Thank you for your support, feedback, and active involvement in the project! We are carefully monitoring your comments and continuously working to improve the game. Below is the list of changes included in this update. We are actively working on new fixes and improvements, so stay with us and keep sharing your thoughts!
Patch Notes and Fixes
⚙️ Performance
Improved overall performance, optimized framerate and RAM usage in the later stages of the game.
Enhanced performance during repeated saves and loads while participating in events on the map.
⚙️ Functional Fixes
Improved the manual settler management menu — the manual task priority UI should now be more convenient and intuitive.
Towers now display their attack radius — select a specific tower to see its area of effect.
Added a new option in building menus — mass repair of all buildings of the same type.
Starting settlers now receive 2 favorite and 2 disliked professions to enhance their individuality.
Nightmares will now switch to attacking your warriors instead of peaceful settlers if you send your warriors to attack them.
Scout mechanics in enemy lairs have been disabled. Dens no longer send small enemy groups to attack settlements every few hours but will send large groups when the vengeance timer expires.
The quest "Be Careful, Chieftain" has been temporarily removed from the active quest pool.
⚙️ Game Balance
Weapon upgrades no longer increase the swordsman's armor.
Warriors no longer gain additional armor when reaching veteran status.
Armor upgrades now provide smaller armor bonuses.
Engineer armor increased from 5 to 10.
Swordsman armor reduced from 15 to 10.
Fixed a bug where the Bogatyr's armor could reach 100%.
Nightmares now have armor (physical damage against them is reduced by 50%).
Increased the experience required for warriors to reach veteran status.
Reduced experience gained from killing Nightmares.
Reduced experience gained from killing bandits.
Reduced experience gained from enemies in dens on Swamp, Greenwood, and Dead Forest maps.
Increased cooldown for the Spirit Tower spell "Oak Bark."
Fixed an issue where the achievement for completing Dead Forest was not awarded correctly.
Fixed several issues with save files not displaying properly in the menu.
Fixed a bug where building walls could turn white after loading a save.
Fixed an issue where the day counter in quests could reset after loading a save.
Fixed a bug causing resource storage settings on warehouses to reset after loading.
Fixed an issue where canceling resource gathering could incorrectly reset task priorities.
Fixed various issues related to manual priority setting.
Fixed several issues with settler behavior when taking tasks.
Fixed a bug causing settlers to freeze when delivering resources to production buildings.
Fixed an issue where the hammer icon in the Tavern UI could freeze after preparing food.
Fixed a bug where Nightmares could get stuck near portals.
Fixed errors occurring during the completion of certain quests.
Corrected display of some visual effects.
The "Oak Bark" effect now persists after loading a save.
Updated settlement event sounds.
Multiple localization fixes.
We are aware of possible text overlap issues or cases where text doesn’t fit properly in the UI — we are already working on fixing these and other problems. Please continue reporting any issues you encounter and stay connected through our social media channels!
We’re excited to announce that Night is Coming now features a full set of Steam collectibles!
These include:
🔹 NiC Community Badge 🔹 10 Trading Cards 🔹 10 Profile Backgrounds 🔹 10 Emoticons Collect cards, craft the unique badge to earn experience and level up your Steam profile, then personalize your page with atmospheric visuals from the game.
Thank you for playing and being part of the community!
Hotfix Patch Notes
Hey everyone!
A new patch has just been released with the following fixes and improvements:
The biography of a new wanderer is now displayed on the settlement admission screen.
Interface filter settings no longer reset after loading a save or starting a new game.
Fixed cases where settlers would get stuck in the warehouse when attacked by enemies during a meal.
Changing the priority for material hauling now works correctly — settlers will immediately begin transporting materials.
"Resource Search" quest — a failure condition has been added (death of the warrior).
Fixed a bug with fields that sometimes prevented the generation of monsters and their attacks.
Fixed a bug where the game malfunctioned when attempting to remove a plant from a field.
Fixed an issue where the "Oak Bark" effect was incorrectly removed from towers after loading a save created while the skill was active. The effect will now persist, although its visual effects may be missing.
Fixed a bug in the caravaner quest where failing the quest would cause an empty window to appear and prevent interface interaction.
Removed the "Streamer Mode" option — it is no longer necessary.
Multiple localization fixes.
Thank you for playing and sharing feedback — it helps us make the game better with every update!
Update — Release Notes
Hey everyone!
Thank you for your patience, support, and all the feedback — it truly helps us move forward. Below is the list of changes included in the first major Early Access patch. This is just the beginning — there will be many more updates in the future. Stay with us and keep sharing your thoughts — together we’ll make Night is Coming even better!
Patch Notes and Fixes
⚙️ Performance
Fixed the gradual increase in save duration and RAM usage after multiple saves and loads. Note: some older saves may still take a long time to load — we recommend starting a new game.
⚙️ Functionality Fixes
Fixed manual saves being overwritten and save order issues.
Fixed manual renaming of save files.
Fixed remapping of hotkeys not functioning properly.
Fixed issues with warehouses and, in some cases, construction caused by incorrect merging mechanics of built warehouses. If you experienced this issue, starting a new game is recommended.
Disabled incorrect automatic merging of warehouses when a third warehouse was built between two existing ones. Warehouses now only merge if a new one is built next to an existing one.
Fixed portals not closing after loading a save.
Fixed settlers getting stuck during hunting.
Tutorial now properly registers camera rotation using hotkeys.
Spirit tower upgrades now require resources instead of being free.
It’s now easier to identify which lair an attack is coming from — the on-screen hint has been significantly improved.
Tech tree (Combat): fixed the unlocking sequence for the "Engineer" class.
⚙️ Balance and Gameplay
Easy difficulty has been significantly simplified: - Reduced enemy HP. - Reduced lairs HP. - Reduced enemy damage. - Reduced chance of a wanderer arriving wounded. - Reduced ambush chance in random events. - Reduced number of nightmare portals per location from 2 to 1. - Nightmare spawn chance during regular nights reduced to 1%. - Nightmare spawn chance during nightmare days reduced to 5%. - Max number of bandit lairs per location reduced from 2 to 1. - Reduced number of additional lairs per location. - Reduced difficulty of Forest’s Revenge attacks. - Reduced difficulty of enemy waves during the Blood Moon.
Normal difficulty has been simplified: - Increased time before nightmare portals appear. - Reduced number of nightmare portals. - Reduced ambush chance in random events. - Nightmare spawn chance during regular nights reduced to 3%. - Nightmare spawn chance during nightmare days reduced to 25%. - Max number of bandit lairs per location reduced from 3 to 2. - Reduced difficulty of Forest’s Revenge attacks.
Reduced enemy movement speed.
Reduced enemy detection radius for your warriors.
Reduced Swamp Fiends’ HP but slightly increased their damage.
Starting number of warriors in Pine Forest increased from 1 to 2 militia.
Increased population cap at all settlement levels: - Level 0: from 7 to 10. - Level 1: from 9 to 13. - Level 2: from 12 to 17. - Level 3: from 16 to 21. - Level 4: from 20 to 25.
Reduced HP and damage of some enemies.
Increased experience gained from killing enemies.
Increased dark shard drops from high-level enemies.
Increased Forest’s Revenge points awarded for defeating high-level enemies.
Reduced XP needed for warriors to reach veteran status.
Slightly decreased warrior movement speed.
Slightly reduced enemy detection radius by warriors.
Slightly reduced archers’ attack range.
Increased settlement defense towers’ HP.
Killing monsters near a lair no longer increases Forest’s Revenge.
Closing a portal now properly removes its guards.
Nightmares guarding a portal now disappear if combat ends.
Velimir’s shield (stage 3) now lasts 20 seconds, and its activation logic has been improved.
Velimir’s dodge from ranged attacks now works after stage 1.
Velimir’s attack range increased by 2 meters.
Settlement in the Dead Forest now starts with orichalcum tools available.
⚙️ Other Changes
New icons and VFX added for attacking lairs.
Fixed settler animations during hunting.
Nightmares now lose incorporeality during combat mode.
Fixed excessive slowing of movement animations for both warriors and enemies.
Fixed overlapping text in some quests.
Adjusted quest window placement on screen.
Adjusted fog of war reveal area around warriors.
Warrior experience is now displayed as a percentage.
A “0 damage taken” message now appears to indicate successful dodges.
New setting added: “Show intro videos.”
Improved UI for settler screen and biographies.
Quest “Sacred Grove”: localization fixed.
Quest “Barracks”: clarified requirement (3 stone blocks).
First of all, we'd like to thank you for playing our game and taking the time to share your thoughts, feedback, and bug reports. We know that players have encountered unexpected errors and other technical issues and want to assure you that we're actively working on fixing them.
In fact, we've already released the first urgent patch and are now working on a series of broader and more substantial updates. These upcoming patches will include a large number of fixes as well as gameplay improvements based on your feedback.
More than that — moments like this remind us just how much we believe in this project. The game is alive. It breathes, it grows, and we’re here to keep shaping it into the experience it’s meant to be. Right after launch, we saw that certain bugs — ones that hadn’t appeared during pre-release testing — emerged under the load of mass play. That’s not uncommon for Early Access, but for us, it’s no excuse to hide.
It’s a reason to show up with a patch in hand and say honestly: we’re here, we’re working, and we’re incredibly grateful to everyone who’s with us.
We’re also carefully reading through all your reviews and comments — this feedback is invaluable in helping us see the game from your perspective and better understand where we need to fine-tune or fix things. Our team also sees that not all gameplay decisions have landed well for every player. We hear your concerns and are discussing ways to refine or adjust certain elements to smooth out and make the overall experience more enjoyable.
The project is still in Early Access, the development process is not slowing down, and with your help things will only get better from here!
Thank you once again for your support, patience, and sincere critique. Please keep the feedback coming, as it truly helps us shape the game into the best version it can be! 💚
With gratitude, Night is Coming Team
Hotfix Patch Notes
A new patch has just been released with the following fixes and improvements:
Fixed an issue where the dark portal couldn’t be closed during the day and showed no reaction at night. Settlers will no longer vanish without a trace.
Resolved a bug with warehouse merging that caused uncontrollable spam and system-wide malfunctions. This issue was reproducible and affected many players.
Fixed a freeze that could occur during hunting.
Baron of Gluttony now gains +20% attack speed in Stage 2 and +40% in Stage 3.
Fixed an issue where a settler could get stuck in a resource gathering animation.
"Monster in the Shadows" quest – the Banshee could wander too far from its intended location.
"Winter is Coming" quest – the “Gather Mushrooms” objective would not progress despite having the required resources.
Added missing icon for the "Boar Carcass" item in the "Visiting Builders" quest.
Several UI fixes.
Multiple localization fixes.
Thanks for playing and sharing your feedback — it helps us make the game better with every update!
Night is Coming, the Slavic mythology-inspired grim survival strategy game, is now available in Early Access on Steam! Build your settlement, help it grow, and protect your domain against the ancient evil that awakens at sunset.
🔥 For one week only after launch, the game is available at a 15% discount — don't miss your chance and be among the first to dive into the game with this special offer!
To celebrate the official launch, we've prepared a special DLC — a 30-page Digital Artbook (Lorebook) filled with concept art, behind-the-scenes content, and unique lore details. Learn how the in-game world came to life, inspired by Slavic mythology and the mesmerizing nature of Eastern Europe. Discover fascinating development facts and explore the legends and descriptions of the terrifying creatures that haunt the night. The artbook can be bought separately, but the best way to obtain it is with the Supporter Edition, where it comes bundled with the game at a bargain price. By purchasing it, you'll also be supporting the development team!
Nature is hostile, and the Darkness knows no mercy. As the night falls, monsters rise to hunt, leaving you as the sole hope for your people's future. Can you overcome not just the horrors that lurk in the woods, but also the harsh conditions, dwindling resources, and your villagers' growing despair? Survive at any cost!
What awaits you in-game?
Building and Progression: Construct houses, workshops, and fortifications, then research new technologies to help your village endure this merciless world.
Combat and Defense: Train warriors, craft weapons, and prepare to fight. Every nightfall brings your toughest challenge yet!
Dynamic Seasons: Spend the summer stockpiling resources, for winter is a brutal trial of cold, hunger, and constant danger.
Creatures from Slavic Mythology: Ash Hags, Leshy, and other nightly spirits lurk in the thicket. Ever watching, ever waiting… and soon, they'll come for you.
Magic and Arcane Knowledge: Learn spells, forge artifacts, and call upon the gods to shield your village from harm.
Deadly Challenges: The Blood Moon makes enemies stronger, while the Forest Vengeance turns nature itself against you.
🔥 Your settlement needs a leader. Will you rise to protect it when night falls? Start playing Night is Coming now and test your survival skills!
Stay tuned for more updates and get ready to dive into the game!
Game Demo and Steam Next Fest!
Greetings, Settlers!
We're excited to announce that our recently released demo is featured in Steam Next Fest! If you haven't played it yet, now is a great time to check the game out before the official launch! We would also love to hear your feedback, as it will definitely help us make Night is Coming even better going forward.
Additionally, we invite you to watch the latest trailer, made specifically for Next Fest!
Lead your own settlement in a harsh world inspired by Slavic mythology: develop your village, take care of its inhabitants, and prepare for the imminent arrival of the forces of Darkness! Will you make it in time before the sun goes down?
The demo has a lot to offer:
two difficulty modes (easy and standard);
one biome with procedural generation;
seasons changing between spring and summer;
day and night cycle;
various weather conditions;
numerous random events;
side quests from settlers;
combat and magic systems;
settlement construction and defense;
regular enemies and mini-bosses with their own lairs;
population management system;
tech tree with development points and village upgrades.
Of course, this is only a portion of what awaits you in the game's full version!
Play the demo during the fest and let us know what you think! And if the game piques your interest, we'd be glad to see you add it to your wishlist and subscribe to our socials so as not to miss further news and the eventual release.
First of all, we would like to sincerely thank everyone who took the time to share their feedback on the game's progress. Please keep your thoughts, suggestions, and recommendations coming via the dedicated form or our official social media! We make sure to read every player message we receive. Thank you all for your ideas, support, and constructive criticism—it truly means a lot!
Right now, we continuously work to make the gameplay even more engaging, comfortable, and balanced. Today, we have released a small but significant update to the demo version, featuring several changes aimed at improving your gaming experience:
A new button has been added to the gathering menu that allows you to increase the priority of resource gathering sites (so that settlers gather the resources you need first);
Courtyard: Double-clicking the building now opens a window that allows settlers to rest, helping them to quickly regain their spirits. A new tooltip has also been added regarding the status panel;
The Tent's size has been slightly reduced so that it remains visually consistent when rotated;
New SFX have been added for the following skills: Ice Explosion, Oak Bark, Ice Comet;
The level 3 Tower now sports an updated construction animation;
Walls and Towers can now be simultaneously built by a maximum of 2 Workers;
Wall models have been updated, and directional indicators removed—there will now be no visual distinction between their front and back sides, simplifying planning and construction;
Bonfires' damage against Nightmares has been increased to 20% max HP per second, and their AoE was boosted to 10 meters (5 hexes);
Outdated Wounded Wanderer interactions were removed;
Wounded Wanderers can now be healed with any food;
The Warehouse interface received a toggle to switch between displaying all possible resources and only those currently stored in it (look for the eye icon);
An issue with the missing fairground music has been fixed;
The missing field Workbench sounds were restored;
Various implemented tooltip and notification changes include: - Improved Nightmare interaction tooltip; - Enhanced notification on the need to select seeds for planting; - Improved army limit tooltip; - Updated Darkness Shard tooltip; - Refined Scorching Beam skill description; - New pop-up repairs tip; - New right-click/left-click resource selection tooltip; - New bonfire mechanics hints; - New settler work modes tooltips.
Numerous other text improvements in tooltips, notifications, and skill descriptions;
Various bug fixes and localization adjustments;
New "Streamer Mode" option in the settings for content creators that disables 4 specific music tracks that may cause copyright issues on certain video hosting platforms.
We continue working on the game and, as always, appreciate your feedback. Leave a comment, share impressions, and suggest your ideas on how to improve Night is Coming—together, we will make the game even better!
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