1.40 (Community Requested Fixes, Features & Balance ++)
[p]We had a great week for the player base! Steam gave us the Daily Deal and we’ve introduced a bunch of new players to the community. As many of you may know, we’re a tiny team so you all are our EA testers. We will be rolling out more of these community driven updates and improvements so please be sure to join us on the official Discord. We’re here and we’re listening![/p][p][/p][p]The community has been busy and you all have found some issues and suggested some great ideas. This quick update focuses solely on these changes. Thanks so much for the support, feedback and suggestions! Check the full changelog below to see exactly what we’ve been up to. This blog will showcase just a few of the community improvements.[/p][p][/p]
Free Placed Gates
[p]This has been a big request since we introduced free placed fortification walls. Gates will be introduced in 1.40 and allow players to create a more complete barricade system around structures or wherever you would like to use them.[/p][p][/p][p][img src="https://i.imgur.com/2SQYy1a.jpg"][TAG-20]Gates[/p][p][/p][p][img src="https://i.imgur.com/UeBd6Gm.gif"][/p][p]Wooden gate in action[/p][p][/p]
Pause Screen
[p]1.39 introduced a proper single player, with pausing! However, it was lacking a proper pause screen as some of you mentioned so we’ve added it in this build. Enjoy the solo play and take it at your own pace.[/p][p][/p][p][img src="https://i.imgur.com/FKID1Zw.png"]Single player pause screen[/p][p][/p][p][img src="https://i.imgur.com/G5djnVE.gif"][/p][p]Pause in action[/p][p][/p]
Oldtown Cleanup
[p]A lot of our world was designed before vehicles even functioned in the game. Roads in and around towns are cluttered up with trash, which does add to the general post-event vibe but creates a rather annoying driving experience. We’ve spent some time cleaning up Oldtown just a little, just enough to make roads feel easily navigable. If you all like this change we’ll apply it to the entire island.[/p][p][/p][p][img src="https://i.imgur.com/ZXC5b2n.jpg"]Oldtown cleanup[/p][p][/p]
Harvest Adjustments
[p]Many of you have requested a bit of harvest balance in the world. We’ve pulled back on interior harvest requirements so you can get to cleaning up structures and properties around them sooner.[/p][p]Many of you requested that we re-add the pool and junked out cars as harvest machines and we have. You’ll need a level 10 harvest to get those suckers out of your way but it’s once again possible![/p][p][/p][p][img src="https://i.imgur.com/9tHPuzB.png"]Pool harvest returns[/p][p][/p][p][img src="https://i.imgur.com/6qpaGfx.png"]Harvest junkers[/p][p][/p]
STN+ Free Trial!
[p]We introduced STN+ a while back as many in the community wanted to give a little more towards the development of Survive the Nights. This past update expanded the current community and some new players didn’t like that we have a sub/game store. We’ve now introduced a 7-day 100% free trial. If you don’t like the bonus content (ALWAYS COSMETIC) feel free to cancel at any time. For those that have already subscribed to STN+, we thank you for the continued support! All funds go directly to funding development.[/p][p][/p][p][img src="https://i.imgur.com/sCA7dfO.png"][TAG-106]STN Trial[/p][p][/p]
Patch Notes - 1.40
[p][/p][p]Community Requested Features[/p]
[p]Added free placed barricade gates.[/p]
[p]Screen fades to black and white while paused[/p]
[p]“PAUSED” text is shown during single player pause[/p]
[p]Game UI now hides when paused in single player[/p]
[p]Disabled melee punching with right click[/p]
[p]Added STN+ free trial/discounts [/p]
[p]Added fortress wall gate skin (stn+)[/p]
[p]Community Requested Fixes[/p]
[p]Tutorial correctly resetting between play sessions[/p]
[p]Newsfeed correctly hidden when pressing the 'tutorial' button[/p]
[p]Fix for pink textures in world[/p]
[p]Fuel pump extraction at fuel stations fixed[/p]
[p]Large plow craftable name fix[/p]
[p]Fix for vehicle interactions not working when standing far back[/p]
[p]Fix for server running single player breaking when leaving while paused[/p]
[p]Global stat incrementation issues fixed. (zombies killed, nights survived)[/p]
[p]Fixed nights survived achievements[/p]
[p]Fixed zombies killed achievements[/p]
[p]Achievement wording fixes.[/p]
[p]Fixed roadkill achievement[/p]
[p]Removed 'inspect stats' achievement as it no longer useful.[/p]
[p]Community Requested Balance[/p]
[p]Balance to harvest/scavenging unlock levels[/p]
[p]Brough back harvest/scavenging for large burnt out pickup trucks[/p]
[p]Cleanup of road junk in Oldtown (to gauge community opinion)[/p]
Grab a copy for yourself or a friend at a great price - now through June 2nd! If you have any questions before purchasing, please join our friendly community on discord.
Our latest update [v1.39] includes some much needed optimizations and feature requests! We’ve introduced new sewers in Blackrock, true offline mode, a really nice party system and some great fixes and optimization. Hop on in and check it out.
Howdy! It’s been a while but we’ve got some great improvements for you all to check out! We’ve been hunkered down and focused on some much needed optimizations and feature requests! We’ve introduced new sewers in Blackrock, true offline mode, a really nice party system and some great fixes and optimization! Below is just a little showcase of a few of our fixes and features in 1.39. Be sure to checkout the changelog at the end of the blog for more details.
Unfortunately, a database increment will be required for this update. However, with version 1.0 just around the corner, this should be one of the last wipes we’ll have to deal with! We’re going to focus heavily on polishing things up for the best possible release coming out of early access!
Party System
Probably the 2nd most requested feature next to real single player. The party system allows players to chat, share XP, it has its own ranks, custom name tags along with friendly-fire blockers! Check out the commands below.
Party commands
Party Chat
True Offline Mode
Single player’s been your #1 request—and it’s finally here.
Full offline mode. Hop into your world-save settings, flip the Single Player toggle to ON (sets single player=true behind the scenes), connect via localhost, and play with zero internet. Auto-pause. Step away from the keyboard: in single player the whole world freezes—zeds included. Jump back in whenever. (Online worlds still behave exactly as before.)
Heads-up: Steam achievements & stats won’t track while you’re offline; they need a live Steam connection. Also you will need to make at least one connection with internet enabled to authenticate with Steam but after that no more internet needed!
We hope this helps out those that want to play on the go or just don’t have great internet access. If you’re having any issues feel free to shoot a message over to us via Discord.
Quick Adding
A nice quality of life improvement added in 1.39 is quick adding. You can now hold add and remove (+ and -) buttons on all machines to quickly add and remove items! This small detail really helps smooth machine interactions over.
Quick add fire
Quick add fuel/vehicle
Optimizations and Performance
We’ve focused on a lot of optimization here. Sector lag is practically gone, the entire project just seems far more fluid. There have been major performance boosts to the server, world-loading, zombie hordes, startup, vegetation, barricades, DB, power-station load, sound dampening all kinds of really nice polish to push us towards a solid release.
Everyone should see a major improvement to performance across the board. With higher frame rates overall and significantly reduced world loading lag.
We’ve added support for AMD’s FidelityFX Super Resolution 3 (FSR 3), and it’s now the default anti-aliasing mode in the game.
FSR 3 boosts performance by rendering at a lower resolution and upscaling the image to maintain sharpness and detail. At higher settings, it also tends to look cleaner than traditional anti-aliasing, with smoother edges and fewer artifacts—without the same performance cost. It works on all modern GPU types, not just AMD cards, so everyone can benefit regardless of hardware.
You can still switch to other options in the graphics settings, but FSR 3 offers a solid balance of visuals and performance by default.
Smoother Driving
Another massive improvement is to vehicles and driving mechanics. Players will instantly noticed how much smoother driving around the map feels due to our efforts with optimization. Check out the short video below and enjoy the smoothness! Keep in mind watching the video that JB is driving and his skills are pretty unmatched so don’t be too jealous ;)
Along with the far smoother experience when it comes to driving, we have also added the player owner tag on vehicles, so that should make figuring out who’s car is who’s much easier!
Car owner now displayed on the vehicles hover UI
Vehicle fuel usage is also now dynamic, based on engine load. This will allow players to idle vehicles and not worry about running out of fuel so quickly. Obviously you will also use more fuel based on how fast you’re going so take it easy ova hea!
Fortification Snapping
We’ve added fortification placement snapping to free placed fortifications. Making walls and zombie blockers has never been easier, or neater!
Fortification snapping
Patch Notes - 1.39
Bug Fixes
Fixed various location-based achievements that weren’t working correctly
Fix for rare electrical system errors
Performance Optimisations
Major performance optimisations to server
Major improvements to the environment loading system to reduce lag spikes
Reduced lag when many zombies are active
Reduced startup lag spikes
Vegetation performance improvements
Fixed low FPS caused by barricades
Reduced relevancy time for pickups to decrease non-essential overhead
Fixes and optimisations to database processes to improve performance and concurrency
Potential fix for lag caused by the power station when many players are online
Fixed background lag caused by the attribute page when it’s not open
Improved sound dampening performance
New Features (Core Gameplay)
Added party grouping system with: - In-group chat - Rank hierarchy (Member, Moderator, Leader) - XP sharing among online group members - Group member map and name tag visibility - Friendly fire protection for grouped players
Added dynamic fuel consumption based on engine load
Added full offline play support
Added full game pausing in offline/single player mode
Added hold-down controls to quickly add/remove items from machines and adjust attribute points more efficiently
Reviewed and adjusted attribute skill requirements for all harvest points in the game
World Improvements
Police station exit door now includes an emergency-only exit (testable in Addersfield)
Prison armory exit converted to an electric door with emergency-only exit to prevent re-entry exploits (testable)
Harvest machines set to “destroy only” no longer display hover UI (testable on shipping containers)
Building & Crafting
Introduced flat-placement mode for barricades
Enabled snapping between barricades with automatic rotation
Allowed steeper and more flexible placement angles for barricades
UI Enhancements
Clarified the difference between player level and attribute skill in the UI
Vehicle owner is now displayed in the hover UI for vehicles
STN+
Added new log barricade
Adjusted blueprint recipes and added new recipe for log barricade
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.
Patch Notes - HOTFIX 1.38.2
Fix for items falling through interior props.
Fix for AI going into vehicles when driving into them
Fix for vehicles exploding/glitching when ragdolls freeze
Player list (P menu) now populates immediately
Player list quick links now work correctly.
Player list dropdown for 'add name to chat' and 'tell player' now work again.
Official scenarios updated to have friend visibility on map always on.
Improvements to player movement to smooth and polish the overall movement feel.
Friends are now reliably visible on the map.
Added new server config option named 'playerFriendVisibility' which allows the host to determine how far friends are visible from.
Bitterhold/airport/carlot achievement should work again
Skill book reading time overhaul. Reading times are now between 10-15 minutes.
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.
Patch Notes - HOTFIX 1.38.1
Vehicles continue to spawn after initial startup when loot spawn is off but vehicle respawn is on
Fixes some instances of disappearing vehicles (affected 'Balanced survival scenario)
Fixed 'Horde mode' setting so that it's not confusing with horde frequency.
Translations for the guide added.
Newsfeed/changelog can now be closed by clicking next to it or pressing esc
Fixes the inability to enter a password when direct connecting.
Entering the sewers via the crypt no longer teleports the player to the surface.
We’re pushing 1.38 to the stable branch! This patch is a big one and a preemptive strike on what’s to come. We’ve really focused on some of your concerns and long standing issues with the project and plan to really flesh things out in the next couple of updates. We’ve also begun to add (or re-add depending on how long you’ve been around) a sewer system. It will eventually make its way into every town but we’ve started in Old Town of course!
Fixes (Major)
Survive the Nights is a beast, as such it sometimes has a nasty side. We’re a tiny team tackling a massive task and unfortunately (depending on how into early access you are) you all are our testers, even if some of you might not realize that. We’ve had our fair share of big time issues and bugs throughout the development process. Some of these issues are caught before you get your hands on builds but quite a few aren’t.
1.38 should be considered our first in a few major tune ups. This build along with the next couple that follow will have a hard core focus on getting this puppy polished up. We’ve created a pretty damn cool zombie survival game now it’s time to make sure it functions as it should. The core of development is in, our backbone is solid and we’re ready to polish and improve!
Zombies Many of you have pointed out in recent videos, Discord chatter and reviews that there are zombie issues. The biggest of them being “zombie re-animation!”, chances are you’ve experienced this at some point, shooting a zombie only to have it pop right back up and continue to attack you. We’ve made some great progress in tracking what was causing that issue and think we’ve put a pin in it!
Storage Containers We’ve had a few issues with storage containers and duplications/persistence. We’ve found a few issues and the backend/database methods have been adjusted. This should ensure a far more reliable system along with the removal of the duplication issue.
Single Player Some players don’t have great internet service and we get that. Survive the nights was never intended to be a single player experience but we do have that option now. In the past builds players playing solo had to maintain an internet connection, making playing not fun if you’re not fortunate enough to have decent interwebs. 1.38 will only require a simple initial connection to verify the steam game, after that connection solo players shouldn’t have any issues continuing play.
Other major fixes include clearing up persistent issues with vehicle seats showing as occupied and a variety of single player problems that have now been resolved. These fixes bring more stability and reliability to your sessions, no matter how you choose to play.
Quality-of-Life Polishing
We’ve taken the time to refine and polish the survival experience across the board. Fortification systems now work as intended, reaching full strength, behaving properly with locks, and no longer triggering just because you walked through an open doorway.
Other notable changes include fixing item persistence in stoves and machines, restoring functionality to work lamps, resolving strange fall damage from ladders, and ensuring locked doors stay locked after a restart. Even niche issues, like problems in “Night of the Living Dead” scenarios or with the /hordedifficulty command, have been addressed.
Core systems improvement harvesting is now a proper player skill, opening the door for future progression mechanics. We also overhauled the in-game tutorial, making it easier for new survivors to get their bearings.
Performance Improvements
Performance tuning was a huge focus for this update. From faster startup times to reduced lag around vegetation and barricades, 1.38 makes the world run smoother. We also optimized the relevancy system for pickups (reducing server clutter), and made several backend improvements to our database and server processing — all of which should contribute to more stable gameplay, especially on populated servers.
We’ve also implemented a potential fix for lag around the power station when many players are online — a common pain point that should now be less noticeable.
New Tutorial
A major step up from our previous tutorial the 1.38 new player tutorial is a self contained, fully voiced and far more immersive. It should really help new players wrap there minds around Survive the Nights and the voice over just adds a great touch.
Sewers, Graveyards, and Crypts (All Very Zombie-Conducive)
If you’ve been here for a while you might remember the original stress tests. These tests featured a tiny chunk of island and a town that would eventually become oldtown. This small town featured a sewer system. There were a few above ground buildings (changed to public bathrooms) in town that allowed entrance to the system.
1.38 re-introduces the sewer system, bigger and better. This is just the begging of our underground adventure to! We plan on expanding sewer systems under all towns and using the same mechanics to introduced structure basements!
We’ve also re-introduced the graveyard behind the church in Oldtown. There’s a spooky crypt there that holds some secrets so be sure to check that out!
Oldtown Sewer System
Workshop (Arcade Game Project)
We’ll be including the arcade github project in this update. Documentation will follow, just have to find some time for it. If you’re into this, and have an arcade in mind by all means go for it! We’ll introduce the actual workshop item in the following update, likely 1.39.
Major fix: Resolved issue causing zombies to occasionally pop back to life
Major fix: Storage container duplication issues resolved
Major fix: Single player mode no longer requires a constant internet connection
Fixed scenario where vehicle seats incorrectly remained occupied
Fixed problems affecting single player mode functionality
Bug Fixes (Quality‑of‑Life)
Corrected an error that prevented fortifications from reaching full strength
Fixed issue preventing interaction with certain locks while in fortification mode
Fortification mode no longer triggers when walking through open doorways
Addressed a persistence bug with fixed machines (e.g., wood stoves) that caused items to reappear
Fixed fall damage occurring when dismounting ladders
Worklamps now function correctly again
Resolved issues with Nazi zombies and Night of the Living Dead scenarios
Doors with locks now default to the locked state after a server restart
Fixed the /hordedifficulty admin command
Fixed scenario preventing connection to a server after using Steam relays
Performance Optimisations
Reduced startup lag spikes
Vegetation performance improvements
Fixed low FPS caused by barricades
Reduced relevancy time for pickups to decrease non‑essential overhead
Server performance optimisations
Fixes and optimisations to database processes to improve performance and concurrency
Potential fix for lag caused by the power station when many players are online
New Features (Core Gameplay)
Full tutorial overhaul with many improvements
Harvesting has been upgraded to function as a player skill
Players can now sit only in chairs that have been placed in the environment
Reintroduced hand warming by fire
Improved tree‑chopping — players can continue chopping from any interaction point
New Features (World & Exploration)
Established a new sewer network beneath Oldtown, featuring multiple ground‑level access points
Added a graveyard area in Oldtown complete with a crypt entrance leading to the sewers
Added manhole functionality to serve as entry points into the underground sewer system
Audio Enhancements
Added an improved audio reverb system with strong effects in sewers and military tunnels, plus reverb in tall buildings; weapon sounds now respond to environmental acoustics
Smooth reverb transitions between different acoustic types
UI Enhancements
Updated waypoint system: larger icons, improved off‑screen indicators, fading when targets are obscured, and pulsing effect on yellow waypoints
Crosshair now appears early when targeting interactable objects for easier aiming
Crosshair instantly appears (no fade‑in) on interactables and smoothly fades out when no longer targeting
Increased crosshair size for better visibility
Added glow effect to crosshair when hovering over interactable objects
Admin Commands
Introduced a command for smoothly zooming to a designated time, reducing visual jarring
Workshop
Developed a foundational workshop project that supports the creation of arcade games for in‑game machines
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. *Please note: world save data will be wiped
Patch Notes - HOTFIX 1.37.2
Sleeping bags can now be removed again.
Fixed arcade machines not being able to be placed.
Fixed lock hovers.
Light bulbs can now be placed in light fittings again.
Database increment (world save data will be wiped)
Attached parts should go missing from vehicles less frequently.
Scenario Fixes
Night of the Living Dead scenario now working again.
We’re pushing the 1.37 build right out to default, we’re just crazy like that! This update was quick, also a lot of fun. We got some great fixes in and something I’ve personally (JB) wanted to mess with for some time arcades! We’ve spent quite some time checking over reported issues (thank you all) and taking care of some annoying issues. Check the changelog below for a more detailed explanation on just what we’ve been up to as the blog is only a faction of what we’ve accomplished with 1.37.
Arcades
You’ve seen them in-game for quite some time—arcade machines scattered across the world, teasing with their "coming soon" hover UI. Well, the wait is finally over! This update marks the introduction of our first fully functional arcade games, thanks to Andre’s hard work this cycle. To kick things off, players can now enjoy 3 classic games to challenge your reflexes and pass the time between survival runs.
Pong – A timeless classic. Battle against the AI or your friends for dominance. Meteors – Inspired by Asteroids, dodge and destroy incoming space debris! Snake – The original "just one more try" game—how long can you grow your snake?
This is just the beginning. Looking ahead, we plan to introduce Workshop integration in Update 1.38, allowing players to create and add their own arcade projects. Get ready to unleash your creativity and bring custom arcade experiences into the world of Survive the Nights!
In addition to working arcade machines, we’ve also added dedicated arcade buildings across the map. There are four in total, strategically placed for easy access. You can find them marked on the map, so be sure to check them out!
We’d love to see your high scores, so don’t forget to share them in our Discord community! Who will claim the top spot?
Arcade in the rain
Pong, Snake and Meteors!
Something comforting about the neon-glow of a retro-arcade!
Fitting name?
Even zombies like arcades!
Street lighting, Strip Mall and Ring Road
In Update 1.36, we introduced island-wide power, bringing the power plant system to life. However, some towns and roads were still left in the dark. This update focuses on expanding street lighting, we were sure to hit all the towns along with the ring-road around the island. To enhance the atmosphere, we also introduced a dynamic flicker effect to select lights in and around towns. You’ll also find this creepy flicker effect at most of our strip malls. This subtle yet eerie addition adds to the overall tension and immersion, making nighttime exploration even more unsettling.
Additional Electrical Changes:
Ceiling fans now spin when power is active—because nothing says "normal civilization" like sitting under a working fan while zombies roam outside.
Electric breakers & meters now start in the correct positions, reducing setup hassle when restoring power.
Strip mall signage now lights up when power is active, adding to the immersion.
Police station lighting
More town lighting
Power plant glowing!
A false sense of calm
In-Game Updates!
Exciting news—many of you are likely reading this directly in-game! Over the years, I’ve written countless updates, and while I hope those who find them enjoy reading them, they often get buried by patches or missed entirely.
With this new in-game update viewer, you’ll always have access to the latest changes, fixes, and upcoming features without having to check external sources. This ensures more players stay informed about what we’re working on and what’s coming next.
We hope this makes it easier to stay connected with Survive the Nights as we continue to improve and expand the game. Thanks for being part of the journey!
In-game changelog and updates!
UI/Inventory Improvements
We've made some important quality-of-life improvements to the UI and inventory system:
Popups now auto-close when you move the cursor away from the selection window, reducing clutter and making interactions smoother. Interaction UIs with only one option no longer display a redundant right-click "options" menu. If there’s only one thing to do, why force an extra click? Item descriptions now occupy the full left page of the inventory, improving readability. Item weights under 1lb now display correctly, making weight tracking more precise.
Some small changes that actually make a huge impact when regularly playing STN! Please continue to let us know what needs improving via our Discord!
Farming Improvements
We've made several fixes and improvements to farming and planting, ensuring a bit more stability and persistence in the entire mechanic.
Functional Plant Pots – Previously, spawned plant pots had issues with proper functionality. They now work as intended, allowing you to grow crops without hassle.
Growth Progress Display – You can now track the progress of your plants with a visible growth percentage, making it easier to plan harvest times.
Persistent Dug Ground – Dug ground will no longer vanish after a server restart, preventing unexpected crop loss and ensuring your hard work in the fields is preserved.
Plant pot with percentage
STN+ and the Batcave
We’ve used this little area for testing since we released the first alpha back in the day. With the addition of STN+ we wanted to share the space with our + members!
Added secret underground developer bunker
Added Batcave keycard
Batcave developer area access keycard added
Craftable and placeable arcade machines added
Extra points if you recognize that logo!
Batcave entrance exterior
We’ve tested here for years, now you can have a go!
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.
Patch Notes - Hotfix 1.36.1
Fix for steam turbine model having holes in it
Added notification when power shuts down
Fixed floating car lifts
Assigned new power station notification
Fix for flickering material on electric pole at power station
Added LEDs on map for power station switches
Fixed drowning at the military base
Fixed issue causing loot to get lost when turning on 'No loot respawn' config option
Find big town trees in center of the islands towns. Below the tree you'll notice a breaker panel and an electric meter. If the you place a generator and provide power to the tree, you can hit the big red button to start the challenge. Keep in mind this challenge can only be done at night and it doesn't stop your nightly horde from arriving :)
Once the challenge starts, you'll need to survive 3 separate waves of zombie hordes. Surviving the challenge will result in presents, duh! This year, as mentioned above, we've upped loot rates. You'll also no longer need a lighter for the firework presents and we’ve included the new flare gun and flare rounds, so go crazy! The event will be active until new year's eve and should automatically disable itself.