Bunker Changes: Out with the Old, In with the “Surprise”
Long-time players all have their favorite bunkers – mine was the sprawling C2 bunker, which I could navigate in my sleep after so many runs. Bunkers in SCUM are high-risk, high-reward military POIs guarded by patrol mechs and filled with puppets, but offering great loot. So imagine my surprise when I went to one of my trusty bunkers after 1.0, only to find… it wasn’t there. In a rather bold (and contentious) move, the devs removed 11 of the classic bunkers from the game and replaced them with what they call “surprise bunkers.”
What is a surprise bunker? Well, it’s basically bunker-lite: instead of a large underground complex with multiple rooms, corridors filled with puppets and keycard doors, a “surprise” bunker is essentially a single small underground room (an armory) at the end of a short tunnel. You climb down a hatch, walk 10-15 meters of corridor, and voilà – one loot room with about a dozen of lockers or crates. That’s it.
Most of these surprise bunkers were placed exactly where the old bunkers were, which adds to the confusion and disappointment. If you go to, say, the old D4 bunker location, you’ll now find a hatch leading to a bite-sized bunker instead of the multi-level complex that used to be there. The idea, as far as we can figure it out, was to funnel PvP players into fewer large bunkers and encourage more PvP encounters at those, while still providing some loot in the removed bunker locations via these mini-armories. In theory, pushing everyone in search for military grade weapons to fewer bunkers could create more player conflict over the best loot. In practice, I think it just robbed the game of variety and player choice. Part of the fun was knowing the ins and outs of a particular bunker, and maybe choosing a quieter one far from the busy POI’s to avoid other players. With 11 bunkers wiped off the map (or turned into trivial stops), players have fewer options and the remaining big bunkers can get overcrowded on busy servers.
Personally, I am not a fan of this change. It felt like finding out a bunch of levels in a beloved game were suddenly cut out. There was nothing inherently wrong with the old bunkers – they were signature dungeon crawls of SCUM. Now, a good deal of them are effectively gone. If this was done in service of performance or because those bunkers were underused, I didn’t see much community demand for it. Perhaps PvP-oriented players like the idea of forcing more fights at fewer locations, but for loners or smaller groups, it’s a loss of content and increase of danger without any additional benefit. Nostalgia plays a role too: after years of running those bunkers, their layouts were etched in memory, and there’s a strange comfort in that. Losing them feels like losing part of the game’s identity. The so-called surprise bunkers aren’t even surprising – they’re at known coordinates of the old bunkers. They are not “dynamic”. I suspect this change is another instance of the devs trying something “experimental” to see if it improves player engagement and/or increase performance. Time will tell if it was worth it, but early reactions from many veteran players (myself included) are mostly negative on this front.