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Version 1.0 Announcement

[p]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.[/p][p]From 1.0 onward our focus shifts slightly:[/p]
  • [p]Maintenance and fixes to keep the core game tight.[/p]
  • [p]New content, heavily driven by community feedback.[/p]
  • [p]Modding support, tools, and access (more on this below).[/p][p][/p]
[h2]Version 1.0 (The Update)[/h2][p]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.[/p][p][/p][h3]Modding[/h3][p]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.[/p][p]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.[/p][p]Now that foundation is here. It’s time to let you all break things in creative new ways.[/p][p][/p][h3]Water Treatment Plant[/h3][p]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![/p][p][/p][h3]Vaulting[/h3][p]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.[/p][p][/p][h3]Play Type[/h3][p]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.[/p][p]The problem? Half of you want hardcore. Half want casual.[/p][p]So instead of compromising, we now offer Play Types when you create or join a world for the first time:[/p]
  • [p]Hardcore: permanent death, lost progress, finite loot. (Basically the current default.)[/p]
  • [p]Casual: more like the earlier days - you keep progression and loot respawns.[/p]
[p]You choose the experience you want.[/p][p][/p][h3]Vehicle Improvements[/h3][p]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:[/p][p]“This game’s total rats! I got my car stuck and there’s no way to get it out. Terrible review coming your way.”[/p][p]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.[/p][p][/p][h3]Zombies[/h3][p]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.[/p][p][/p][h3]General Fixes[/h3][p]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.[/p][p]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.[/p][p][/p][h3]Call for Modders[/h3][p]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.[/p][p][/p][h2]Conclusion[/h2][p]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.[/p][p]Stay tuned for next week’s update - and thanks again for sticking with us.[/p][p][/p][h3]Links [/h3][p]Discord[/p][p] Changelog[/p][p] X[/p][p] Facebook[/p][p] YouTube[/p][p]Website[/p][p][/p]