable tombstones, new custom server settings, fixes, an
Hey Prisoners,
Free-roaming land animals are back!
June’s Into the Wild update returns wildlife to the Island, along with a limited-time SCUM 1.0 Anniversary quest, trophy fish wall mounts, improvised cooking recipes, customizable tombstones, new custom server settings, fixes, and more improvements based on player feedback.
Watch the Free-roaming Animals Dev Diary
For a deeper look at the work behind free-roaming land animals, watch the Free-Roaming Animals Dev Diary, going live alongside this update:
As shared in the June Update Preview, this update includes a partial official server wipe.
Character progress, gold, and basic starting gear remain, while vehicles, bases, and all other items on official servers have been reset.
We know a mid-season wipe is disruptive, and we’re sorry for the impact on affected players. Going forward, our intention is to align planned wipes with the start of a season wherever possible, so players have clearer expectations around major resets.
With free-roaming animals back on the Island, wildlife is once again part of the world around you, rather than something you only encounter through a separate hunting flow.
This isn’t the old animal system being switched back on. Animals were previously removed for performance reasons, so bringing them back properly meant rebuilding the wildlife system around SCUM as it exists today.
Animals can now roam through the world instead of only appearing as part of a separate hunting flow. The hunting minigame has also been removed, so you now find, follow, and hunt animals directly in the world.
Under the new system, wildlife is shaped by where you are, what you can see, and what the world is doing around you. Biome populations, time of day, player distance, visibility, and Level of Detail [LoD] animal AI all play a role.
Not every animal needs to run in a fully active state all the time. Animals can move between lighter and fully active simulation states depending on distance, visibility, and nearby player activity. That means a hunt can begin with movement on a distant ridge, continue as you close the distance, and develop naturally instead of only starting when an animal is already nearby.
WILDLIFE ACROSS THE ISLAND
Animal spawning is biome-based
Now that free-roaming land animals are back in the world, wildlife spawns through biome-based populations. Mountains, forests, fields, and other areas can support different animals, giving each part of the Island its own wildlife profile.
Wildlife changes over time
Wildlife population updates happen throughout the in-game day, with time of day also influencing spawning. This helps the world respond more naturally as animals are hunted, replaced, or shifted across their biome population. An area that felt quiet earlier may not stay that way forever.
Animals persist beyond your immediate range
The new Level of Detail [LoD] system keeps wildlife present across the Island without every animal running at full server cost all the time. Animals can remain part of the world while far away or out of view, then move into a fully active state as you spot them, approach them, or move through the area.
HUNTING IN THE OPEN WORLD
Scouting is part of the hunt
Animals become part of the hunt when spotted at range through clear line of sight, with scope magnification letting this happen from farther away. Binoculars and scoped weapons now have a clearer role, giving you another reason to scan ridgelines, treelines, and open ground before moving in. Use foliage and line of sight to plan your approach before you close the distance.
Predators share the hunting ground
Because wildlife now exists through biome-based populations, prey and predators can move through the same areas. Scout before you move in, and stay aware of what else may be nearby. A bear beyond the treeline can end a hunt fast.
Carcasses can attract predators
Leaving a dead animal behind may draw nearby predators to the carcass. Every kill can create an opportunity, or a problem if you stay too long.
BUILDING ON FREE-ROAMING ANIMALS
Bait feeders now work with wildlife populations
Bait Feeders have been updated to fit the reworked wildlife population system. They can attract existing animals nearby, or spawn a suitable animal if there are none around, so using one should still feel rewarding.
Animal AI has moved to Behavior Trees
Animal AI now uses Unreal’s Behavior Tree framework, giving us a stronger base for improving behaviors, tuning animal-specific encounters, and supporting more varied wildlife threats in future updates.
Land animals are the focus for now
This update focuses on free-roaming land animals first, rebuilding tracking, hunting, predator behavior, and carcasses around animals that exist directly in the world. Puppets, NPCs, birds, and other world spawns are separate systems, but this work gives us a stronger foundation for future improvements across the Island.
Thank you, Public Alpha players
Thank you to everyone who took part in the Free-Roaming Animals Public Alpha. Your feedback helped us test the system under real server conditions, identify edge cases, and continue tuning how animals spawn, move, flee, die, and interact with the world.
This is a major foundation for wildlife in SCUM. As more players spend time with the new system, we’ll keep watching how it performs in live conditions and continue improving animal behaviors.
A hunter’s left a trail across the Island. Follow it, survive it, and you can earn the Carbon Hunter Ironpaw, an exclusive SCUM 1.0 Anniversary weapon skin recipe.
This limited-time quest runs until July 31 and can be started at the Hunter trader. No previous quest progress is required, so all prisoners can begin straight away.
With free-roaming land animals back on the Island, this quest gives you another reason to head into the wild, follow the diary pages, and prove yourself against the new hunt.
Once unlocked, the Carbon Hunter Ironpaw can be crafted using a Carbon Hunter and a toolbox, matching the crafting flow for other weapon skin variants.
TROPHY FISH WALL MOUNTS
Rare trophy fish can now be caught at select fishing spots. Carp, Tuna, Catfish, Pike, and Dentex can all be turned into decorative trophies for your base.
Trophy fish are separate from regular fish. Once caught, they can be chopped to collect the head, which can then be crafted into a decorative wall mount using a wooden plank and a sharp tool.
Put them on display and give your squad a reason to believe your fishing stories.
IMPROVISED COOKING RECIPES
We’ve added the first improvised cooking recipes, giving players a more flexible way to turn basic ingredients into a cooked meal.
You can now prepare:
Improvised Pasta Dish
Improvised Rice Dish
Improvised Soup
Improvised Stew
Unlike many existing recipes, improvised recipes are available by default and don’t require a cooking book to unlock. They also use simpler core requirements, then let you add a wider range of optional ingredients to improve the dish when you have more supplies.
Better ingredients still help, but you should now be able to cook something useful without needing a long list of exact items first.
TOMBSTONES
Players have asked for more ways to mark meaningful places on the Island, including memorials for members of their communities. This update adds a new craftable tombstone that can be placed in the world and customized with player-written text.
Use them for memories, warnings, threats, or whatever your squadmate did to deserve it. Try to keep the spelling mistakes to a minimum.
Tombstones are built from a blueprint recipe using stones and any hammer. Once placed and finished, hold F to add your chosen text, which will appear on the tombstone.
They can be placed anywhere that supports the blueprint, but they still need to be maintained. By default, tombstones decay after 30 days if left unattended, so prisoners will need to return from time to time to pay their respects.
Server owners can control how many tombstones each squad can build, from 0 to 100 per squad. Official servers use the default limit of 3 per squad.
Alongside the June Update, two new optional DLC packs are now available, continuing the Into the Wild theme. These packs are separate from the June Update content covered in these patch notes.
Specialist Archer Pack
Unlock snakeskin-themed specialist gear, charms, emotes, and camouflage patterns. View game page
Specialist Scout Pack
Unlock scout-inspired specialist gear, charms, emotes, and camouflage patterns.
This update adds new custom server controls for free-roaming animals, fishing spots, radiation, flag ownership, and tombstones, while removing older hunting settings that are no longer used by the new free-roaming wildlife system. Some vehicle settings have also been consolidated, with control moving into the relevant maximum vehicle settings.
FREE-ROAMING ANIMALS
Animals Allowed in World
[World] -> HUNTING
scum.AreAnimalsAllowedInWorld=True
Enables or disables free-roaming animals in the world.
Animal Global Density Multiplier
[World] -> HUNTING
scum.AnimalGlobalDensityMultiplier=1.000000
Controls the global animal density cap, increasing this value increases the total number of animals that can exist in the world.
Default: 1
Minimum: 0
Maximum: 25
Maximum Non-Virtual Animals in World
[World] -> HUNTING
scum.MaxNonVirtualAnimalsInWorld=800
Controls the maximum number of non-virtual animal actors that can be present in the world at once. Virtual animal population entries can exist beyond this number.
Default: 800
Minimum: 0
Maximum: 2500
Animal Population Representation Multipliers
[World] -> HUNTING
These settings control how strongly each animal type is represented within biomes where that animal is allowed to spawn. Values can be increased or reduced, and work in relation to the other valid animals in that biome.
Default for all populations: 1
Minimum: 0
Maximum: 100
For example, in a biome that can spawn bears and goats, increasing the bear multiplier or reducing the goat multiplier can both make bears more likely to appear compared to goats.
scum.BearPrevalenceMultiplier=1.000000
In-game name: BEAR POPULATION REPRESENTATION MULTIPLIER
scum.BoarPrevalenceMultiplier=1.000000
In-game name: BOAR POPULATION REPRESENTATION MULTIPLIER
scum.ChickenPrevalenceMultiplier=1.000000
In-game name: CHICKEN POPULATION REPRESENTATION MULTIPLIER
scum.DeerPrevalenceMultiplier=1.000000
In-game name: DEER POPULATION REPRESENTATION MULTIPLIER
scum.DonkeyPrevalenceMultiplier=1.000000
In-game name: DONKEY POPULATION REPRESENTATION MULTIPLIER
scum.GoatPrevalenceMultiplier=1.000000
In-game name: GOAT POPULATION REPRESENTATION MULTIPLIER
scum.HorsePrevalenceMultiplier=1.000000
In-game name: HORSE POPULATION REPRESENTATION MULTIPLIER
scum.RabbitPrevalenceMultiplier=1.000000
In-game name: RABBIT POPULATION REPRESENTATION MULTIPLIER
scum.WolfPrevalenceMultiplier=1.000000
In-game name: WOLF POPULATION REPRESENTATION MULTIPLIER
Maximum Flags Per Prisoner
[Features] -> BASE BUILDING
scum.NumberOfAllowedFlagsPerPlayer=10
Adds a server setting allowing admins to define how many flags each prisoner can own at a time. NOTE: scum.AllowMultipleFlagsPerPlayer needs to be enabled for this setting to work.
Default: 10
Minimum: 1
Maximum: 30
TOMBSTONES
Maximum Tombstones Per Squad
[Features] -> BASE BUILDING
scum.TombstoneMaxAmountPerSquad
Adds a server setting for controlling how many tombstones each squad can build.
Default: 3
Minimum: 0
Maximum: 100
CONSOLIDATED VEHICLE SETTINGS
The following vehicle-specific MaxFunctionalAmount settings are no longer available as separate settings. They have been consolidated into the relevant maximum vehicle settings for vehicles where MaxFunctionalAmount did not have a separate effect.
Server owners can still control the overall maximums for these vehicles through the max vehicle settings.
The following settings are no longer available in-game, many were tied to the previous hunting encounter setup and are not used by the new free-roaming wildlife system:
scum.PuppetLimpingEnabled - Replaced by setting ''Puppet limping health threshold'' to 0 scum.ArmedNPCLimpingEnabled - Replaced by setting ''Armed NPC limping health threshold'' to 0 scum.MaxAllowedAnimals scum.MaxAllowedHunts scum.AnimalWorldEncounterSpawnWeightMultiplier scum.HuntTriggerChanceOverride_ContinentalForest scum.HuntTriggerChanceOverride_ContinentalMeadow scum.HuntTriggerChanceOverride_Mediterranean scum.HuntTriggerChanceOverride_Mountain scum.HuntTriggerChanceOverride_Urban scum.HuntTriggerChanceOverride_Village scum.HuntFailureTime scum.HuntFailureDistance scum.NPCWorldEncounterSpawnWeightMultiplier scum.MasterServerEndpoints
CRASHES
Fixed a crash that could occur when opening the radial menu immediately after relogging.
Fixed a client crash that could sometimes occur when reskinning or destroying Woodland base building elements.
Fixed a client crash caused by opening the console or chat while in Drone mode.
EXPLOITS
Fixed and adjusted several sentry-related exploits that allowed unintended farming or looting.
Fixed an exploit that allowed players to farm animals, specifically bears, using the Animal Bait Feeder.
Fixed an infinite ammo box exploit where players could sell a 1/30 ammo box to a trader who did not already have that ammo box in stock, then buy back a 30/30 ammo box.
Fixed an issue where vehicles could be destroyed inside trader zones and other protected areas where explosive damage to vehicles is disabled. This could happen when a frag grenade was placed on the ground with the pin pulled, allowing nearby vehicles to be damaged despite protected zone settings.
PRIVATE SERVERS
Fixed an issue affecting private servers where players were unable to connect. This problem was linked to ICMP-related checks and has been resolved. Private servers should now function correctly out of the box with only standard port forwarding, without requiring additional firewall adjustments or workarounds.
HUNTING & COOKING
Added a fuel bar / gauge mechanic to meat smokers and other fire-based objects, similar to existing liquid, petrol, and propane indicators. The gauge now visually displays remaining fuel and updates as fuel is consumed.
Fixed an issue where placing fruit or seeds into a Bait Feeder could make them non-expirable and cause the Bait Feeder to produce smoke endlessly.
Fixed an issue where goats did not leave footprint trails.
Fixed an issue where does [female deer] could provide antlers. Only bucks [male deer] now provide antlers.
Fixed an issue where direct hits from RPGs and grenade launchers did not properly affect animal kill quality [these kills were functioning like a rifle shot]. Explosive impacts now correctly damage harvested resources.
Removed the redundant Search interaction from animals killed by a flamethrower, as flamethrowers do not fire recoverable projectiles.
Fixed an issue where flamethrower kills did not affect meat and skin condition correctly.
Fixed an issue where animals killed by vehicles or turrets retained 100% skin and meat quality.
Fixed an issue in Sandbox mode where smoked meat could disappear from the smoker after logging out to the main menu.
Fixed the incorrect ingredients in the Hot Chocolate recipe.
Fixed issues where Bait Feeders were not spawning animals as intended.
Fixed an issue where baits intended to spawn deer did not trigger any reaction when placed into the Bait Feeder in blue zones marked on the Island Wildlife Guide map.
Fixed an issue where Bait Feeders could spawn animals underwater when placed on shipwrecks, small islands, or underwater.
Fixed an issue where Bait Feeders placed in towns could sometimes cause animals to spawn inside buildings or become stuck in concrete.
Fixed an issue where boars could spawn on Bait Feeders placed inside caves.
Fixed an issue where animal loot degradation from bullet penetration was applied uniformly regardless of projectile type. Loot degradation now scales correctly based on projectile penetration values.
QUESTS & TASKS
The Bait Feeders hunting task has returned after being temporarily removed in the previous update. It has now been updated to work with the new free-roaming animal system, guiding players through placing a Bait Feeder, adding suitable bait, and using it to attract wildlife.
Quests now display more like tutorial tasks. Instead of showing the full quest sequence up front, the quest book now focuses on your current step, then reveals the next step once the current one has been completed.
Fixed an issue where the hunting task subtask “Place rabbit food inside the Bait Feeder” did not complete after placing the required rabbit food into the Bait Feeder.
Fixed an edge case where the hunting task subtask “Travel to a natural area with wild rabbits” could stop updating if the player reached the objective while inside a trader zone.
Renamed the first hunting tutorial task so it no longer shares the same title as the overall Hunting task category.
Fixed an issue where hunting tasks could not be abandoned once accepted.
Fixed an issue where items unlocked through quests did not reset their available purchase quantity correctly after partial purchases. Available quantities now reset to the intended full amount each time the quest is completed.
FISHING & FARMING
Fixed an issue where plants could sometimes not be watered in multiplayer sessions.
Fixed an issue where the Next Harvest timer was not displayed on plants when the server had accumulated a very high playtime value.
Fixed an issue where the gardening UI could report cold conditions and hindered plant growth even when the temperature was high.
Fixed an issue where the fishing rod could break and flail around while the fishing minigame was active, causing attached items to be lost.
Fixed an issue where water was not applied when watering crops, even after spilling a full can.
Fixed an issue where most fully grown tree-based plants could block interaction with nearby low-height plants due to branch collision or interaction traces. This affected all tree-based plants except orange trees.
Fixed an issue where Boilies fish bait appeared white in the in-game model while the inventory icon showed it as red. Boilies bait now appears red both in the inventory and in-game model, including when attached to a fishing rod.
WEAPONS
Weapon attachments can now be painted.
Fixed a visual bug where optics and rangefinders could flicker when aiming down sights.
Fixed an issue where PU scope range markings were cut off when used with the M1891. This also affected the Vampyr, SpektralDR, and P223 scopes.
Fixed a small visual issue with incorrect colors on the Wushu Spear tassel.
Fixed an issue where a nocked arrow was sometimes not visible to nearby players after firing and nocking another arrow.
Fixed an issue where thrown knives could hit puppets, NPCs, and players but fail to attach to the target. Thrown knives now properly stick to the target and remain visibly attached to the body or equipment. Affected knives include Bushman, Shuriken, Scout Black, Scout White, Hunter, and Kunai.
Fixed inconsistent caliber naming in weapon descriptions for weapons using .30-06 ammunition. Relevant weapons now use consistent .30-06 naming.
BASE BUILDING
Fixed an issue where Wall Squad Emblem Flags [Improvised and Premium] could be placed over wall-mounted weapon racks, lamps, and trophies, causing them to clip.
Fixed an issue where destroying L-shaped twig stairs could also destroy advanced doors.
Fixed an issue where the Improvised Chandelier context menu showed Remove Current Skin instead of Apply Skin. Also fixed an issue where Remove Current Skin did not work on the Woodland Chandelier.
Fixed an issue where the Improvised Chandelier could transform into a Woodland Chandelier after relogging in Sandbox mode.
Added a decorative lit hearth to the Woodland Furniture Pack.
Fixed an issue where the base building destruction log displayed internal in-game names.
Fixed an issue where base building element names and hints were not translated in context menus for Chinese and Simplified Chinese.
Updated and improved visuals for base building placement meshes.
TRADER
Aligned the Hunter trader naming convention across the game. He is now referred to as the Hunter consistently.
Fixed multiple Ghillie suit items at the Armorer sharing the same display name. Each item is now correctly named.
Fixed an issue where items from subtasks added to the Hunter trader cart could have their quantity increased, but could not be reduced or removed afterward.
Fixed an issue where the driving glove icon at the trader showed fingered gloves, but fingerless gloves appeared after purchase.
Fixed an issue where MREs did not appear in the Armorer trader’s stock after being sold to him.
Fixed an issue where the Hippie Shirt #2 icon in the General Goods trader menu showed the wrong item.
Fixed a missing comma in economy.json after the prices-subject-to-delta line, which could cause issues for players modifying traders.
UI
Fixed an issue where item icons could change size when placed into a Quick Access slot already used by another item.
Fixed UI overlap issues in cooking recipes with many possible ingredients, where expanded main and optional ingredient lists could extend through the Back button without being scrollable.
Fixed an issue where the plucked chicken icon incorrectly showed a liquid capacity UI element.
Fixed a blurry Biker Leather Jacket icon.
Replaced weapons displayed around the Armorer trader that could no longer be bought from the trader.
Fixed an issue in Sandbox mode where the liquid progress bar did not update correctly, showing liquid remaining while the ‘Check’ interaction reported that the container was empty.
Fixed an issue where ‘Bone’ was listed multiple times in the Possible Ingredients section for the Meat Soup recipe.
Fixed an issue with the Grilled Veggie recipe where the interface always showed Bell Pepper regardless of which vegetable was used.
Fixed an issue where opening chat while the weapon malfunction UI was active, or vice versa, caused the mouse cursor to behave incorrectly. Chat input is now blocked while the weapon malfunction UI is displayed.
ANIMATION
Fixed a misaligned first-person view when holding the Bait Feeder.
Adjusted grip animations for the Skinning Knife and Blackhawk Crossbow.
Fixed bottles clipping through the prisoner’s face while drinking beverages in first-person perspective.
Fixed several bottle holding and drinking animation issues where certain drinks could clip through the hand when using Drink or Drink All. Fixed an issue where the hand could clip through bottles while holding or drinking from them.
AUDIO
Fixed a sound and video effect issue that triggered at the start or cancellation of the Destroy action on some reskinned base building elements, instead of when their destruction finished.
Fixed an issue where footsteps on tree stumps used the wrong surface sound, making them sound like concrete.
Added humming sound effects to wind turbines and electro houses.
Fixed an issue where subtitles would only appear briefly when voice line volume was set to 0. Subtitles now remain visible correctly.
GRAPHICS
Improved bottle visuals and liquid effects. Fixed an issue where spilled liquids from bottles, canisters, and other containers always used the same visual color regardless of the liquid being poured out. Spilled liquid color now matches the liquid inside the container.
Fixed an issue where ocean reflections shifted noticeably when moving the camera left and right.
Fixed an issue where some post-process effects were left enabled when no post-process should appear on screen.
Fixed an issue where glass surfaces, drinks, rain puddles, and other liquids could appear to glow or emit light in dark environments, especially in low-light areas such as abandoned bunkers.
LEVEL DESIGN
Fixed an issue where rain could pass through bunkers in B0 and D4 after relogging.
Restored a missing section of river in the C0 sector.
Fixed multiple places in the Hunter’s Grotto where players could get stuck. Added collision to the painting in the Hunter’s Grotto.
Fixed dozens of level design issues, including trees growing through rocks, low-resolution rock and snow textures, floating assets, assets clipping through each other, missing textures, sharp terrain transitions, disappearing shadows, incorrect door collisions, and misplaced snow textures on rooftops in the Z sector.
OTHER
Players can now paint chests regardless of flag area restrictions, including chests with locks and chests placed outside a flag area.
Fixed a Sandbox mode issue where a player’s corpse could disappear after respawning and returning to the corpse’s location.
Fixed an issue where colliding or overlapping with an animal while in a vehicle could cause the camera to snap upward. This affected cars, bikes, RIS, and all animals except wolves.
Fixed an issue where headlamps could appear turned on in third person, to other players, or in photo mode, even when they had no batteries and were actually turned off.
Fixed an issue where the player’s torso could display incorrectly in the character creation mugshot, causing the body skin tone to not match the head and neck, or causing missing textures.
Fixed an issue where a player standing on a vehicle could appear in an incorrect position to another player moving outside the vehicle’s streaming or render range.
Fixed incorrect item parameters on the Snow Deluxe Inmate Hoodie.
Fixed an issue where players could turn on the Metal Detector while it was in a holster slot.
Fixed an issue where player corpses could disappear while the killed player was waiting on the respawn screen. The corpse would reappear when the killed player respawned or closed the client.
Fixed an issue where drink items could not become irradiated.
Fixed an issue where male character body attributes [8/5/5] could clip through the Sleeveless Shirt and other affected clothing items, including Military Shirt, Police Shirt, Woodcutter Shirt, Inmate Shirt, Hospital Shirt, and Vintage Jail Shirt.
Fixed an issue where puppets and armed NPCs attempted to navigate through doors inside the airport building that are not usable or traversable. They now use only valid paths.
Fixed incorrect values in the descriptions for large POI character spawn and respawn distances.
KNOWN ISSUES
We’re continuing to track a few known issues and will keep rolling out fixes and tuning after release:
Large animal turning behavior may feel too aggressive in some encounters.
Animal tracks may appear on some hard surfaces, including cement roads.
Some animals may not always take damage as expected from firearms or headshots.
Animals viewed through scopes may sometimes remain in their far-distance Level of Detail [LoD] state instead of updating correctly.
Tombstone inscription text may overflow or wrap awkwardly in some cases.
Some item icons may disappear or display incorrectly in specific blueprint or quest item interactions.
Some item paint or attachment visuals may not apply correctly in specific cases.
Items inside quivers or holsters may become invisible after being recovered from a corpse in multiplayer. Relogging should make the items visible again.
That’s it for June’s update!
Into the Wild continues in July, with more work focused on helping prisoners find their footing and discover new reasons to push deeper into the Island.
Thank you for playing, sharing your feedback, and sticking with us as SCUM keeps moving.
// UPDATE // The June Into the Wild update is now scheduled for Tuesday, June 30. We’re moving the update by one day so the team can take extra time for final checks and fixes before release. Thanks for your patience. We’ll share the full patch notes when the update is live. ___
// UPDATE //
The June Into the Wild update is now scheduled for Tuesday, June 30.
We’re moving the update by one day so the team can take extra time for final checks and fixes before release.
Thanks for your patience. We’ll share the full patch notes when the update is live. ___
Prisoners,
We’ve released a new Alpha Playtest build for free-roaming animals.
Thank you to everyone who has already jumped into the Alpha Playtest and shared feedback. Your reports have helped the team identify issues, validate fixes, and better understand how free-roaming animals behave outside internal testing.
If you’re able to spend some time in the Alpha Playtest, this latest build gives the team more to learn from. Free-roaming animals behave differently across servers, locations, times of day, player counts, and playstyles, so continued testing helps us validate fixes and spot edge cases before the system moves closer to release.
This build focuses on improving animal behaviour, population updates, death states, performance, and some of the issues reported during recent tests.
CHANGES IN THE LATEST PUBLIC ALPHA [JUNE 25TH]
This Public Alpha update focuses on animal perception, bait feeders, movement, combat behavior, audio, and performance improvements.
Animal & Hunting System Updates:
Added a new animal perception system that takes animal type and player camouflage into account
Added animal reactions to nearby projectile impacts, affecting alert, investigation, flee, and hostile behaviors
Improved how distant animals activate as players approach, reducing cases where animals appear too late when traveling at higher speeds
Improved line-of-sight checks for animal behavior
Updated underlying hunting system logic to support more consistent animal population and bait feeder behavior
Bait Feeder Updates:
Improved bait feeder spawning behavior
Improved spawning balance around bait feeders
Animals should no longer spawn behind players when using bait feeders
Animals should now move closer to bait feeders more reliably
Fixed an issue where bait feeders could stop working correctly after a failed animal spawn attempt
Fixed bait feeder food not expiring correctly
Fixed a bait feeder crash that could occur when placing unsupported food during specific food requirements
Animal AI & Combat Updates:
Improved how animals observe and respond to points of interest
Fixed cases where predators could fail to notice prey
Refactored animal charge and close-attack behavior
Bears should now perform close attacks correctly
Improved attack checks for wolves, bears, boars and goats
Reduced goat head damage
Improved animal behavior pacing to reduce overly frequent resting actions
Animals should no longer flee by turning toward threats
Fixed cases where goats and boars could get stuck in attack aggro
Fixed cases where animals could continue targeting dead players or animals
Fixed an issue that could prevent animals from reacting to players
Fixed cases where animals could be frightened by other animals that should not be seen as threats
Fixed cases where animals could fail to detect players or other animals after their perception was reactivated
Animal Movement & Tracking Updates:
Fixed cases where animals could get stuck after fleeing
Fixed cases where animals could enter safe zones
Fixed cases where animals could move toward invalid locations
Fixed cases where inactive or distant animals could fail to find a valid ground location
Improved animal movement speed setup
Added new movement logic to help animals move closer to targets
Fixed goat footprint trails not appearing
Fixed cases where animals could collide with the player camera
Audio, Animation, & Performance Updates:
Fixed cases where inactive or distant animals could still trigger sounds
Added additional safeguards for animal sounds, including footsteps, to help prevent audio-related performance issues
Adjusted wolf howl volume
Added a flesh-cutting sound effect
Fixed various animal animation issues
Continued performance optimization work, including improvements to animal population performance
This is still an Alpha Playtest, so some behaviours will not be final. Flee behaviour, bait feeder interactions, animal population, and predator response are all areas we are continuing to test and improve.
CHANGES IN PREVIOUS PUBLIC ALPHA [JUNE 17TH]
Animal population now updates throughout the in-game day, rather than only updating when day / night changes
Bait feeders have been updated to work with the new population system, attracting existing animals or spawning a new animal if there are none around to ensure the player is rewarded for using them
Further iteration on flee behaviour, which should reduce some stuck-animal cases
Animals can now die correctly while moving between different behaviour states
Fixed several animal death-flow issues, including cases where animals could appear dead but remain standing
Dead prey animals now attract predators in a similar way to bait feeders, but they won't spawn new animals
Fixed cases where animals could spawn in water
Fixed cases where animals would run into water
Continued performance optimization work
JOIN THE FREE-ROAMING ANIMALS PUBLIC ALPHA
Free-Roaming Animals: Public Alpha is now live.
Free-roaming land animals need to feel right across the whole island, not just in controlled internal tests. That includes animal density, hunting flow, predator and prey encounters, server performance, and the kind of issues that only show up when more players are out there together.
That’s why we’re opening this build early. You can try the feature before the June update goes live, and your feedback will help us tune how free-roaming wildlife feels before release.
How To Access the Public Alpha
You can access the Public Alpha through Steam:
Open your Steam Library
Right-click SCUM
Select Properties
Open the Betas tab
Select the Public Alpha branch
Once you are on the Public Alpha branch, join one of the available Public Alpha servers listed below.
Public Alpha Server List
SERVER NAME
ADDRESS
SCUM Server Official Public Alpha 1 Canada
51.222.255.64:7042
SCUM Server Official Public Alpha 1 US Central
79.127.244.247:7042
SCUM Server Official Public Alpha 1 US East
79.127.223.71:7042
SCUM Server Official Public Alpha 2 US East
79.127.219.101:7082
SCUM Server Official Public Alpha 1 Europe
5.9.115.49:7122
SCUM Server Official Public Alpha 2 Europe
5.9.115.49:7142
SCUM Server Official Public Alpha 1 Asia
15.235.181.208:7082
SCUM Server Official Public Alpha 1 Australia
51.161.198.166:7082
Important Notes
This is a Public Alpha build, so you may run into bugs, performance issues, balance issues, crashes, or odd animal behaviour.
If you play single-player, please back up your save files before switching branches.
Public Alpha server files will not be available for private server owners. This test is focused on Official Public Alpha servers so the team can collect the logs, crash dumps, and live data before release.
Feedback
We’ve opened up dedicated Discord channels for discussion and reports.
We’ve also pinned a structured feedback survey, so you can tell us how the new wildlife feels after spending time with it.
Please keep reporting issues, odd behaviour, performance problems, and anything that feels off while testing.
Free-roaming animals arrive in the full Into The Wild June Update on Monday, June 29th.
Thank you to everyone helping us bring free-roaming animals back to the Island.
// UPDATE // The June Into the Wild update is now scheduled for Tuesday, June 30. We’re moving the update by one day so the team can take extra time for final checks and fixes before release. Thanks for your patience. We’ll share the full patch notes when the update is live. ___
// UPDATE //
The June Into the Wild update is now scheduled for Tuesday, June 30.
We’re moving the update by one day so the team can take extra time for final checks and fixes before release.
Thanks for your patience. We’ll share the full patch notes when the update is live. ___
Hey there, Prisoners!
Free-roaming animals are coming back to SCUM with the second Into The Wild update, going live on Monday 29th June.
This update continues our run of hunting, fishing, farming, cooking, and wilderness survival changes, with free-roaming wildlife as the focus of this preview.
Today, we’re opening a Free-Roaming Animals Public Alpha so players can try the feature early and help us tune it before release. More details on that below.
Important: June's update will include a partial wipe of official servers.
Character stats and gold will not be wiped. Bases, gear, and supplies on official servers will be cleared, so you can sell off gear and supplies before the update and use that gold again after the wipe.
Partial wipes will not be enforced on private servers. Moving forward, our aim is to line official server wipes up with the start of each new themed update cycle.
Now, here’s a look at what’s coming!
SETTING THE ISLAND'S WILDLIFE FREE
One of the biggest pieces of work coming in the June update is the return of free-roaming animals to the island.
We know how much this matters to players, and to the feel of SCUM. Wildlife makes every journey across the island feel more alive and gives hunting a more natural rhythm.
SCUM has had free-roaming animals before but bringing them back properly has meant more than switching the old system on again.
The earlier version came with a real server performance cost. Every active animal adds work for the server, alongside players, puppets, vehicles, bases, loot, traps, combat, travel, and everything else happening across the island. As SCUM has grown, that cost has become even more important to solve properly.
To support their return, the team has been working to create more server headroom and reduce the load animals place on the server. That means wildlife can exist more naturally across SCUM without putting the same pressure on the server at every distance.
Close to players, animals need the behaviours and reactions that make an encounter feel believable. Further away, they can keep moving through the island in a lighter state, while the server focuses more detail where it matters most.
Wildlife should feel like it is already out there, not just appearing when you start a hunt or place bait. That means quiet stretches still matter, alongside distant movement, spotting tracks, and moments where you hear something nearby before you ever see it.
Hunts should start to take more unexpected turns, with prey and predators crossing paths, and carcasses potentially attracting the wrong kind of attention. That mix helps make SCUM’s wilderness feel alive.
We’ll share a deeper look when the update goes live, including how the team approached this work.
JOIN THE FREE-ROAMING ANIMALS PUBLIC ALPHA
Free-Roaming Animals: Public Alpha is now live.
Free-roaming land animals need to feel right across the whole island, not just in controlled internal tests. That includes animal density, hunting flow, predator and prey encounters, server performance, and the kind of issues that only show up when more players are out there together.
That’s why we’re opening this build early. You can try the feature before the June update goes live, and your feedback will help us tune how free-roaming wildlife feels before release.
How To Access the Public Alpha
You can access the Public Alpha through Steam:
Open your Steam Library
Right-click SCUM
Select Properties
Open the Betas tab
Select the Public Alpha branch
Once you are on the Public Alpha branch, join one of the available Public Alpha servers listed below.
Public Alpha Server List
SERVER NAME
ADDRESS
SCUM Server Official Public Alpha 1 Canada
51.222.255.64:7042
SCUM Server Official Public Alpha 1 US Central
79.127.244.247:7042
SCUM Server Official Public Alpha 1 US East
79.127.223.71:7042
SCUM Server Official Public Alpha 2 US East
79.127.219.101:7082
SCUM Server Official Public Alpha 1 Europe
5.9.115.49:7122
SCUM Server Official Public Alpha 2 Europe
5.9.115.49:7142
SCUM Server Official Public Alpha 1 Asia
15.235.181.208:7082
SCUM Server Official Public Alpha 1 Australia
51.161.198.166:7082
Important Notes
This is a Public Alpha build, so you may run into bugs, performance issues, balance issues, crashes, or odd animal behaviour.
If you play single-player, please back up your save files before switching branches.
Public Alpha server files will not be available for private server owners. This test is focused on Official Public Alpha servers so the team can collect the logs, crash dumps, and live data before release.
Feedback
We’ve opened up dedicated Discord channels for discussion and reports.
We’ve also pinned a structured feedback survey, so you can tell us how the new wildlife feels after spending time with it.
We’re especially interested in how wildlife feels across the island, and anything that feels too frequent, too quiet, too punishing, or not quite right yet.
MORE IN THE JUNE UPDATE
Free-roaming animals are the focus of this preview, but they're not the only thing coming in this update. June will also bring Trophy Fish Wall Mounts, a Hunting Fundamentals task, bug fixes, balance updates, quality-of-life improvements, and more Into The Wild changes.
We’ll share the full patch notes when the update goes live on Monday 29th June.
May started this run of updates, June continues it, and July will keep building on it.
Happy Wednesday, Prisoners! As you’ve guessed already - a new showcase is on the menu today, alongside other things! Enjoy! When you open a pack of gum in class. Link to original How iron deficiency looks in puppets. Link to original Ayyy, Tequila! Link to original Stop horsing a
Happy Wednesday, Prisoners! As you’ve guessed already - a new showcase is on the menu today, alongside other things! Enjoy!
Hey there prisoners! We have another hotfix incoming featuring some very welcome quality of life improvements and bugfixes so make sure to check out what we have in store for you! Performance and bug fixes Fixed an issue where performance would drop and disconnects could occur wh
Hey there prisoners!
We have another hotfix incoming featuring some very welcome quality of life improvements and bugfixes so make sure to check out what we have in store for you!
Performance and bug fixes
Fixed an issue where performance would drop and disconnects could occur when opening chest full of guns with attachments
We also made sure to fix an issue where logging in while you have certain quests active would result in your character loading in naked and subsequent disconnects. Yikes. In any case, you should see significantly fewer disconnects from the game that were caused by quests.
Fixed an issue where the player's corpse would disappear after respawning in Sandbox mode.
Takedown and Recurve bows had an offset animation when firing an arrow. It is fixed now!
We fixed an issue where the idle SFX for the deer would play even when the animal is dead if it was killed while the SFX was playing.
We removed the option for the Hunter's blind to be picked up. The interaction was visible even though it was never intended to be added, so we removed it completely.
While on the topic of interactions, there was an issue where the ''Remove Current Skin'' interaction did not work on the Woodland Chandelier. It is fixed now!
There was a bug where players could pick up an active animal bait feeder. It is now fixed.
The Hippie Shirt 02 had a wrong icon attached to it at the General goods trader. Also fixed.
Trader prices for certain items (such as the Laika and WW vehicles, as well as other vehicle-related items) were way too low. The prices are right now!
Sometimes the character would ragdoll and fall through the terrain when teleporting. No more!
Quality of life improvements
There was an issue with the sorting inventory option where selecting the “sort by type” option, items would indeed be sorted by their type, but if the player had a lot of different items from the same type, they would all be jumbled. Now, same items of the same type get neatly placed next to one another when you opt to sort them!
Base Building Expansion Kits are now have an unlimited stock at the General goods trader!
We made a change to filling placeable crafting recipes! To explain this, we'll use the Improvised fireplace as an example. Before, when you wanted to craft a fireplace, rags would be offered to be added to the recipe, and there would be no other way to select i.e. tinder even though it could be sitting right next to it. Now, filling the crafting recipe adheres to the following logic:
Item in hands
Items that are selected in the inventory/vicinity
Default item
The Woodland DLC items can now be both bought at the trader and crafted using their parent items as base + other items depending what is being crafted. The crafted item inherits durability from the base crafting recipe item at a 1:1 ratio. Trader prices of the Woodland DLC items have been adjusted to their crafting recipe base item for preventing the exploits of crafting and selling them for big profit. Their crafting recipes can be found in the Crafting → Cosmetics → DLC section with their appropriate icons. Also, their buy and sell prices have been fixed.
We also created a crafting recipe for the DLC Poncho, meaning that it can now be easily obtained through the crafting menu.
Known issues
Also, just wanted to let everyone know that we're very much aware of the issue where player corpses would disappear when the killed player is waiting in the respawn screen, and that this will be fixed with the upcoming update that we'll be releasing later this month!
Also, we're aware that the hunting task is not working properly, so we decided to remove it altogether and return it with the upcoming update when we get it up and running properly!
As always, if you've encountered anything else that requires our attention, please let us know via the following channels:
Happy Tuesday, Prisoners! Recently, we launched Into the Wild , and today we get to see how you handle it firsthand. Sit back and relax, and enjoy some Into the Wild content. Glad to see that the farming rebalance worked well for you. 🍀 Link to original The guide can help you fi
Happy Tuesday, Prisoners! Recently, we launched Into the Wild, and today we get to see how you handle it firsthand. Sit back and relax, and enjoy some Into the Wild content.
Glad to see that the farming rebalance worked well for you. 🍀
Hey there prisoners! Hot on the heels of the latest update, we’re releasing a hotfix for the most pressing issues you’ve encountered over the past week. You can view the full list of resolved issues and adjustments below. Connectivity & Server Access Fixed an issue where the
Hey there prisoners!
Hot on the heels of the latest update, we’re releasing a hotfix for the most pressing issues you’ve encountered over the past week. You can view the full list of resolved issues and adjustments below.
Connectivity & Server Access
Fixed an issue where the max lag check was too aggressive, preventing some players from accessing servers.
Fixed an issue where SteamID mismatches could cause connectivity issues for players.
Fixed a client crash tied to weapon holsters.
Temporarily disabled SDSpeechTools while we investigate crashes affecting some older CPUs. SDSpeechTools is a speech-to-text component intended to support future accessibility features.
It intentionally uses a local model so voice data does not need to be sent to third parties, and is not used to collect or store player voice data.
Quests & Performance
Reworked the hologram quest object system to reduce the number of network objects. Hologram quest objects now spawn client-side only, with the server checking them when players interact with them.
Fixed an issue where trader discounts obtained as quest rewards were not working.
Smoking, Cooking, & Food Balance
Rebalanced the experience gained from smoking meat, as it was granting too much experience.
Fixed an issue where players could remove meat from the smoker and gain the same amount of experience as if it had completed the full smoking process.
We've increased the overcook time for smoked items. Before, overcooking your meat for just 2 minutes would make it unusable and would despawn it. Now, that overcook time has been increased to 6 real-life hours.
Fixed an issue where the smoker would lose health when repaired through the flag.
Smokers can no longer become bad quality and can now always be repaired beyond 50%.
Fixed an issue where the item was missing from the kitchen basin recipe.
DLC Gear & Trader Adjustments
Reduced the trader price of the Hunter Bow and set its draw weight to 35.
Reduced the trader price of the Woodland Quiver, and adjusted its weight capacity and inventory slots - it now matches the Military Quiver.
Set the Woodland DLC item stock to unlimited at the Hunter trader.
Reduced the Poncho warmth level from 4 to 1.
Visual & Item Fixes
Fixed an issue with the arrow socket mismatch on the Woodland Quiver when worn by a female prisoner.
Fixed a visual issue on the bait feeder where the front latch could be missing.
Fixed an issue where the bait feeder would be offset while the character is holding it in their hands.
Fixed an issue where the metal detector had an incorrect interaction hint for resources, wrongly requiring gasoline.
Fixed an issue where the metal detector was missing the “Take in hands” interaction when not already held.
Fixed an issue where treating an infected wound with alcohol would consume the whole bottle.
Fixed an ammo box exploit where selling a 1/30 ammo box to a trader who did not already have that specific ammo box in stock could allow players to buy back a 30/30 ammo box.
Fixed an issue where an item placed in a weapon holster would not be visible in the main menu.
Also fixed an issue where turrets would enter broken audio/animation state after generator power loss followed by powering it up again.
Fixed an issue where the Dinghy could not be properly purchased.
A quick note on Woodland Hunter items: they are not craftable in this hotfix, but this is planned for next week’s hotfix. Once that update is live, you’ll be able to craft them and find their recipes in the crafting menu.
If you've encountered anything else that requires our attention, please let us know via the following channels:
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 the
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.
To help every prisoner step into the wild, all existing and newly created characters will receive a temporary boost to their Archery and Awareness XP gain for the duration of Into the Wild.
Archery helps with bow reload speed and access to stronger bows. Awareness improves your ability to hear animals in Focus Mode and unlocks a compass at the top of your screen at higher levels.
Because Into the Wild is focused on hunting, tracking, and wilderness survival, we wanted everyone to feel a little more prepared for that side of SCUM while the season is live.
The bonus is active by default throughout the season.
Hunter's Grotto
A familiar place just got a lot more interesting. Tucked within the Island's existing outposts, the Hunter's Grotto is a dedicated corner for those who stalk the wilderness for sport, survival, and glory. A curated selection of hunting supplies is now right where you need it - no detour required.
It's a gathering point. A place to swap stories with fellow hunters, forge unlikely alliances with strangers, and pick up some of the most challenging quests the Island has to offer. Some hunts are too dangerous to tackle alone - and the Grotto is where you find the people crazy enough to join you.
Animal Trail Generation
The hunt is getting easier to read! Animals can now leave visible tracks after appearing during a hunt, giving you a trail to follow as you pursue them. For this update, tracks work within the existing hunting system: hunts still begin with hunting clues, then Focus Mode can help reveal an animal’s trail after it appears. Awareness affects how easy those tracks are to read.
This is an early step toward one of our bigger goals: bringing animals back across the Island in a future Into the Wild update, supported by a new system built for better performance.
Bait Feeder
Found in hunting towers, shops, and around farmland, or purchased outright, the Bait Feeder is a deployable container you can slot with a single food item to attract animals to a set location. Different bait draws different animals, so knowing what roams your local biome is half the battle.
Once placed and loaded, the game checks whether a compatible animal can actually spawn in the area, which means where you set it up matters just as much as what you put inside it. Rather than chasing prey across the map, you can use the Bait Feeder to establish a reliable hunting spot and let the wildlife come to you.
Kill Quality Influences Meat Quality
The quality of meat and materials you get from a kill now depends on how you take the animal down. In other words, where you hit it, and what you hit it with, now both play a big role. The aim of this system is to reward players who gear up properly and aim carefully.
If you want the best yield out of every animal, it pays to consider what you're hunting for and what kind of gear you use for hunting before you pull the trigger (or release your arrow).
Smoker
Have way too much leftover meat from your last hunt and worried that it'll go bad?
Fret not, we've got you covered! The Smoker is a new base building element designed to help you preserve 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
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
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.
Dynamic Fish Activity
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
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.
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.
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.
These packs are optional and separate from the free update content listed above.
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] -> FEATURES - SKILLS
scum.EnableSelectedSkillsPromotion=True
Enables or disables experience gain boosts for skills related to the current campaign.
Smoker Limits Per Flag Area
[Features] -> FEATURES - BASE BUILDING
scum.SmokerMaxAmountPerFlagArea=-1
Determines the maximum number of Smokers allowed per flag area.
Default: 5
Minimum: 0
Maximum: 10
Smoker Increased Decay Threshold
[Features] -> FEATURES - BASE BUILDING
scum.SmokerStartDecayingIfFlagAreaHasMoreThan=-1
Determines how many Smokers can be placed in a flag area before they start decaying at an increased pace.
Default: 5
Minimum: 0
Maximum: 10
Fishing High Activity Zone Rotation
[World] -> WORLD - HUNTING
scum.FishingHighActivityZoneRotationTime=-1.000000
Determines 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!
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.