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 TEC1 CONDITIONING FACILITY
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 APEX PREDATOR 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.
https://store.steampowered.com/app/4635200/SCUM_Apex_Predator_Pack
KNOWN ISSUES
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
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Added a new admin command, [c]#ListDLCItems[/c], which displays the blueprint names of spawnable items from a specified DLC pack.
For example, entering [c]#ListDLCItems WoodlandHunterPack[/c] 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.
Stay alive. Stay dangerous.
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