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Survive the Nights News

1.38 (Fixes | New Sewer System | New Tutorial++)

We’re pushing 1.38 to the stable branch! This patch is a big one and a preemptive strike on what’s to come. We’ve really focused on some of your concerns and long standing issues with the project and plan to really flesh things out in the next couple of updates. We’ve also begun to add (or re-add depending on how long you’ve been around) a sewer system. It will eventually make its way into every town but we’ve started in Old Town of course!

[h3]Fixes (Major)[/h3]
Survive the Nights is a beast, as such it sometimes has a nasty side. We’re a tiny team tackling a massive task and unfortunately (depending on how into early access you are) you all are our testers, even if some of you might not realize that. We’ve had our fair share of big time issues and bugs throughout the development process. Some of these issues are caught before you get your hands on builds but quite a few aren’t.

1.38 should be considered our first in a few major tune ups. This build along with the next couple that follow will have a hard core focus on getting this puppy polished up. We’ve created a pretty damn cool zombie survival game now it’s time to make sure it functions as it should. The core of development is in, our backbone is solid and we’re ready to polish and improve!

Zombies
Many of you have pointed out in recent videos, Discord chatter and reviews that there are zombie issues. The biggest of them being “zombie re-animation!”, chances are you’ve experienced this at some point, shooting a zombie only to have it pop right back up and continue to attack you. We’ve made some great progress in tracking what was causing that issue and think we’ve put a pin in it!

Storage Containers
We’ve had a few issues with storage containers and duplications/persistence. We’ve found a few issues and the backend/database methods have been adjusted. This should ensure a far more reliable system along with the removal of the duplication issue.

Single Player
Some players don’t have great internet service and we get that. Survive the nights was never intended to be a single player experience but we do have that option now. In the past builds players playing solo had to maintain an internet connection, making playing not fun if you’re not fortunate enough to have decent interwebs. 1.38 will only require a simple initial connection to verify the steam game, after that connection solo players shouldn’t have any issues continuing play.

Other major fixes include clearing up persistent issues with vehicle seats showing as occupied and a variety of single player problems that have now been resolved. These fixes bring more stability and reliability to your sessions, no matter how you choose to play.



[h3]Quality-of-Life Polishing[/h3]
We’ve taken the time to refine and polish the survival experience across the board. Fortification systems now work as intended, reaching full strength, behaving properly with locks, and no longer triggering just because you walked through an open doorway.

Other notable changes include fixing item persistence in stoves and machines, restoring functionality to work lamps, resolving strange fall damage from ladders, and ensuring locked doors stay locked after a restart. Even niche issues, like problems in “Night of the Living Dead” scenarios or with the /hordedifficulty command, have been addressed.

Core systems improvement harvesting is now a proper player skill, opening the door for future progression mechanics. We also overhauled the in-game tutorial, making it easier for new survivors to get their bearings.

[h3]Performance Improvements[/h3]
Performance tuning was a huge focus for this update. From faster startup times to reduced lag around vegetation and barricades, 1.38 makes the world run smoother. We also optimized the relevancy system for pickups (reducing server clutter), and made several backend improvements to our database and server processing — all of which should contribute to more stable gameplay, especially on populated servers.

We’ve also implemented a potential fix for lag around the power station when many players are online — a common pain point that should now be less noticeable.

[h3]New Tutorial[/h3]
A major step up from our previous tutorial the 1.38 new player tutorial is a self contained, fully voiced and far more immersive. It should really help new players wrap there minds around Survive the Nights and the voice over just adds a great touch.



[h3]Sewers, Graveyards, and Crypts (All Very Zombie-Conducive)[/h3]
If you’ve been here for a while you might remember the original stress tests. These tests featured a tiny chunk of island and a town that would eventually become oldtown. This small town featured a sewer system. There were a few above ground buildings (changed to public bathrooms) in town that allowed entrance to the system.

1.38 re-introduces the sewer system, bigger and better. This is just the begging of our underground adventure to! We plan on expanding sewer systems under all towns and using the same mechanics to introduced structure basements!

We’ve also re-introduced the graveyard behind the church in Oldtown. There’s a spooky crypt there that holds some secrets so be sure to check that out!







[h3]Oldtown Sewer System[/h3]









[h3]Workshop (Arcade Game Project)[/h3]
We’ll be including the arcade github project in this update. Documentation will follow, just have to find some time for it. If you’re into this, and have an arcade in mind by all means go for it! We’ll introduce the actual workshop item in the following update, likely 1.39.

Github - Runelink2/STN-Workshop: STN Workshop



[h3]Patch Notes - 1.38[/h3]

Bug Fixes (Critical)
  • Major fix: Resolved issue causing zombies to occasionally pop back to life
  • Major fix: Storage container duplication issues resolved
  • Major fix: Single player mode no longer requires a constant internet connection
  • Fixed scenario where vehicle seats incorrectly remained occupied
  • Fixed problems affecting single player mode functionality


Bug Fixes (Quality‑of‑Life)
  • Corrected an error that prevented fortifications from reaching full strength
  • Fixed issue preventing interaction with certain locks while in fortification mode
  • Fortification mode no longer triggers when walking through open doorways
  • Addressed a persistence bug with fixed machines (e.g., wood stoves) that caused items to reappear
  • Fixed fall damage occurring when dismounting ladders
  • Worklamps now function correctly again
  • Resolved issues with Nazi zombies and Night of the Living Dead scenarios
  • Doors with locks now default to the locked state after a server restart
  • Fixed the /hordedifficulty admin command
  • Fixed scenario preventing connection to a server after using Steam relays


Performance Optimisations
  • Reduced startup lag spikes
  • Vegetation performance improvements
  • Fixed low FPS caused by barricades
  • Reduced relevancy time for pickups to decrease non‑essential overhead
  • Server performance optimisations
  • Fixes and optimisations to database processes to improve performance and concurrency
  • Potential fix for lag caused by the power station when many players are online


New Features (Core Gameplay)
  • Full tutorial overhaul with many improvements
  • Harvesting has been upgraded to function as a player skill
  • Players can now sit only in chairs that have been placed in the environment
  • Reintroduced hand warming by fire
  • Improved tree‑chopping — players can continue chopping from any interaction point


New Features (World & Exploration)
  • Established a new sewer network beneath Oldtown, featuring multiple ground‑level access points
  • Added a graveyard area in Oldtown complete with a crypt entrance leading to the sewers
  • Added manhole functionality to serve as entry points into the underground sewer system


Audio Enhancements
  • Added an improved audio reverb system with strong effects in sewers and military tunnels, plus reverb in tall buildings; weapon sounds now respond to environmental acoustics
  • Smooth reverb transitions between different acoustic types


UI Enhancements
  • Updated waypoint system: larger icons, improved off‑screen indicators, fading when targets are obscured, and pulsing effect on yellow waypoints
  • Crosshair now appears early when targeting interactable objects for easier aiming
  • Crosshair instantly appears (no fade‑in) on interactables and smoothly fades out when no longer targeting
  • Increased crosshair size for better visibility
  • Added glow effect to crosshair when hovering over interactable objects


Admin Commands
  • Introduced a command for smoothly zooming to a designated time, reducing visual jarring


Workshop
  • Developed a foundational workshop project that supports the creation of arcade games for in‑game machines


Asset Imports
  • Imported sewer‑related assets


[h3]Links[/h3]
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

Hotfix - 1.37.2

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. *Please note: world save data will be wiped

[h3]Patch Notes - HOTFIX 1.37.2[/h3]

  • Sleeping bags can now be removed again.
  • Fixed arcade machines not being able to be placed.
  • Fixed lock hovers.
  • Light bulbs can now be placed in light fittings again.
  • Database increment (world save data will be wiped)
  • Attached parts should go missing from vehicles less frequently.


Scenario Fixes
  • Night of the Living Dead scenario now working again.
  • Nazi Zombies scenario working again.


Links
Discord: https://discord.gg/survivethenights

Changelog: https://changelog.survivethenights.net

X: https://xcom/STNgame

Facebook: https://www.facebook.com/STNgame

YouTube: https://www.youtube.com/a2zinteractive

Website: https://www.survivethenights.net

Merch: https://teespring.com/stores/a2zinteractive

1.37 (Arcades | Improvements | Lighting++)

We’re pushing the 1.37 build right out to default, we’re just crazy like that! This update was quick, also a lot of fun. We got some great fixes in and something I’ve personally (JB) wanted to mess with for some time arcades! We’ve spent quite some time checking over reported issues (thank you all) and taking care of some annoying issues. Check the changelog below for a more detailed explanation on just what we’ve been up to as the blog is only a faction of what we’ve accomplished with 1.37.

[h3]Arcades[/h3]
You’ve seen them in-game for quite some time—arcade machines scattered across the world, teasing with their "coming soon" hover UI. Well, the wait is finally over! This update marks the introduction of our first fully functional arcade games, thanks to Andre’s hard work this cycle. To kick things off, players can now enjoy 3 classic games to challenge your reflexes and pass the time between survival runs.

Pong – A timeless classic. Battle against the AI or your friends for dominance.
Meteors – Inspired by Asteroids, dodge and destroy incoming space debris!
Snake – The original "just one more try" game—how long can you grow your snake?

This is just the beginning. Looking ahead, we plan to introduce Workshop integration in Update 1.38, allowing players to create and add their own arcade projects. Get ready to unleash your creativity and bring custom arcade experiences into the world of Survive the Nights!

In addition to working arcade machines, we’ve also added dedicated arcade buildings across the map. There are four in total, strategically placed for easy access. You can find them marked on the map, so be sure to check them out!

We’d love to see your high scores, so don’t forget to share them in our Discord community! Who will claim the top spot?


Arcade in the rain

Pong, Snake and Meteors!

Something comforting about the neon-glow of a retro-arcade!

Fitting name?

Even zombies like arcades!

[h3]Street lighting, Strip Mall and Ring Road[/h3]
In Update 1.36, we introduced island-wide power, bringing the power plant system to life. However, some towns and roads were still left in the dark. This update focuses on expanding street lighting, we were sure to hit all the towns along with the ring-road around the island. To enhance the atmosphere, we also introduced a dynamic flicker effect to select lights in and around towns. You’ll also find this creepy flicker effect at most of our strip malls. This subtle yet eerie addition adds to the overall tension and immersion, making nighttime exploration even more unsettling.

Additional Electrical Changes:
  • Ceiling fans now spin when power is active—because nothing says "normal civilization" like sitting under a working fan while zombies roam outside.
  • Electric breakers & meters now start in the correct positions, reducing setup hassle when restoring power.
  • Strip mall signage now lights up when power is active, adding to the immersion.


Police station lighting

More town lighting

Power plant glowing!

A false sense of calm

[h3]In-Game Updates![/h3]
Exciting news—many of you are likely reading this directly in-game! Over the years, I’ve written countless updates, and while I hope those who find them enjoy reading them, they often get buried by patches or missed entirely.

With this new in-game update viewer, you’ll always have access to the latest changes, fixes, and upcoming features without having to check external sources. This ensures more players stay informed about what we’re working on and what’s coming next.

We hope this makes it easier to stay connected with Survive the Nights as we continue to improve and expand the game. Thanks for being part of the journey!

In-game changelog and updates!

[h3]UI/Inventory Improvements[/h3]
We've made some important quality-of-life improvements to the UI and inventory system:

Popups now auto-close when you move the cursor away from the selection window, reducing clutter and making interactions smoother. Interaction UIs with only one option no longer display a redundant right-click "options" menu. If there’s only one thing to do, why force an extra click? Item descriptions now occupy the full left page of the inventory, improving readability. Item weights under 1lb now display correctly, making weight tracking more precise.

Some small changes that actually make a huge impact when regularly playing STN! Please continue to let us know what needs improving via our Discord!

[h3]Farming Improvements[/h3]
We've made several fixes and improvements to farming and planting, ensuring a bit more stability and persistence in the entire mechanic.

  • Functional Plant Pots – Previously, spawned plant pots had issues with proper functionality. They now work as intended, allowing you to grow crops without hassle.

  • Growth Progress Display – You can now track the progress of your plants with a visible growth percentage, making it easier to plan harvest times.

  • Persistent Dug Ground – Dug ground will no longer vanish after a server restart, preventing unexpected crop loss and ensuring your hard work in the fields is preserved.



Plant pot with percentage

[h3]STN+ and the Batcave[/h3]
We’ve used this little area for testing since we released the first alpha back in the day. With the addition of STN+ we wanted to share the space with our + members!

  • Added secret underground developer bunker
  • Added Batcave keycard
  • Batcave developer area access keycard added
  • Craftable and placeable arcade machines added


Extra points if you recognize that logo!

Batcave entrance exterior

We’ve tested here for years, now you can have a go!

Staff room

[h2]Patch Notes - 1.37[/h2]

[h3]New Features[/h3]
  • Added dynamic streetlight flickering
  • Added weapon break notifications (now appear on-screen)
  • Added weapon break sound effect
  • Added in-game changelog/update viewer
  • Added working retro arcade cabinets (Workshop support coming soon)


[h3]Arcade Features & Fixes[/h3]
  • Added controller and WASD support for arcade games
  • Fixed snake food spawning outside of the play area
  • Fixed camera sway issues, glitchy camera movement, and camera shake problems
  • Arcade machines can only be used if standing directly in front of them
  • Added names to arcade machine drops


[h3]Improvements & Changes[/h3]
Environment & Locations
  • Added new retro arcade building
  • Added Arcade neon signage
  • Added Arcade-exclusive lighting
  • Removed pool cue and balls from pool table prop
  • Added arcade building to 26
  • Added arcade building to 36
  • Added arcade building to 57 (for the army dudes to relax)
  • Arcade buildings now show on the map


Item Placement
  • Improved item placement in the prison bus
  • Keycard pickups are now larger


Consumables & Vitals
  • Consuming drinks is now blocked when hydration is already full
  • Consumables now display their positive and negative stats in green/red
  • Player vitals are no longer shown on the inventory landing page


Item Descriptions & Weight Display
  • Item descriptions now occupy the full left page; spacing improved for clarity
  • Items with a weight below 1 (lb or kg) now display as x.xx instead of .xx


UI Behavior
  • Moving away from the click window when selecting items now closes the popup
  • Interaction UIs that only have one option no longer show the right-click "options" drop-down


Lighting & Power
  • Stripmall signs are now lit when global power is active
  • Improved street lighting around Oldtown with various flickering lights
  • Added street lighting to Sage Creek
  • Added street lighting to Union Point
  • Added street lights to the entire ring-road
  • Ceiling fans now rotate when power is active
  • Added functionality for certain electric breakers and meters to have all parts and start in the on position


Farming & Planting
  • Spawned plant pots now work correctly
  • Plant pots/plants now show growth percentage
  • Dug ground no longer despawns on server restart, preventing crop loss


Crafting
  • Crafting from the recipe page is now working


Weapons
  • Weapon wear config option is now tied in
  • Weapon condition updates in real time in the stats menu
  • Crossbow arrows now stick in dart boards
  • Arrows no longer disappear from the crossbow when aiming down sight


Miscellaneous & Other
  • World save now clears when closing the play tab


[h3]STN+ Exclusive Items[/h3]
  • Added secret underground developer bunker
  • Added batcave keycard
  • Batcave developer area access keycard added
  • Craftable and placeable arcade machines added


[h3]Bug Fixes[/h3]
Vehicle & Movement
  • Fixed flickering UI while in a moving vehicle
  • Fixed vehicle inputs working while in the main menu
  • Fixed an issue that could cause the “stuck” notification to appear incorrectly


Network & Disconnects
  • Fixed network error when a player forcibly disconnects


Traps & Placement
  • Traps with visible wire now display correctly in placement mode


Achievements
  • Reviewed and fixed achievements so that all should now be attainable


UI & Logs
  • Fixed an error that caused excessively long logs
  • Fixed an error in the quit menu when pressing “cancel”
  • Fixed quit menu position issue


Miscellaneous
  • Removed water harvest point from a well that was unreachable
  • Fixed crafted items’ weights so produced items aren’t heavier than the items consumed


Links
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

Hotfix - 1.36.1

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.

[h3]Patch Notes - Hotfix 1.36.1[/h3]

  • Fix for steam turbine model having holes in it
  • Added notification when power shuts down
  • Fixed floating car lifts
  • Assigned new power station notification
  • Fix for flickering material on electric pole at power station
  • Added LEDs on map for power station switches
  • Fixed drowning at the military base
  • Fixed issue causing loot to get lost when turning on 'No loot respawn' config option


Links
Discord: https://discord.gg/survivethenights

Changelog: https://changelog.survivethenights.net

Twitter: https://twitter.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

Winter Event 2024

[h3]Town Tree Event[/h3]
Find big town trees in center of the islands towns. Below the tree you'll notice a breaker panel and an electric meter. If the you place a generator and provide power to the tree, you can hit the big red button to start the challenge. Keep in mind this challenge can only be done at night and it doesn't stop your nightly horde from arriving :)

Once the challenge starts, you'll need to survive 3 separate waves of zombie hordes. Surviving the challenge will result in presents, duh! This year, as mentioned above, we've upped loot rates. You'll also no longer need a lighter for the firework presents and we’ve included the new flare gun and flare rounds, so go crazy! The event will be active until new year's eve and should automatically disable itself.


Santa hat wearing zombies, so festive!


So creepy!


Santa's little helpers


Toys for all!


Event rules

[previewyoutube][/previewyoutube]

[h3]Links[/h3]
Discord: https://discord.gg/survivethenights

Changelog: https://changelog.survivethenights.net

Twitter: https://twitter.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