Home Game ReviewsSCUM 1.0 review

SCUM 1.0 review

Seven years. That’s how long it took for SCUM to graduate from Steam Early Access (launched in 2018) to its 1.0 “full release” in June 2025. How well has it done?

by Count Vlad

Island Overhaul: Visual Upgrades vs. Unwanted Changes

One of the headline features of the 1.0 update is the Island Overhaul, essentially a sweeping redesign of the game world’s environments and points of interest. On paper this includes “improved settlements, enhanced wetness system, [and] foliage rework”. In practice, this part of the update is a mixed bag – a combination of impressive visual enhancements and bewildering design changes that hardly any players asked for.

  • Settlement Rework (Was Anyone Asking for This?): The island of SCUM is dotted with towns, villages, and various bunkers or facilities where players scavenge. Over the years, we all grew familiar with these locations – every house interior, every corner of the police stations and bunkers. The 1.0 “improved settlements” rework has redesigned many buildings and town layouts, presumably to optimize performance. However, as a veteran player, I found these changes jarring. Buildings I knew by heart for seven years have had their interiors shuffled or appearance altered. Every time I enter what used to be a familiar house, it feels “off”, and I can’t say that the new layout brought any significant advantages with it. None of these new layouts seem to me as a significant and investment worthy improvement. I can’t recall anyone in the community clamoring, “please redo all the villages and houses!” We had far bigger concerns (bugs, balance, features), so this comes across as a misallocation of dev effort. Perhaps the level design team needed something to do, or perhaps these tweaks were aimed at increasing rendering efficiency (there are whispers that it was to make the game run smoother). If better optimization was the goal, that’s good – but from the player perspective, reworking settled areas wasn’t a priority and the end result hasn’t noticeably enhanced gameplay, just made the island feel uncanny to long-timers.
  • Stunning Weather and Wetness Effects: On a positive note, SCUM’s visuals and atmosphere remain top-tier for the genre, and 1.0 pushed that even further with an enhanced weather/wetness system. When a storm rolls in now, you actually see roads darken with moisture, puddles forming, and surfaces gleaming with rainfall – it’s breathtakingly beautiful. The world feels alive as rain soaks the environment. This level of detail is something SCUM has always excelled at – the kind of simulation where even how fast your clothing dries on your body is modeled. In fact, after 1.0 I witnessed one of the most immersive rain sequences in any game: I was riding my motorcycle through a downpour, watching mud splash and water pool on the dirt roads. The island’s beauty under dynamic weather is breathtaking! It’s clear the artists and engineers poured love into making the world look and feel realistic.

That said, the wetness system can be somewhat buggy. After getting caught in a rainstorm, my character became drenched (clothes have a wetness percentage that adds weight). I dashed into a nearby house, lit a fire, stripped off my soaked gear, and laid everything out to dry. Fifteen minutes later, to my confusion, nothing had dried at all, not even a bit. I inched my clothes closer and closer to the flames – even into the fire – but the wetness percentage levels wouldn’t budge. (Amusingly, my items didn’t burn up either, though I managed to give myself a few minor burns standing near the fire!). Finally I gave up, donned my still soaking-wet outfit (now significantly heavier with all the water weight it accumulated), and went back outside… only to find that a few minutes of sunshine miraculously dried me out. Clearly, the drying mechanics need some work. In theory, SCUM simulates these minutiae realistically – in practice, there are quirks that resurface every now and then with incoming updates. Despite this incident, I appreciate the effort on the weather system; it greatly adds to immersion, and once the kinks are ironed out, it’ll be even better.

  • Foliage and World Aesthetics: The “foliage rework” in 1.0 thankfully wasn’t overdone. My fear was that the devs might go overboard and turn the island into an overgrown jungle (“50 years later” apocalypse style). Instead, the vegetation density in towns and overall style remain reasonable. Some areas have new grass and bush layouts, and I noticed certain small towns got touches like weeds and bushes in cracks and road blockades – the latter probably to make driving at breakneck speed a bit more challenging. Overall, the island’s natural look is still gorgeous and arguably more polished now.

In summary, the Island Overhaul gave us prettier graphics and weather, but also unnecessary reshuffling of familiar locations. It’s a net neutral for me: I love the atmosphere enhancements, but I’m lukewarm on the settlement changes. If only this level of attention had been spent on core gameplay systems, 1.0 might feel truly transformative.

You may also like