Compara los precios de SCUM en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Gamepires. Publicado por Gamepires. Lanzado el 17/6/2025. Disponible en PC. Géneros: Action, Adventure, Indie, Massively Multiplayer.

Seven years in Early Access, 250-plus patches, and a metabolism system that tracks your vitamin deficiencies: SCUM finally hit 1.0, and the question is whether the sim depth justifies the commitment.

I've watched a lot of live-service survival games promise 'the most realistic open-world experience ever' and quietly sunset within eighteen months. SCUM has been earning or losing that claim since 2018, and after finally reaching 1.0 on June 17, 2025, it lands somewhere more complicated than either triumph or failure. What actually separates SCUM from every DayZ-adjacent clone on the market is the sim engine underneath everything else. We're talking calorie tracking, vitamin deficiencies, wound severity, thermoregulation, and a metabolism layer that directly shapes your character's stamina and muscle mass. Eat badly for a session and your performance degrades in measurable ways. The gunplay adds realistic ballistic simulation and weapon jamming on top of that. The 225 square kilometre map - modelled on Croatian geography, running from Adriatic coastline through dense forest up to freezing mountain ridges - gives you military bunkers, bandit camps, and high-security zones patrolled by armoured Mechs that require either high firepower or careful stealth to bypass. Puppets (the game's zombies) move unpredictably. NPCs can hand you quests or try to kill you. You can fly a seaplane if you find one. The loop is: loot, manage your body, build a base, accumulate Fame Points to trade for higher-tier gear at one of four safe zones, then lose it all and start again. That Fame system is the closest thing SCUM has to meaningful persistence, and for players who want a reason to keep logging in, it does the job. The guild and community tooling story is more interesting than it looks on the surface. Private server operators have built remarkably deep Discord-integrated infrastructure - whitelisting, faction logistics, custom gear loadouts, trade bots - that fills the gap the base game leaves open. That community scaffolding is genuinely impressive, and it's where SCUM actually functions as a live social game. On official servers, the picture is darker. Cheating has been a chronic problem, and the contrast between a well-run private server and an official one where your base evaporates overnight is stark. Gamepires earned some goodwill at launch by posting weekly Dev Talks and Community Showcases, and the 1.0 update did bring a meaningful visual overhaul with DLSS 3 support, volumetric lighting, and richer vegetation. Whether the anti-cheat effort can keep pace with the cheater ecosystem is the question that will determine long-term health for the official population. The honest negatives: the 1.0 build shipped to mixed Steam reviews, with veteran players citing bugs and features that were promised but absent at release. The interface is not always intuitive - in-game tooltips do a lot of work and first-timers will hit walls hard. Melee combat is widely considered the weakest system, essentially button-mashing with limited defensive options. The social tooling inside the game itself (squad management, group formation) is described by the community as functional but basic, which matters a lot in a game that rewards coordinated play so heavily. Performance requirements are also genuinely hefty - budget hardware will struggle. For the right player - someone patient with grind, willing to commit to a private server community, and interested in a survival sim where the human body itself is the primary resource management puzzle - SCUM is doing something few games attempt and mostly delivers on. For casual dippers or anyone expecting a polished onboarding experience, this will chew you up and not apologise. I've seen games with more ambition than SCUM die on the vine. I've seen games with less ambition outlive their welcome by a decade. SCUM sits in the uncomfortable middle: genuinely special systems, a community that keeps it alive, and enough rough edges that the 1.0 label still feels aspirational rather than finished. Yuki, Scout Team

SCUM

SCUM

17 jun 2025Gamepires
GamerScout opina

Seven years in Early Access, 250-plus patches, and a metabolism system that tracks your vitamin deficiencies: SCUM finally hit 1.0, and the question is whether the sim depth justifies the commitment.

PC
Steam Deck UnsupportedProtonDB Silver
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I've watched a lot of live-service survival games promise 'the most realistic open-world experience ever' and quietly sunset within eighteen months. SCUM has been earning or losing that claim since 2018, and after finally reaching 1.0 on June 17, 2025, it lands somewhere more complicated than either triumph or failure. What actually separates SCUM from every DayZ-adjacent clone on the market is the sim engine underneath everything else. We're talking calorie tracking, vitamin deficiencies, wound severity, thermoregulation, and a metabolism layer that directly shapes your character's stamina and muscle mass. Eat badly for a session and your performance degrades in measurable ways. The gunplay adds realistic ballistic simulation and weapon jamming on top of that. The 225 square kilometre map - modelled on Croatian geography, running from Adriatic coastline through dense forest up to freezing mountain ridges - gives you military bunkers, bandit camps, and high-security zones patrolled by armoured Mechs that require either high firepower or careful stealth to bypass. Puppets (the game's zombies) move unpredictably. NPCs can hand you quests or try to kill you. You can fly a seaplane if you find one. The loop is: loot, manage your body, build a base, accumulate Fame Points to trade for higher-tier gear at one of four safe zones, then lose it all and start again. That Fame system is the closest thing SCUM has to meaningful persistence, and for players who want a reason to keep logging in, it does the job. The guild and community tooling story is more interesting than it looks on the surface. Private server operators have built remarkably deep Discord-integrated infrastructure - whitelisting, faction logistics, custom gear loadouts, trade bots - that fills the gap the base game leaves open. That community scaffolding is genuinely impressive, and it's where SCUM actually functions as a live social game. On official servers, the picture is darker. Cheating has been a chronic problem, and the contrast between a well-run private server and an official one where your base evaporates overnight is stark. Gamepires earned some goodwill at launch by posting weekly Dev Talks and Community Showcases, and the 1.0 update did bring a meaningful visual overhaul with DLSS 3 support, volumetric lighting, and richer vegetation. Whether the anti-cheat effort can keep pace with the cheater ecosystem is the question that will determine long-term health for the official population. The honest negatives: the 1.0 build shipped to mixed Steam reviews, with veteran players citing bugs and features that were promised but absent at release. The interface is not always intuitive - in-game tooltips do a lot of work and first-timers will hit walls hard. Melee combat is widely considered the weakest system, essentially button-mashing with limited defensive options. The social tooling inside the game itself (squad management, group formation) is described by the community as functional but basic, which matters a lot in a game that rewards coordinated play so heavily. Performance requirements are also genuinely hefty - budget hardware will struggle. For the right player - someone patient with grind, willing to commit to a private server community, and interested in a survival sim where the human body itself is the primary resource management puzzle - SCUM is doing something few games attempt and mostly delivers on. For casual dippers or anyone expecting a polished onboarding experience, this will chew you up and not apologise. I've seen games with more ambition than SCUM die on the vine. I've seen games with less ambition outlive their welcome by a decade. SCUM sits in the uncomfortable middle: genuinely special systems, a community that keeps it alive, and enough rough edges that the 1.0 label still feels aspirational rather than finished.

Yuki
Yuki · Scout Team

MMOs & live service

Etiquetas

singleplayermultiplayermmocooponline-coopachievementsHardcore SimulationMetabolism SystemFame PointsPrivate Server CommunityRealistic BallisticsPuppet AIMech EnemiesPvP HotspotsBase Persistence

Requisitos del sistema

Mínimos

OS
64-bit Windows 7, Windows 8.1, Windows 10
Processor
Intel Core i5-4430 / AMD FX-6300
Memory
8 GB RAM
Graphics
NVIDIA GeForce GTX 960 2GB / AMD Radeon R7 370 2GB Di…

Recomendados

OS
Windows 10 64-bit
Processor
Intel Core i5-6600K / AMD Ryzen 5 1600
Memory
16 GB RAM
Graphics
NVIDIA GeForce GTX 2060 / AMD Radeon RX 5700 DirectX…

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Información del juego

Desarrolladora
Gamepires
Distribuidora
Gamepires
Fecha de lanzamiento
17 jun 2025

Modos de juego

singleplayer
multiplayer
mmo
coop
online coop
Cooperativo en línea

Idiomas

Audio (1)
English
Subtítulos (10)
EnglishGermanRussianSimplified ChineseFrenchSpanish - Spain+4 más

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¿En qué plataformas está disponible SCUM?

SCUM está disponible en PC.

¿Cuándo se lanzó SCUM?

SCUM se lanzó el 17 de junio de 2025.

¿Quién desarrolló SCUM?

SCUM fue desarrollado por Gamepires.