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PRISONERS! Your weekly PSA on the development of the game is about to drop. Enjoy your read!


The programmers are mainly focused on clearing that infamous backlog of bugs—and you’ll be pleased to hear that the list of these pesky critters is steadily shrinking. More specifically, improvements have been made to the encounter manager, along with various graphical and localization fixes. On top of that, several changes and improvements have been applied to tutorial tasks. While there may not be a ton of flashy new things to show right now, we can't stress enough how hard the team is working on bugfixing and ensuring the launch is polished and ready for version 1.0.

The same can be said for the level designers—they’re heavily focused on bugfixing as well. Specifically, they've been working on adding group spawners for NPCs, tractor vehicle attachments to the map, distant LODs for landscape foliage, and reworking asphalt and landscape roads.

The animators are also putting their efforts into bugfixing, polishing weapon animations and grips, and making some adjustments to the tractor.
The hard surface team’s primary focus last week was—you guessed it—bugfixing.
The soft surface team is still preparing assets for the trailer and, like the rest of the team, focusing on overall bugfixing.
The 2D team has made improvements to the criminal record screen.

The sound team is focused on bugfixing as well, particularly Deena’s voiceovers and environmental sounds.

QA is doing what QA does best—nothing new to report there.

The game designers have been making changes to the codex, adding new entries, creating loot tables for armed NPCs, and developing new Deena tasks to improve the onboarding process for new players.
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Now, onto your feedback from last week's transmission:
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This marks the end of the update. For more SCUM content, make sure to keep an eye out on the following platforms:
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X/Twitter[x.com]
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The programmers are mainly focused on clearing that infamous backlog of bugs—and you’ll be pleased to hear that the list of these pesky critters is steadily shrinking. More specifically, improvements have been made to the encounter manager, along with various graphical and localization fixes. On top of that, several changes and improvements have been applied to tutorial tasks. While there may not be a ton of flashy new things to show right now, we can't stress enough how hard the team is working on bugfixing and ensuring the launch is polished and ready for version 1.0.

The same can be said for the level designers—they’re heavily focused on bugfixing as well. Specifically, they've been working on adding group spawners for NPCs, tractor vehicle attachments to the map, distant LODs for landscape foliage, and reworking asphalt and landscape roads.

The animators are also putting their efforts into bugfixing, polishing weapon animations and grips, and making some adjustments to the tractor.
The hard surface team’s primary focus last week was—you guessed it—bugfixing.
The soft surface team is still preparing assets for the trailer and, like the rest of the team, focusing on overall bugfixing.
The 2D team has made improvements to the criminal record screen.

The sound team is focused on bugfixing as well, particularly Deena’s voiceovers and environmental sounds.

QA is doing what QA does best—nothing new to report there.

The game designers have been making changes to the codex, adding new entries, creating loot tables for armed NPCs, and developing new Deena tasks to improve the onboarding process for new players.
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Now, onto your feedback from last week's transmission:

- Prefab houses and bases currently don’t have working plumbing or sewage systems, which would make toilets pointless. However, adding outhouses as a base-building feature is a cool idea—they wouldn’t require plumbing. 😄 Workout mechanics aren’t planned at the moment, but it’s a great suggestion and definitely not off the table.

- Unfortunately, there’s no way to modify loot spawns without editing the .ini files. We might add these settings in-game at some point, but there are currently no plans for that. In the meantime, here’s the link to the document[t.co] that explains how to modify loot spawning on your server.

- There are currently no plans to officially support VR mode for the game. That said, we've seen some unofficial solutions that allow players to experience the game in VR—you’re welcome to check those out.

- We understand your frustration, and you’ll be happy to know that the animation for entering and exiting vehicles has been modified. Reloading weapons already depends on your skill level, and it’s unlikely that will be further adjusted.

- We’re working on a wide range of optimizations across the game to ensure it runs much more smoothly when we hit version 1.0.
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This marks the end of the update. For more SCUM content, make sure to keep an eye out on the following platforms:
X/Twitter[x.com]
Instagram[www.instagram.com]