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Survive the Nights News

July Update (Full Interaction Overhaul | Crafted Storage | Door Fortification+)

It has been two months since our last update and we’ve been hard at work working on 1.18. The update is now on our default branch and it features quite a few fixes, changes and improvements. We’ll go over just some of them in the update below. Be sure to check out our changelog for a full list of changes you can test against. If you find any issues please report them in game using the F1 menu.

[h3]Interaction Overhaul[/h3]
Since our public alpha release in 2019 we’ve been improving and re-designing UI and method of interaction. 1.18 features the right click menu. For some time now, interacting with objects in the game that required parts or fuel as an example was rather cumbersome. The new system allows players to interact directly with the object rather than having to interact with another popup booklet style menu. The system simple feels right, like it has always been there.

This system has quite a few benefits. It removes the constant confusion over what holding E does. Right clicking feels a lot more natural and is consistent across all interactable objects in the game. The system provides quicker accesses to interactions with items, like instant equipping of weapons without having to first pick them up. The UI is much cleaner for machines and you can instantly tell what parts are there and what parts need adding.

Interactions that have been added to the right click menu:
  • Interact (Enable or disable: Generators/Vehicles/Fires/Breakers/Meters/Traps/Lights/Lock)
  • Place (Place Drops)
  • Equip (Equip Weapons)
  • Consume (Food and Medical items)
  • Repair (Vehicles)
  • Open Lock UI + Place Lock
  • Eat Portion + Add Items (Stew)
  • Remove home (Sleeping bag)
  • Open placed crafted container


This system feels way more fluid to us and we think you’ll love it just the same as we do. It continues our on going UI and interaction improvements. This is something you will see more of as we move forward.

Vehicle interaction

Generator interaction

Lock interaction

Fire interaction

[h3]Door Fortifications and General Improvements[/h3]
To say this has been a long time coming is an understatement. Fortifications are playing a bigger role in the game now and you have all requested this feature since we introduced window fortifications. It’s not possible to fortify any residential door in the game. The player can still lock doors but as an added (and more easily achievable fortification) quickly planking a door provides another layer of protection. The fortification system isn’t limited to just planks, if it currently covers a window it will work on a door. We’ve intentionally left out commercial doors as to not create an awkward situation.

Along with the addition of door fortifications, we’ve made other improvements to doors. The animation that plays when doors operate has been sped up. Doors open and close much faster creating a far better player experience we moving through them.

The player will also notice that fortifications they place take significantly less damage than fortifications they don’t own. This should help players shooting through their own fortifications while defending a structure.

Weapons now take less wear when damaging fortifications even when not owned by the player. This was just a bit out of hand in previous builds and we’ve taken care of it now.

Hammers now do double the damage to fortifications when they’re owned by the player. This will allow the player to quickly remove fortifications they’ve placed using the hammer.

Fortifying a door

Old door animation speed

New door animation

[h3]Crafted Player Storage[/h3]
Another frequently requested feature is player crafted storage. We’re introducing a craftable container in 1.18 a large wooden crate. This will allow players to easily store items in structures without relying on built in containers i.e. kitchen cabinets, etc. The containers should be stored in a secure room because you’re currently unable to lock them. This is something we’ll likely improve in the future but for the time being a container can easily be secured in the same fashion by locking up and with the introduction of door fortifications, planking up a room.

Crafting a container

Securing a room full of containers


[h3]Vehicle Improvements[/h3]
We have worked on vehicles issues for this update and the improvements should be very noticeable. Players no longer occasionally teleport off to another universe when stepping out of a vehicle so that’s nice. Vehicles shouldn’t glitch and freak out when the player exits them. Vehicles should now roll for a longer period of time when a player steps out. The Cricket (little hatch) shouldn’t roll on to its roof as easily anymore along with other improvements.

The big change here is the improvement to vehicle physics. The system now maintains vehicles after a driver steps out. This leads to improved vehicle physics and the entire system should feel far more polished. There will no doubt still be issues and if you find anything please feel free to report in game with the F1 menu.

[h3]General Improvements[/h3]
There are a good amount of big changes in the update but those aren’t the only changes you’ll find in 1.18. We’ve done a good deal of adjusting, fixing and tinkering to improve the all around game experience.

[h3]Trap Improvements[/h3]
We’ve worked on improving interactions with traps and trap issues themselves. As an example, the bear trap no longer deactivates when placing it down. It also won’t play the animation when first placing it. In addition, the colliders have been tweaked to make it easier to place on uneven terrain and closer to walls or objects.

Bear Trap interaction

Shotgun traps are easier to interact with now we have the right click system. We’ve also taken the time to improve the visual on the shotgun trap. You can now clearly see the trip line. This should help with players shooting their own knees off.

Shotgun trap improved interaction and visual

[h3]Server Optimization[/h3]
We’ve spent some time optimizing during this dev cycle. There have been over 30k objects removed from the server, objects that are no longer needed. Most of these were unused collision objects that were bogging the server down.

[h3]Placement and Navigation Improvements[/h3]
The world left behind isn’t a pretty one, there’s quite a lot of trash around! Some of these piles have caused the player grief and we’ve taken some steps to address these issues. While they do make for a nice backdrop and add to the overall ambiance the trash piles can make placing objects and navigating difficult at times. The team has adjusted colliders and adjusted some of the models to create easier to navigate environments.

Flatter clutter for better navigation

Adjusted colliders for better placement

In addition to design objects like the ones above, we’ve tweaked issues on AI models. The player is now able to place items inside of zombies or passive AI rag dolls. There is no need to wait for the bodies to disappear. There’s also been a fix of the issue where AI sometimes wouldn’t go rag doll on death.

[h3]Patch Notes - Alpha 1.18 [/h3]

Core Interaction System Overhaul
  • Fix for waypoints lagging behind by 1 frame.
  • Reduced 1.5 second delay when interacting with machines.
  • Allowed exiting vehicles at speed without need to hold down E


New Interaction UI
  • Added right click functionality when hovering over objects or machines.
  • The new right click menu will show things you can do with the object/machine that’s selected.

This system has a few benefits:
  • Removes constant confusion over what holding E does, behaviour should now be a lot more consistent.
  • Allows for adding of more interactions to items like the instant equipping of weapons without having to pick it up first.
  • A cleaner UI for machines that can tell you how many items you currently have when adding items.


Interactions that have been added to the right click menu:
  • Interact (Enable or disable: Generators/Vehicles/Fires/Breakers/Meters/Traps/Lights/Lock)
  • Place (Place Drops)
  • Equip (Equip Weapons)
  • Consume (Food and Medical items)
  • Repair (Vehicles)
  • Open Lock UI + Place Lock
  • Eat Portion + Add Items (Stew)
  • Remove home (Sleeping bag)


Added more information when looking at items in the world:
  • Ammo amount when looking at guns and ammo drops
  • Weapon condition when looking at weapons
  • Amount in the box when looking at screw/nail boxes.
  • Fuel (jerry cans and vehicles)
  • Battery percentage (Flashlights/Drill)


  • Item descriptions now show when hovering over the name of the item in the new right click menu
  • Added instructions when hovering over repair button for vehicles


Craftable Player Storage
  • Added craftable player storage container!


Fortifications
  • Fortifications now take significantly less damage if they are owned by the player.
  • Weapons now take significantly less weapon if the fortification is owned by the player.
  • Weapons now take less wear when damaging fortification even when not owned by the player.
  • Hammers now do double the damage to fortifications when they are owned by the player.


Traps
  • Bear trap no longer plays close animation when placing it down for the first time
  • Tweaked bear trap colliders to make it easier to place on uneven terrain and close to walls/other objects
  • Tweaked propane fire trap model to make it easier to place
  • Fix for placing propane fire trap tube inside of walls
  • Lowered propane tank and propane fire trap weights
  • Increased visibility of shotgun tripwire to more clearly indicate that it’s enabled
  • Fixed barbed wire being difficult to place on bumpy terrain
  • Added free placed fortification to quick guide


Vehicle Improvements
  • Players no longer occasionally teleport away when stepping out of a vehicle.
  • Vehicles no longer glitch when exiting.
  • Vehicles now roll for longer when stepping out while moving.
  • Cricket vehicle no longer rolls on to roof as easily.
  • Control of vehicles is now maintained after the last driver steps out. This leads to improved physics calculation
  • Tweaked the color of the container in the back of the 4x4 vehicle to limit confusion against the new craftable storage.


Performance
  • Server - Performance improvements on the when a vehicle is being driven.
  • Server- Reduced issue with weather manager that was causing high CPU usage on the server.


Crafting
  • Added recipe for craftable player storage.


UI
  • Fix for waypoints lagging behind by 1 frame.


Quality of Life (QoL)
  • Fixed issue where clicking next to the map would place a map marker. It now closes the map
  • Consuming is no longer canceled when the inventory is opened or closed
  • Consuming is now cancelled when pressing escape without opening the menus
  • Fixed slow movement when trying to climb through a window
  • All doors now open and close faster!
  • Fixed players getting stuck when walking on top of sofas
  • It's now possible to cleanup dead players backpacks.
  • Added red/green indicator color to breaker/meter panel levers.
  • Allowed exiting vehicles at speed without need to hold down E
  • Reduced 1.5 second delay when interacting with machines.
  • Tweaked some junk piles and removed collision to improve navigation when walking over them.
  • Improved placing on some junk objects by reducing collider height.
  • Fix for harvesting not working on large junk pile on low settings.
  • It's now possible to place free placed forts inside of dead zombies that have not yet been despawned.
  • Removed metal harvesting from the small shed to avoid confusion
  • Fixed extreme aliasing when taking upscaled screenshots when using /screenshot
  • Improved vehicle engine trigger areas.
  • Improved colliders for interacting with doors.


AI
  • Fixed issue where AI sometimes didn’t turn into rag doll correctly


Assets
  • Crossbow asset added.
  • Flarefun asset added.


Environment
  • Fixed floating item spawn points at metal refineries.
  • Smooth terrain around refinery on terrain 51
  • Fixed floating rock on terrain 13.
  • Fixed floating rock on terrain 54.
  • Moved a floating house to ground level 36
  • Cabin doors that didn't work should now function correctly.


Animations
  • Core animations for crossbow and flare gun added.


Server
  • Removed over 30k objects from the server which are no longer needed.


Localisation
  • Updated all translations from crowdin


[h3]If you're enjoying the game, please consider writing a review or updating your current one. Every little bit helps our small team. Thank you! :)[/h3]

[h3]Links[/h3]
Discord: https://discord.gg/survivethenights
Patreon: https://patreon.com/a2zinteractive
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

Experimental Patch Notes - Alpha 1.18

We have released Alpha 1.18 on our experimental branch. Please report bugs and issues in game using the F1 menu. If you'd like to track the patch progress and follow more closely with development, check our changelog and please consider joining our Discord.

How to get into experimental branch:
  1. Open Steam and go to your games library.
  2. Right click on STN and select "Properties"
  3. Navigate to the "Betas" tab and select "experimental" in the drop down menu.
  4. Close the properties window.
  5. You will find a single experimental server titled EXPERIMENTAL_SERVER. Join this for some testing.


[h3]Patch Notes - Alpha 1.18 (Experimental Build)[/h3]

Core Interaction System Overhaul
  • Fix for waypoints lagging behind by 1 frame.
  • Reduced 1.5 second delay when interacting with machines.
  • Allowed exiting vehicles at speed without need to hold down E


New Interaction UI
  • Added right click functionality when hovering over objects or machines.
  • The new right click menu will show things you can do with the object/machine that’s selected.

This system has a few benefits:
  • Removes constant confusion over what holding E does, behaviour should now be a lot more consistent.
  • Allows for adding of more interactions to items like the instant equipping of weapons without having to pick it up first.
  • A cleaner UI for machines that can tell you how many items you currently have when adding items.


Interactions that have been added to the right click menu:
  • Interact (Enable or disable: Generators/Vehicles/Fires/Breakers/Meters/Traps/Lights/Lock)
  • Place (Place Drops)
  • Equip (Equip Weapons)
  • Consume (Food and Medical items)
  • Repair (Vehicles)
  • Open Lock UI + Place Lock
  • Eat Portion + Add Items (Stew)
  • Remove home (Sleeping bag)


Added more information when looking at items in the world:
  • Ammo amount when looking at guns and ammo drops
  • Weapon condition when looking at weapons
  • Amount in the box when looking at screw/nail boxes.
  • Fuel (jerry cans and vehicles)
  • Battery percentage (Flashlights/Drill)


  • Item descriptions now show when hovering over the name of the item in the new right click menu
  • Added instructions when hovering over repair button for vehicles


Craftable Player Storage
  • Added craftable player storage container!


Fortifications
  • Fortifications now take significantly less damage if they are owned by the player.
  • Weapons now take significantly less weapon if the fortification is owned by the player.
  • Weapons now take less wear when damaging fortification even when not owned by the player.
  • Hammers now do double the damage to fortifications when they are owned by the player.


Traps
  • Bear trap no longer plays close animation when placing it down for the first time
  • Tweaked bear trap colliders to make it easier to place on uneven terrain and close to walls/other objects
  • Tweaked propane fire trap model to make it easier to place
  • Fix for placing propane fire trap tube inside of walls
  • Lowered propane tank and propane fire trap weights
  • Increased visibility of shotgun tripwire to more clearly indicate that it’s enabled
  • Fixed barbed wire being difficult to place on bumpy terrain
  • Added free placed fortification to quick guide


Vehicle Improvements
  • Players no longer occasionally teleport away when stepping out of a vehicle.
  • Vehicles no longer glitch when exiting.
  • Vehicles now roll for longer when stepping out while moving.
  • Cricket vehicle no longer rolls on to roof as easily.
  • Control of vehicles is now maintained after the last driver steps out. This leads to improved physics calculation
  • Tweaked the color of the container in the back of the 4x4 vehicle to limit confusion against the new craftable storage.


Performance
  • Server - Performance improvements on the when a vehicle is being driven.
  • Server- Reduced issue with weather manager that was causing high CPU usage on the server.


Crafting
  • Added recipe for craftable player storage.


UI
  • Fix for waypoints lagging behind by 1 frame.


Quality of Life (QoL)
  • Fixed issue where clicking next to the map would place a map marker. It now closes the map
  • Consuming is no longer canceled when the inventory is opened or closed
  • Consuming is now cancelled when pressing escape without opening the menus
  • Fixed slow movement when trying to climb through a window
  • All doors now open and close faster!
  • Fixed players getting stuck when walking on top of sofas
  • It's now possible to cleanup dead players backpacks.
  • Added red/green indicator color to breaker/meter panel levers.
  • Allowed exiting vehicles at speed without need to hold down E
  • Reduced 1.5 second delay when interacting with machines.
  • Tweaked some junk piles and removed collision to improve navigation when walking over them.
  • Improved placing on some junk objects by reducing collider height.
  • Fix for harvesting not working on large junk pile on low settings.
  • It's now possible to place free placed forts inside of dead zombies that have not yet been despawned.
  • Removed metal harvesting from the small shed to avoid confusion
  • Fixed extreme aliasing when taking upscaled screenshots when using /screenshot
  • Improved vehicle engine trigger areas.
  • Improved colliders for interacting with doors.


AI
  • Fixed issue where AI sometimes didn’t turn into rag doll correctly


Assets
  • Crossbow asset added.
  • Flarefun asset added.


Environment
  • Fixed floating item spawn points at metal refineries.
  • Smooth terrain around refinery on terrain 51
  • Fixed floating rock on terrain 13.
  • Fixed floating rock on terrain 54.
  • Moved a floating house to ground level 36
  • Cabin doors that didn't work should now function correctly.


Animations
  • Core animations for crossbow and flare gun added.


Server
  • Removed over 30k objects from the server which are no longer needed.


Localisation
  • Updated all translations from crowdin


[h3]Links[/h3]
Discord: https://discord.gg/survivethenights
Patreon: https://patreon.com/a2zinteractive
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

Summer Sale - 70% Off

Survive the Nights is now 70% off during Steam's Summer Sale - now through July 7th. This is our biggest sale to date!

If you have any questions before purchasing, please join our friendly community on discord.

https://store.steampowered.com/app/541300

[h3]Links[/h3]
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Patreon: https://patreon.com/a2zinteractive
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

Major Update - May (Engine Update | Optimization | Persistence | QoL)

Jayty here,

Another busy period for the team. We had a blast at Insomnia 68 and hope to visit the next event in August. A lot of people asked to take part in the event that we ran. In this update you’ll find instructions for how to set that up!

As mentioned in our previous updates, we’re focusing on a deeper cycle now and most of what you’ll find in the regular updates will be quality of life, bug fixing and smaller gameplay improvements. Expect a bigger funner update in the coming month!

[h3]Unity Engine Update[/h3]
We’ve taken the time to update things from Unity 2019 LTS to the newest ‘safe’ version of unity that we can use. In 1.17 you’ll not tell much immediate difference but the game is running in Unity version 2021 which brings us bang up to date with stable versions of unity! It’s never a fun task to update but keeps things fresh. You will notice some performance improvements with the version too.

[h3]Persistence[/h3]
I know I know, it’s taken us a little longer than it should have to patch this one out. We hit some roadblocks with the engine update which tied us in to finishing those before patching. Vehicles and machines parts will no longer disappear.

Disclaimer! While we’re focusing hard now on through version persistence. There’s likely to be some loss/cleanup of items. We’re working on this all the time and aim to reach near perfect persistence through versions in the coming months. We appreciate all the patience on this front.

[h3]Insomnia 68 Finds / QoL[/h3]
What an opportunity for us! We must have watched over 200 players tryout out the game. All with no experience of the game. It was painful to watch at times, but we learnt a lot about what things need to be more intuitive. We’ll be fixing/improving these things in the coming months but 1.17 does include a bunch of these fixes.

  • Item hovers are now more responsive and update instantly when looking at them.
  • Made interactions with small items a lot easier.
  • Improved issue where player has to hold mouse over items for a while when pressing/holding interact.
  • Slight increase to interaction distance.
  • Tweaked colliders on fortifications to allow for easier placing on windows
  • Fixed FRKS weapon clipping into the camera.
  • Reduced logoff timer from 10 to 5 seconds
  • Flashlights no longer turn off when switching weapons. ← wow this one made a lot of people die.
  • Placement mode is now continuous for all items.
  • It’s now possible to consume items from your inventory while in a container.


[h3]Horde Improvements[/h3]
No we haven’t brought back fleeing. Rest assured though that it’s on our radar and will will introduce a solution for skipping hordes. Likely in the form of some kind of task… spreading zombie blood on yourself maybe?

We have made a bunch of tweaks though to make hordes more achievable and fun. All things that we were able to balance based on our experiences at i68.

  • Tweaked colliders on fortifications to allow for easier placing on windows
  • Fixed hordes not being beatable at later levels caused by delay being too long between zombie spawning.
  • Zombies now do a bit more damage to fortifications for later horde levels.
  • Zombie health increased slightly less for later hordes to balance against them doing more damage to fortifications.
  • Added /hordedifficulty commands for admins
  • Tweaks to door collider to improve shooting through gap in door.
  • Lowered damage applied to guns when shooting fortifications
  • Tweaked collider on barbed wire trap for easier placing


[h3]Insomnia Horde Event[/h3]
Boy the response to the horde event at i68 was overwhelming! A lot of people asked us if they could try it out for themselves after attempting it there. Next time we’ll make it co-op out of the box and take advantage even more of the traps/fortifications (After we make them way better)

Here are the instructions for giving it ago yourselves. It’s built on the foundation of version 1.16 so won’t include the changes listed above. Also note that hordes are tweaked here slightly to make the whole experience more suited to a 20 min play session.

The idea is that you spawn at a mostly fortified/prepared base. You get about 5-6 mins to prep and then a horde comes for you. The default difficulty is pretty doable but you can ramp it up if you really fancy a challenge!

Setup Instructions Google Doc

[previewyoutube][/previewyoutube]

[h3]Patch Notes - Alpha 1.17[/h3]

  • Fixed issue which stopped the player being kicked back to the menu when the server process cannot be started.
  • Persistence vehicles no longer disappearing.
  • Persistence parts from items like fires no longer disappearing.
  • Item hovers are now more responsive and update instantly when looking at them.
  • Made interactions with small items a lot easier.
  • Improved issue where player has to hold mouse over items for a while when pressing/holding interact.
  • Slight increase to interaction distance.
  • Tweaked colliders on fortifications to allow for easier placing on windows
  • Fixed hordes not being beatable at later levels caused by delay being too long between zombie spawning.
  • Zombies now do a bit more damage to fortifications for later horde levels.
  • Zombie health increased slightly less for later hordes to balance against them doing more damage to fortifications.
  • Added /hordedifficulty commands for admins
  • Fixed FRKS weapon clipping into the camera.
  • Tweaks to door collider to improve shooting through gap in door.
  • Lowered damage applied to guns when shooting fortifications
  • Tweaked collider on barbed wire trap for easier placing
  • Fixed horde difficulty hardcore not fully working. More zombies will now come at once at the hardcore horde difficulty configuration.
  • Reduced logoff timer from 10 to 5 seconds
  • Placement mode is now continuous for all items.
  • Chainsaw no longer spawning at melee container.
  • Reduced loot amounts slightly in houses.
  • Flashlights no longer turn off when switching weapons.
  • It’s now possible to have both flashlight and headlamp on at the same time.
  • It’s now possible to consume items from your inventory while in a container.
  • Damage to players from zombies is now halved when the player is in a vehicle.
  • Players no longer get damaged in vehicles until all windows are smashed.
  • Tweaked when mental health effects show and tweaked delay
  • Updated Translations from May 19th 2022


[h3]50% Off Sale Reminder[/h3]
There are just a few days left to get 50% off Survive the Nights. This sale ends on Monday, May 23rd. If you have any questions before purchasing, please join our friendly community on discord.

https://store.steampowered.com/app/541300



[h3]If you're enjoying the game, please consider writing a review or updating your current one. Thank you! :)[/h3]

[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

Experimental Patch Notes - Alpha 1.17

We have released 1.17.0 on our experimental branch. Please report bugs and issues in game using the F1 menu. If you'd like to track the patch progress and follow more closely with development, check our changelog and please consider joining our Discord.

How to get into experimental branch:
  1. Open Steam and go to your games library.
  2. Right click on STN and select "Properties"
  3. Navigate to the "Betas" tab and select "experimental" in the drop down menu.
  4. Close the properties window.
  5. You will find a single experimental server titled EXPERIMENTAL_SERVER. Join this for some testing.


[h3]Patch Notes - Alpha 1.17.0 (Experimental Build)[/h3]

  • Fixed issue which stopped the player being kicked back to the menu when the server process cannot be started.
  • Persistence vehicles no longer disappearing.
  • Persistence parts from items like fires no longer disappearing.
  • Item hovers are now more responsive and update instantly when looking at them.
  • Made interactions with small items a lot easier.
  • Improved issue where player has to hold mouse over items for a while when pressing/holding interact.
  • Slight increase to interaction distance.
  • Tweaked colliders on fortifications to allow for easier placing on windows
  • Fixed hordes not being beatable at later levels caused by delay being too long between zombie spawning.
  • Zombies now do a bit more damage to fortifications for later horde levels.
  • Zombie health increased slightly less for later hordes to balance against them doing more damage to fortifications.
  • Added /hordedifficulty commands for admins
  • Fixed FRKS weapon clipping into the camera.
  • Tweaks to door collider to improve shooting through gap in door.
  • Lowered damage applied to guns when shooting fortifications
  • Tweaked collider on barbed wire trap for easier placing
  • Fixed horde difficulty hardcore not fully working. More zombies will now come at once at the hardcore horde difficulty configuration.
  • Reduced logoff timer from 10 to 5 seconds
  • Placement mode is now continuous for all items.
  • Chainsaw no longer spawning at melee container.
  • Reduced loot amounts slightly in houses.
  • Flashlights no longer turn off when switching weapons.
  • It’s now possible to have both flashlight and headlamp on at the same time.
  • It’s now possible to consume items from your inventory while in a container.
  • Damage to players from zombies is now halved when the player is in a vehicle.
  • Players no longer get damaged in vehicles until all windows are smashed.
  • Tweaked when mental health effects show and tweaked delay
  • Updated Translations from May 19th 2022


Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!


[h3]Links[/h3]
Discord: https://discord.gg/survivethenights
Patreon: https://patreon.com/a2zinteractive
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