Full notes
Full Scum's Errand update
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Repeated intro
Hello everyone, Pedro here, the solo developer behind Scum's Errand.
What changed
- Gameplay
- Maps
- Store
- Events
Scum's Errand changes
Over the past few weeks I've been reworking the game's core gameplay loop, and today I'd like to share the first update: the new Roguelike Journey Update.
Instead of simply progressing from one dungeon to the next, each run now takes place on a procedurally generated map where you'll choose your own path, meet NPCs, discover random events, and plan your build before jumping back into combat. The goal is to make every run feel like an actual journey while also giving players short breaks from the constant action.
Here's what you'll encounter along the way:
Fortune Teller – The first stop of every run. Choose a new card to shape your build, with additional cards becoming available as you progress.
Shop – Buy supplies or sell your loot. The shady merchant isn't exactly generous, so don't expect great prices.
Treasure – A small memory-based minigame where you can earn powerful rewards like magical items, weapons, and cosmetics.
Unknown – A mystery node that can become any other encounter.
Campfire Events – Random story encounters where your decisions matter. You might choose to bury a dead merchant for a blessing, loot his body for gold, or face other choices that can permanently affect your run through buffs, debuffs, and items.
Combat – The main action of the game, now featuring encounter-specific enemy rosters and modifiers so every fight feels different.
This new system is meant to tie all of Scum's Errand's mechanics together while making each expedition more varied and replayable.
I'm currently expanding the pool of Campfire Events and polishing the Journey system, and I'll be sharing more updates as development continues.
Thanks for following the project, and as always, I'd love to hear your feedback!
Source
Changelog.gg summarizes and formats this update. How we read updates.
