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Survive the Nights News

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

Experimental Patch Notes - Alpha 1.1.5

Hello all,

We’ve released the 1.1.5 patch to our experimental 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.

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.

[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.


[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

Survive the Nights 25% Off - Lunar New Year Sale

Survive the Nights is now 25% off for the Steam Lunar New Year sale! 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/

[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 #2 - Patch 1.2 Preview

Hello all,

Thanks for checking out our 2nd Alpha Devblog! Some of you might be new here so thanks much for the support! The team pushed out an update just before the Christmas/New year holiday and then took some much needed time off. We've been back at it for a couple of weeks now and have been busy at work with the 1.2 patch! Below are just a couple of features and mechanics we've been working on. Check out the full changelog here.

[h3]Lock Mechanic Rework (Coming in 1.2)[/h3]

Our lock system is rather unique. It's also not had too much attention since its introduction. After our last patch, we received quite a few heated bug reports. It seems there are instances where locks simply didn't work, among other issues. The last couple of weeks James and the team have spent a good deal of time reworking the system. 

  • 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.
  • Locks now have additional UI to help explain lock function.
  • All new lock UI added which is bigger and clearer to understand
  • Placed locks now show on the map including after death so that players can return to their locked containers.
  • Added craftable lock kit


https://www.youtube.com/watch?time_continue=38&v=oM99ZhHNbPg&feature=emb_logo

[h3]Lock Markings on Map and Death Markers[/h3]

A lot of players have requested their placed locks be noted on map. This will allow them to return to their goods easier upon death along with a nice little death marker. Both of these were highly requested with our in game suggestion feature. Please consider using it above all else to report bugs and suggest features. It can be reached by pressing escape and clicking report bug or F1. This information is sent directly to the team and the more reports or suggestions the more time we can dedicate to the feature or issue. 


Lock Markers - The highlighted one will be your last placed but all will be tracked.


Lock and death markers - this should ease the burden of getting back to your loot and location.

[h3]Craftable Compass[/h3]
Many have requested a craftable compass variant. We've added that for 1.2 with a slight change to compass mechanics. Crafted ones and found compass both work the same just at different speeds. 

https://www.youtube.com/watch?time_continue=15&v=it1SEv7g5qc&feature=emb_logo

[h3]Time Display[/h3]

Another massively requested feature was a way for players to tell the time of day. The guys have spent some time this week working on a system just for that. You'll be able to access it with "F" just like the rest of your stats. 


Time Display on Inspect (F)


Time Display Readouts

[h3]Weight and other Information Readouts on Hover[/h3]

Another much requested feature is weight on hover. The 1.2 patch will feature the ability to hover over items and get a readout on the current item your hovering ons weight along with ammo amount. 


Displaying weight and ammo amounts on hover

[h3]Airport Point of Interest[/h3]
The airport strip in game is, well, quite lackluster to say the least. The structure was removed some time ago and reworks have started for 1.2 patch. The airport will feature out buildings (hangars) broken down planes alongside a massive terminal. There are a lot of feature mechanics going in here. The perimeter will be sealed and you'll need to power the structure to open the gates for vehicles access. The terminal itself will feature an armory far more challenging than the current police station armory. We'll have some video and more design in the next devblog but below is a quick sneak peek at some of the airport plans.


Interior boarding area


Exterior terminal 


Hangar

Thanks for checking out our second alpha devblog. We'll do our best to get a devblog out as often as possible aside from patch weeks. Please consider switching over to our experimental branch if you're interested in upcoming features as they will be first released there. We're hoping to have the next patch out on experimental branch by the end of the month. 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
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