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Steam News22 May 20261mo ago

Dev Diary #3: The World is starting to feel cursed.

Hey there, Pedro here, the solo developer of Scum’s Errand. The last two weeks was focused on making the world feel less repetitive and more memorable to explore.

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Full Scum's Errand update

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Repeated intro

Hey there, Pedro here, the solo developer of Scum’s Errand. The last two weeks was focused on making the world feel less repetitive and more memorable to explore.

What changed

0 fixes0 additions1 change0 removals
  • Maps
changedI’ve been heavily expanding room variety, especially in the Castle and Cave biomes. The goal is for every room to have its own identity instead of feeling like reused layouts with different props.

Scum's Errand changes

changedI’ve been heavily expanding room variety, especially in the Castle and Cave biomes. The goal is for every room to have its own identity instead of feeling like reused layouts with different props.

I’ve been heavily expanding room variety, especially in the Castle and Cave biomes. The goal is for every room to have its own identity instead of feeling like reused layouts with different props.

Some rooms are now built around:

  • Ruined barracks

  • Ritual chambers

  • Collapsed hallways

  • Chained prison sections

  • Cave structures

I want players to recognize spaces instantly and slowly piece together what happened in the dungeons through exploration.

Another huge milestone was starting work on the first major boss:

Thalrix, The Last True Conqueror

Unlike the undead remnants scattered across the world, Thalrix still carries the presence of a ruler who refused to let the kingdom die quietly.

Designing him has been a mix of brutality and decay: A towering arrogant conqueror, bearer of electric magic. He is designed to always be the main nuisance towards the player among the horde, forcing the player to adopt a smart positioning and always keep motion.

He’s still early in development, but he already feels like the kind of boss that defines the tone of the game.

And finally:

The demo is getting close. But there’s still a lot of polishing left:

  • Item drops

  • Balancing in every aspect

  • Transitions and pacing

But the game is finally starting to feel cohesive instead of experimental.

I will share more soon next Friday.

Source

Steam News / 22 May 2026

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