A new SCUM update 1.3 (1.3.0.0.117753) is available to download on PC(Steam). According to the official SCUM patch notes, the latest Into the Wild May update expands hunting with animal tracking, Bait Feeders, and meat quality systems while also improving farming, fishing, and food survival mechanics. Today’s SCUM patch 1.3.0.0.117753 also adds Dynamic fishing hotspots, the Smoker preservation system, and inventory auto-sort functionality.
SCUM Into the Wild May Update Summary
- Added animal trail tracking, Bait Feeders, and the Hunter’s Grotto hunting hub.
- Introduced the Smoker for preserving meat and expanded hunting quality systems.
- Reworked farming, food loot balance, and trader food availability.
- Fishing overhaul adds dynamic activity spots with larger catches and rotating locations.
- Added inventory auto-sort support for player and container inventories.
SCUM 1.3.0 Notes – May 25, 2026
SCUM Into the Wild May Update Patch Notes
Season Stat Bonus
- All current and new characters receive temporary Archery and Awareness XP boosts during Into the Wild.
- Archery improves bow reload speed and unlocks stronger bows.
- Awareness improves animal detection in Focus Mode and unlocks a compass at higher levels.
- Bonus is active automatically throughout the event period.
Hunter’s Grotto
- Added Hunter’s Grotto areas inside existing outposts.
- New hunting-focused supply vendors are available.
- Introduced a gathering location for hunters and hunting-related quests.
Animal Trail Generation
- Animals now leave visible tracks during hunts.
- Focus Mode can reveal trails after animals appear.
- Awareness skill affects how easily tracks can be spotted.
- System acts as an early step toward expanded wildlife systems planned for future updates.
Bait Feeder
- Added deployable Bait Feeders for attracting wildlife.
- Bait Feeders can be found in hunting towers, shops, farmland areas, or purchased directly.
- Players can load one food item to attract compatible animals.
- Animal attraction depends on biome and spawn conditions.
Kill Quality System
- Meat and material quality now depends on weapon choice and hit location.
- Better hunting precision rewards higher-quality resources.
Smoker
- Added the Smoker base building structure.
- Players can preserve food using logs, sticks, or planks as fuel.
- Supports up to six food items at once.
- Smoked meat lasts significantly longer than raw meat.
- Over-smoking food lowers quality over time.
- Bases can place up to five Smokers.
- Smokers include smoke, fire, and sound effects while active.
Farming Rebalance
- Farming skill is now locked when seeds are planted.
- Crop yields are based on skill level at planting time.
- Fruit and produce are now guaranteed each harvest cycle.
- Focus Mode now displays remaining plant growth time.
- Reduced sunlight requirements for healthy crop growth.
- Improved farming progression and overall usability.
Food Loot Changes
- Food loot distribution has been rebalanced across the island.
- Reduced availability of many non-survival food items.
- Hunting, fishing, farming, and food preservation now play a larger role in survival.
- Trader food stock now partially depends on player selling activity.
- Dynamic trader economy changes will expand further in future updates.
Dynamic Fish Activity
- Fishing now includes dynamic activity hotspots across rivers, lakes, and coastal areas.
- Active spots feature visual and audio indicators.
- 98 fishing locations exist, with 10 active at a time.
- Fishing hotspots rotate every server restart cycle.
- Permanent active fishing areas exist where rivers meet the sea.
- Random fishing remains possible but with reduced catch rates.
- Fish size and weight now affect inventory space and fillet yields.
Inventory Improvements
- Added inventory auto-sort functionality.
- Items can now be sorted by type, amount, and durability.
- Sorting works in player inventories and storage containers.
Optional DLC Packs
Woodland Hunter Pack
- Added hunting-themed cosmetics, weapon skins, trophies, emotes, and gear.
Woodland Furniture Pack
- Added lodge-style furniture and decorative base items.
SERVER SETTINGS
- Campaign Skill Boosts
[Features] -> FEATURES – SKILLS
scum.EnableSelectedSkillsPromotion=TrueEnables or disables experience gain boosts for skills related to the current campaign.
- Smoker Limits Per Flag Area
[Features] -> FEATURES – BASE BUILDING
scum.SmokerMaxAmountPerFlagArea=-1Determines 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=-1Determines how many Smokers can be placed in a flag area before they start decaying at an increased pace.
- Ad -Default: 5
Minimum: 0
Maximum: 10 - Fishing High Activity Zone Rotation
[World] -> WORLD – HUNTING
scum.FishingHighActivityZoneRotationTime=-1.000000Determines the time, in hours, before a new set of fishing high activity zones can be activated. Activation happens on server restart.
Default: 5
Minimum: 0
Maximum: 8760
EXPLOITS
- Block Explosive Damage to Vehicles setting wasn’t working for certain explosive traps, such as Claymore, Improvised Claymore, Pressure Cooker Bomb, and some Mines, resulting in vehicles taking damage inside the safe zone with the explosive damage setting blocked. Now the setting blocks all explosive damage to vehicles.
- There was a way to fast plant explosives (Frag grenades, TNT) on the Base Building element by canceling the action bar during planting. Instead of canceling the action, the explosive would get instantly planted, which we find highly disruptive, as it was possible to instantly plant huge numbers of explosives.
- Similarly, there was an issue where Cargo drop explosions would still damage and destroy nearby vehicles, even when explosion damage was disabled in server settings. It does not happen anymore. Additionally, we’ve added a custom zone setting where you can specifically enable/disable cargo drop damage to vehicles.
- You could pick up items from the vicinity while driving inside a vehicle, which gave an unfair advantage over players who are on foot. You could gather fast loot and dropped loot during a fight. Also, you could gather other stuff, including chests and dropping chests, without ever leaving the vehicle. And with the new pickup system that we introduced in the latest update, all functions of this particular action became even more powerful. Now, the items in the vicinity will be greyed out and actions will be disabled while inside of a vehicle, but you can interact and drop items/chests from your or the vehicle’s inventory while driving.
- This was a sneaky one. Checking the wind direction while holding a backpack in hands would store it inside the magic pocket, which would free the character’s hands, while also removing the weight penalty. This is no longer the case as the backpack now drops to the ground while checking wind direction.
AUDIO
- We fixed an issue where there would be no sound while repairing items with the sewing kit. Now the sound has been added to the repairing animation.
- Miss the crackling sound of fire? Don’t worry. There was a bug where the fire SFX was missing from Fire Ring, Bonfire, and Improvised Fireplace. It has been fixed, and you can enjoy the fireplace again.
- There was an issue where chests full of items would sometimes play a very loud item SFX after opening. It was pretty annoying as it wouldn’t happen every time, so we fixed those inconsistencies.
- When fighting a puppet, its growling and screaming sounds could overlap with the hit sound effects, causing both audio cues to play at the same time and sound duplicated. This has now been fixed.
UI
- There was an issue when the chat console was opened, and if you clicked anywhere except the input box, then closed it, it would not be focused when reopened. This has been fixed, and now the chat console input box is always focused when reopened.
- After buying the Underpants_01 and F_Undershirt_Bra_01 at the General Goods trader, their icon would be displayed incorrectly in the purchased item section. It has been fixed now, and the icons are shown correctly. The same thing happened with Short Pants icons, so we fixed that too.
- You may have noticed that discounted items are not shown at the trader after you completed the Tier 3 Quest “The Big Bang”. This issue has been resolved, and now the discount section appears normally.
- There was an annoying issue where pressing anywhere in the inventory UI while holding a fully equipped fishing rod would incorrectly cast the rod instead of ignoring fishing inputs. Now, fishing inputs will only work when you click on an empty part of the screen.
- When placing ingredients for the Grilled Veggie recipe, the interface would always show Bell Pepper regardless of which vegetable type was actually used. This has now been fixed, and the correct ingredient is displayed in the interface.
- The icon for the tequila drink item was displayed differently in the inventory and the vicinity. Now, it shows the same icon everywhere.
- If you have the map opened, pressing ESC will close the map immediately.
WEAPONS
- High-caliber rifles were dealing too much damage to base building elements, creating an imbalance compared to other weapon types. This was especially noticeable with rapid or repeated fire from weapons such as the M1 Garand and SVD Dragunov. The affected weapons include Mosin Nagant, M1 Garand, SVD Dragunov, AWM, and 98k Karabiner. Damage against BB elements has now been reduced and rebalanced.
- We noticed that the SKS Clip would lose ammunition after a server restart so we fixed that and now it does not happen anymore.
- We’ve also found that when you shoot the target at 100m with a caliber sniper, bullets get affected by low wind speed and that changes bullet direction. Since it shouldn’t be that way, we have fixed this and the sniper bullets are no longer affected by low wind at such small distances.
- We found that there was an aim offset when you applied a weapon sight on the improvised handgun. It is now aligned properly. A similar issue occurred with the scope. The scope was incorrectly positioned and oriented in the player’s hands when used unmounted, and could clip through the character’s head while aiming down sights. This has now been fixed.
- The player’s hand was clipping back through the Trench Gun when using the P17 Bayonet. This issue has now been fixed.
- Strange light reflections would appear while looking through a scope lens at elevated locations at 8 PM in-game time. The reflection should appear as a bright spot, and it should not cover almost the entire scope lens, which was the case here. Now it’s been fixed.
- The Vampyr scope had an issue where a black border appeared around the inner optical lens while ADS. This has now been fixed, and the inner lens is now clean without any border.
- We fixed an issue where aiming with a bow while crouching would dislocate the character’s hand.
- There was an issue with turning on or off the weapon flashlight with the keybind while in first person. Sometimes it would work if the flashlight was operated manually first. But nonetheless, it’s fixed now.
- While in the main menu, the pistol stored in the pistol holder would not be visible. It has been fixed, and the pistol is now showing in the holster while in the main menu.
- We’ve found that 7.62×39 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!
Previously, a major SCUM update 0.9 added new changes including loot, hunting, cooking rework and more. Unfortunately, players are still experiencing issues with the game. Today’s SCUM update 1.3.0.0.117753 will fix a few of these issues.
