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Survive the Nights News

1.1 (Christmas Update | Fixes | Santa Sleigh++)

[p][/p][p][/p][p][/p][p]Hello everyone. Time for 1.1 already![/p][p][/p][p]Sadly? We didn’t all fly off on holiday after dropping 1.0.0. Still loads to be done. 1.0 was never anything more than a milestone, and it’s gone exactly how we wanted. Our community knows what we’re building, and a bunch more of you have joined us along the way, which is awesome.[/p][p][/p][p]This build is very much about tweaking. We’ve watched HOURS of streams and videos, and those observations have led to a lot of small changes that should noticeably improve how the game feels to play.[/p][p][/p][p]We’ll mostly let the changelog do the talking, but I’ll cover some of the bigger bits here.[/p][p][/p][h3]Christmas Event[/h3][p]Christmas event time! New and improved content. You’ll now find a tree in the middle of towns - get the power going and clear out all the zombies to receive gifts. Zombie waves have been improved specifically for this event, along with some visual tweaks to make everything look right. There’s also a new Christmas song, since the 12 Days of EA is no longer really relevant after all.[/p][p][/p][p]The big Christmas item this year is a fully drivable Santa’s sleigh. After the crunch up to version 1.0, we wanted to add something that was just… silly. You can get it from the event rewards or via STN+. I nearly lost my voice making this one - you’ll just have to check it out in-game to understand why.[/p][p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][p]The 2023 Christmas Tree Event [/p][p][/p][h3]Balance[/h3][p]We’ve focused a lot on harvest cleanups and zombies. Respawn times weren’t really fair before, and they’re now much slower. Improvements to harvest cleanup should also make resources popping back at the wrong time far less common.[/p][p][/p][h3]Translations[/h3][p]Using KeyMailer during launch really opened our eyes to just how important good translations are. Alongside general improvements, we’ve also translated things that were simply missing before — like the attributes page, hints, and notifications.[/p][p][/p][h3]MRE[/h3][p]The MRE is consumable again. God, I don’t want to see another report about the MRE not being consumable. I’ve seen streamers trying to cook it, do all sorts… this one’s finally put to bed.[/p][p][/p][h3]Thank You[/h3][p]We want to say a genuine thank you to everyone in the community who’s supported us and the game over the years. It’s been a long ride, but we’ve always tried to stay true to the vision. No publisher. No investors to appease. No one to answer to other than the community.[/p][p]We’ve tried to No Man’s Sky this thing — and yeah, that's taken us time.[/p][p]Merry Christmas. [/p][p][/p][h2]Patch Notes - 1.1[/h2][p] [/p][h2]Highlights[/h2]
  • [p]Major Christmas Event now live, including Santa’s Sleigh and Christmas Tree items.[/p]
  • [p]Significant zombie behavior fixes and balance changes, including longer clear times.[/p]
  • [p]Large localization improvements across all languages.[/p]
  • [p]Improved vaulting logic and movement edge-case fixes.[/p]
  • [p]Multiple stability, UI, and gameplay polish fixes.[/p]
[hr][/hr][h2]Seasonal Content[/h2]
  • [p]Added Major Christmas Event.[/p]
  • [p]Added Santa’s Sleigh (available during the Christmas event).[/p]
  • [p]Added Christmas Tree item.[/p]
[hr][/hr][h2]Zombies & AI[/h2]
  • [p]Fixed zombies being attracted by noise while the player is in God Mode.[/p]
  • [p]Fixed Nazi zombie variants not behaving correctly.[/p]
  • [p]Zombies now remain cleared for 2× longer across all respawn rates.[/p]
  • [p]Zombies now remain cleared 4× longer when loot respawn is disabled.[/p]
[hr][/hr][h2]Movement & Traversal[/h2]
  • [p]Window vaulting now checks for obstructions on both sides before allowing the vault.[/p]
  • [p]Fixed issue allowing players to vault through windows while standing on the window ledge.[/p]
  • [p]Removed camera shake while vehicles are airborne.[/p]
[hr][/hr][h2]World & Environment[/h2]
  • [p]Lowered particle intensity in front of the movie theatre screen.[/p]
  • [p]Fixed arcade machines remaining powered when structure power is disabled.[/p]
  • [p]Removed Early Access branding from the map.[/p]
[hr][/hr][h2]Gameplay Fixes[/h2]
  • [p]Fixed unconfigured servers starting with an incorrect loot respawn state.[/p]
  • [p]Containers can no longer be moved while they contain items.[/p]
  • [p]Fixed MREs not showing the Consume option.[/p]
  • [p]Harvest machine cleanup is now more stable.[/p]
  • [p]Harvest machines will no longer return when using the Realism play type.[/p]
  • [p]Harvest machines now remain cleared 3× longer when using the Arcade play type.[/p]
[hr][/hr][h2]UI & UX[/h2]
  • [p]Version UI now only displays while in the main menu.[/p]
  • [p]Fixed broken on-screen text after completing the tutorial.[/p]
  • [p]Added middle-click and Reload key to reset item rotation to upright during placement.[/p]
  • [p]Fixed single player toggle[/p]
[hr][/hr][h2]Localization[/h2]
  • [p]Major localization fixes and improvements across all languages.[/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][p][/p][p][/p]

Version 1.0 is Here! (Modding | Fixes | Water Treatment POI ++)

[p]December 5th, 2025[/p][p][/p][p]Well today marks a massive milestone for us. We’re releasing our 1.0 build and leaving of early access. It has been a long road and we’ve loved every minute of it. All the feed back, all the work has finally resulted in a real solid foundation for the future. 1.0 marks not only our release to what we hope is a much larger audience but the start of something special, a mod ready zombie sandbox experience, the kind we’ve all been waiting for.[/p][p]First things first - this isn’t the end of development. Not even close. It’s more of a turning point. Up to now, our focus has been on delivering the core concepts and all the crazy ideas that you - and we - dreamed up over the years.[/p][p]From 1.0 onward our focus shifts slightly:[/p]
  • [p]Maintenance and fixes to keep the core game tight.[/p]
  • [p]New content, heavily driven by community feedback.[/p]
  • [p]Modding support, tools, and access (more on this below)[/p][p][/p]
[h2]Modding[/h2][p]We’ve added a full modding suite with the ability to swap basically any asset in the game, inject code, and even add your own content. For years we’ve held back until the foundation of the game was where it needed to be - so that the creative vision stayed intact.[/p][p]Now that foundation is here. It’s time to let you all break things in creative new ways. Below are couple of examples of the Mods you can find on the workshop right now.[/p][p][/p][p]MODSDK DOCUMENT[/p][p][/p][p]Integrated mod workshop[/p][p][/p][p][/p][p]Insta-cook mod[/p][p][/p][p][/p][p]Horn honk opens gate mod[/p][p][/p][h2]Fixes[/h2][p]The feedback over the last couple of builds has been fantastic. We’ve been ticking off tickets and making really good fixes when i comes to polish. Below are just a few of those highlighted fixes.[/p][p][/p][h2]Vehicle Updates — Smoother, Less Janky, Wiggle Flips!![/h2][p]Vehicles just got a major polish pass aimed at making them feel smoother, more reliable, and way less prone to awkward “I can’t believe you’ve done this” situations. We’ve simplified the main body colliders and switched them to a frictionless setup, which helps prevent cars from snagging on small obstacles or digging themselves into the terrain. A new stability system kicks in whenever a wheel leaves the ground, giving all wheels extra drive power and letting players wiggle the vehicle free by steering left and right. If you manage to flip your ride completely, you can now recover it easily by using the wiggle system to roll yourself back over. We’ve also tightened up acceleration logic to reduce glitchy behavior by blocking acceleration briefly when driving directly into an obstacle, and fixed an issue where vehicles wouldn’t move forward after reversing down certain slopes. Along with physics tweaks and cleanup work, these changes should make driving feel far more dependable and a lot less frustrating as you explore the island.[/p][p]Here’s what’s new:[/p]
  • [p]Simplified body colliders
    Cars now use cleaner, frictionless colliders that prevent snagging and reduce those “why am I glued to this tiny pebble?” moments.[/p]
  • [p]Better stability & fewer glitches
    If you try accelerating into something you can’t move through, acceleration is blocked for a second to stop the classic jitter-launch.[/p]
  • [p]New “wiggle” system
    If a wheel leaves the ground, turning left/right (A/D) engages a recovery mode that drives all wheels and helps you wiggle free. Great for ruts, rocks, and tilted terrain.[/p]
  • [p]Upside-down recovery[/p]
    • [p]Steer left/right to flip the car using the wiggle system[/p]
  • [p]Improved slope handling
    Fixed an issue where cars wouldn’t move forward after reversing down certain slopes unless you turned the wheel first.[/p]
  • [p]General cleanup
    Physics improvements, collider cleanups, error fixes, and other under-the-hood tweaks to keep rides feeling smooth.[/p]
[p][/p][p][/p][p]Wiggle Free![/p][p][/p][h2]New Play Types[/h2][p]1.0 introduces fully fleshed-out play types designed to let survivors tailor the game to how they want to experience the island. Whether you prefer a forgiving, progression-focused run or a hardcore “every mistake matters” challenge, the new Arcade and Realism modes give death, loot, and progression their own identity.[/p][p]Alongside the new systems, we’ve added UI that clearly displays your current play type and world info both in-game and on the death screen, so players always know exactly what rules they’re living—or dying—under. These changes come with several fixes to world loading, attribute syncing, and XP behavior to make sure progression feels consistent and fair.[/p][p][/p][p]Play type selection[/p][p][/p][p]Arcade Mode[/p]
  • [p]Loot respawns[/p]
  • [p]Attributes are kept on death[/p]
  • [p]Sleeping bag respawns allowed[/p]
  • [p]Player level and attributes kept[/p]
[p]Realism Mode[/p]
  • [p]Loot does not respawn[/p]
  • [p]Attributes are lost on death[/p]
  • [p]Sleeping bag respawns disabled[/p]
  • [p]Player level and attributes lost[/p]
[h3]New UI Improvements[/h3]
  • [p]Play type + world details now visible in the pause menu[/p]
  • [p]Stats panel hides while actively in-game (cleaner HUD)[/p]
  • [p]Full play type info is also shown on the death screen[/p]
  • [p]Play type selector only closes with Escape if it’s currently open[/p]
[p][/p][h3]Other Fixes & Improvements[/h3]
  • [p]Fixed incorrect client health on zombies (causing XP + stat issues)[/p]
  • [p]Health can now increase properly even if a horde is still active[/p]
  • [p]Correct world data is loaded on startup to prevent reset stats[/p]
  • [p]Removed sleeping bag & loot respawn settings from configs where needed[/p]
  • [p]Additional tweaks to the play type selector and syncing logic[/p][p][/p]
[h2]Water Treatment Plant POI[/h2][p]We’re introducing a new POI in 1.0, the water treatment plant. The plant is on the south side of the island and it features a functioning dam. Like the power station, the plant is operational. If you want clean drinking water from your taps, someone is going to have to get it going![/p][p][/p][p]Dam entrance[/p][p][/p][p][/p][p]Dam functioning water level changes[/p][p][/p][h2]Zombie AI Overhaul (Enhanced Detection, Communication, and Horde Behavior)[/h2][p]With this update, we’ve made major improvements to zombie perception, alerting, and group behavior. These changes make the world more reactive and create more realistic escalation when players make noise or are detected. Below is a detailed overview of the new systems and their intended impact on gameplay.[/p][p][/p][h2]Expanded Noise System[/h2][p]Zombies now react to a wider and more accurate range of player-generated sounds. Actions that previously had no AI impact will now carry consequences:[/p]
  • [p]Reloading[/p]
  • [p]Melee weapon swings[/p]
  • [p]Jumping[/p]
  • [p]Heavy landings / fall damage[/p]
[p]Each of these actions produces noise based on severity, allowing nearby zombies to investigate or move toward the source. This brings additional weight to movement and combat choices and makes situational awareness more important, especially indoors or in high-risk areas.[/p][p][/p][h2]Improved Zombie Communication and Informing Behavior[/h2][p]When a zombie spots a player, it now alerts nearby zombies in a more intelligent and believable way.[/p][p]Instead of a single alert point, the system now evaluates three positional references:[/p]
  1. [p]The hunting zombie’s location[/p]
  2. [p]The player’s current location[/p]
  3. [p]A midpoint between them[/p]
[p]This provides more nuanced responses:[/p]
  • [p]Zombies close to the event receive accurate information about the player's position.[/p]
  • [p]More distant zombies move toward a general area to investigate rather than immediately sprinting at the player.[/p]
[p]This results in more natural group behavior and a more believable spread of awareness across nearby infected.[/p][p][/p][h2]Dynamic Horde Escalation During Chases[/h2][p]Zombies actively pursuing a player will now periodically inform other zombies around them. This happens every 3–8 seconds at a reduced radius and allows chases to escalate gradually if the player cannot break line-of-sight or reduce noise.[/p][p]This system creates more consistent threat buildup and makes prolonged encounters riskier over time.[/p][p][/p][h2]Noise Sensitivity Adjusted by Player Behavior and Time of Day[/h2][p]Alert radius now scales dynamically based on:[/p]
  • [p]Player noise level (sneaking, walking, running, gunshots, etc.)[/p]
  • [p]Time of day (zombies are more responsive at night)[/p]
[p]This ensures that noise discipline and stealth matter more in low-visibility environments and encourages more thoughtful nighttime movement.[/p][p][/p][h2]AI System Refinements and Stability Improvements[/h2][p]The underlying reaction system—[c]AiReactOverlapSphereServer[/c]—has been refactored to improve stability, performance, and consistency. Key changes include:[/p]
  • [p]Ensuring zombies only process each noise event once[/p]
  • [p]Ignoring zombies that are already chasing, dead, or otherwise invalid[/p]
  • [p]Reducing unnecessary calculations to support larger engagements[/p]
[p]These optimizations help maintain performance in high-density situations and reduce erratic AI behavior.[/p][p][/p][p][/p][p]Zombies are more alert[/p][p][/p][h2]Vaulting[/h2][p]Something many of you have requested is vaulting, traversing windows in the past has been a challenge. 1.0 introduces a vaulting system that provides a far more fluid experience. Simply jump near a window and you’ll quickly make your way through. The system blocks vaults should the window be fortified of course.[/p][p][/p][p][/p][p]Window vaulting FTW![/p][p][/p][h2]Thank You[/h2][p]From everyone on the team: Thank you for surviving Early Access with us! We can’t wait to see what you create, break, build, and reimagine with version 1.0. Welcome to the next era of Survive the Nights![/p][p][/p]
Patch Notes - Version 1.0 (End of Early Access)
  • [p]End of Early Access milestone release.[/p]
  • [p]Added new player vaulting system with dynamic vaulting/jumping SFX.[/p]
  • [p]Massive Zombie AI overhaul with noise-based alerts, shared awareness, and group behaviour improvements.[/p]
  • [p]Added full modding support, including asset and script modification via Harmony, with complete SDK examples.[/p]
  • [p]Introduced new Play Type Modes: Hardcore and Arcade.[/p]
  • [p]Major vehicle improvements including simplified colliders, glitch-prevention acceleration logic, logout safety behaviour, and a new wiggle flip recovery system.[/p]
  • [p]Significant enhancements to barricade and gate placement, snapping, rotation, and visualisation.[/p]
  • [p]Large set of tutorial, UI, and inventory improvements.[/p]
  • [p]Major localisation overhaul across all languages with improved override accessibility.[/p]
  • [p]Improved performance with incremental garbage collection and zombie system optimisations.[/p]
  • [p]Numerous world fixes including floating rocks, trees, environment corrections, ladders, and harvests.[/p]
[hr][/hr][h2]New Features[/h2]
  • [p]Added player vaulting system, allowing players to climb and traverse low obstacles more fluidly.[/p]
  • [p]Added dynamic jumping and vaulting SFX.[/p]
  • [p]Added new Play Type Mode system defining gameplay style differences:[/p]
    • [p]Hardcore – permanent death, no character progression retained between deaths.[/p]
    • [p]Arcade – progression and unlocks are retained after death.[/p]
[hr][/hr][h2]Zombie AI Improvements[/h2]
  • [p]Zombies now alert nearby zombies when they spot a player.[/p]
  • [p]Close zombies learn the exact player location; distant zombies begin searching the area.[/p]
  • [p]Zombies actively chasing a player will periodically alert others, creating dynamic horde escalation.[/p]
  • [p]Alert range and intensity scale based on player noise levels: sneaking, walking, running, gunshots, etc.[/p]
  • [p]Melee swings, reloads, jumping, and heavy landings now generate noise that can alert zombies.[/p]
[hr][/hr][h2]Movement & Traversal[/h2]
  • [p]Added player vaulting system.[/p]
  • [p]Added dynamic jumping and vaulting sound effects.[/p]
  • [p]Ladders at the power plant now function correctly.[/p]
[hr][/hr][h2]Modding[/h2]
  • [p]Added full modding support, enabling modification of all game assets and scripts through Harmony integration.[/p]
  • [p]Included comprehensive SDK examples to help creators get started.[/p]
[hr][/hr][h2]Localisation[/h2]
  • [p]Overhauled localisation for all languages.[/p]
  • [p]Optimised localisation handling in the override system.[/p]
  • [p]Improved localisation override system to be more user-accessible.[/p]
[hr][/hr][h2]Performance[/h2]
  • [p]Implemented incremental garbage collection improvements to reduce lag.[/p]
  • [p]Added performance optimisations for zombie systems.[/p]
  • [p]Fixed lag spike caused by the world preview screenshot system.[/p]
[hr][/hr][h2]Tutorial Improvements[/h2]
  • [p]General tutorial flow improvements.[/p]
  • [p]Blocked certain interactions during the tutorial to guide player progression.[/p]
  • [p]Waypoints now trigger more quickly.[/p]
  • [p]The breaker activation step is now less dark to improve visibility.[/p]
  • [p]Fixed double horde banner appearing during tutorial.[/p]
  • [p]Attributes in the tutorial are no longer incorrectly maxed out.[/p]
  • [p]Death effect now works correctly in the tutorial.[/p]
  • [p]Improved death screen at the end of the tutorial.[/p]
[hr][/hr][h2]Zombies & AI (General)[/h2]
  • [p]Fixed issue causing zombies to appear in incorrect locations.[/p]
  • [p]Added general performance improvements for zombie handling.[/p]
  • [p]Improved zombie and passive AI hit detection.[/p]
  • [p]Fixed ragdoll behaviour on death for certain character models.[/p]
[hr][/hr][h2]Vehicles[/h2]
  • [p]Simplified vehicle body colliders for world collision (detailed mesh still used for player collision and weapon ray casts).[/p]
  • [p]Improved stability by blocking acceleration for one second when attempting to accelerate into an obstructed direction.[/p]
  • [p]Added Wiggle System: steering left/right allows players to flip an upside-down vehicle back onto its wheels.[/p]
  • [p]Players are now safely removed from vehicles on logout.[/p]
[hr][/hr][h2]Barricades & Gates[/h2]
  • [p]Fixed issue preventing wood and metal gates from snapping to other barricades.[/p]
  • [p]Limited gate rotation to 90 degrees for cleaner alignment.[/p]
  • [p]Added gate door path visualisation during placement mode.[/p]
  • [p]Improved handling of barricade placement on tricky or sloped surfaces.[/p]
[hr][/hr][h2]World & Environment[/h2]
  • [p]Fixed floating rocks, trees, and other design issues across the world.[/p]
  • [p]Removed grass inside a house on Terrain 40.[/p]
  • [p]Lowered floating crate in Union Point.[/p]
  • [p]Fixed bench clipping into shipping containers at car lots.[/p]
  • [p]Fixed floating design issues in strip malls.[/p]
  • [p]Fixed harvests not working in the large apartment building in Union Point.[/p]
  • [p]Ladders at the power plant now work correctly.[/p]
[hr][/hr][h2]Map & Navigation[/h2]
  • [p]Improved zooming behaviour on the map.[/p]
  • [p]Prevented zooming out past the minimum zoom level.[/p]
  • [p]Added map panning limits to prevent dragging the map fully off-screen.[/p]
  • [p]Fixed issue where the map wouldn’t work on first server join.[/p]
[hr][/hr][h2]Inventory Improvements[/h2]
  • [p]Search fields are slightly larger.[/p]
  • [p]Search fields no longer clear when clicked while containing text.[/p]
  • [p]Search caret changed to black for better visibility.[/p]
  • [p]Inventory windows can no longer be dragged off-screen.[/p]
  • [p]Pressing Escape clears the search field and closes the inventory.[/p]
  • [p]Added sound effects for pick up, enter placement mode, place, and drop actions.[/p]
[hr][/hr][h2]Audio Improvements[/h2]
  • [p]Improved melee door-hit sound and animation.[/p]
  • [p]Added dynamic vault/jump SFX.[/p]
  • [p]New denial SFX for when an action cannot be performed.[/p]
  • [p]Music fixes:[/p]
    • [p]No longer plays incorrect track during transitions.[/p]
    • [p]Now reliably starts after loading screens.[/p]
    • [p]Tracks always start from the beginning.[/p]
    • [p]Music and ambience fade to 30% volume when paused.[/p]
    • [p]Playback is now reliable across respawns and disconnects.[/p]
[hr][/hr][h2]Gameplay Fixes[/h2]
  • [p]Fixed bug allowing vehicles to move with no wheels.[/p]
  • [p]Fixed scenario where players could spawn mid-air.[/p]
  • [p]Cleaning weapons while driving is no longer possible.[/p]
  • [p]Removed incorrect “stew” option from water canteens.[/p]
  • [p]Stopped invalid wood removal from fires.[/p]
  • [p]Consumables now reset rotation when entering placement mode.[/p]
  • [p]Electric garage doors now require both circuit and meter to be active.[/p]
  • [p]Burn time is no longer lost when disabling a fire with 0 wood left.[/p]
  • [p]Fires no longer consume new wood if burn time remains.[/p]
  • [p]Tweaked melee damage ranges for realism.[/p]
  • [p]Roaming hordes no longer show notifications.[/p]
  • [p]Fixed trap visibility issues.[/p]
  • [p]Interact hand animation now plays correctly on fires/traps.[/p]
  • [p]Machine parts now persist across server restarts.[/p]
  • [p]Toilets now show “Hold E” for consistency.[/p]
  • [p]Right-click dropdown UI hides after selecting non-repeatable actions.[/p]
  • [p]Crosshair now works correctly after respawning.[/p]
  • [p]“Few parts” option on first startup for machines now works correctly.[/p]
[hr][/hr][h2]UI & Interaction[/h2]
  • [p]Fixed invite button in the player list.[/p]
  • [p]Improved sneaking mechanic — attribute points now have a more noticeable impact.[/p]
  • [p]Fixed incorrect “no power” notification when activating electricity meters.[/p]
  • [p]Battery level is now displayed in the hotbar.[/p]
[hr][/hr][h2]Locks & Doors[/h2]
  • [p]Locks now animate correctly along with garage doors.[/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]

Version 1.0 Announcement

[p]First things first - this isn’t the end of development. Not even close. It’s more of a turning point. Up to now, our focus has been on delivering the core concepts and all the crazy ideas that you - and we - dreamed up over the years.[/p][p]From 1.0 onward our focus shifts slightly:[/p]
  • [p]Maintenance and fixes to keep the core game tight.[/p]
  • [p]New content, heavily driven by community feedback.[/p]
  • [p]Modding support, tools, and access (more on this below).[/p][p][/p]
[h2]Version 1.0 (The Update)[/h2][p]Frankly, it’s the biggest update we’ve ever done. There were a few long-standing annoyances we wanted to iron out, plus some major new additions. Below are the big highlights - the full patch notes will go live next Thursday, December 4th with the update.[/p][p][/p][h3]Modding[/h3][p]We’ve added a full modding suite with the ability to swap basically any asset in the game, inject code, and even add your own content. For years we’ve held back until the foundation of the game was where it needed to be - so that the creative vision stayed intact.[/p][p]Hello everyone! Today we’ve got a huge announcement. Survive the Nights is officially releasing out of Early Access next Thursday, December 4th. We wanted to jump on here and give you a proper rundown of what this milestone means and what to expect.[/p][p]Now that foundation is here. It’s time to let you all break things in creative new ways.[/p][p][/p][h3]Water Treatment Plant[/h3][p]We’re introducing a new POI in 1.0, the water treatment plant. The plant is on the south side of the island and it features a functioning dam. Like the power station, the plant is operational. If you want clean drinking water from your taps, someone is going to have to get it going![/p][p][/p][h3]Vaulting[/h3][p]Player vaulting is finally here. It’s been high on the list for ages and honestly… it never felt fair that zombies could yeet themselves through a window while you got stuck on the frame. Vaulting makes movement smoother, cleaner, and simply feels right.[/p][p][/p][h3]Play Type[/h3][p]This one has been a tricky balancing act. When JB and I first started dreaming about Survive the Nights, the goal was always old-school brutality - real consequences for death and a genuine incentive to keep your character alive. Over the years we tried countless ways to balance that with modern expectations.[/p][p]The problem? Half of you want hardcore. Half want casual.[/p][p]So instead of compromising, we now offer Play Types when you create or join a world for the first time:[/p]
  • [p]Hardcore: permanent death, lost progress, finite loot. (Basically the current default.)[/p]
  • [p]Casual: more like the earlier days - you keep progression and loot respawns.[/p]
[p]You choose the experience you want.[/p][p][/p][h3]Vehicle Improvements[/h3][p]Let’s be honest - we’re all sick of terrible drivers beaching their cars on pebbles. The #1 report we get usually goes something like:[/p][p]“This game’s total rats! I got my car stuck and there’s no way to get it out. Terrible review coming your way.”[/p][p]Jokes aside, vehicles have needed love. We’ve improved collision, simplified certain colliders, and added a steering-based “wiggle” system to help you get unstuck. Your off-road adventures should feel a lot less punishing now.[/p][p][/p][h3]Zombies[/h3][p]We’ve made big improvements to zombie performance at distance and cleaned up hit collision accuracy. The goal was simple: make encounters feel smoother, more responsive, and more fair.[/p][p][/p][h3]General Fixes[/h3][p]As developers you can sometimes get too close to a project and miss things. We do our best to listen and fix, but some issues slip through.[/p][p]We recently had professional QA done and have been completely open about the findings. We’ve made a huge number of targeted fixes to remove jank, smooth out rough edges, and generally make the whole experience feel more polished. This is something we’ll keep doing long after 1.0.[/p][p][/p][h3]Call for Modders[/h3][p]With the new modding suite out, we’d love to get more of you involved — regardless of experience. If you’re interested in modding Survive the Nights, reach out here. This is a two-way street: we want to build the tools with your help and get them to where they need to be.[/p][p][/p][h2]Conclusion[/h2][p]If you made it this far, thank you. We’re incredibly hyped to finally get an official 1.0 version out to you all. It’s been a long road, but this has always been a passion project for our team.[/p][p]Stay tuned for next week’s update - and thanks again for sticking with us.[/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][/p]

Halloween Event 2025

[p]We’ve enabled the Halloween event so enjoy the tricks and treats from now until November 2nd. You’ll get a couple of new treats this year including the crossbow and arrows.[/p][p][/p][h3]Drive-In Night of the Living Dead[/h3][p]Watch the full length movie right in the game. Find a film reel while trick or treating. You can take the reel to either of the drive-in theaters and play the movie via the projection room. Try and survive a couple of hordes while watching a classic film![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][p]A night at the drive-in[/p][p][/p][h3]Trick or Treating[/h3][p]You'll find most of the structures in the game will currently have decorations around the doorstep and a new door knocker. Use the door knocker once the sun sets for a trick-or-treat. Tricks aren't always fun but the treats should make killing them easier ;)[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p] Trick or treat knocker is back![/p][p][/p][h3]Giant Pumpkins[/h3][p]This year you can find giant pumpkins as treats and grow your own with giant pumpkin seeds! We’ve included a screenshot of item ids for server owners.[/p][p][/p][p][/p][p]/lookup pumpkin results[/p][p][/p][p][/p][p]Giant Pumpkin![/p][p][/p][p][/p][p]Big ol' pumpkins[/p][p][/p][h3]Unity Security Update[/h3][p]As some of you may have read Unity released a security patch for some backend issues they had. You can read more about it here. We’ve patched STN to fix this issue.[/p][h3] 
Dead Bundle[/h3][p]If you’d like to support the team further check out the new cosmetic dead bundle. It includes some cool Halloween themed bits :) Thanks much for the continued support, guys! HAPPY HALLOWEEN ːsteammockingː[/p][p][/p][p][/p][p]The Dead Bundle[/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]

The Autumn Sale is On!

[p]Grab a copy for yourself or a friend at a great price! If you have any questions before purchasing, please join our friendly community on discord.
[/p][p][dynamiclink][/dynamiclink][/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]