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Survive the Nights News

1.34 Update (Hotkeys | Player Attributes | Quality of Life - QoL)

Today we’ll be releasing our 1.34 build on our default branch. This build is one of the bigger game changers we’ve introduced. 1.34 introduces a few totally new mechanics, the biggest being something we’ve wanted to achieve since our concept and that’s attributes. This is a total game changer by introducing our original idea of building a character you care about. Along with the attribute points you’ll find XP is now linked to a single life. This all brings the game closer to our original vision for the project. As you might expect, these options are all available to change in the in-game world setup and server options. Below is just a small blog detailing some of the changes. Check our changelog for future plans and full update details.

[h3]Attributes and Attribute Points[/h3]
This is a biggie. We’re super excited to introduce attributes. Allowing players to create unique playthroughs with each life. You’ll be able to tailor the experience of each life to suit your needs or try another method of survival. When joining a server for the first time you will not be greeted with the attributes screen. You will have 20 starting points and receive a set number of points for each level attained in the game. The player can use these points to improve a number of attributes and alter that playthrough to suit their needs. Upon death the player will lose all XP and once again be greeted with the attributes screen. The attributes from the last playthrough will be stored and the player can choose to reset and try a new method or try the same again. Starting attribute points along with how many a player receives at each level up in configurable on the scenario setup page. Below is a screenshot of the new starting screen along with a short explanation of each adjustable attribute.

We would like to note this is just the first introduction of the attribute system and we plan on expanding and tinkering with all of it via your feedback. If you haven’t already come join us on our official Discord. Share your thoughts and suggestions and help shape this zombie survival experience with us.

Attributes Screen

Strength
Carry Capacity = Increases the weight you can carry.
Interacting = Enhances your ability to interact with objects.
Running = Boosts your running speed and endurance.
Stamina = Improves your overall stamina level.
Stamina Regeneration = Accelerates your stamina regeneration.

Survival
Health = Boosts your total health points.
Mental Fortitude = Strengthens your mental resilience.
Damage Resistance = Reduces the damage you take.
Thirst Resistance = Slows down your thirst rate.
Hunger Resistance = Decreases your hunger requirement.
Disease Resistance = Enhances your resistance to diseases.

Weapons
Rifles = Increases proficiency with rifles, leading to faster reloading, a lower chance of jamming, quicker aiming down sights, and unlocking attachment options.
Shotguns = Enhances proficiency with shotguns, allowing for faster reloading, reduced jamming, quicker aiming down sights, and unlocking attachment options.
Pistols = Boosts proficiency with pistols, resulting in faster reloading, decreased jamming, quicker aiming down sights, and unlocking attachment options.
Melee = Improves skill in melee combat, enabling faster swinging and reduced stamina use.

Resourcefulness
Sneaking = Enhances your ability to move unnoticed.
Harvesting = Increases harvesting speed.
Crafting = Improves skill in crafting items.
Resting = Boosts efficiency in resting and recovering.
Skill Mastery = Increases overall skill mastery level.
Medical Skill = Improves proficiency in medical skills.

Knowledge
Wood Chopping = Increases chopping speed, reducing stamina drain and axe wear.
Mechanic = Enhances proficiency in mechanical skills, enabling vehicle use and locking, vehicle and tire repairs, and reducing the chance of a car failing to start.
Weapon Maintenance = Boosts skill in maintaining weapons, reducing the chance of jamming.
Building Maintenance = Enhances building maintenance skills, increasing tool efficiency, swing speed, reducing stamina use, and unlocking drill use.

Crafting
Wood Working = Unlocks woodworking recipes based on skill level.
Metal Working = Unlocks metalworking recipes based on skill level.
Weapon Smithing = Unlocks weapon smithing recipes for guns, melee weapons, tools, and ammo based on skill level.
Medical = Unlocks medical crafting recipes for drinks and medical items based on skill level.
Trapping = Unlocks trapping recipes based on skill level.

XP Per Life
Another feature we’ve wanted to introduce is xp per life. This makes each character and each playthrough truly unique. Survive the Nights was always meant to be a hardcore survival experience and this helps to lend a hand in making that a reality.

During our testing, we found that this mechanic significantly enhances the game's intensity. It forces you to truly consider the consequences of your actions, adding a layer of depth and tension that heightens the overall experience. The constant threat of losing your progress makes each character choice more meaningful, driving home the unforgiving nature of survival.

Ultimately, XP Per Life challenges you to adapt, learn, and survive in a world where every moment counts. We believe this feature will not only make the game more challenging but also more rewarding, providing a true test of skill and strategy for those who dare to brave the nights.

Crafting Rework
Crafting is now tied into player XP slightly differently. With the introduction of player attributes, craftables are now linked to attributes and attribute points. Players will start with 20 points on our default setting and gain 8 points per level. Spending points on things like metal and wood working will allow you to craft associated items. We will eventually add more attributes and in the coming builds include skill magazines found throughout the world.

Crafting unlock Wood Working 1

Crafting unlock Metal Working 5

[h3]Hotkeys[/h3]
Something you have all been asking for is some kind of hotkey system. 1.34 introduces just that and it works rather nicely. Players can assign hotkeys 0-9 and use the scroll wheel to or number keys to select them. Players can store hotkeys for both weapons and medical goods, making those bandages way easier to use. You should notice that weapons are automatically assigned to any empty hotkey as they’re picked up and all slots can be over written.

Hotkey assigning

Hotkeys in action

[h3]Patch Notes - 1.34[/h3]

Hotkey / Scrolling
  • Added hotkey binding functionality.
  • Overhauled scrolling through inventory items so that it now uses the hotkey system.


Player Attributes
  • Added all new player attributes system that allows players to tailor their characters experience. Attribute points are assigned per life and unlocked by leveling.
  • Player leveling is now per life.
  • Crafting page is now sorted by required skill instead of item categories.


Hotkeys
  • Added user configurable hotkey system with UI visualization. Replaces the existing scrolling functionality.


Environment
  • Fixed hole in terrain seam.


Player Leveling
  • Player level/xp is now per life.


General Settings
  • Added option to always show hotkey UI.
  • Added option to always show compass UI.
  • Added option to always show stats UI.
  • Added option to disable the the quick guide.
  • Fixed incorrectly named large plow.


Server Admin
  • Renamed the ‘Structure respawn rate' config option as it affects indoor and outdoor zombies
  • Improve tooltips on server config options to make them more descriptive.
  • Added ‘Friend map visibility’ option for allowing friends to be displayed on the map at any distance.
  • Added option for setting how many attribute points a player can spend on new life.
  • Added option for setting how many attribute points a player receives per life.


If you're enjoying the game and our recent updates, please consider leaving a review. Thanks for your support! :)

[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 - 60% Off

Survive the Nights is now 60% off for two weeks during the summer sale - now through July 11th. Come join in on our latest update & pick up the game for this great price!

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

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

Hotfix - 1.33.4 (Sleeping Bag Fix | Exploit Fix | Flatbed Fix)

We’re releasing another 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 official Discord.

[h3]Patch Notes - HOTFIX 1.33.4[/h3]

  • Fixed climbing exploit with wall shelves.
  • Beds/home setting is now working through server restarts.
  • Vehicle flatbeds are now working again.



Links
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

Hotfix - 1.33

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 official Discord.

[h3]Patch Notes - HOTFIX 1.33[/h3]

  • Fixed exploitable wall shelves.
  • Fixed featured scenario carousel getting stuck.
  • Fixed 'Beep Bob Boop' sound on slow opening/closing doors.
  • Crafting page working consistently.
  • Footstep sounds no longer play while in a vehicle.
  • Slower weapon decay on default scenario



Links
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

1.33 Update (New Vehicles | Game Polish | Game Loop & PvP Improvements++)

Today we’ll be releasing the new 1.33 build to our default branch. We’ve been listening to our community, 1.33 has some really nice fixes and additions in it. We’ve made some great quality of life fixes, gameplay changes and added some new goodies. Check the blog below and the full changelog to see all of the 1.33 changes. As always if you run into any issues, report them in game and swing by the Discord to yell at us a bit! :)

[h3]New Vehicle and Variants[/h3]
Do you have the need for speed? Are any of you old enough to even remember those games? Do they still make Need for Speed, anyway.. Fast cars are fun and Black Island has needed some muscle for quite a while. In 1.33 we’re introducing the “Muscle Car”, not the most original name if we know. If the community has a better idea let us know. As you might guess this is by far the quickest vehicle in the project (for now).

Go fast model stripes!

Zombie beast

The classic

This one needs some work!

Vehicles
  • Added muscle Car vehicle.
  • Added Sport muscle car variant.


[h3]Inventory Improvements[/h3]
We’ve made quite a few improvements to the inventory system in 1.33. One of the biggest requests from the community is scaling. Previously we didn’t have the option to scale the inventory, making playing on anything other than a standard monitor rather awkward. Along with inventory scaling there have been many quality of life improvements made. Including redesigns to the recipe page to make it easier to navigate and understand. We’ve added the ability to craft the desired amount of any given recipe. Check the changelog below for all of the inventory improvements.

UI scaling

Scroll bar

Craft specific amount

Crafting page redesign

Inventory / Crafting
  • Inventory now automatically scales based on inventory size.
  • Added manual scaling option to the general options tab.
  • Removed click window when only ‘view recipe’ option is available. Clicking now navigate directly to the recipe page.
  • Redesigned the recipe page to make easier to understand and navigate.
  • Added the option to craft the desired amount of items. Rather than just ‘craft max’. The maximum now is also pre calculated.
  • Added the ability to craft many from the options drop down + added the option to cancel crafting.
  • Removed recipe search button/icon from item names while in the crafting tab and replaced with options to view items recipe directly from the option drop down.
  • List of craftables no longer gets shifted to the bottom of the page when filtering recipes.
  • Inventory has scroll indicators when required. This includes all crafting content
  • 'R' key is now used for placing from the inventory.


[h3]Player Improvements [/h3]
The community has been fantastic at helping find sync and player issues and we’ve addressed many of those issues in 1.33. Along with the fixes there are a few really nice player improvements.

We’ve fixed headlamps syncs, updated and improved nearly all of the player animations like idle, jump, punching, turning while crouched animations etc.

We’ve also added some features like the ability to crouch and slowly open a door. Greatly reducing the noise made from doors and adding a ton ambiance to our newly introduced and improved sneaking mechanic.

We have longer term goals of total character customization. This however is a massive task for a team of our size. In the mean time Andre has given our current character models a little much needed attention.

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]


Backpack items

Player (self)
  • Improved flashlight and headlamp behavior to make them more reliable.
  • Flame thrower, double barrel, crossbow, mk4 and flame thrower and all now visible on players backpacks when they are carrying one.
  • Mental state can now increase once per day when becoming fully rested (comfort level 2)
  • Doors now open slowly when the player is sneaking. This greatly reduces noise made by opening doors.


Player (others)
  • Improved flashlight and headlamp sync to other players to make them consistent.
  • Accuracy of other players position has been improved.
  • Improved other player movement animations.
  • Improved other player jump from static and moving animations.
  • Other player now how dynamic idle animations.
  • Improved punching animation while player is stationary
  • Added turning animations when player turns on the spot.
  • Added crouch turning animations.
  • Improved weigh paints on characters so that there isn't as much stretching around the jaw.
  • Fixed bug causing other players to not be visible.
  • Other players no longer animate to their spawn location.
  • Other players in hand item and attachments are now synced reliably.
  • Other player backpack items now sync reliably.
  • Other player crouched and ladder states are now syncs reliably.
  • Other players flashlights/headlamps are now synchronized reliably.
  • Other Players nametags now move down when crouched.
  • Other Player are no longer visible before they reach the ‘in-game’ state.
  • Fix for jerky strafe animation caused by slow animation updates
  • Improvements to aim IK to make it look less like player is about to fall over when looking up


[h3]Zombie and Horde Improvements[/h3]
In 1.33 we’ve made some nice improvements to zombie behavior and hordes. We fixed a nasty issue where indoor zombies were behaving as though they were outdoors, causing some awkward gameplay.

We’ve adjusted ambient sound for zombie hordes based on their level, the higher the louder and more aggressive the screaming. There has been a fix for zombie horde difficulty not working in the config options, zombie hordes also now approach primarily from the direction intended and visible via the inspect menu.

Zombies
  • Resolved issue that was making indoor zombies behave as though they were outdoors.


Hordes
  • Fix for double notifications after horde difficulty 12.
  • Horde spawn frequency no longer influenced by day length
  • Zombie hordes now primarily approach from a single direction
  • Only running horde zombies now prevent new zombies from spawning.
  • Fix for horde difficulty config option not working
  • Horde ambient sound volume is now based on horde level


[h3]General Quality of Life Improvements[/h3]
Quality of life improvements are always important fixes and additions for the team and community. Most of what we add or fix is suggested or pointed out to the team by all of you. So please continue to point out issues and make further QoL suggestions.

Quality of Life (QoL)
  • Changed fire rate of double barrel from 0.1 to 0.2 to fix issue where you accidentally fire twice.
  • Stuck command is now working again.
  • Other players flashlight no longer flicker when the other players character is off screen.
  • Backpacks now remain in the world longer after death.
  • Cooking effects now working again consistently.
  • Reduced weight of generator.
  • Changed antiseptic category to medical
  • Player now spawn at the correct rotation on initial spawn.
  • Decreased flickering intensity on fires.
  • Fix for campfires not always producing light.
  • Fix for lens distortion not resetting after drowning


[h3]UI Improvements[/h3]
Some nice changes and additions to the UI have been made. You’ll see a new scenario carousel in the world save menu, allowing players to see showcased community driven scenarios and more. We’ve added the ability to see all your critical stats when opening the inventory now, same as you do while pressing F. This leaves the left side of the inventory booklet open for future plans :wink:. There are quite a few more UI changes check them out below.

Critical stats on inventory open

New life UI

You Died! Try Again :)

Steam workshop carousel

UI Improvements
  • Added new game over/death UI.
  • Added new fresh spawn UI.
  • Critical stats (F menu) now displays while in the inventory.
  • Added featured scenario carousel to world saves menu.
  • F menu no longer flickers when pressing F while UI is already visible.
  • Zombies killed tally no longer gets stuck on screen.
  • Renamed Server/host tabs to ‘Servers’ and ‘Play’ for clarity.
  • Updated various translations that were missing.


Balance
  • MK4 weapon no longer spawns at pistol spawner locations
  • Disabled spawning on SpikedBarricadeWall
  • Disabled spawning on BarbedWireWall
  • Disabled spawning on VehicleLightbar


Environment
  • Removed incorrect vegetation from car lots.
  • Fixed collision issue under bridge in oldtown.
  • Zombies in the menu scene are no longer jumpsuit prisoner zombies.
  • Optimizations to the farm menu scene.


Server
  • Warning cleanup on server start. Provides a cleaner log file


Admin
  • Creating/Updating scenarios no working again.
  • Vehicles given by admins now spawn with full fuel.
  • Added /coords command that spits out current player coordinates


If you're enjoying the game and our recent updates, please consider leaving a review. Thanks for your support! :)

[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