The PvE Survival Crafting Fest Sale is On!
Grab a copy for yourself or a friend at a great price! If you have any questions before purchasing, please join our friendly community on discord. Links Discord Changelog X Facebook YouTube Website Merch


Grab a copy for yourself or a friend at a great price! If you have any questions before purchasing, please join our friendly community on discord. Links Discord Changelog X Facebook YouTube Website Merch

We’ve been cracking along with fixes and adding features. One of the biggest we’ve ever added will be introduced in 1.4. Traders along with Realms, these two new features totally change the way the game plays and we couldn’t be happier with the turn out. Below is a short showcase
We’ve been cracking along with fixes and adding features. One of the biggest we’ve ever added will be introduced in 1.4. Traders along with Realms, these two new features totally change the way the game plays and we couldn’t be happier with the turn out. Below is a short showcase of the features going into 1.4. For a full look at what has gone in, check out our changelog!
Traders are something the community has asked for and 1.4 provides their initial integration. You can find 5 traders on the island currently. With this initial release they’re all the same but we’d like to hear from you as to what they should all trade in. Each trader can be different, each having their own supply and pricing.
Traders will barter with players in our new currency. Cigarettes are what we’ve come up with as they seem like they could hold some value post zombie apocalypse. As it’s currently setup zombies will be the only source of cigarettes. Share some of your ideas on this system and we can alter things to suit any good ones. We’ve thought about adding cigarettes as a functioning drop, smoking could reduce mental illness? Perhaps some kind of addiction system also?
In this version of Survive the Nights, we’ve introduced the foundation of the new realms feature.
Realms are hosted servers that you and your friends can share. Similar to Minecraft realms, they allow players to share a persistent world save without the world owner needing to be online. This has been one of the most requested features from the community over the last few years, so we’re excited to finally start rolling it out.
Pricing Realms has been tricky for us. Our aim is to keep the feature as affordable as possible while covering the hosting and infrastructure costs involved. Hosting persistent worlds is not cheap, but recent optimisations have allowed us to price realms much more reasonably than we originally expected.
At launch, realm access is included with STN+, and individual Realm access is available for $8.99 for 30 days.
This is a significant infrastructure change for us. While we’ve done everything we can to make the system stable, please bear with us as we monitor, adjust, and improve it during rollout. We may make pricing and stability tweaks over the next update cycle as we get everything dialed in. We recommend only starting a realm during this early rollout if you’re comfortable with potential teething issues while we finalize the system.
A new economy has arrived in Survive the Nights.
Traders have begun setting up outposts across the island, offering survivors a new way to buy, sell, scavenge, and prepare for the nights ahead.
Cigarettes are now the main trade currency. Loot, harvesting, item values, and trader prices have all been adjusted to support the new economy.
Cloud Realms have also been added, giving players a way to host shared worlds that can stay online even when the world owner is offline.
Trader outposts can now be found across the world.
These safe trading locations give survivors a place to meet NPC traders, sell unwanted gear, buy useful supplies, and prepare for their next run.
Traders stock a variety of items, with different traders offering different selections.
You can now buy and sell:
Inventory items
Resources
Ammunition
Traps
Survival supplies
Trader stock will refresh over time, giving players more reasons to revisit outposts during long-term survival.
Cigarettes are now used as the main currency for trading.
Items now have trade values, allowing gear and resources to become part of the wider survival economy.
Zombie harvesting can now reward cigarettes, giving players another way to earn currency while surviving the world.
Zombie loot has been reduced to better support the new trader economy and make scavenging, harvesting, selling, and buying feel more meaningful.
Trader prices, item values, harvest rewards, and overall balance have been adjusted around this new system.
Several container fort locations have been replaced with new trader outposts.
These areas have been rebuilt and dressed as trader-focused locations, complete with NPC traders, lighting, watch towers, and improved world placement.
Zombie spawners have been removed from trader outpost areas, making them feel more like protected survivor trading hubs.
NPC traders have been added to the world.
Traders now have unique appearances, clothing, idle animations, facial expressions, greetings, and reactions when interacting with players.
They will look towards players, respond to trades, and help bring trader outposts to life.
Cloud Realms have been added.
Realms allow players to host shared cloud worlds that can remain available without the world owner needing to be online.
Players can now create, list, join, manage, and remove Realms through the world save menu.
Realm access, permissions, participant lists, and expiry information are now shown in-game.
Cloud save upload, download, conversion, linking, loading, and checkpoint saving have been added to support persistent Realm worlds.
Improved Realm startup reliability.
Improved Realm save persistence.
Improved Realm connection handling.
Added Realm health checks and startup status feedback.
Added clearer Realm failure messages.
Added waiting for Realms to be ready before connecting.
Fixed Realm inventory persistence on shutdown.
Fixed Realm Steam authentication timeout handling.
Improved Realm save transfer reliability.
Hid player-list ping where it is misleading for Realms.
Added item value display to the inventory.
Added trade currency display to the inventory.
Improved trader UI handling.
Improved Realm UI handling.
Fixed cloud Realm save title alignment.
Fixed inventory quantity padding.
Sped up repeat-on-hold input behaviour.
Updated localisation for the new UI.
Updated world areas around the new trader outposts.
Updated navigation and world data for trader locations.
Fixed tree gravity behaviour.
Reduced melee distortion intensity.
We’re just doing a quick check in. It's been a while since we’ve spoken so we wanted to put out a quick little post to showcase some ideas and ask for some input. We’ve been busy working on fixes and introducing an economy into the game for 1.4. Thanks for all the feedback over t
We’re just doing a quick check in. It's been a while since we’ve spoken so we wanted to put out a quick little post to showcase some ideas and ask for some input. We’ve been busy working on fixes and introducing an economy into the game for 1.4. Thanks for all the feedback over the last bunch of weeks. We’ve got some tickets to work on including vehicle fixes and more.
1.4 will introduce traders. We’ll be rolling the traders out in waves and making improvements based on your feedback. The initial release will feature trader outposts replacing the current container forts. The current currency will be a new cigarette drop. Seems like they would still hold some value after the apocalypse so why not? Traders will specialize in different offerings. Some will sell ammo, some will sell guns, some consumables and so on.
The .gif below is just the initial build and will likely change before release. Check it out and let us know what you think!
Trader NPC
Trader Outpost
Jump on Discord or share your thoughts and ideas here. We’ll be shooting for 1.4 release in the next couple of weeks. Thanks again for the continued support!
We’re releasing a quick patch to make some improvements and fixes to issues you all found after the 1.2 release. We’ve made various tweaks and improvements to vehicles, melee, zombie behavior, menu and UI interactions and more. Below is just a small showcase of those changes plea
We’re releasing a quick patch to make some improvements and fixes to issues you all found after the 1.2 release. We’ve made various tweaks and improvements to vehicles, melee, zombie behavior, menu and UI interactions and more. Below is just a small showcase of those changes please check the full changelog!
Just a reminder, we've added the ability to add content to the game directly from the SDK. This new functionality has been added to the existing Modding SDK panel in the modding SDK unity project.
Adding content is as simple as overriding however you now drag your new assets into the relevant sections. Added items get auto assigned an address that can be used via code to load them on the client side.
The example mod 'AddingContentExample' has all the code that's relevant for loading the new content on the client side.
Steam modding guide
We’ve made quite a few improvements to melee in the project. Zombies have better hit detection especially from behind. We’ve added and assigned an impact particle system that actually shows some impact, this just feels much better. Client side sounds for when a zombie dies, kind of an end of life thump (we dig it, let us know what you think) and a few more changes, check the list and .gif below.
Death sound support
Adjust hit direction for hits from behind
Added and assigned melee impact particles
Shader for always rendering on top
Client side sound for zombie death + sound file
Melee particles on manager
Improvements to melee
Melee camera shake
Melee camera hit effect
Preference for body shots
Hit freeze on melee hit impact
Combat knife and axe particle positions
Added particle positions to weapons
Improved Melee
Boom Bap!
Trees have been a physics nightmare for some time. Having to fell the tree and then chop each log was very time consuming and also a nightmare in the backend. Andre has spent some time tweaking physics and introducing a chop system. Now when the tree is felled, logs with become available right away no need to chop each one.
Tree smash!
Highlights
Improved server browser functionality and public server access.
Multiple vehicle physics fixes and handling improvements.
Various multiplayer synchronization fixes.
Several fixes for world loading and player state synchronization.
Improved combat feedback with new audio and visual effects.
Server performance improvements to reduce overall RAM usage.
UI & Interaction
Improved the position of the Public Servers button.
Clicking Play with no existing world saves now correctly opens the Scenarios page.
Zombies & AI
Fixed an issue causing zombies to become invisible.
Fixed a flipped reaction animation when damaging zombies from behind.
Added death sound effects when killing zombies.
Combat & Effects
Improved impact effects for melee hits.
Improved blood effects for melee combat.
Vehicles
Fixed incorrect vehicle physics.
Fixed an issue where the School Bus and Prison Bus had no brakes.
Other players no longer briefly flash to the exit position of vehicles when exiting.
Multiplayer & Server Browser
Fixed an issue where community servers were not displaying correctly in the server browser.
Performance
Various server performance improvements to reduce overall RAM usage.
World & Environment
Improved tree felling. Tree stems now transition directly into logs.
World & Loading
Fixed an issue where building interiors could load after the player had already entered the game.
Fixed an issue where players could appear in-game before all assets had finished loading on their client.
Fixed interiors popping in when players join.
We’ve been busy with your feedback, improvements and additions. We’ve made some performance tweaks based on the recent influx of players. We’ve added a new fire station to replace the outdated one (one of our original models). We’ve also added a fire truck for fun! Jay has also m
We’ve been busy with your feedback, improvements and additions. We’ve made some performance tweaks based on the recent influx of players. We’ve added a new fire station to replace the outdated one (one of our original models). We’ve also added a fire truck for fun! Jay has also made some great improvements to the mod system along with creating a Steam based modding guide. Below are just a couple of the highlights from the 1.2 update, please check the changelog for all changes.
Oh boy, oh boy! We’ve wanted to add vehicle trailers since the concept and 1.2 sees them through. We’ve introduced a basic trailer system but we plan on expanding on it with quite a few more. The current system allows players haul additional goods. Most vehicles were modified to introduce a hitch and trailers can be found all over the world. If you have any trailer ideas come share them on our Discord!
Stocked up
Fast trailer!
Manual hookup
Trailer hookup
Future ideas
Light towers
Car transport
Larger trailers
Mobile workshop/platform/base
We’re introducing a larger more poi-ish fire station in 1.2. The player will need to power the station to open the rolling doors and get the new fire truck out. There’s also a couple of decent weapon spawners in the new structures. You can find them at the airport and up in union point.
New fire station (Airport)
New fire station (Union Point)
Fire trucks
Fire truck
We've added the ability to add content to the game directly from the SDK. This new functionality has been added to the existing Modding SDK panel in the modding SDK unity project.
Adding content is as simple as overriding however you now drag your new assets into the relevant sections. Added items get auto assigned an address that can be used via code to load them on the client side.
The example mod 'AddingContentExample' has all the code that's relevant for loading the new content on the client side.
https://steamcommunity.com/sharedfiles/filedetails/?id=3663072215
Added vehicle trailer functionality, allowing players to transport items using flatbed-style trailers.
Major server performance improvements to reduce network overhead.
Added a new Fire Station point of interest along with the Firetruck vehicle.
Expanded modding capabilities, allowing additional game content to be added through mods.
Various performance improvements on the game client.
Added vehicle trailer functionality. Trailers function as flatbeds and can be used to transport items.
Added Fire Station POI.
Added Firetruck vehicle.
Added the ability for mods to add new content to the game.
Added support for adding new content via mods.
Added a full Steam modding guide to help creators get started.
Major server performance improvements to reduce network overhead.
Various performance improvements on the game client.
Improved AI cleanup around respawning players.
Fixed IP leak issue when playing in singleplayer.
Singleplayer games no longer advertise to Steam, preventing IP leakage through the “Join Game” button.
Vehicles no longer slide forward on inclines.
Vehicle wheels now move visually more smoothly.
Increased turning circle for all vehicles.
It is now possible to right-click to exit placement mode.
Starting hour, month, and weather options are now disabled once a world has been played, as they are only applied on first join.
Fixed an issue where the map would not centre on the player when opening for the first time.
Fixed error spam when interacting with an empty stew pot.
Pressing Add Items on the stew pot now correctly opens the consumables page.
Added Fire Station POI.
Fixed an issue where gravity was not functioning correctly in some buildings.
Fixed an issue with the Batcave keycard.
Disabled the animal trap.
As many of you have reported, a serious connection issue recently affected players. After investigating, we found that Steam maintenance on Tuesday the 10th caused some backend issues with our user stats. It seems Querying steam from the game server (how we've always done it) is
As many of you have reported, a serious connection issue recently affected players. After investigating, we found that Steam maintenance on Tuesday the 10th caused some backend issues with our user stats. It seems Querying steam from the game server (how we've always done it) is now returning a 'fail' response. Nothing on our end has changed. The team jumped on this immediately and we’ve now released a hotfix patch that should resolve the issue.
Getting reactive help from Steam is next to impossible. Tickets can sometimes take days to get an answer. We’ve had to do a major rework on our side to fix an issue caused by something that has changed on Steam's side. A query to the steam API that has been working for many years is now returning a fail and causing the disconnect issue.
We know this issue was frustrating and we truly appreciate everyone who submitted reports and helped us track it down. If you left a negative review specifically due to this problem and find things are now working correctly, we’d greatly appreciate you reconsidering or updating your review. Your support helps us continue improving the game and growing the community. Thank you to everyone who has been playing during the recent surge in players - we want to keep that train rolling.
We’re also working on our next build which includes some really great fixes, improvements and additions.
Updated Fire Station POI
Fire Truck
Towable trailers
Major modding improvements
Various fixes and improvements
We hope to have this in your hands within the next few days.
Trailers have been something requested and promised for quite some time and the next update sees that through, check out the little preview below!
*Please note this content is for the next full patch v1.2 - not this HOTFIX!
Hot rod trailer
Even more room for the RV
Dune Bug Storage
Once again, we apologize for any inconvenience this issue caused and thank you for your patience while we worked through it. We hope you’re now back in-game and enjoying Survive the Nights!
There's currently a connection issue that popped up overnight which is causing some players to be kicked from the game. This appears to be related to Tuesday's Steam maintenance cycle which has caused an issue with their backend. We’ve submitted a ticket to Steam and in the meant
There's currently a connection issue that popped up overnight which is causing some players to be kicked from the game. This appears to be related to Tuesday's Steam maintenance cycle which has caused an issue with their backend.
We’ve submitted a ticket to Steam and in the meantime we've prepared a workaround hotfix that is currently building and will be live soon. The in-game privacy notification currently being shown is incorrect so please ignore it.
You can still play solo if you'd like (see image below)
Thank you to everyone who submitted reports. We appreciate your patience while we get this resolved as quickly as possible. Feel free to join us on discord for updates.
We’ve kicked off a two week sale with a massive discount , so if you’ve been waiting for the perfect time to jump in, this is it! Over the weekend, we were featured in the Daily Deal and hit a huge milestone - the highest player count we’ve ever had . Seeing so many of you jump i
We’ve kicked off a two week sale with a massive discount, so if you’ve been waiting for the perfect time to jump in, this is it!
Over the weekend, we were featured in the Daily Deal and hit a huge milestone - the highest player count we’ve ever had. Seeing so many of you jump in at once has been incredible and we just can’t thank you enough for the support.
If you missed the Daily Deal, don’t worry - the sale is still live for the next two weeks. There's plenty of time to grab a copy for yourself or a friend and come be part of our growing community.
What’s Coming Next?
Stay tuned for the next update, which includes a new fire station POI, fire trucks, towable trailers, plus a bunch of fixes and improvements!
If you have any questions, please join our friendly community on Discord - we’re always happy to help.
View game page
Hello everyone. Time for 1.1 already! Sadly? We didn’t all fly off on holiday after dropping 1.0.0. Still loads to be done. 1.0 was never anything more than a milestone, and it’s gone exactly how we wanted. Our community knows what we’re building, and a bunch more of you have joi
Hello everyone. Time for 1.1 already!
Sadly? We didn’t all fly off on holiday after dropping 1.0.0. Still loads to be done. 1.0 was never anything more than a milestone, and it’s gone exactly how we wanted. Our community knows what we’re building, and a bunch more of you have joined us along the way, which is awesome.
This build is very much about tweaking. We’ve watched HOURS of streams and videos, and those observations have led to a lot of small changes that should noticeably improve how the game feels to play.
We’ll mostly let the changelog do the talking, but I’ll cover some of the bigger bits here.
Christmas event time! New and improved content. You’ll now find a tree in the middle of towns - get the power going and clear out all the zombies to receive gifts. Zombie waves have been improved specifically for this event, along with some visual tweaks to make everything look right. There’s also a new Christmas song, since the 12 Days of EA is no longer really relevant after all.
The big Christmas item this year is a fully drivable Santa’s sleigh. After the crunch up to version 1.0, we wanted to add something that was just… silly. You can get it from the event rewards or via STN+. I nearly lost my voice making this one - you’ll just have to check it out in-game to understand why.
The 2023 Christmas Tree Event
We’ve focused a lot on harvest cleanups and zombies. Respawn times weren’t really fair before, and they’re now much slower. Improvements to harvest cleanup should also make resources popping back at the wrong time far less common.
Using KeyMailer during launch really opened our eyes to just how important good translations are. Alongside general improvements, we’ve also translated things that were simply missing before — like the attributes page, hints, and notifications.
The MRE is consumable again. God, I don’t want to see another report about the MRE not being consumable. I’ve seen streamers trying to cook it, do all sorts… this one’s finally put to bed.
We want to say a genuine thank you to everyone in the community who’s supported us and the game over the years. It’s been a long ride, but we’ve always tried to stay true to the vision. No publisher. No investors to appease. No one to answer to other than the community.
We’ve tried to No Man’s Sky this thing — and yeah, that's taken us time.
Merry Christmas.
Major Christmas Event now live, including Santa’s Sleigh and Christmas Tree items.
Significant zombie behavior fixes and balance changes, including longer clear times.
Large localization improvements across all languages.
Improved vaulting logic and movement edge-case fixes.
Multiple stability, UI, and gameplay polish fixes.
Added Major Christmas Event.
Added Santa’s Sleigh (available during the Christmas event).
Added Christmas Tree item.
Fixed zombies being attracted by noise while the player is in God Mode.
Fixed Nazi zombie variants not behaving correctly.
Zombies now remain cleared for 2× longer across all respawn rates.
Zombies now remain cleared 4× longer when loot respawn is disabled.
Window vaulting now checks for obstructions on both sides before allowing the vault.
Fixed issue allowing players to vault through windows while standing on the window ledge.
Removed camera shake while vehicles are airborne.
Lowered particle intensity in front of the movie theatre screen.
Fixed arcade machines remaining powered when structure power is disabled.
Removed Early Access branding from the map.
Fixed unconfigured servers starting with an incorrect loot respawn state.
Containers can no longer be moved while they contain items.
Fixed MREs not showing the Consume option.
Harvest machine cleanup is now more stable.
Harvest machines will no longer return when using the Realism play type.
Harvest machines now remain cleared 3× longer when using the Arcade play type.
Version UI now only displays while in the main menu.
Fixed broken on-screen text after completing the tutorial.
Added middle-click and Reload key to reset item rotation to upright during placement.
Fixed single player toggle
Major localization fixes and improvements across all languages.
YouTube
December 5th, 2025 Well today marks a massive milestone for us. We’re releasing our 1.0 build and leaving of early access. It has been a long road and we’ve loved every minute of it. All the feed back, all the work has finally resulted in a real solid foundation for the future. 1
December 5th, 2025
Well today marks a massive milestone for us. We’re releasing our 1.0 build and leaving of early access. It has been a long road and we’ve loved every minute of it. All the feed back, all the work has finally resulted in a real solid foundation for the future. 1.0 marks not only our release to what we hope is a much larger audience but the start of something special, a mod ready zombie sandbox experience, the kind we’ve all been waiting for.
First things first - this isn’t the end of development. Not even close. It’s more of a turning point. Up to now, our focus has been on delivering the core concepts and all the crazy ideas that you - and we - dreamed up over the years.
From 1.0 onward our focus shifts slightly:
Maintenance and fixes to keep the core game tight.
New content, heavily driven by community feedback.
Modding support, tools, and access (more on this below)
We’ve added a full modding suite with the ability to swap basically any asset in the game, inject code, and even add your own content. For years we’ve held back until the foundation of the game was where it needed to be - so that the creative vision stayed intact.
Now that foundation is here. It’s time to let you all break things in creative new ways. Below are couple of examples of the Mods you can find on the workshop right now.
Integrated mod workshop
Insta-cook mod
Horn honk opens gate mod
The feedback over the last couple of builds has been fantastic. We’ve been ticking off tickets and making really good fixes when i comes to polish. Below are just a few of those highlighted fixes.
Vehicles just got a major polish pass aimed at making them feel smoother, more reliable, and way less prone to awkward “I can’t believe you’ve done this” situations. We’ve simplified the main body colliders and switched them to a frictionless setup, which helps prevent cars from snagging on small obstacles or digging themselves into the terrain. A new stability system kicks in whenever a wheel leaves the ground, giving all wheels extra drive power and letting players wiggle the vehicle free by steering left and right. If you manage to flip your ride completely, you can now recover it easily by using the wiggle system to roll yourself back over. We’ve also tightened up acceleration logic to reduce glitchy behavior by blocking acceleration briefly when driving directly into an obstacle, and fixed an issue where vehicles wouldn’t move forward after reversing down certain slopes. Along with physics tweaks and cleanup work, these changes should make driving feel far more dependable and a lot less frustrating as you explore the island.
Here’s what’s new:
Simplified body colliders Cars now use cleaner, frictionless colliders that prevent snagging and reduce those “why am I glued to this tiny pebble?” moments.
Better stability & fewer glitches If you try accelerating into something you can’t move through, acceleration is blocked for a second to stop the classic jitter-launch.
New “wiggle” system If a wheel leaves the ground, turning left/right (A/D) engages a recovery mode that drives all wheels and helps you wiggle free. Great for ruts, rocks, and tilted terrain.
Upside-down recovery
Steer left/right to flip the car using the wiggle system
Improved slope handling
Fixed an issue where cars wouldn’t move forward after reversing down certain slopes unless you turned the wheel first.
General cleanup
Physics improvements, collider cleanups, error fixes, and other under-the-hood tweaks to keep rides feeling smooth.
Wiggle Free!
1.0 introduces fully fleshed-out play types designed to let survivors tailor the game to how they want to experience the island. Whether you prefer a forgiving, progression-focused run or a hardcore “every mistake matters” challenge, the new Arcade and Realism modes give death, loot, and progression their own identity.
Alongside the new systems, we’ve added UI that clearly displays your current play type and world info both in-game and on the death screen, so players always know exactly what rules they’re living—or dying—under. These changes come with several fixes to world loading, attribute syncing, and XP behavior to make sure progression feels consistent and fair.
Play type selection
Arcade Mode
Loot respawns
Attributes are kept on death
Sleeping bag respawns allowed
Player level and attributes kept
Realism Mode
Loot does not respawn
Attributes are lost on death
Sleeping bag respawns disabled
Player level and attributes lost
Play type + world details now visible in the pause menu
Stats panel hides while actively in-game (cleaner HUD)
Full play type info is also shown on the death screen
Play type selector only closes with Escape if it’s currently open
Fixed incorrect client health on zombies (causing XP + stat issues)
Health can now increase properly even if a horde is still active
Correct world data is loaded on startup to prevent reset stats
Removed sleeping bag & loot respawn settings from configs where needed
Additional tweaks to the play type selector and syncing logic
We’re introducing a new POI in 1.0, the water treatment plant. The plant is on the south side of the island and it features a functioning dam. Like the power station, the plant is operational. If you want clean drinking water from your taps, someone is going to have to get it going!
Dam entrance
Dam functioning water level changes
With this update, we’ve made major improvements to zombie perception, alerting, and group behavior. These changes make the world more reactive and create more realistic escalation when players make noise or are detected. Below is a detailed overview of the new systems and their intended impact on gameplay.
Zombies now react to a wider and more accurate range of player-generated sounds. Actions that previously had no AI impact will now carry consequences:
Reloading
Melee weapon swings
Jumping
Heavy landings / fall damage
Each of these actions produces noise based on severity, allowing nearby zombies to investigate or move toward the source. This brings additional weight to movement and combat choices and makes situational awareness more important, especially indoors or in high-risk areas.
When a zombie spots a player, it now alerts nearby zombies in a more intelligent and believable way.
Instead of a single alert point, the system now evaluates three positional references:
The hunting zombie’s location
The player’s current location
A midpoint between them
This provides more nuanced responses:
Zombies close to the event receive accurate information about the player's position.
More distant zombies move toward a general area to investigate rather than immediately sprinting at the player.
This results in more natural group behavior and a more believable spread of awareness across nearby infected.
Zombies actively pursuing a player will now periodically inform other zombies around them. This happens every 3–8 seconds at a reduced radius and allows chases to escalate gradually if the player cannot break line-of-sight or reduce noise.
This system creates more consistent threat buildup and makes prolonged encounters riskier over time.
Alert radius now scales dynamically based on:
Player noise level (sneaking, walking, running, gunshots, etc.)
Time of day (zombies are more responsive at night)
This ensures that noise discipline and stealth matter more in low-visibility environments and encourages more thoughtful nighttime movement.
The underlying reaction system—AiReactOverlapSphereServer—has been refactored to improve stability, performance, and consistency. Key changes include:
Ensuring zombies only process each noise event once
Ignoring zombies that are already chasing, dead, or otherwise invalid
Reducing unnecessary calculations to support larger engagements
These optimizations help maintain performance in high-density situations and reduce erratic AI behavior.
Zombies are more alert
Something many of you have requested is vaulting, traversing windows in the past has been a challenge. 1.0 introduces a vaulting system that provides a far more fluid experience. Simply jump near a window and you’ll quickly make your way through. The system blocks vaults should the window be fortified of course.
Window vaulting FTW!
From everyone on the team: Thank you for surviving Early Access with us! We can’t wait to see what you create, break, build, and reimagine with version 1.0. Welcome to the next era of Survive the Nights!
End of Early Access milestone release.
Added new player vaulting system with dynamic vaulting/jumping SFX.
Massive Zombie AI overhaul with noise-based alerts, shared awareness, and group behaviour improvements.
Added full modding support, including asset and script modification via Harmony, with complete SDK examples.
Introduced new Play Type Modes: Hardcore and Arcade.
Major vehicle improvements including simplified colliders, glitch-prevention acceleration logic, logout safety behaviour, and a new wiggle flip recovery system.
Significant enhancements to barricade and gate placement, snapping, rotation, and visualisation.
Large set of tutorial, UI, and inventory improvements.
Major localisation overhaul across all languages with improved override accessibility.
Improved performance with incremental garbage collection and zombie system optimisations.
Numerous world fixes including floating rocks, trees, environment corrections, ladders, and harvests.
Added player vaulting system, allowing players to climb and traverse low obstacles more fluidly.
Added dynamic jumping and vaulting SFX.
Added new Play Type Mode system defining gameplay style differences:
Hardcore – permanent death, no character progression retained between deaths.
Arcade – progression and unlocks are retained after death.
Zombies now alert nearby zombies when they spot a player.
Close zombies learn the exact player location; distant zombies begin searching the area.
Zombies actively chasing a player will periodically alert others, creating dynamic horde escalation.
Alert range and intensity scale based on player noise levels: sneaking, walking, running, gunshots, etc.
Melee swings, reloads, jumping, and heavy landings now generate noise that can alert zombies.
Added player vaulting system.
Added dynamic jumping and vaulting sound effects.
Ladders at the power plant now function correctly.
Added full modding support, enabling modification of all game assets and scripts through Harmony integration.
Included comprehensive SDK examples to help creators get started.
Overhauled localisation for all languages.
Optimised localisation handling in the override system.
Improved localisation override system to be more user-accessible.
Implemented incremental garbage collection improvements to reduce lag.
Added performance optimisations for zombie systems.
Fixed lag spike caused by the world preview screenshot system.
General tutorial flow improvements.
Blocked certain interactions during the tutorial to guide player progression.
Waypoints now trigger more quickly.
The breaker activation step is now less dark to improve visibility.
Fixed double horde banner appearing during tutorial.
Attributes in the tutorial are no longer incorrectly maxed out.
Death effect now works correctly in the tutorial.
Improved death screen at the end of the tutorial.
Fixed issue causing zombies to appear in incorrect locations.
Added general performance improvements for zombie handling.
Improved zombie and passive AI hit detection.
Fixed ragdoll behaviour on death for certain character models.
Simplified vehicle body colliders for world collision (detailed mesh still used for player collision and weapon ray casts).
Improved stability by blocking acceleration for one second when attempting to accelerate into an obstructed direction.
Added Wiggle System: steering left/right allows players to flip an upside-down vehicle back onto its wheels.
Players are now safely removed from vehicles on logout.
Fixed issue preventing wood and metal gates from snapping to other barricades.
Limited gate rotation to 90 degrees for cleaner alignment.
Added gate door path visualisation during placement mode.
Improved handling of barricade placement on tricky or sloped surfaces.
Fixed floating rocks, trees, and other design issues across the world.
Removed grass inside a house on Terrain 40.
Lowered floating crate in Union Point.
Fixed bench clipping into shipping containers at car lots.
Fixed floating design issues in strip malls.
Fixed harvests not working in the large apartment building in Union Point.
Ladders at the power plant now work correctly.
Improved zooming behaviour on the map.
Prevented zooming out past the minimum zoom level.
Added map panning limits to prevent dragging the map fully off-screen.
Fixed issue where the map wouldn’t work on first server join.
Search fields are slightly larger.
Search fields no longer clear when clicked while containing text.
Search caret changed to black for better visibility.
Inventory windows can no longer be dragged off-screen.
Pressing Escape clears the search field and closes the inventory.
Added sound effects for pick up, enter placement mode, place, and drop actions.
Improved melee door-hit sound and animation.
Added dynamic vault/jump SFX.
New denial SFX for when an action cannot be performed.
Music fixes:
No longer plays incorrect track during transitions.
Now reliably starts after loading screens.
Tracks always start from the beginning.
Music and ambience fade to 30% volume when paused.
Playback is now reliable across respawns and disconnects.
Fixed bug allowing vehicles to move with no wheels.
Fixed scenario where players could spawn mid-air.
Cleaning weapons while driving is no longer possible.
Removed incorrect “stew” option from water canteens.
Stopped invalid wood removal from fires.
Consumables now reset rotation when entering placement mode.
Electric garage doors now require both circuit and meter to be active.
Burn time is no longer lost when disabling a fire with 0 wood left.
Fires no longer consume new wood if burn time remains.
Tweaked melee damage ranges for realism.
Roaming hordes no longer show notifications.
Fixed trap visibility issues.
Interact hand animation now plays correctly on fires/traps.
Machine parts now persist across server restarts.
Toilets now show “Hold E” for consistency.
Right-click dropdown UI hides after selecting non-repeatable actions.
Crosshair now works correctly after respawning.
“Few parts” option on first startup for machines now works correctly.
Fixed invite button in the player list.
Improved sneaking mechanic — attribute points now have a more noticeable impact.
Fixed incorrect “no power” notification when activating electricity meters.
Battery level is now displayed in the hotbar.
Locks now animate correctly along with garage doors.
YouTube
First things first - this isn’t the end of development. Not even close. It’s more of a turning point. Up to now, our focus has been on delivering the core concepts and all the crazy ideas that you - and we - dreamed up over the years. From 1.0 onward our focus shifts slightly: Ma
First things first - this isn’t the end of development. Not even close. It’s more of a turning point. Up to now, our focus has been on delivering the core concepts and all the crazy ideas that you - and we - dreamed up over the years.
From 1.0 onward our focus shifts slightly:
Maintenance and fixes to keep the core game tight.
New content, heavily driven by community feedback.
Modding support, tools, and access (more on this below).
Frankly, it’s the biggest update we’ve ever done. There were a few long-standing annoyances we wanted to iron out, plus some major new additions. Below are the big highlights - the full patch notes will go live next Thursday, December 4th with the update.
We’ve added a full modding suite with the ability to swap basically any asset in the game, inject code, and even add your own content. For years we’ve held back until the foundation of the game was where it needed to be - so that the creative vision stayed intact.
Hello everyone! Today we’ve got a huge announcement. Survive the Nights is officially releasing out of Early Access next Thursday, December 4th. We wanted to jump on here and give you a proper rundown of what this milestone means and what to expect.
Now that foundation is here. It’s time to let you all break things in creative new ways.
We’re introducing a new POI in 1.0, the water treatment plant. The plant is on the south side of the island and it features a functioning dam. Like the power station, the plant is operational. If you want clean drinking water from your taps, someone is going to have to get it going!
Player vaulting is finally here. It’s been high on the list for ages and honestly… it never felt fair that zombies could yeet themselves through a window while you got stuck on the frame. Vaulting makes movement smoother, cleaner, and simply feels right.
This one has been a tricky balancing act. When JB and I first started dreaming about Survive the Nights, the goal was always old-school brutality - real consequences for death and a genuine incentive to keep your character alive. Over the years we tried countless ways to balance that with modern expectations.
The problem? Half of you want hardcore. Half want casual.
So instead of compromising, we now offer Play Types when you create or join a world for the first time:
Hardcore: permanent death, lost progress, finite loot. (Basically the current default.)
Casual: more like the earlier days - you keep progression and loot respawns.
You choose the experience you want.
Let’s be honest - we’re all sick of terrible drivers beaching their cars on pebbles. The #1 report we get usually goes something like:
“This game’s total rats! I got my car stuck and there’s no way to get it out. Terrible review coming your way.”
Jokes aside, vehicles have needed love. We’ve improved collision, simplified certain colliders, and added a steering-based “wiggle” system to help you get unstuck. Your off-road adventures should feel a lot less punishing now.
We’ve made big improvements to zombie performance at distance and cleaned up hit collision accuracy. The goal was simple: make encounters feel smoother, more responsive, and more fair.
As developers you can sometimes get too close to a project and miss things. We do our best to listen and fix, but some issues slip through.
We recently had professional QA done and have been completely open about the findings. We’ve made a huge number of targeted fixes to remove jank, smooth out rough edges, and generally make the whole experience feel more polished. This is something we’ll keep doing long after 1.0.
With the new modding suite out, we’d love to get more of you involved — regardless of experience. If you’re interested in modding Survive the Nights, reach out here. This is a two-way street: we want to build the tools with your help and get them to where they need to be.
If you made it this far, thank you. We’re incredibly hyped to finally get an official 1.0 version out to you all. It’s been a long road, but this has always been a passion project for our team.
Stay tuned for next week’s update - and thanks again for sticking with us.
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We’ve enabled the Halloween event so enjoy the tricks and treats from now until November 2nd. You’ll get a couple of new treats this year including the crossbow and arrows. Drive-In Night of the Living Dead Watch the full length movie right in the game. Find a film reel while tri
We’ve enabled the Halloween event so enjoy the tricks and treats from now until November 2nd. You’ll get a couple of new treats this year including the crossbow and arrows.
Watch the full length movie right in the game. Find a film reel while trick or treating. You can take the reel to either of the drive-in theaters and play the movie via the projection room. Try and survive a couple of hordes while watching a classic film!
A night at the drive-in
You'll find most of the structures in the game will currently have decorations around the doorstep and a new door knocker. Use the door knocker once the sun sets for a trick-or-treat. Tricks aren't always fun but the treats should make killing them easier ;)
Trick or treat knocker is back!
This year you can find giant pumpkins as treats and grow your own with giant pumpkin seeds! We’ve included a screenshot of item ids for server owners.
/lookup pumpkin results
Giant Pumpkin!
Big ol' pumpkins
As some of you may have read Unity released a security patch for some backend issues they had. You can read more about it here. We’ve patched STN to fix this issue.
If you’d like to support the team further check out the new cosmetic dead bundle. It includes some cool Halloween themed bits :) Thanks much for the continued support, guys! HAPPY HALLOWEEN ːsteammockingː
The Dead Bundle
Links
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Grab a copy for yourself or a friend at a great price! If you have any questions before purchasing, please join our friendly community on discord. View game page Links Discord Changelog X Facebook YouTube Website Merch
Grab a copy for yourself or a friend at a great price! If you have any questions before purchasing, please join our friendly community on discord.
We’re releasing a quick hotfix today to our default branch. Please check against the changelog below and report any issues directly to the team in game or via Discord. Patch Notes - HOTFIX 1.42.2 Fix for container loot not always being able to be taken. Fix for XP not incrementin
We’re releasing a quick hotfix today to our default branch. Please check against the changelog below and report any issues directly to the team in game or via Discord.
Fix for container loot not always being able to be taken.
Fix for XP not incrementing correctly while XP bar was visible.
Fix for vehicle gravity not being consistent.
Hunger sounds now only play when hunger is the most critical stat.
Vehicle ownership should be correctly marked as soon as a part is added to a vehicle.
New life message now correctly updates after having been in the tutorial
Links
YouTube
We’ve been quite busy, making improvements, introducing new features and getting to work on even more of the fixes you’ve all suggested. This blog will focus on just some of the fixes and additions we’ve been developing. Be sure to check out the full changelog for a detailed brea
We’ve been quite busy, making improvements, introducing new features and getting to work on even more of the fixes you’ve all suggested. This blog will focus on just some of the fixes and additions we’ve been developing. Be sure to check out the full changelog for a detailed break down and testing list. As always, if you find any issues please report them in game using the F1 reporter! Thanks again for all the support.
Roaming hordes have been a huge community request and 1.42 features their introduction. These hordes are crazy huge, scary and not something to mess around with so be sure you’re ready to run or gun! You’ll get a simple notification when a horde is roaming nearby and the horde marker will be visible on your map. Hordes can differ in size with some reaching 200+ zombies, it’s basically a terrifying wall of death!!
Roaming horde in town
This isn’t going to end well
Update 1.42 marks a major step forward for the future of Survive the Nights by laying the groundwork for modding. This is the first release of the game built on Unity’s Addressable Asset System.
In previous versions, we relied on Unity’s older Asset Bundle system to manage and stream content. While functional, Asset Bundles came with limitations such as manual dependency management, inefficient memory usage, and performance issues during asset loading/unloading. Addressables address these problems by introducing a modern, more flexible asset management pipeline.
With Addressables, the game can now:
- Load and unload assets asynchronously (reducing stutter and improving memory handling).
- Manage dependencies automatically, preventing duplication and reducing build size.
- Provide a modular content structure, which is essential for delivering mod support.
- Validate and profile asset groups more effectively, ensuring stable and optimized builds.
For players, this update should feel seamless — gameplay, visuals, and performance should remain unchanged at this stage. However, under the hood, the game is now running entirely on an Addressables-based foundation.
The real benefit is what comes next: this system is the core platform that will enable modding support in Survive the Nights. Future updates will leverage Addressables to allow external content — such as custom items, assets, and gameplay modifications — to be built, packaged, and loaded into the game in a clean, controlled way.
1.42 is therefore less about immediate player-facing features and more about ensuring the game is technically ready for a robust and expandable modding ecosystem in upcoming versions. We’re very excited to see what you all come up with!
We’re introducing a stronger gate variant in 1.42, metal gates can be crafted with simple resources and provide a cooler look and stronger entrance/exit option.
Metal Gate
Quite a few of you have reported render issues with our zombies so Andre has spent some time tweaking.
Zombie render distance now scales up as long as fewer than ~45 zombies are active, improving visibility in open areas. Forward overlap sphere loads AI further in the direction of player movement.
A major issue with the previous setup was that line of sight checks could hit the player's own vehicle, causing the system to think AI weren’t visible and load them in too late. Line of sight is now much more accurate, using the AI’s head position and only checking against buildings and terrain. AI proxies now support disabling culling like server AI, and LOD cull distances have been increased to match the new relevancy behavior.
To put it simply, this results in zombies being visible when they should be, you’ll see them from quite the distance now.
Zombies, wee little zombies!
Locks have been a bit tedious to say the least. Some of the door attachment points (mainly the last/bottom lock) were really hard to interact with in the past. We’ve made some nice quality of life updates to the placement points.
Along with that you’ll now notice that the lock UI opens automatically after placing the lock. This makes way more sense and has been requested by the community.
Lock placement improvements
We’ve had requests to improve the visualizations for the breaker panel. The 1.42 update features an update UI that now shows the player the current electricity load. This should clear up some confusion and looks pretty neat.
In the screenshot below you can see the panel is overloaded with only one circuit breaker in the box. Increasing the number of breakers will allow you to increase electrical items in the structure.
Circuit overload!
We’ve had some requests about the death marker in game, we’ve also noticed in some streams that players struggle to find it. We’ve made some improvements with 1.42 the death marker now pulses making it far easier to spot on the map. If you have any other suggestions let us know!
Death marker pulse
A small but none the less annoying issue that some of you have mentioned is not being able to water crops/plants with a perfectly good canteen full of water! Well we’ve sorted that in 1.42 and no you don’t have to purify it first :)
Water plants with a canteen
Fix for roaming horde position sync when switching servers
Fix for roaming hordes starting at incorrect points
Disappearing cars fix
World loading optimisation to stop overload and flickering
Log cleanup
Server optimisations for roaming hordes
Fixed roaming hordes so that they no longer continuously respawn killed zombies.
Auto search server list working again
Fix for vehicles settling too early
Fix for items falling through environment
New metal gate variant.
Improved zombie rendering, visibility, and streaming distance.
Lock interface now opens automatically after placement.
Double-barrel shotgun damage reduced and capped at 75.
Fixed critical issue causing items to go missing.
Explosion damage now correctly affects barricades.
Added metal gate variant.
Increased zombie render distance when fewer zombies are active.
Improved zombie visibility when behind cover.
Zombies now stream in further ahead of the player while moving.
Weapon scopes can now be mounted on pegboards.
Plants can now be watered using canteens.
Lock interface now opens automatically after placing a lock.
Death location marker now pulses for better visibility.
Map recenters more smoothly when opened.
Double-barrel shotgun damage capped at 75 and effective range reduced.
FRKS wear rate reduced when firing.
Item dropping and placement made more stable.
Reduced occurrences of items clipping or falling through each other.
Improved item placement through police station interior props.
Breaker panel now displays total load.
Circuit breaker display changed from “3/10” to “3” to clarify load-based calculation.
Removed broken links from the changelog UI.
Tutorial button is now disabled while in-game.
Fixed play and other menu buttons not animating when paused in single-player.
Fixed issue that could cause items to go missing.
Overloaded breaker panels now trip correctly when powered by global power.
Fixed player spawn position not being restored after rejoining.
Fixed gravity not applying to dropped items at very remote locations.
Explosion damage now correctly applies to barricades.
Fixed various floating objects across the map.
Restored missing walls in Popov’s back-store areas (variants 1, 2, and 3).
Removed duplicate arcades in the final Popov’s variant.
Fixed fortifications disconnecting or disappearing from vehicles.
Corrected season after server restart.
Restored missing kiosk counters in petrol stations.
Fixed visual glitch when looking between multiple locks.
Improved interaction on bottom door locks.
Corrected “Can’t lock with 0000” message when the lock is synced.
Fixed baseball bat losing its fire effect after re-equipping.
Today we’ll be releasing our latest build to our experimental branch with a default release coming shortly. Please follow the steps below to join the branch (you can always go back to default). Please check against changelog below and report any issues found directly to the team
Today we’ll be releasing our latest build to our experimental branch with a default release coming shortly. Please follow the steps below to join the branch (you can always go back to default). Please check against changelog below and report any issues found directly to the team via the official Discord.
How to get into experimental branch:
Open Steam and go to your games library.
Right click on STN and select "Properties"
Navigate to the "Betas" tab and select "experimental" in the drop down menu.
Close the properties window.
You will find a single experimental server titled EXPERIMENTAL_SERVER. Join this for some testing.
New metal gate variant.
Improved zombie rendering, visibility, and streaming distance.
Lock interface now opens automatically after placement.
Double-barrel shotgun damage reduced and capped at 75.
Fixed critical issue causing items to go missing.
Explosion damage now correctly affects barricades.
Added metal gate variant.
Increased zombie render distance when fewer zombies are active.
Improved zombie visibility when behind cover.
Zombies now stream in further ahead of the player while moving.
Weapon scopes can now be mounted on pegboards.
Plants can now be watered using canteens.
Lock interface now opens automatically after placing a lock.
Death location marker now pulses for better visibility.
Map recenters more smoothly when opened.
Double-barrel shotgun damage capped at 75 and effective range reduced.
FRKS wear rate reduced when firing.
Item dropping and placement made more stable.
Reduced occurrences of items clipping or falling through each other.
Improved item placement through police station interior props.
Breaker panel now displays total load.
Circuit breaker display changed from “3/10” to “3” to clarify load-based calculation.
Removed broken links from the changelog UI.
Tutorial button is now disabled while in-game.
Fixed play and other menu buttons not animating when paused in single-player.
Fixed issue that could cause items to go missing.
Overloaded breaker panels now trip correctly when powered by global power.
Fixed player spawn position not being restored after rejoining.
Fixed gravity not applying to dropped items at very remote locations.
Explosion damage now correctly applies to barricades.
Fixed various floating objects across the map.
Restored missing walls in Popov’s back-store areas (variants 1, 2, and 3).
Removed duplicate arcades in the final Popov’s variant.
Fixed fortifications disconnecting or disappearing from vehicles.
Corrected season after server restart.
Restored missing kiosk counters in petrol stations.
Fixed visual glitch when looking between multiple locks.
Improved interaction on bottom door locks.
Corrected “Can’t lock with 0000” message when the lock is synced.
Fixed baseball bat losing its fire effect after re-equipping.
We’re releasing a quick hotfix today to our default branch. Please check against the changelog below and report any issues directly to the team in game or via our Discord. Patch Notes - Hotfix 1.41.1 Fix for storage containers causing server crash World saves folder becoming brok
We’re releasing a quick hotfix today to our default branch. Please check against the changelog below and report any issues directly to the team in game or via our Discord.
Fix for storage containers causing server crash
World saves folder becoming broken now resolved
We’ve been busy cracking along with all the bug reports you guys have provided. Along with bug fixes, we’ve introduced some of your suggestions and things are starting to polish up nicely! Below is a quick run down on just some of what we’ve done. Be sure to check the entire chan
We’ve been busy cracking along with all the bug reports you guys have provided. Along with bug fixes, we’ve introduced some of your suggestions and things are starting to polish up nicely! Below is a quick run down on just some of what we’ve done. Be sure to check the entire changelog at the bottom of this blog.
We heard you and we’ve come through in 1.41. We’ve incorporated the party commands right into the player window. You can invite, kick, accept and reject invites etc. right through the player tab now. Check it out below!
Party menu
Players in your party can now more. You can lock and unlock each others vehicles. Party members can open and close each others gates and move traps and barricades.
We’ve made some changes to the strip mall area in Oldtown. The original design had 3 builds with dome duplicated shops. We’ve removed one, set the structures back further creating a little parking area in front of the two shops that remain. Adding some proper access to the roof tops along with some fortifications. If you like these changes, which in our opinion are bit more gamey and fun let us know and we’ll continue to tweak the world.
Oldtown Update 1
Oldtown update 2
Oldtown update 3
As per many suggestions, we’ve added more map markers to the compass bar. You will now (when in range) see all of the shops in game on the compass, making getting around a bit easier and more fluid.
More markers in compass (f)
We’ve had tons of requests for adding watchtowers since we introduced free standing walls. With the 1.40 update we introduced gates and in 1.41 you’ll have the first go at watchtowers. We’ll be adding more free placed fortifications in the future and have loved your suggestions so far so feel free to join us and let us know what you want to see.
Watch towers
Gap for killing stuff
Proper defenses
Zombies no longer appear bright-white in the Nazi Zombies scenario.
Glowing-eye color is now standardized across all zombies in the Nazi Zombies scenario.
Flamethrower ammunition no longer displays as “5.56.”
Vehicles no longer drop to the ground when a player walks close to them.
Vehicles no longer continue to power an electric meter after driving away.
The “Trapping Zombie” achievement is awarded only when a bear trap is used.
Picking up a bear trap now correctly frees trapped players and AI.
Fuel can no longer be pumped at gas stations when the breaker or meter is off, even if global power is on.
Window fire traps no longer trigger when objects are placed near windows.
Orange industrial door now has the correct material on its handle.
NEW: Fixed a crash that occurred when the game was paused in true offline mode.
Container-locking and state synchronization have been improved for more reliable operation and data persistence.
Locked vehicles no longer appear unlocked after reconnecting.
Rested-time progress is now saved between sessions.
Players can now rest their character while logged out; rest gained is based on the comfort level at logout.
Map markers now appear on the compass, with distance-based visibility.
Incorrect gun-store icons have been removed from the map.
Crafting recipe page now allows crafting of multiple items at once.
Crafting dropdown no longer closes between crafts, making cancellation easier.
Typing in the server-list filter now automatically starts a search.
Waypoints hide whenever menus are open, the drone camera is active, or the game is paused in single-player mode.
Interaction UI hides while the map is open or the game is paused in single-player mode.
Multiplayer and Connection settings are greyed out when the Single-player toggle is enabled.
Party functionality is now integrated directly into the player-list view.
Party members can lock and unlock each other’s vehicles.
Party members can open and close one another’s gates.
Party members can move each other’s barricades.
A party is now created automatically when you invite another player.
Electricity meters no longer require an extension cord.
Portable generators now require an extension cord.
Chainsaw damage to forts has been reduced.
Blueprint-based guard/watchtowers that snap to free-placed wall barricades have been added.
Cement mixers can now be harvested.
A crosshair now appears when you press Shift + Q, allowing precise aim before teleporting.
Teleport behavior for Shift + Q + E has been improved for smoother movement.
Added /build command, which instantly completes all blueprints within the specified radius.
Connecting to a single-player server from outside the local network is no longer possible.
Connection-denied messages no longer return “banned” as the reason.
Duplicate strip mall removed from Old Town.
Proper rooftop access added to Old Town strip malls.
Additional detailing added around and atop Old Town strip malls.
Tree removed from the road and bushes/young trees cleared at the strip mall on Terrain 46.
Colliders added to dock-mooring points.
Floating fences and street signs fixed in Blackrock.
Various missing-design areas across the map have been addressed.
Visual quality of branch details improved.
We had a great week for the player base! Steam gave us the Daily Deal and we’ve introduced a bunch of new players to the community. As many of you may know, we’re a tiny team so you all are our EA testers. We will be rolling out more of these community driven updates and improvem
We had a great week for the player base! Steam gave us the Daily Deal and we’ve introduced a bunch of new players to the community. As many of you may know, we’re a tiny team so you all are our EA testers. We will be rolling out more of these community driven updates and improvements so please be sure to join us on the official Discord. We’re here and we’re listening!
The community has been busy and you all have found some issues and suggested some great ideas. This quick update focuses solely on these changes. Thanks so much for the support, feedback and suggestions! Check the full changelog below to see exactly what we’ve been up to. This blog will showcase just a few of the community improvements.
This has been a big request since we introduced free placed fortification walls. Gates will be introduced in 1.40 and allow players to create a more complete barricade system around structures or wherever you would like to use them.
Gates
Wooden gate in action
1.39 introduced a proper single player, with pausing! However, it was lacking a proper pause screen as some of you mentioned so we’ve added it in this build. Enjoy the solo play and take it at your own pace.
Single player pause screen
Pause in action
A lot of our world was designed before vehicles even functioned in the game. Roads in and around towns are cluttered up with trash, which does add to the general post-event vibe but creates a rather annoying driving experience. We’ve spent some time cleaning up Oldtown just a little, just enough to make roads feel easily navigable. If you all like this change we’ll apply it to the entire island.
Oldtown cleanup
Many of you have requested a bit of harvest balance in the world. We’ve pulled back on interior harvest requirements so you can get to cleaning up structures and properties around them sooner.
Many of you requested that we re-add the pool and junked out cars as harvest machines and we have. You’ll need a level 10 harvest to get those suckers out of your way but it’s once again possible!
Pool harvest returns
Harvest junkers
We introduced STN+ a while back as many in the community wanted to give a little more towards the development of Survive the Nights. This past update expanded the current community and some new players didn’t like that we have a sub/game store. We’ve now introduced a 7-day 100% free trial. If you don’t like the bonus content (ALWAYS COSMETIC) feel free to cancel at any time. For those that have already subscribed to STN+, we thank you for the continued support! All funds go directly to funding development.
STN Trial
Community Requested Features
Added free placed barricade gates.
Screen fades to black and white while paused
“PAUSED” text is shown during single player pause
Game UI now hides when paused in single player
Disabled melee punching with right click
Added STN+ free trial/discounts
Added fortress wall gate skin (stn+)
Community Requested Fixes
Tutorial correctly resetting between play sessions
Newsfeed correctly hidden when pressing the 'tutorial' button
Fix for pink textures in world
Fuel pump extraction at fuel stations fixed
Large plow craftable name fix
Fix for vehicle interactions not working when standing far back
Fix for server running single player breaking when leaving while paused
Global stat incrementation issues fixed. (zombies killed, nights survived)
Fixed nights survived achievements
Fixed zombies killed achievements
Achievement wording fixes.
Fixed roadkill achievement
Removed 'inspect stats' achievement as it no longer useful.
Community Requested Balance
Balance to harvest/scavenging unlock levels
Brough back harvest/scavenging for large burnt out pickup trucks
Cleanup of road junk in Oldtown (to gauge community opinion)
Grab a copy for yourself or a friend at a great price - now through June 2nd! If you have any questions before purchasing, please join our friendly community on discord. Our latest update includes some much needed optimizations and feature requests! We’ve introduced new sewers in
Grab a copy for yourself or a friend at a great price - now through June 2nd! If you have any questions before purchasing, please join our friendly community on discord.
Our latest update [v1.39] includes some much needed optimizations and feature requests! We’ve introduced new sewers in Blackrock, true offline mode, a really nice party system and some great fixes and optimization. Hop on in and check it out.
https://store.steampowered.com/app/541300
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
X: https://x.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive