1. Survive the Nights
  2. News

Survive the Nights News

Hotfix - 1.33.4 (Sleeping Bag Fix | Exploit Fix | Flatbed Fix)

We’re releasing another 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 official Discord.

[h3]Patch Notes - HOTFIX 1.33.4[/h3]

  • Fixed climbing exploit with wall shelves.
  • Beds/home setting is now working through server restarts.
  • Vehicle flatbeds are now working again.



Links
Discord: https://discord.gg/survivethenights

Patreon: https://patreon.com/a2zinteractive

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

Hotfix - 1.33

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 official Discord.

[h3]Patch Notes - HOTFIX 1.33[/h3]

  • Fixed exploitable wall shelves.
  • Fixed featured scenario carousel getting stuck.
  • Fixed 'Beep Bob Boop' sound on slow opening/closing doors.
  • Crafting page working consistently.
  • Footstep sounds no longer play while in a vehicle.
  • Slower weapon decay on default scenario



Links
Discord: https://discord.gg/survivethenights

Patreon: https://patreon.com/a2zinteractive

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

1.33 Update (New Vehicles | Game Polish | Game Loop & PvP Improvements++)

Today we’ll be releasing the new 1.33 build to our default branch. We’ve been listening to our community, 1.33 has some really nice fixes and additions in it. We’ve made some great quality of life fixes, gameplay changes and added some new goodies. Check the blog below and the full changelog to see all of the 1.33 changes. As always if you run into any issues, report them in game and swing by the Discord to yell at us a bit! :)

[h3]New Vehicle and Variants[/h3]
Do you have the need for speed? Are any of you old enough to even remember those games? Do they still make Need for Speed, anyway.. Fast cars are fun and Black Island has needed some muscle for quite a while. In 1.33 we’re introducing the “Muscle Car”, not the most original name if we know. If the community has a better idea let us know. As you might guess this is by far the quickest vehicle in the project (for now).

Go fast model stripes!

Zombie beast

The classic

This one needs some work!

Vehicles
  • Added muscle Car vehicle.
  • Added Sport muscle car variant.


[h3]Inventory Improvements[/h3]
We’ve made quite a few improvements to the inventory system in 1.33. One of the biggest requests from the community is scaling. Previously we didn’t have the option to scale the inventory, making playing on anything other than a standard monitor rather awkward. Along with inventory scaling there have been many quality of life improvements made. Including redesigns to the recipe page to make it easier to navigate and understand. We’ve added the ability to craft the desired amount of any given recipe. Check the changelog below for all of the inventory improvements.

UI scaling

Scroll bar

Craft specific amount

Crafting page redesign

Inventory / Crafting
  • Inventory now automatically scales based on inventory size.
  • Added manual scaling option to the general options tab.
  • Removed click window when only ‘view recipe’ option is available. Clicking now navigate directly to the recipe page.
  • Redesigned the recipe page to make easier to understand and navigate.
  • Added the option to craft the desired amount of items. Rather than just ‘craft max’. The maximum now is also pre calculated.
  • Added the ability to craft many from the options drop down + added the option to cancel crafting.
  • Removed recipe search button/icon from item names while in the crafting tab and replaced with options to view items recipe directly from the option drop down.
  • List of craftables no longer gets shifted to the bottom of the page when filtering recipes.
  • Inventory has scroll indicators when required. This includes all crafting content
  • 'R' key is now used for placing from the inventory.


[h3]Player Improvements [/h3]
The community has been fantastic at helping find sync and player issues and we’ve addressed many of those issues in 1.33. Along with the fixes there are a few really nice player improvements.

We’ve fixed headlamps syncs, updated and improved nearly all of the player animations like idle, jump, punching, turning while crouched animations etc.

We’ve also added some features like the ability to crouch and slowly open a door. Greatly reducing the noise made from doors and adding a ton ambiance to our newly introduced and improved sneaking mechanic.

We have longer term goals of total character customization. This however is a massive task for a team of our size. In the mean time Andre has given our current character models a little much needed attention.

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]


Backpack items

Player (self)
  • Improved flashlight and headlamp behavior to make them more reliable.
  • Flame thrower, double barrel, crossbow, mk4 and flame thrower and all now visible on players backpacks when they are carrying one.
  • Mental state can now increase once per day when becoming fully rested (comfort level 2)
  • Doors now open slowly when the player is sneaking. This greatly reduces noise made by opening doors.


Player (others)
  • Improved flashlight and headlamp sync to other players to make them consistent.
  • Accuracy of other players position has been improved.
  • Improved other player movement animations.
  • Improved other player jump from static and moving animations.
  • Other player now how dynamic idle animations.
  • Improved punching animation while player is stationary
  • Added turning animations when player turns on the spot.
  • Added crouch turning animations.
  • Improved weigh paints on characters so that there isn't as much stretching around the jaw.
  • Fixed bug causing other players to not be visible.
  • Other players no longer animate to their spawn location.
  • Other players in hand item and attachments are now synced reliably.
  • Other player backpack items now sync reliably.
  • Other player crouched and ladder states are now syncs reliably.
  • Other players flashlights/headlamps are now synchronized reliably.
  • Other Players nametags now move down when crouched.
  • Other Player are no longer visible before they reach the ‘in-game’ state.
  • Fix for jerky strafe animation caused by slow animation updates
  • Improvements to aim IK to make it look less like player is about to fall over when looking up


[h3]Zombie and Horde Improvements[/h3]
In 1.33 we’ve made some nice improvements to zombie behavior and hordes. We fixed a nasty issue where indoor zombies were behaving as though they were outdoors, causing some awkward gameplay.

We’ve adjusted ambient sound for zombie hordes based on their level, the higher the louder and more aggressive the screaming. There has been a fix for zombie horde difficulty not working in the config options, zombie hordes also now approach primarily from the direction intended and visible via the inspect menu.

Zombies
  • Resolved issue that was making indoor zombies behave as though they were outdoors.


Hordes
  • Fix for double notifications after horde difficulty 12.
  • Horde spawn frequency no longer influenced by day length
  • Zombie hordes now primarily approach from a single direction
  • Only running horde zombies now prevent new zombies from spawning.
  • Fix for horde difficulty config option not working
  • Horde ambient sound volume is now based on horde level


[h3]General Quality of Life Improvements[/h3]
Quality of life improvements are always important fixes and additions for the team and community. Most of what we add or fix is suggested or pointed out to the team by all of you. So please continue to point out issues and make further QoL suggestions.

Quality of Life (QoL)
  • Changed fire rate of double barrel from 0.1 to 0.2 to fix issue where you accidentally fire twice.
  • Stuck command is now working again.
  • Other players flashlight no longer flicker when the other players character is off screen.
  • Backpacks now remain in the world longer after death.
  • Cooking effects now working again consistently.
  • Reduced weight of generator.
  • Changed antiseptic category to medical
  • Player now spawn at the correct rotation on initial spawn.
  • Decreased flickering intensity on fires.
  • Fix for campfires not always producing light.
  • Fix for lens distortion not resetting after drowning


[h3]UI Improvements[/h3]
Some nice changes and additions to the UI have been made. You’ll see a new scenario carousel in the world save menu, allowing players to see showcased community driven scenarios and more. We’ve added the ability to see all your critical stats when opening the inventory now, same as you do while pressing F. This leaves the left side of the inventory booklet open for future plans :wink:. There are quite a few more UI changes check them out below.

Critical stats on inventory open

New life UI

You Died! Try Again :)

Steam workshop carousel

UI Improvements
  • Added new game over/death UI.
  • Added new fresh spawn UI.
  • Critical stats (F menu) now displays while in the inventory.
  • Added featured scenario carousel to world saves menu.
  • F menu no longer flickers when pressing F while UI is already visible.
  • Zombies killed tally no longer gets stuck on screen.
  • Renamed Server/host tabs to ‘Servers’ and ‘Play’ for clarity.
  • Updated various translations that were missing.


Balance
  • MK4 weapon no longer spawns at pistol spawner locations
  • Disabled spawning on SpikedBarricadeWall
  • Disabled spawning on BarbedWireWall
  • Disabled spawning on VehicleLightbar


Environment
  • Removed incorrect vegetation from car lots.
  • Fixed collision issue under bridge in oldtown.
  • Zombies in the menu scene are no longer jumpsuit prisoner zombies.
  • Optimizations to the farm menu scene.


Server
  • Warning cleanup on server start. Provides a cleaner log file


Admin
  • Creating/Updating scenarios no working again.
  • Vehicles given by admins now spawn with full fuel.
  • Added /coords command that spits out current player coordinates


If you're enjoying the game and our recent updates, please consider leaving a review. Thanks for your support! :)

[h3]Links[/h3]
Discord: https://discord.gg/survivethenights

Patreon: https://patreon.com/a2zinteractive

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

1.32 Update (Sneaking | Resting | Quality of Life++)

Today we’ll be releasing the new 1.32 build to our default branch. This update is a rather big one when it comes to gameplay. We’ve introduced two new mechanics and made quite a few quality of life fixes. If you run into any issues on 1.32, please report them directly to the team using the in game tracker (fixed in this patch). Of course as always you’re free to come join us and speak with the team directly on our official Discord server.

[h3]Zombie Awareness[/h3]
We’ve made some massive changes to the way zombies ‘hear’. The much improved system allows for zombies to respond to a sounds origin rather than simply locking onto the player. This falls more in line once again with the original concept. Zombies don’t just respond to sound, they’re annoyed by it in a sense. What this means is, the more noise you make, the more trouble you’ll be in! We will be expanding greatly on zombie awareness and general behavior in the coming updates so please provide ideas and feedback!

[previewyoutube][/previewyoutube]

Changes to zombie response to noise:
  • Zombies have the ability to walk to a sound instead of chasing the player instantly.
  • Walking zombies can open doors and break windows
  • Their chance of ignoring a sound is high when their annoyance is low
  • Their chance of going to the sound is high when their annoyance is increased
  • Small chance of AI still chasing player with high annoyance (when player fires weapons near zombie)
  • Outdoor zombies have a higher response to noise and they move for longer to the sound source


[h3]Sneaking and Stealth [/h3]
A massive mechanic we have always intended to incorporate into the game is sneaking. The current stealth system leaves a good deal to be desired. The updated system is exactly what we envisioned from the concept. The new stealth/sneak mechanic has been completely developed from the ground up.

We have greatly expanded on zombie noise detection, adding a good deal of depth and realism to zombie behavior.


Sneak and Comfort UI

[h3]Comfort and Buffs[/h3]
Another new mechanic players will notice is the rested/comfort mechanic. This mechanic is part of the backbone to our improvements in overall gameplay when it comes to structures and setting up a home base. As some of you know, we’ll be expanding on structure customization, trapping and overall structure systems. The comfort mechanic is an early introduction to a bigger overall system.

As the system stands now in its infancy the buffs and mechanic are quite simple.
How the comfort meter and resting works, players receive a constant health and stamina tick when in a structure. The buffs remain active at all times when in a structure. Leaving a structure begins the buff timers countdown (3m).

  • The player receives a comfort buff when in a structure
  • The comfort level is based on your surroundings
  • A fire raises comfort level
  • Placing a sleeping bag raises the comfort level
  • Comfort buff timer counts up (3 minutes) as of now
  • Once the time reaches the top the buff is activated
  • The buff timer doesn’t start counting down until the player leaves the structure
  • Buff effects health
  • Buff effects stamina


*Take Note!
These changes represent a shift in the team's current dedication. We have a really enjoyable game but it needs some polish. Tweaking mechanic behavior is very much based on player feedback. A good deal of which we get from both the in-game reporter/suggestion feature and our official Discord. As with most all of our development, nothing introduced in 1.32 is set in stone. We will listen to your feedback and make adjustments as we see fit.

We plan on expanding on both zombie behavior and the newly introduced comfort system in the next few updates so feel free to share any and all ideas you may have!

[h3]Quality of Life (QoL)[/h3]
We’ve made some decent quality of life improvements in 1.32. Firstly we’d like to thank everyone who has been providing quality tickets via the in-game reporting feature. These tickets go directly to the team and help us dictate exactly what should be worked on and how important it is to everyone.

Some of the fixes include being able to log off near zombies, an annoyance that was originally introduced with good intention however is no longer needed. We’ve also made numerous fixes to the /stuck system, players can use stuck while in vehicles now and the stuck command now works while ‘moving’ this should fix issues where players were stuck far above the ground and system checks thought they were moving.

Additional improvements include players that may fall through the ground while in a vehicle will now place you back on the terrain rather than shooting you off in the general direction of mars. Check out the additional quality of life changes below.

  • It is now possible to log off near zombies.
  • Quitting the application no longer causes a crash.
  • Stuck command now works when in vehicles.
  • Stuck command now works when moving. In the event the player is far from the ground.
  • Falling through the ground while in a vehicle now places you back on the ground.
  • Campfire grill now turns red when it cannot be placed.
  • Commercial generators now have double the capacity at 40 units of fuel


[h3]Environment Improvements[/h3]
Andre had some time to work on some lighting issues, one of them being fires ending so abruptly. This effect was rather jarring, to the point it felt like something might have broken with the fire rather than you running out of fuel. This quick improvement adds a great deal the the ambience and lets the player know their fire needs tending without the shock!

Fire light improvements

Woodstove lighting

[h3]Community Spotlight [/h3]
This week's community spotlight is an event that has been put together by one of our supporters LobitoGamingTV. He has taken it upon himself to gather up a bunch of fellow streamers and content creators and try to get Survive the Nights some much deserved traction. There are 20+ streamers participating in event held all day Saturday, May 18th. There will be a dedicated streamer server, keys for giveaways and general creator driven madness. Be sure to check on his channel and others over the weekend!

Some of the creators participating in the event and giveaways are listed below! (subject to ya know, stuff and things)

lobitogamingtv askasto auroragigglefairy mrsspookypants kualija kenny_the_viking lars_the_viking1 pitchieb gamerbearloki williamnharry14 hamandlizgaming stefutnik omgitzvexy swarr102 sarahandjeff lord_reveka r3dhot_gaming kira5175 phoenixkinggamingofficial steeliatee soukiden luellaa c0nflicx

[h3]Patch Notes - 1.32[/h3]

Performance
  • Reduced texture resolution on various oversized textures.
  • Optimized some particles that were incorrectly prewarming.


Comfort
  • Added all new resting system with multiple comfort levels. The more rested a player becomes, the longer they receive buffs to their health and stamina regeneration.


Quality of Life (QoL)
  • Fixed ammo duplication glitch.
  • Weapon wear option now also affects melee.
  • Required calories in day can no longer go negative.
  • Day progression now works consistently.
  • It is now possible to log off near zombies.
  • Quitting the application no longer causes a crash.
  • Stuck command now works when in vehicles.
  • Stuck command now works when moving. In the event the player is far from the ground.
  • Falling through the ground while in a vehicle now places you back on the ground.
  • Campfire grill now turns red when it cannot be placed.
  • Commercial generators now have double the capacity at 40 units of fuel


UI
  • Added new sneaking/noise indicator UI
  • World creation page overhaul to make the flow better and provide increased information before joining game.


Zombies
  • Zombies no longer respawn quickly when returning to the the area.
  • Cleared structures now stay empty for longer.
  • Overhauled zombie hearing/vision to make sneaking possible.
  • Fixed issue which caused zombies to repeatedly scream.


Environment
  • Improved campfire/hearth visual effects.
  • Fixed items falling through building interior items.
  • Fixed AI walking through various props like concrete barriers and shipping containers.
  • Fixed zombies walking through tents that have been harvested.
  • Fixed gap between river and terrain.
  • Fixed collision issue on bridges at swamps.


Server/Host
  • Starting servers that have loot respawn disabled no longer causes server lag on started.
  • Config option for disabling hordes now works as expected.


SFX
  • Reduced combat sound volume.
  • Reduced zombie footstep sounds.
  • Increased dampening of zombie footstep sounds when there is a wall between player and AI.
  • Increased footstep sound falloff.


Analytics
  • Improved analytics data collection so that we can make informed decisions more easily.


If you're enjoying the game and our recent updates, please consider leaving a review. Thanks for your support! :)

[h3]Links[/h3]
Discord: https://discord.gg/survivethenights

Patreon: https://patreon.com/a2zinteractive

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

Hotfix - 1.31.7 (Item Stability | Gravity System Improvements | Performance++)

We’re releasing a quick hotfix today to our default branch. There are a lot of decent quality of life fixes to smoothing things out before the next big update. Check against the changelog below and report any issues directly to the team in game or via our official Discord.

[h3]Patch Notes - HOTFIX 1.31.7[/h3]

  • Fixes to items disappearing/becoming detached from vehicles (please report in game if this is still happening in 1.31.8)
  • Fixed issue which caused items to be lost when entering placement mode.
  • Improvements to gravity system to prevent items falling through shelves and a tables.
  • Performance improvements at the military base and facility.
  • Improved performance in the military base and underground facility
  • Fix for items not falling instantly when dropping/stewing
  • Vehicles now keep gravity while they have velocity to prevent them floating
  • Increase brake torque when getting out of vehicle to stop vehicle from rolling too far
  • Fix for getting water from swamps not working
  • Fixed large font size in machine GUI quantity display
  • Fixed campfire/grill exploit.
  • Damaged reduced when stepping out of a moving vehicle.
  • Fixed issue which trapped you in placement mode.
  • Fix for being able to consume cooking pot when using hotkey.
  • Upgraded unity engine


Links
Discord: https://discord.gg/survivethenights

Patreon: https://patreon.com/a2zinteractive

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