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Survive the Nights News

Survive the Nights 35% Off Sale - Weeklong Deal

Survive the Nights is now 35% off for the entire week! If you have any questions before purchasing, please join our discord and speak with the developers or other players in the community.

You can also see what we're working on for the next update here.

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

[h3]Links[/h3]
Discord: https://discord.gg/survivethenights
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Changelog: https://changelog.survivethenights.net

Alpha Devblog #4 - Patch 1.3 Preview

Hello all,

Thanks for checking out our 4th alpha devblog! Some of you might be new here so thanks much for the support! The team is hard at working on player found issues and developing the 1.3 patch. Below we'll go over a few of the features we're working on for 1.3. If you'd like to track the patch progress and follow more closely with development check our Changelog and feel free to join our Discord.

[h3]Police Station Progress[/h3]
Jos and the rest of the team have continued to rework and develop the Police Station as a new Point of Interest. We'll be introducing new door mechanics, like one way doors and prison cell doors (to keep your buddies locked up) ;). Below are a few screenshots and gifs of the progress being made.

Large armory

Office space

Hallways (for getting cornered in of course)

Hallways (emergency lighting)

Shooting range

Exterior - Garage on the left

Your way out or their way in?

Creepy Emergency Lighting

Creepy Emergency Lighting 2 

[h3]New Doors and Door Mechanics[/h3]

The police station POI will introduce quite a few new mechanics, models and features. One of them being new doors. We have a few new office doors, powered doors and one way door systems that should make the POI quite a challenge. 

[previewyoutube][/previewyoutube]


[h3]Discord Integration[/h3]
Discord has been a massive part of the project since we launched un-listed pre-alpha at the end of 2017. It has provided a great deal of direct 1 on 1 contact with players and a tremendous amount of feedback. We've begun to introduce Discord integration. You'll be able to see player stats along with joining your friends on servers with a simple, single click! Below is a video of just a few of the newly introduced hooks. We are looking into expanding this with the possibility of Discord replacing our out of date in game voice chat.

[previewyoutube][/previewyoutube]


[h3]Weapon Nerfing[/h3]
'Risk vs Reward' has been somewhat of an issue with the current point of interests. We'll be nerfing pistols and smaller firearms with the aim of making those found in these POI's worth their while. In short, the idea is to change the overall feel and reason to weapons giving the player a good reason to head to and take on a point of interest like the airport or police station, to gather weapons like the ARG and FRKS. Most weapons before this change damage wise were on a level playing field. Now, the nerfed pistols take 1 to 2 extra shots to kill zombies. The Clinchester takes an extra shot from distance but will still one shot zombies up close. The r-68 will no longer one shot kill other players. This was frustrating to say the least. We'll tweak these changes together as the 1.3 goes live.

[h3]Covid19 and the Team[/h3]
We here at a2z want to wish you all the best and just a quick reminder (not that you need it) to please stay safe and home if possible. We will likely be closing and working from home in the coming days/weeks. 

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! 

Discord: https://discord.gg/survivethenights
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net

Alpha Devblog #3 - Patch 1.3 Preview

Hello all,

Thanks for checking out our 3rd alpha devblog! Some of you might be new here so thanks much for the support! The team is hard at working sorting player found issues and developing the 1.3 patch. Below we'll go over a few of the features we're working on for 1.3. If you'd like to track the patch progress and follow more closely with development check our Changelog and feel free to join our Discord.

[h3]POI - Police Station Rework[/h3]
We'll be introducing new points of interest and reworked structures with nearly every update during our alpha stage. The world you see now in many ways will not be the same by the years end. We're reworking large Points of Interest and will soon begin the task of updating and replacing residential structures.

The police station began with a mock up, pen and pencil on paper. Jos used quite a few references to achieve his initial design. It's mocked up on paper and discussed by the team. The structure will feature long halls and pinch points. Getting through this POI should prove quite a challenge.

Jos' initial police station mock up


From this point on, the design is slightly tweaked and the block out stage begins. Jos will block out the structure in unity using some of our tools which will allow us to test the feel of the structure and how the gameplay aspects will work.


Block out stage of Police Station



The block stage allows for mechanics to be tested in the Unity editor


Alongside Jos' design, Andre starts working on some structure details. The above is simply a representation of how the building will look and 'feel'. Actual modeling begins once we're sure the structure will work. Details are created alongside block out to speed the end process up.


HVAC units will provide detail to this police station along with other commercial structure in the world



Garden and path detail leading to front door of the police station



Radio/aerial mast for police station roof



Cell doors and emergency lighting


You'll see the police station in the 1.3 update and we'll start our residential structure rework in 1.4. The residential rework will be a massive game changer. We will likely rework one town at time doing our best to make them unique and the structures more realistic in layout and size.

[h3]Passive Weapon Carry[/h3]
Something many of our players have asked for is a passive carry animation. Currently unless you're sprinting the player will always be carrying the weapon at the hip pointing down sights. This is rather annoying in as a seen by the server proxy you instantly appear hostile. We've changed this and you'll see a passive carry in our 1.3 update.

https://youtu.be/CM4kCnhGUBI

[h3]Server Optimization and Stability[/h3]
A lot of work is going into server optimization in our 1.3 patch. Among many tweaks and updates, we'll see a daily automatic server restart. This will free up CPU and ram and is just all around healthy for the server. The player will be notified in chat and via the top left notification area. The players position will be saved and they'll relog where they were when the server restarted.


Timed server restarts

[h3]Roadmap[/h3]
If you're active on our Discord you'll know we've been talking about our roadmap for some time. We've worked it out over the last couple of weeks while I (JB) was in the UK and we'll be releasing it alongside our 1.3 update or just before. Thank you for the continued patience. We have a good amount of work to do and want to get it right. Expect to see the roadmap shortly.

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!

Discord: https://discord.gg/survivethenights
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net

Survive the Nights 30% Off Sale - Weeklong Deal

Survive the Nights is now 30% off for the entire week! If you have any questions before purchasing, please join our discord and speak with the developers or other players in the community.

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

Our most recent update (Alpha 1.2) includes the addition of a new point of interest, Addersfield Airport. Addersfield Airport introduced new structures and mechanics including electric fences, electric doors, emergency lighting and an armory. The player will need to power the facility to open the doors to the armory and control tower. The front gate needs to be powered to open, so you'll need to do so to enter with a vehicle. The devlog below discusses the update more in depth.

https://youtu.be/U_esTEW0l3c

[h3]Links[/h3]
Discord: https://discord.gg/survivethenights
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Changelog: https://changelog.survivethenights.net

Patch Notes - Alpha 1.2

Hello all,

We’ve released the 1.2 patch to our stable branch on Steam. There’s a lot of testing and breaking to do so go at it! Below you can find our patch notes. Please check against the list of changes and report bugs using the in game bug report system. Jay explains more details about the update in the devlog below.

[h2]Alpha 1.2 Devlog[/h2]
https://youtu.be/U_esTEW0l3c

This update includes quite a few fixes and improvements along with a new point of interest. Addersfield Airport has been introduced. It's our first large world addition and our biggest yet. We'll be introducing new POI's in coming updates and the police station is the next on the list. It will get a full makeover for the next update.

Addersfield Airport introduced new structures and mechanics including electric fences, electric doors, emergency lighting and an armory. The player will need to power the facility to open the doors to the armory and control tower. The front gate needs to be powered to open, so you'll need to do so to enter with a vehicle. We have a small test of the mechanics in the video below.

[h2]Addersfield Airport[/h2]

Emergency Lighting

Hangers and Terminal

End of Runway Crash

Electric Airport Gate Entrance

Terminal and Radio Tower

[h2]Craftable Sawn Off[/h2]
We've added a craftable sawed off, using a double barrel and hack saw you can create. Obviously the process is not reversible.



[h2]New Traps[/h2]
We're introducing a couple of new traps in the 1.2 update. The firecracker trap can be secured to doorway. It will alert you to anyone passing by. The nail bomb trap will do the same and like the firecracker trap, it can be either free-placed or attached to door frames. The nail bomb trap will damage zombies and players spraying an area with shrapnel. We've also introduced an air-horn trap allowing you to hear people approaching from quite some distance out.

https://youtu.be/7vc-lSJDBXY

[h2]Patch Notes - Alpha 1.2[/h2]
[h3]Quality of Life[/h3]
  • Added hints explaining that respawn is now closer to death location and that death and previously placed lock are now also shown.
  • Compass now shows the direction the player is looking while in the map.
  • Resolved issue where trying to respawn would either result in being stuck at "loading" or kick the player back to menu.
  • Players now spawn within a set radius of where they died. This allows players to more easily navigate back to their lost items. This removes the need to /suicide to get a better spawn.


[h3]General[/h3]
  • Tweaked suppressor weapon effectiveness to make them more realistic.
  • Consuming canteen milk now gives back the empty canteen.
  • Slowed down the combat knife attack rate.
  • Resolved issue where doors can be stuck in an open position while locked.
  • Locks are now applied at 50% of their max strength or their quality if less than 50% of max strength.
  • Updated descriptions on dehydrated milk.
  • Lock kits no longer stack since they maintain their quality.
  • Shooting fortifications while using shotguns no longer results in log spam.
  • Added functionality for building loud speakers.
  • Added functionality for building emergency lighting.
  • It's now possible to choose which lock is placed by pressing [Place] button while looking at a lock location.
  • It's now possible to highlight all available lock locations by pressing [Place] button next to item in the inventory.
  • You now become an owner of a lock when unlocking with the correct pin.
  • Explosion now damage locks and blow doors open. Note that this includes the nail bomb trap.
  • Resolved issue where pressing enter/return would mute the game audio.
  • Lock kits can now be removed while they are unlocked and reset.
  • Created functionality for weaker crafted lock kits.
  • Now have the option to hide the pin code being entered. This allows streamers to use the locks without worrying about their code being visible.
  • Locks can now have multiple owners (Auto locking/unlocking) by snapping a lock shut with the correct pin entered.
  • Locks now only scramble on opening/closing of UI rather than after a lock has been snapped shut from within the UI.
  • Added new weaker craftable lock kit variant.
  • Lock code starting with 0 now work correctly. Previously locks would break after server restart.
  • Locks no longer show in the locked state after trying to lock with 0000.
  • Resolved issue with locks where the highlight would appear again after taking items from a container.
  • Locks can now be operated with keyboard num inputs.


[h3] UI[/h3]
  • Airport added to in-game map.
  • Guide now includes steps for creating a weak lock instead of a finding a full strength one.
  • Loading screen keyboard inputs now includes 6 for tools.
  • Fixed issue where resolutions would be duplicate in the drop down.
  • Locks now have additional UI to help explain lock function.
  • Compasses now take time to show on the map and have a compass animation to show how long it will take.
  • Added time readout in inspect [F] menu.
  • All new lock UI added which is bigger and clearer to understand.
  • Placed locks now show on the map after death so that players can return to their locked containers.
  • Items now display weight in their hover UI which turns red when item cannot be picked up.
  • Ammo boxes now displays ammo remaining in hover UI.
  • Tweaked contrast on hover UI's so that they're easier to read.


[h3]Crafting[/h3]
  • Baseball bat nails now retains the quality of the baseball bat when crafting
  • Changed all craftable handles to require firewood.
  • Can now craft tinder from firewood using a combat knife.
  • Can now craft screws just like nails.
  • Craft all functionality no longer sometimes gives extra items.
  • Shotgun trap now recognizes the wire spool in the inventory.
  • Added craftable lock kit.
  • Added craftable compass.


[h3]Environment[/h3]
  • Added various buildings and trees that were missing from far details.
  • Added poles to the floating street signs in union point.
  • Changed the plaster material on the floor in house_wood_4_v1_pref to carpet.
  • Added garage doors to old town house.
  • Fire barrels should work for cooking.
  • Fence no longer clipping with garage in union point.
  • Lowered the driveway in Oldtown in front of the large garage.
  • Added 2 more manual garages in Addersfield.
  • Removed junk in Addersfield that was blocking the warehouse meter.
  • Fixed clipping ground in houses in SageCreek and the cabin park.
  • Removed submerged campsite north of sage creek near Turtle head bay.
  • Fixed floating log west outside of Sage creek.
  • Removed floating trees in cabin park.
  • Fixed garage doors that had gap between frame and wall.


[h3]Audio[/h3]
  • Other players making sounds like trying locked doors and opening closing doors and containers can now be heard.
  • Opening containers/doors can now attract zombies.


[h3]AI[/h3]
  • Improved fox trotting and running animations.
  • All passive AI now reacts to players quicker. Especially from behind and generally try to flee sooner.
  • Passive Ai now favour their location and will return to them after being chased away.


[h3]Animations[/h3]
  • Other players now visually animate when harvest, opening doors and picking up items.
  • Improved manual garage door animations.
  • Hanger door animations added.
  • New Proxy animations for interact
    • ARG15
    • Axe
    • BaseBall
    • Bateman
    • Clinchester
    • Combat Knife
    • DefaultArms
    • DoubleBarrel ShotGun
    • Flashlight
    • FlashLight Windup
    • FRKSAutoShotgun
    • Hammer
    • Hatchet
    • LolaAndGarrysIron
    • Machete
    • PumpActionShotgun
    • R-6804
    • RauserRig
    • ScrewDriver
    • Walkie Talkie
    • WoodenClub


[h3]Props [/h3]
  • Added airport signs.
  • Added new hanger door.
  • Added new working electric chainlink fence.
  • Added loud speaker props.
  • Added emergency lighting assets.
  • Added new airport fence props.
  • Added new airport runway.
  • Various new airport drops.
  • Added 2 new manual garage door frames to replace old.


Thanks for checking out our patch update. 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
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net