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Survive the Nights News

Survive the Nights 40% Off - Open World Sale

Survive the Nights is now 40% off for Steam's open world sale. If you have any questions before purchasing, please consider joining our discord to speak with the developers or other players within our friendly community.

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

[h3]Links[/h3]
Discord: https://discord.gg/survivethenights
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
Merch: https://teespring.com/stores/a2zinteractive

Devblog 41 - Rich Presence | Weather Effects++

Hello everyone,

We’ve had a rather busy week although most of what we’re currently doing is tying up loose ends. 1.8 has been a beast and it’s a challenge to pull it together in the end. We’re aiming for an experimental build this coming week.

[h3]Steam Rich Presence[/h3]
When we first envisioned Survive the Nights it was as a co-op experience, a zombie survival game you could pick up with a couple of friends, hunker down and have a good time killing things. The ability to invite a friend to a game/server has been missing since launch. It didn’t seem reasonable to dedicate development time pre-hosting. Now that players have the ability to host from in-game or via a linux stand alone server/provider, it seems the perfect time to do so. We have now added a good deal of Steam integration.

You will first notice the ability to invite friends directly to the server you’re playing on. You’ll be able to do so whether you’re hosting the server or you’re on a public server. This is made even easier if you’re using the Steam Overlay (shift-tab).

James has also added the ability to invite friends directly from the game. Holding tab will bring up what was previously the in-game player list. Pressing tab now brings up the player/friends list and you’ll be able to invite any of your Steam friends from this menu. We have tried to make this process as easy and seamless as possible. As an example, If you’re hosting a password protected server your friends will be added to a dynamic whitelist this will bypass the requirement for them to enter a password. You will also be able to join friends in this same manner via the Steam friends list or our in game player/friend list.

In-game player/friend list

[h3]Improved Weather Effects[/h3]
1.8 will feature many environmental changes including new vegetation, new biomes and new weather effects. Ahead of weather affecting the player, (something we’ll be working on shortly) we’ve taken some time to improve our current weather effects. The system as it is now does the job but it’s rather drab. Our current rain and snow system only allows for particles to move directly downward due to performance and collision concerns. The new system allows us a bit more freedom and you’ll notice that instantly in both rain and snow. The particles now blow around and move with the storm. This dramatically changes the entire vibe of a storm. We’ll save the rain effects for you to see in game as the gifs don’t really showcase these effects well.

Blowing Snow

[h3]Particle Update[/h3]
Last week we showcased some of our new environmental particles and asked for some feedback. Jos has spent some time this week adding a few more alongside working on weather effects. Additional garbage on the streets along with interior dust particles help to bring both interiors and exteriors to life either further. Jos is also currently putting some finishing touches on environmental effects like small insects and animals. This is something we’d like to greatly expand on in the future. We need a good source for rat meat after all.

Interior dust particles

Interior particles in flash light beam

Spooky nighttime garbage particles

[h3]In Summary[/h3]
It has been a very busy week for the team although we’ve not had all that much to showcase. The last 90% of a build is never very exciting. It’s a lot of breaking and fixing and that’s before we even hit our experimental servers. There’s going to be a vlog along with a rather massive blog covering everything that has gone into 1.8 as it’s a monster. Thanks once again for the continued support. Hope you all have a great weekend. If you have any questions, comments or concerns please reach out on our Discord.

[h3]If you're enjoying the game, please consider writing a review or updating your current one. Thank you! :)[/h3]

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

Devblog 40 - Lighting Optimization | Particle Improvements ++

We’ve had another quick and productive week at a2z. The boys have been cracking along on 1.8 features. James spent most of the week working on rich presences and integration along with assisting Jos with the particle update.

1.8 is proving to be what is likely our biggest update yet. It seems every time we feel we’re ready, we find another area for improvement. This week Andre has spent a good deal of time optimizing our lighting system. The result is very impressive with lighting looking fantastic and more importantly being optimized better than we’ve ever had it before.

[h3]Lighting Optimization [/h3]
While our current lighting system is pretty nice looking, it’s not perfect and it’s not at all optimized. Structure lighting was always heavy on performance mostly due to the need of multiple light sources for a single light fixture. We have found ourselves often using one spot and one point light to simulate light bounce. This improvement removes the need for bounce lights by adding a cube map mask. This will improve the general look of lighting along with making shadows and gradients easier on the eyes. And generally just improving the performance overhead of lighting.

Vehicle headlights have been turned into a single light source instead of a spotlight and point light saving tons of batches. Exterior lighting has seen its share of improvements. We've reduced batching and implemented a 3d cookie system for a nicer overall look.

Interior lighting before and after

Hearth lighting, smooth and well optimized

Before and after - new lighting features fixture cookie and gradient

Before and after, new lighting looks far less like the mask of Sauron

[h3]Particle Updates[/h3]
Jos has spent some time this week updating our particle system. For some time now we’ve wanted to introduce world particles. This week, with the help of James, Jos was able to program and implement the initial system. This system will allow us to expand and introduce all kinds of good looking goodies. Trash particles will now blow around the world creating a very creepy vibe. Leaves and vegetation will also flow with the air. This seemingly small effect really does a lot to improve the world. It’s something the team would love to expand on so if you have any particle ideas feel free to share them.

[previewyoutube][/previewyoutube]

[h3]Summary[/h3]
We’re hoping to have experimental builds out shortly. 1.8 has turned into another passion project for us. This isn’t a bad thing. We’ve got hosting out and you guys have quite a put together game to explore so the more time spent here the better. We’ll have experimental builds out as soon as possible and we’ll keep you updated with these weekly devblogs. As always, thank you for the continued support and if you have any questions feel free to join us on our Discord. Have a great weekend!

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

Devblog 39 - Water, Steam Rich Presence++

Hello everyone,

Another week seems to have flown by. We’ve been busy working on 1.8 and beyond. Water reworks will be discussed below along with the introduction to Steam's Rich Presence. We’re also working on the start of numerous quality of life issues. After our 1.8 update, the team will hunker down and focus on early game issues and polish. We’ll get all of your feedback and found issues taken care of before the addition of any more major features

[h3]Water and Its Challenges[/h3]
1.8 will feature many new graphical features and improvements with one of them being improved water. The water in game now is the second of a couple of placeholders we’ve used. We’ve had quite a few challenges with water in the past. A major one is water transparency and how out of place it would look in our world. Most of that issue was caused by fog rendering incorrectly.

There are also topographical challenges on the island. Black island has rivers that flow into oceans along with lakes and smaller bodies of water. 1.8 also introduces swamps which is another added level of complexity. It has been a challenge to make these intersecting and flowing bodies of water look good.

We've also had issues in the past with over complex solutions that were too heavy on performance. Sacrificing a good chunk of performance for slightly better looking water just wasn’t an option.

[h3]Swimming[/h3]
I realize writing this that the first question to likely be asked will be something along the lines of “Can we swim yet?!”..No, no you can’t. That being said, water assets, shaders and the drag of knowing they’ll need sorting was a major stopping force behind swimming. Post 1.8 we will be working on a major chunk of our issues and your feedback/suggestions. Swimming will be sorted shortly, we promise.

[h3]The Outcome[/h3]
We've managed to find a compromise with our fog that makes it possible to use transparent water without it looking out of place. This, in combination with the new reflection system, allowed us to finally find a different solution that looks better and isn't too heavy on performance. The transparency really brings bodies of water to life and edge blending makes the waters edge feel far more realistic.


Old system lacks transparency

New system with transparency

Old River

New River and Edge Blending

Old system waterfall and lake

New system with reflections and edge blending

Lake Baron old system

Lake Baron new system

[h3]Steam Rich Presence[/h3]
Something that has been missing for quite awhile is Steam's Rich Presence integration. The player now has access to Linux server files, additional hosts and the ability to host your own server from in-game.

James has spent some time this week working on integration and things are going great. Players will have the ability to join friends directly from Steam's friend list. Along with the ability to invite and join, you’ll notice status updates. Players will be able to see what friends and others players are doing. Whether it be fortifying, healing, fighting zombies, driving or even riding passenger your player status should update nicely.

Game invite

Status updates (format likely to change, feedback welcome)

[h3]GPORTAL[/h3]
With the release of server files we were contacted by the guys over a GPORTAL. They will be handling some of our new official servers alongside Allgamer. We’ve had quite a few requests for locations in South America so we’ll be adding a couple of servers there in Brazil along with Germany, Japan and Russia. You’ll see servers labeled “Official RU1 By G-Portal”.



[h3]In Summary[/h3]
Things are really cracking along nicely now, we’ll be introducing our Patreon page in May. We should see 1.8 on default early in May and we’re excited for 1.9 and the future of Survive the Nights.

We’re doing our best to get 1.8 ready and into your hands. It has been a massive update so far and likely one of our biggest, if not the biggest since alpha release. A lot of the game world has changed and a lot of new features are going in. We’ll do our best to get an experimental version into your hands in the next week or two.

As always, thank you for the continued support of the game and the team. If you’d like to discuss anything in this blog or anything else at all please feel free to join our Discord Server.

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


Devblog 38 - Reflections, Website Changes ++

Hello everyone,

We’ve spent the week working on quite a few features for 1.8 and beyond. Some of you might be new here. If so, please consider joining our Discord if you’d like to chat directly to the team.

[h3]Reflections and Their Challenges[/h3]
A proper reflection system is something we’ve struggled with in the past. We’ve had what can be described as a makeshift system in place for some time. Reflections have always been difficult to pull off properly due to our day and night cycle system and its effect on interior ambient lighting.

Our new reflection system is now properly simulated in real time based on different times of the day and the reflection probes created. Reflections will also be dimmed in interiors so as to not stand out. The results look rather fantastic, they’ll be part of our new Ultra graphic setting. Below are few examples of our old system and our new reflection system on high and ultra.

The system uses a real time reflection probe and dummy assets to create a realistic looking reflection probe perfectly suitable for most situations. This system also goes hand in hand with our new water shaders, a massive improvement over the last. You’ll see a little sneak peek here in some screenshots. We’ll showcase the new water system in next week's devblog.

Reflection Probe

A lot of our island will require custom probes to allow for more accurate reflections. The one below showcases one of our large lakes and Mount Baron's reflection.


Lake Reflections

The new ultra settings will allow for very accurate reflections not just in lakes and large bodies of water but smaller ones like puddles and wet roadways after storms. This system is optimized rather well. It includes a probe manager that ensures only 1 real time probe will ever be baked at the same time. It will also disable a probe and stop the baking process should the player move too far from the source. The biggest difference between the new high and ultra reflections is addition of an image effect on ultra resulting in an even more realistic reflection.

Old Reflection System

New Reflections on High Setting

New Reflections on Ultra Setting

[h3] Hosting Changes and Improvements[/h3]
The introduction of our hosting/solo tabs came with 1.7 and we’ll be working the issues out as we move forward. As James mentioned in last week's blog, we’re working on a partial solution for connection issues. This is something that should help a good deal of those. If the UPnP OpenNAT system doesn’t automatically fix your hosting issues, we’ll have a better idea as to what’s going wrong. If the UPnP system proves to not be effective enough, we’ll add a facilitator based punch through server. A facilitator server along with relay servers should make connections possible even when punch through just isn’t.

James has made some great progress this week streamlining the process and UI surrounding it.
Upon digging into the UPnP rework, he decided to further expand the implementation to give the user more feedback around port status. We’ve simplified the setup and removed the need to infill the IP manually. We’ve created a port checker that is embedded directly in the UI to check if ports are open before attempting to start and join a server.

Below you’ll notice improvements to last week's design, along with the addition of a friend list you’ll be able to invite buddies directly from the host screen!

Updated Host Tab with Friends List

[h3]Website and Forum Changes[/h3]
I think it’s fair to say that we’re a rather open team. Most of you know a lot about the project and us. We share our development progress regularly with our goal being weekly devblogs. The Survive the Nights Community Forum has treated us well. It was our very first platform for speaking with everyone. With that being said, it is now rather dead with more focus on Steam and Discord. We’ll be removing our forums to save a few bucks and condense the sources of information.

The website has been redesigned over the last week or so with Jos making many needed improvements. This includes a much cleaner “Blog” section. This will now be our main resource for getting you devblogs and information. That being said, we’re always available for a chat on Discord.

New Website Layout

[h3]In Summary[/h3]
It has been another productive week at the office. The team is refreshed and glad to be back together. The 1.8 update will bring pretty drastic changes to the project. The time put in now will save headaches later although we’re sure there will always be issues. We’ll do our best to scrub out the larger ones before we hit default. Please keep in mind, our development isn’t always linear as we’re not always able to work on the same issue or feature. There’s constant development. We’re working on things now you’ll see in the next update and things you’ll not see for a few updates. Moving forward we’ll do our best to share more early stage development information and media if that’s something the community is interested in. Thank you all for the continued support. If you're enjoying the game, please consider writing a review or updating your current one. If you’re having any issues, remember you can always reach us on Discord.


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