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Hotfix - 1.42.2

[p]We’re releasing a quick hotfix today to our default branch. Please check against the changelog below and report any issues directly to the team in game or via Discord.

[/p][h3]Patch Notes - HOTFIX 1.42.2[/h3]
  • [p]Fix for container loot not always being able to be taken.[/p]
  • [p]Fix for XP not incrementing correctly while XP bar was visible.[/p]
  • [p]Fix for vehicle gravity not being consistent.[/p]
  • [p]Hunger sounds now only play when hunger is the most critical stat.[/p]
  • [p]Vehicle ownership should be correctly marked as soon as a part is added to a vehicle.[/p]
  • [p]New life message now correctly updates after having been in the tutorial[/p]
[p][/p][p][/p][p]Links [/p][p]Discord[/p][p] Changelog[/p][p] X[/p][p] Facebook[/p][p] YouTube[/p][p]Website[/p][p][/p][p][/p][p][/p]

1.42 (Roaming Hordes | Community Update | Modding Groundwork++)

[p]We’ve been quite busy, making improvements, introducing new features and getting to work on even more of the fixes you’ve all suggested. This blog will focus on just some of the fixes and additions we’ve been developing. Be sure to check out the full changelog for a detailed break down and testing list. As always, if you find any issues please report them in game using the F1 reporter! Thanks again for all the support.[/p][p][/p][h3]Roaming Hordes[/h3][p]Roaming hordes have been a huge community request and 1.42 features their introduction. These hordes are crazy huge, scary and not something to mess around with so be sure you’re ready to run or gun! You’ll get a simple notification when a horde is roaming nearby and the horde marker will be visible on your map. Hordes can differ in size with some reaching 200+ zombies, it’s basically a terrifying wall of death!![/p][p][/p][p]Roaming horde in town[/p][p] [/p][p]This isn’t going to end well[/p][p][/p][h3]Modding Groundwork[/h3][p]Update 1.42 marks a major step forward for the future of Survive the Nights by laying the groundwork for modding. This is the first release of the game built on Unity’s Addressable Asset System.
[/p][p]In previous versions, we relied on Unity’s older Asset Bundle system to manage and stream content. While functional, Asset Bundles came with limitations such as manual dependency management, inefficient memory usage, and performance issues during asset loading/unloading. Addressables address these problems by introducing a modern, more flexible asset management pipeline.
[/p][p]With Addressables, the game can now:
- Load and unload assets asynchronously (reducing stutter and improving memory handling).
- Manage dependencies automatically, preventing duplication and reducing build size.
- Provide a modular content structure, which is essential for delivering mod support.
- Validate and profile asset groups more effectively, ensuring stable and optimized builds.[/p][p]For players, this update should feel seamless — gameplay, visuals, and performance should remain unchanged at this stage. However, under the hood, the game is now running entirely on an Addressables-based foundation.[/p][p]
The real benefit is what comes next: this system is the core platform that will enable modding support in Survive the Nights. Future updates will leverage Addressables to allow external content — such as custom items, assets, and gameplay modifications — to be built, packaged, and loaded into the game in a clean, controlled way.[/p][p]
1.42 is therefore less about immediate player-facing features and more about ensuring the game is technically ready for a robust and expandable modding ecosystem in upcoming versions. We’re very excited to see what you all come up with![/p][p][/p][h3]Metal Gate[/h3][p]We’re introducing a stronger gate variant in 1.42, metal gates can be crafted with simple resources and provide a cooler look and stronger entrance/exit option.[/p][p][/p][p]Metal Gate[/p][p][/p][h3]Improved Zombie Rendering[/h3][p]Quite a few of you have reported render issues with our zombies so Andre has spent some time tweaking.

Zombie render distance now scales up as long as fewer than ~45 zombies are active, improving visibility in open areas. Forward overlap sphere loads AI further in the direction of player movement.[/p][p]A major issue with the previous setup was that line of sight checks could hit the player's own vehicle, causing the system to think AI weren’t visible and load them in too late. Line of sight is now much more accurate, using the AI’s head position and only checking against buildings and terrain. AI proxies now support disabling culling like server AI, and LOD cull distances have been increased to match the new relevancy behavior.

To put it simply, this results in zombies being visible when they should be, you’ll see them from quite the distance now.[/p][p][/p][p]Zombies, wee little zombies![/p][p][/p][h3]Improved Lock Placement[/h3][p]Locks have been a bit tedious to say the least. Some of the door attachment points (mainly the last/bottom lock) were really hard to interact with in the past. We’ve made some nice quality of life updates to the placement points.

Along with that you’ll now notice that the lock UI opens automatically after placing the lock. This makes way more sense and has been requested by the community.[/p][p][/p][p][/p][p]Lock placement improvements[/p][p][/p][h3]Breaker Panel Improvements[/h3][p]We’ve had requests to improve the visualizations for the breaker panel. The 1.42 update features an update UI that now shows the player the current electricity load. This should clear up some confusion and looks pretty neat.[/p][p]In the screenshot below you can see the panel is overloaded with only one circuit breaker in the box. Increasing the number of breakers will allow you to increase electrical items in the structure.[/p][p]
[/p][p]Circuit overload![/p][p][/p][h3]Death Marker Improvements[/h3][p]We’ve had some requests about the death marker in game, we’ve also noticed in some streams that players struggle to find it. We’ve made some improvements with 1.42 the death marker now pulses making it far easier to spot on the map. If you have any other suggestions let us know![/p][p][/p][p][/p][p]Death marker pulse[/p][p][/p][h3]Watering from Canteen[/h3][p]A small but none the less annoying issue that some of you have mentioned is not being able to water crops/plants with a perfectly good canteen full of water! Well we’ve sorted that in 1.42 and no you don’t have to purify it first :)[/p][p][/p][p][/p][p]Water plants with a canteen[/p][p][/p][h2]Patch Notes - 1.42 [/h2][p][/p][h3]Hotfix 1.42.1[/h3]
  • [p]Fix for roaming horde position sync when switching servers[/p]
  • [p]Fix for roaming hordes starting at incorrect points[/p]
  • [p]Disappearing cars fix[/p]
  • [p]World loading optimisation to stop overload and flickering[/p]
  • [p]Log cleanup[/p]
  • [p]Server optimisations for roaming hordes[/p]
  • [p]Fixed roaming hordes so that they no longer continuously respawn killed zombies.[/p]
  • [p]Auto search server list working again[/p]
  • [p]Fix for vehicles settling too early[/p]
  • [p]Fix for items falling through environment[/p]
[h3]
Highlights[/h3]
  • [p]New metal gate variant.[/p]
  • [p]Improved zombie rendering, visibility, and streaming distance.[/p]
  • [p]Lock interface now opens automatically after placement.[/p]
  • [p]Double-barrel shotgun damage reduced and capped at 75.[/p]
  • [p]Fixed critical issue causing items to go missing.[/p]
  • [p]Explosion damage now correctly affects barricades.[/p]
[hr][/hr][h3]New Content[/h3]
  • [p]Added metal gate variant.[/p]
[hr][/hr][h3]Gameplay Improvements[/h3]
  • [p]Increased zombie render distance when fewer zombies are active.[/p]
  • [p]Improved zombie visibility when behind cover.[/p]
  • [p]Zombies now stream in further ahead of the player while moving.[/p]
  • [p]Weapon scopes can now be mounted on pegboards.[/p]
  • [p]Plants can now be watered using canteens.[/p]
  • [p]Lock interface now opens automatically after placing a lock.[/p]
  • [p]Death location marker now pulses for better visibility.[/p]
  • [p]Map recenters more smoothly when opened.[/p]
  • [p]Double-barrel shotgun damage capped at 75 and effective range reduced.[/p]
  • [p]FRKS wear rate reduced when firing.[/p]
  • [p]Item dropping and placement made more stable.[/p]
  • [p]Reduced occurrences of items clipping or falling through each other.[/p]
  • [p]Improved item placement through police station interior props.[/p]
[hr][/hr][h3]UI & UX[/h3]
  • [p]Breaker panel now displays total load.[/p]
  • [p]Circuit breaker display changed from “3/10” to “3” to clarify load-based calculation.[/p]
  • [p]Removed broken links from the changelog UI.[/p]
  • [p]Tutorial button is now disabled while in-game.[/p]
  • [p]Fixed play and other menu buttons not animating when paused in single-player.[/p]
[hr][/hr][h3]Bug Fixes[/h3][h3]Critical Fixes[/h3]
  • [p]Fixed issue that could cause items to go missing.[/p]
  • [p]Overloaded breaker panels now trip correctly when powered by global power.[/p]
  • [p]Fixed player spawn position not being restored after rejoining.[/p]
  • [p]Fixed gravity not applying to dropped items at very remote locations.[/p]
[h3]Gameplay & Combat[/h3]
  • [p]Explosion damage now correctly applies to barricades.[/p]
[h3]World & Environment[/h3]
  • [p]Fixed various floating objects across the map.[/p]
  • [p]Restored missing walls in Popov’s back-store areas (variants 1, 2, and 3).[/p]
  • [p]Removed duplicate arcades in the final Popov’s variant.[/p]
  • [p]Fixed fortifications disconnecting or disappearing from vehicles.[/p]
  • [p]Corrected season after server restart.[/p]
  • [p]Restored missing kiosk counters in petrol stations.[/p]
[h3]Locks & Interactions[/h3]
  • [p]Fixed visual glitch when looking between multiple locks.[/p]
  • [p]Improved interaction on bottom door locks.[/p]
  • [p]Corrected “Can’t lock with 0000” message when the lock is synced.[/p]
[h3]Items & Weapons[/h3]
  • [p]Fixed baseball bat losing its fire effect after re-equipping.[/p]
[p][/p][h3]Links[/h3][p]Discord[/p][p]Changelog[/p][p]X[/p][p]Facebook[/p][p]YouTube[/p][p]Website[/p][p]Merch[/p]

Experimental Update

[p]Today we’ll be releasing our latest build to our experimental branch with a default release coming shortly. Please follow the steps below to join the branch (you can always go back to default). Please check against changelog below and report any issues found directly to the team via the official Discord.

How to get into experimental branch:
[/p]
  1. [p]Open Steam and go to your games library.[/p]
  2. [p]Right click on STN and select "Properties"[/p]
  3. [p]Navigate to the "Betas" tab and select "experimental" in the drop down menu.[/p]
  4. [p]Close the properties window.[/p]
  5. [p]You will find a single experimental server titled EXPERIMENTAL_SERVER. Join this for some testing.[/p]
[p][/p][h2]Patch Notes - Experimental Update (Roaming Hordes | Community Update | Fixes++)[/h2][h3]Highlights[/h3]
  • [p]New metal gate variant.[/p]
  • [p]Improved zombie rendering, visibility, and streaming distance.[/p]
  • [p]Lock interface now opens automatically after placement.[/p]
  • [p]Double-barrel shotgun damage reduced and capped at 75.[/p]
  • [p]Fixed critical issue causing items to go missing.[/p]
  • [p]Explosion damage now correctly affects barricades.[/p]
[hr][/hr][h3]New Content[/h3]
  • [p]Added metal gate variant.[/p]
[hr][/hr][h3]Gameplay Improvements[/h3]
  • [p]Increased zombie render distance when fewer zombies are active.[/p]
  • [p]Improved zombie visibility when behind cover.[/p]
  • [p]Zombies now stream in further ahead of the player while moving.[/p]
  • [p]Weapon scopes can now be mounted on pegboards.[/p]
  • [p]Plants can now be watered using canteens.[/p]
  • [p]Lock interface now opens automatically after placing a lock.[/p]
  • [p]Death location marker now pulses for better visibility.[/p]
  • [p]Map recenters more smoothly when opened.[/p]
  • [p]Double-barrel shotgun damage capped at 75 and effective range reduced.[/p]
  • [p]FRKS wear rate reduced when firing.[/p]
  • [p]Item dropping and placement made more stable.[/p]
  • [p]Reduced occurrences of items clipping or falling through each other.[/p]
  • [p]Improved item placement through police station interior props.[/p]
[hr][/hr][h3]UI & UX[/h3]
  • [p]Breaker panel now displays total load.[/p]
  • [p]Circuit breaker display changed from “3/10” to “3” to clarify load-based calculation.[/p]
  • [p]Removed broken links from the changelog UI.[/p]
  • [p]Tutorial button is now disabled while in-game.[/p]
  • [p]Fixed play and other menu buttons not animating when paused in single-player.[/p]
[hr][/hr][h3]Bug Fixes[/h3][h3]Critical Fixes[/h3]
  • [p]Fixed issue that could cause items to go missing.[/p]
  • [p]Overloaded breaker panels now trip correctly when powered by global power.[/p]
  • [p]Fixed player spawn position not being restored after rejoining.[/p]
  • [p]Fixed gravity not applying to dropped items at very remote locations.[/p]
[h3]Gameplay & Combat[/h3]
  • [p]Explosion damage now correctly applies to barricades.[/p]
[h3]World & Environment[/h3]
  • [p]Fixed various floating objects across the map.[/p]
  • [p]Restored missing walls in Popov’s back-store areas (variants 1, 2, and 3).[/p]
  • [p]Removed duplicate arcades in the final Popov’s variant.[/p]
  • [p]Fixed fortifications disconnecting or disappearing from vehicles.[/p]
  • [p]Corrected season after server restart.[/p]
  • [p]Restored missing kiosk counters in petrol stations.[/p]
[h3]Locks & Interactions[/h3]
  • [p]Fixed visual glitch when looking between multiple locks.[/p]
  • [p]Improved interaction on bottom door locks.[/p]
  • [p]Corrected “Can’t lock with 0000” message when the lock is synced.[/p]
[h3]Items & Weapons[/h3]
  • [p]Fixed baseball bat losing its fire effect after re-equipping.[/p]
[p][/p][h3]Links[/h3][p]Discord[/p][p]Changelog[/p][p]X[/p][p]Facebook[/p][p]YouTube[/p][p]Website[/p][p]Merch[/p]

Hotfix - 1.41.1

[p]We’re releasing a quick hotfix today to our default branch. Please check against the changelog below and report any issues directly to the team in game or via our Discord.

[/p][h3]Patch Notes - Hotfix 1.41.1[/h3]
  • [p]Fix for storage containers causing server crash[/p]
  • [p]World saves folder becoming broken now resolved[/p][p][/p]
[p][/p][h3]Links[/h3][p]Discord[/p][p]Changelog[/p][p]X[/p][p]Facebook[/p][p]YouTube[/p][p]Website[/p][p]Merch[/p]

1.41 (Community Requested Fixes Pt.2, Features & Balance | Watchtowers++)

[p]We’ve been busy cracking along with all the bug reports you guys have provided. Along with bug fixes, we’ve introduced some of your suggestions and things are starting to polish up nicely! Below is a quick run down on just some of what we’ve done. Be sure to check the entire changelog at the bottom of this blog.[/p][p][/p][h3]Party UI[/h3][p]We heard you and we’ve come through in 1.41. We’ve incorporated the party commands right into the player window. You can invite, kick, accept and reject invites etc. right through the player tab now. Check it out below![/p][p][/p][p]Party menu[/p][p][/p][h3]Party (shared ownership)[/h3][p]Players in your party can now more. You can lock and unlock each others vehicles. Party members can open and close each others gates and move traps and barricades.[/p][p][/p][h3]Oldtown Strip Mall Rework[/h3][p]We’ve made some changes to the strip mall area in Oldtown. The original design had 3 builds with dome duplicated shops. We’ve removed one, set the structures back further creating a little parking area in front of the two shops that remain. Adding some proper access to the roof tops along with some fortifications. If you like these changes, which in our opinion are bit more gamey and fun let us know and we’ll continue to tweak the world.[/p][p][/p][p]Oldtown Update 1[/p][p][/p][p]Oldtown update 2[/p][p][/p][p]Oldtown update 3[/p][p][/p][h3]Map Makers in Compass[/h3][p]As per many suggestions, we’ve added more map markers to the compass bar. You will now (when in range) see all of the shops in game on the compass, making getting around a bit easier and more fluid.[/p][p][/p][p][/p][p]More markers in compass (f)[/p][p][/p][h2]Watch Towers[/h2][p]We’ve had tons of requests for adding watchtowers since we introduced free standing walls. With the 1.40 update we introduced gates and in 1.41 you’ll have the first go at watchtowers. We’ll be adding more free placed fortifications in the future and have loved your suggestions so far so feel free to join us and let us know what you want to see.[/p][p][/p][p]Watch towers[/p][p][/p][p]Gap for killing stuff[/p][p][/p][p]Proper defenses[/p][p][/p][h2]Patch Notes - 1.41[/h2][h3]Bug Fixes (High Impact)[/h3]
  • [p]Zombies no longer appear bright-white in the Nazi Zombies scenario.[/p]
  • [p]Glowing-eye color is now standardized across all zombies in the Nazi Zombies scenario.[/p]
  • [p]Flamethrower ammunition no longer displays as “5.56.”[/p]
  • [p]Vehicles no longer drop to the ground when a player walks close to them.[/p]
  • [p]Vehicles no longer continue to power an electric meter after driving away.[/p]
  • [p]The “Trapping Zombie” achievement is awarded only when a bear trap is used.[/p]
  • [p]Picking up a bear trap now correctly frees trapped players and AI.[/p]
  • [p]Fuel can no longer be pumped at gas stations when the breaker or meter is off, even if global power is on.[/p]
  • [p]Window fire traps no longer trigger when objects are placed near windows.[/p]
  • [p]Orange industrial door now has the correct material on its handle.[/p]
  • [p]NEW: Fixed a crash that occurred when the game was paused in true offline mode.[/p]
[hr][/hr][h3]Performance & Persistence[/h3]
  • [p]Container-locking and state synchronization have been improved for more reliable operation and data persistence.[/p]
  • [p]Locked vehicles no longer appear unlocked after reconnecting.[/p]
  • [p]Rested-time progress is now saved between sessions.[/p]
  • [p]Players can now rest their character while logged out; rest gained is based on the comfort level at logout.[/p]
[hr][/hr][h3]UI Enhancements[/h3]
  • [p]Map markers now appear on the compass, with distance-based visibility.[/p]
  • [p]Incorrect gun-store icons have been removed from the map.[/p]
  • [p]Crafting recipe page now allows crafting of multiple items at once.[/p]
  • [p]Crafting dropdown no longer closes between crafts, making cancellation easier.[/p]
  • [p]Typing in the server-list filter now automatically starts a search.[/p]
  • [p]Waypoints hide whenever menus are open, the drone camera is active, or the game is paused in single-player mode.[/p]
  • [p]Interaction UI hides while the map is open or the game is paused in single-player mode.[/p]
  • [p]Multiplayer and Connection settings are greyed out when the Single-player toggle is enabled.[/p]
  • [p]Party functionality is now integrated directly into the player-list view.[/p]
[hr][/hr][h3]Party Features[/h3]
  • [p]Party members can lock and unlock each other’s vehicles.[/p]
  • [p]Party members can open and close one another’s gates.[/p]
  • [p]Party members can move each other’s barricades.[/p]
  • [p]A party is now created automatically when you invite another player.[/p]
[hr][/hr][h3]Gameplay & Balance[/h3]
  • [p]Electricity meters no longer require an extension cord.[/p]
  • [p]Portable generators now require an extension cord.[/p]
  • [p]Chainsaw damage to forts has been reduced.[/p]
[hr][/hr][h3]Building & Construction[/h3]
  • [p]Blueprint-based guard/watchtowers that snap to free-placed wall barricades have been added.[/p]
  • [p]Cement mixers can now be harvested.[/p]
[hr][/hr][h3]Admin Tools & Commands[/h3]
  • [p]A crosshair now appears when you press Shift + Q, allowing precise aim before teleporting.[/p]
  • [p]Teleport behavior for Shift + Q + E has been improved for smoother movement.[/p]
  • [p]Added /build command, which instantly completes all blueprints within the specified radius.[/p]
[hr][/hr][h3]Multiplayer & Networking[/h3]
  • [p]Connecting to a single-player server from outside the local network is no longer possible.[/p]
  • [p]Connection-denied messages no longer return “banned” as the reason.[/p]
[hr][/hr][h3]World & Visual Improvements[/h3]
  • [p]Duplicate strip mall removed from Old Town.[/p]
  • [p]Proper rooftop access added to Old Town strip malls.[/p]
  • [p]Additional detailing added around and atop Old Town strip malls.[/p]
  • [p]Tree removed from the road and bushes/young trees cleared at the strip mall on Terrain 46.[/p]
  • [p]Colliders added to dock-mooring points.[/p]
  • [p]Floating fences and street signs fixed in Blackrock.[/p]
  • [p]Various missing-design areas across the map have been addressed.[/p]
  • [p]Visual quality of branch details improved.[/p]
[p][/p][h3]Links[/h3][p]Discord[/p][p]Changelog[/p][p]X[/p][p]Facebook[/p][p]YouTube[/p][p]Website[/p][p]Merch[/p]