– Serve A Life Sentence for Fifteen Minutes of Fame –

 

The world’s unquenchable need for entertainment has turned towards bloodlust as entertainment behemoth TEC1 is set to premiere season two of its television sensation SCUM. This new season moves the contest from the rugged, enclosed Alcatraz sector to the full grandure of Bagne de Cayenne, an island with a sordid history of violent incarceration. Both fan favorites and new prisoners will clash in a ruthless war of survival while battling for the support of viewers, producers, and corporate sponsors for fame, gifts, and a chance of life after death.

SCUM evolves the multiplayer open world survival game with unprecedented levels of character customization, control, and progression where knowledge and skills are the ultimate weapons for long-term survival. Players will balance base level needs with knowledge-based skills to manage everything from nourishment, metabolic rate, and body mass to weapons proficiency, combat style, and security systems hacking. Dominate the island with your skills, cunning, and strategies to achieve higher levels of game and receive powerful gifts from corporate sponsors and, if you happen to slip up and die, get resurrected by the show’s producers with all your valuable skills still intact.

ZAGREB – Developer Gamepires (Gas Guzzlers Extreme) in cooperation with Croteam (Serious Sam series, The Talos Principle) and publisher Devolver Digital have announced SCUM, an intriguing and complex open world survival game.

SCUM is built with Unreal Engine 4 and set to launch on PC via Early Access in 2017. Fans can follow details on development with weekly dev blogs on our Developer blogTwitter and Facebook

24 thoughts on “DEVOLVER DIGITAL ANNOUNCES OPEN WORLD PRISON RIOT ‘SCUM’ BY GAMEPIRES AND CROTEAM COMING IN 2017

  1. When this game hits consoles will you allow people early access to test out the game for you or do you have a team? If not is there anyway to sign up to test the game?

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    • Hey Nexeos!

      Traps will be close tied with the demolition skill. You will have ranks of the certain skill, and as its bigger the better the traps will be. As for how they will work. They will work in various ways from improvised booby traps you can step on to door traps, car bombs and all the way to rigging backpacks and items with explosives… (again it depends on your skill).

      If you have anymore questions feel free to ask! =D

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  2. The ONLY thing i wanna see is a ton of really awesome cosmetic items that you can purchase with IRL money. besides that, everything else is skill based. i’m 100% gonna play this and hopefully ill be streaming whenever its available to stream

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  3. I am in love with the systems that you guys are creating, they are a dream of mine!
    I must say that this game has a lot of potential,.. I have some questions that I would love to ask you guys, but first I must beg you:

    PLEASE ALLOW US TO PLAY WITH A CONSOLE CONTROLLER!!!!!!!!!

    1. How will character creation work? What specific aspects (of apperance, stats, etc..) will we be able to select and/or modify when creating a character? Things like: race, gender, height, weight, muscle mass, facial/body features (BEARDS PLEASE! =D), body hair? Skin/hair/eye color, scars, tatoos, etc…

    2. How will character customization work? How much could we customize our character? As far as clothing items and accesories, will we be able to layer clothing? (like a jacket on top of a shirt, a vest on top of a T-shirt), will there be armour?

    3. How will the character progression be like? Will it be a stats-based system, or a skill tree type system, both, or maybe something different? How many,and what stats will characters have and how many can we improve to the max by playing?

    4. How will the crafting system work? Can we craft tools, weapons, clothing, traps, etc? Will we be able to build shelters, houses, bases, etc…? If so what kind of resources will we be available to gather and how grindy will this process be? Will there be vehicles in the game? If so, what types can we expect and how will handling/driving be like?

    5. Will there be a weather/climate system and will the player be affected by it in any form? Will there be seasons? How long will the day and night cycle be? Can we enable/disable/change this features?

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    • 1. How will character creation work? What specific aspects (of appearance, stats, etc..) will we be able to select and/or modify when creating a character? Things like: race, gender, height, weight, muscle mass, facial/body features (BEARDS PLEASE! =D), body hair? Skin/hair/eye color, scars, tattoos, etc…
      The player creation starts with attribute selection (STR, CON, DEX, INT). Here you define physical abilities of your character. These attributes can range from 1 to 5. Number “3” value is that of an average healthy individual, while other numbers indicate that in some aspect the character is above or below average. The player has a fixed number of points to distribute between the attributes. During the game, these attributes can be increased or reduced for a limited period or even permanently (if the player gets wounded, falls ill or is drugged). It’s much more demanding to change the attributes in the longer run. This usually happens if the player manages to survive long enough for his body to evolve to the next level.
      The skills represent the knowledge that the characters have gathered/learned in their life prior to being dropped onto the Island. All the skills come in three stages: basic, medium and advanced (expert). They can be increased during the game by practicing, learning from the books or by being taught by other players. For example, if the player finds the “Field medicine for dummies” manual, they can study it until they get the “First Aid” skill within their knowledge base. It’s important to know that the learning process isn’t quick and the player cannot become rocket scientists in just a few days. All the skills are linked to specific attributes. If an attribute value is too low, the player will not be able to increase their knowledge about something beyond a certain level.

      Skill level Basic Medium Advanced
      Attribute level 1-2 3-4 5

      After setting up physcial and intellectual abiliteis of your character, you will be able to change skin color or choose different heads. In EA we will not support gender (only male characters will be available) and facial/body hair, but we plan to add it later during EA.
      For EA we plan to add simple tattoos only, later on during EA we plan to make special tattoo assigning features, maybe even allow players to draw their own stuff on skins.
      2. How will character customization work? How much could we customize our character? As far as clothing items and accessories, will we be able to layer clothing? (like a jacket on top of a shirt, a vest on top of a T-shirt), will there be armor?
      Our system supports different layers of clothes, so basically you will be able to put on Tshirt, hoodie, then jacket, etc etc.. More layers of clothes will keep you warm, but it will put additional weight to your body and will slow down your moves a bit. Each type of clothes offers certain amount of protection and layers stacked together provide even better protection against melee attacks. Addi tonally bulletproof vest and other types of armor will be also available in the game.
      3. How will the character progression be like? Will it be a stats-based system, or a skill tree type system, both, or maybe something different? How many,and what stats will characters have and how many can we improve to the max by playing?
      For each action characters do in the game, they will be rewarded with exp points for that specific actions. So if your character runs a lot, his/her Running skill will get better. Even if you don’t know specific skill (like swimming) you should be able to learn it eventually simply by trial and error. All stats in the game are fully dynamical, this means that your attribute will not be the same as when you have created them. Both metabolism and external parameters will changed them in time, making you player unique in the game. This means that your STR can drop from 5 to 1, or you can build up your muscles from 1 to 5 and your Skill will follow that accordingly. For example, you get shot in the head and your INT will drop down until somebody gets the bullet out… during that period all your INT skills will be reduced to minimum (even if your character has Advance knowledge in something that can be temporary reduced even to Basic skill level knowledge)
      4. How will the crafting system work? Can we craft tools, weapons, clothing, traps, etc? Will we be able to build shelters, houses, bases, etc…? If so what kind of resources will we be available to gather and how grindy will this process be? Will there be vehicles in the game? If so, what types can we expect and how will handling/driving be like?
      Your crafting skill will depend on your skills and resources, in our game we decided to use more realistic principle. Instead that everybody can craft everything, you will first have to learn skill before you get offered with specific crafting recipes. However, you can always try to craft more difficult items, but your chance for success will be low. No matter if you succeed or not in crafting action you will at least earn some exp points (this way we simulate learning curve), in time you will get better and your success change will change dramatically.
      Yes you will be able to craft tools, weapons, but you will be able to craft things like gun powder, make drugs, etc… For some crafting actions you will need just a basic stuff, and for other you will require laboratory and advanced crafting skills.
      You will be able to build temporary shelters, but there will be no base building. Instead to build endless wooden structures, we are more inclined to provide players with options to take ownership over existing structures and secure them, even to secure whole villages or towns and claim them (but this will take more people to perform).
      Player will not be able to get from NO SKILL to ADV. SKILL level quickly. From NO SKILL level to BASIC skill level progress can be made in a just few hours, but it will take hundreds and thousands hours to reach advanced skill level if you start from 0 exp points.
      It is theoretically possible to boost all attributes and skills to their maximum values, but it will take huge amount of gameplay time.

      5. Will there be a weather/climate system and will the player be affected by it in any form? Will there be seasons? How long will the day and night cycle be? Can we enable/disable/change this features?
      Yes, we simulate weather that can be found along the Croatian coastline during the year. For the release we plan to include limited weather control, day time cycle, but eventually we will add all seasons in the game.
      We are still not sure how long will be day/night cycle, we need to find what is best for gameplay purposes, but right now our guess is that it will be around 5/6 hours. All these features will be eventually added as a server variables, so yes you should be able to modify them if you decide to run your own server.

      Like

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