The team is currently developing the 1.6 patch. We're also working on the issues that have been found by the community in the initial 1.5 builds. We have just released our experimental hot fixes to our stable branch. This should solve some of the issues you guys have found with the 1.5 patch.
Patch Notes - Alpha v1.5.27 (Hot Fix)
Fix for mental health affects being overly intense.
Fix for dying not always clearing up player from the database.
Fix for invisible fortifications
Fix for hint limiter causing black screen on startup
Mac build fix
Resolved issue which could cause servers to hang indefinitely.
Server restart times significantly reduced.
Dropped items should visible sooner.
Fixed exploitable locked doors.
Fixes for zombies respawning after being killed.
Optimisations for the enabling of world loot around the player.
Hit particles now working correctly again.
Crafting recipes fixed (Club)
Wooden log pickup weight glitch fixed.
Nail bomb particle fixed. No longer bright at night.
1.6 Patch Preview
Inventory Changes (Coming in 1.6) We've been listening to feedback and chatting with supporters on our forums. We've made quite a few changes to the inventory system. In the past couple of builds we've improved inventory background pictures, added icons and updated fonts. In 1.6 James has taken a bit of time to improve some quality of life issues with the inventory.
Hovering over items in the inventory now only changes an items description area on mouse idle, this will reduce the constant changing of the left inventory page and makes the experience much easier on the eyes.
Weapons can now be cleaned from the description (left side) page, you'll find the clean button right near the condition readout. This will also allow the player to clean weapons they don't have equipped.
We've removed the crafting recipes for sharpening in place we've added a sharpen option in the item description much like the cleaning option above for weapons. This has been requested for some time and it's a great suggestion.
Improved ammo area layout making it easier to read.
You can now search for appropriate attachments right from the weapons description area making the attachment system much easier to understand overall.
The sort button for the inventory now looks like an actual button.
The entire search bar is now clickable in the inventory. Previously only the left side was clickable.
We've introduced a 'Quick craft' option as per community request.
Descriptions change on idle only
Attachments from description window
Cleaning from description window
Quick craft menu :)
Merch Shop
While we're currently unable to sell merch in house which is what we would ideally love to one day do, we have opted into a 3rd party seller (Teespring) to provide those that have requested it the ability to pick up some cool merch and help out the team.
Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!
We've released the Hotfix (Alpha 1.5.27) to our default branch on Steam. You can find our patch notes below. Please report bugs and issues in game using the F1 menu.
Patch Notes - Alpha v1.5.27 (Hot Fix)
Fix for mental health affects being overly intense.
Fix for dying not always clearing up player from the database.
Fix for invisible fortifications
Fix for hint limiter causing black screen on startup
Mac build fix
Resolved issue which could cause servers to hang indefinitely.
Server restart times significantly reduced.
Dropped items should visible sooner.
Fixed exploitable locked doors.
Fixes for zombies respawning after being killed.
Optimisations for the enabling of world loot around the player.
Hit particles now working correctly again.
Crafting recipes fixed (Club)
Wooden log pickup weight glitch fixed.
Nail bomb particle fixed. No longer bright at night.
The team is hard at working on player found issues with the 1.5 update. We've released the Alpha 1.5.27 hotfix on our experimental branch via steam. This build will be moved to the stable branch shortly if no major issues are found by players. You can find our patch notes below. Please report bugs and issues in game using the F1 menu.
How to get into experimental branch:
Open Steam and go to your games library.
Right click on STN and select "Properties"
Navigate to the "Betas" tab and select "experimental" in the drop down menu.
The team is hard at working on player found issues with 1.5 update. We've released the Alpha 1.5.26 hotfix on our experimental branch via steam. This build will be moved to the stable branch shortly if no major issues are found by players. You can find our patch notes below. Please report bugs and issues in game using the F1 menu.
How to get into experimental branch:
Open Steam and go to your games library.
Right click on STN and select "Properties"
Navigate to the "Betas" tab and select "experimental" in the drop down menu.
The team is currently developing the 1.6 patch. We're also working on the issues that have been found by the community in the initial 1.5 builds. We have an upcoming experimental build that will hopefully solve some of the fortification issues. Our engine update and backend rework has, as expected, caused a few small issues and we will do our best to get them sorted as soon as possible.
The 1.6 patch will see a graphical update across the world. This will include updated structure textures, new vegetation density, updated terrain textures and much more. 1.6 will also feature a brand new POI, the prison island. As many of you have noticed, there's a small island off the south coast. This island contains an underdeveloped prison and small housing development. Jos is in the process of redeveloping the prison and prison island. The island itself will be smaller than the current island and will feature a large prison and surrounding structures.
The island itself will be reachable via a drawbridge that will require power. You'll need to get the draw bridge operating to move vehicles on and off the island. Below the bridge, the player can find a dilapidated foot bridge. This bridge can also be repaired to allow foot access to the island. Once on the island, players will have to find their way into the prison through new door mechanics and obstacles. The prison POI will feature a large armory and reward ;). The original prison island will remain but we'll be reworking this island also. We will share more shots and more info on the original island in next week's devblog. Below are just a few shots of the current progress.
Start of the prison island rework some blockout work still visible
Corridor development
The island is 'blocked out' so we can test gameplay flow and ensure everything will feel right
Bridge and catwalk connected to mainland
Detail work around prison there's a sewer system below
Merch Shop!
While we're currently unable to sell merch in house which is what we would ideally love to one day do, we have opted into a 3rd party seller (Teespring) to provide those that have requested it the ability to pick up some cool merch and help out the team.
Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!
We've released the Hotfix (Alpha 1.5.25) to our default branch on Steam. You can find our patch notes below. Please report bugs and issues in game using the F1 menu.
Patch Notes - Alpha v1.5.25 (Hot Fix)
Crafting recipes fixed (Club)
Resolved issue which could cause servers to hang indefinitely.
Server restart times significantly reduced.
Dropped items should be visible sooner.
Fixed exploitable locked doors.
Fixes for zombies respawning after being killed!
Optimisations for the enabling of world loot around the player.
Hit particles now working correctly again.
Wooden log pickup weight glitch fixed.
Nail bomb particle fixed. No longer bright at night.
The team is hard at working on player found issues with 1.5 update. We've released the Alpha 1.5.25 hotfix on our experimental branch via steam. This build will be moved to the stable branch shortly if no major issues are found by players. You can find our patch notes below. Please report bugs and issues in game using the F1 menu.
How to get into experimental branch:
Open Steam and go to your games library.
Right click on STN and select "Properties"
Navigate to the "Betas" tab and select "experimental" in the drop down menu.
Survive the Nights is now 40% off for the entire week! The sale ends on Monday, October 5th. If you have any questions before purchasing, please join our discord and speak with the developers or other players within our friendly community.
Alpha v1.5 has been released. You can check out our new alpha 1.5 showcase trailer and devlog below.
We’ve released the 1.5 patch to our stable branch on Steam. You can find our patch notes below. There’s a lot of testing and breaking to do so go at it! Please do your best to check against the list of changes and report bugs using the in game bug report system.
Survive the Nights - Alpha Devlog (1.5 Update Showcase)
[previewyoutube="tHkXiEYyWv8;full"]
Alpha v1.5 Showcase Trailer
[previewyoutube="v8qiSItfhzw;full"]
Free Placed Fortifications
Along with hordes, free placed fortifications will really change the gameplay. Zombies actively hunting the player each night will create reason to fortify a structure and free placed fortifications will greatly increase your chances of surviving the horde. The mechanics behind them are rather challenging and interesting. Zombies have to be aware of placed fortifications, they have to attack fortifications, they have to avoid them when possible, receive damage from them and they have to stop attacking them when you're no longer behind them. The mechanics are coming along quite nicely with the visual aspects (something we'll showcase next week). You should be able to place them in the upcoming experimental patch, we'd like to get that to you early next week. Below is a video showcasing some of the AI logic, registering and attacking a placed fortification also being damage by the barricade. They also stop attacking and attack the player when he moves to the opposite side of the barricade. Below that you'll see a gif showcasing the logic rotating toward a fortification.
AI Logic Mock-up
Rotation Logic Mock-up
Video Showcasing AI Attacking Barricade and Player In Game
[previewyoutube="GoCFiqX3VIg;full"]
Zombie Horde Taking out a Barricade
Zombies Attacking Fortifications
New Fortifications
The initial 1.5 build will feature 4 types of freeplaced fortifications. Concepted by our moderator and concept designer Num47 and created by Andre the fortifications can be placed anywhere in the world and strengthened/repaired. They can be completely destroyed so be sure to keep on top of repairs and replacements if you want to keep that added level of security to your structure. Along with these additions you'll find you're no longer safe on top of vehicles as zeds will now attack and damage them to the point of explosion, killing you along with themselves.
Quick Concepts from Num47
Implemented in game. You can see the 4 variants here.
A Secured Structure
Zombies destroying vehicles
Fortification Improvements
The current fortification method when it comes to covering windows with planks/boards only allows for a hammer and nail setup. This simply wasn't fast enough in most cases so we've expanding tools a bit. You can now use a screw driver and drill to apply fortifications. The screwdriver is faster than the hammer and the drill is obviously faster than the driver. You will need screws for both drill and driver, nails still being required to apply fortifications with a hammer.
Screwdriver applying screws to fortifications
Battery operated drill applying screws to fortifications
The drill can also be used as a weapon (no screws required) ;p
Horde UI Concept and Preview
Horde mode will feature quite a few new mechanics. One of which will be a UI to keep track of a few things including how many 'horde nights' you've survived, how many zombies you've killed, when the horde starts and stops along with the direction the horde is approaching from. These features and this UI is all in its infancy, We'll have far more information in coming devblogs along with experimental patches so you can start testing these new features.
The player will receive in game notifications for both hordes approaching and XP/Level notifications. You'll have a limited time to flee before the horde arrives, you'll be notified when you're leaving the hordes reach. Players that choose to flee will not receive the larger XP boost from killing the horde.
We've made quite a few adjustments based of community feedback with our experimental patches, one of the suggestions that made it in was a horde difficulty reset. Upon death the player is able to reset the horde difficulty with the slider below.
Approaching Horde
Horde Arriving
Horde Difficulty Reset
XP and Ding
New Animations
You'll likely be seeing far more zombies in the coming updates. We've improved and will continue to improve zombie characters and animations. In the 1.5 builds you'll see the start to some zombie animation tweaks. Creepier leg dragging and more fluid movement helps to add to the horde vibe. We've also spent some and started tweaking weapon animations.
Zombie Walk
Zombie Walk 2
Zombie Leg Drag
Weapon Fire Animation Tweaks
[previewyoutube="V8bYcZcnH_4;full"]
Merch Shop!
While we're currently unable to sell merch in house (which is what we would ideally love to do one day), we've opted into a 3rd party seller, Teespring. They will provide those that have requested it the ability to pick up some cool merch and help out the team.
Added system selecting horde difficulty on respawn. This allows players to select any difficulty lower than their hardest achieved difficulty.
Reset everyone one in experimental branches XP and horde difficulty in prep for release.
Players now receive a hint warning explaining how exploiting will not progress horde.
Zombies killed outdoors at night now get cleaned up quicker.
Players now receive a hint explaining how fleeing does not have a penalty.
Zombies now do slightly less damage to all fortification types.
Weapons now wear slightly slower.
AI now damages vehicle while players are stood on top of them.
Horde status now always shows in the inspect menu. This allows the player to know what difficulty is approaching and whether they joined too late to start the horde.
Flee distance reduced from 200 meters to 150 so that players can escape more easily without triggering the horde.
Fix for player standing on the billboard. Back more angled and removed ability to stand on the little ledge
Quantity in container UI no longer clipping.
Horde zombies can no longer spawn under the ocean and rivers.
Added exploit prevention mechanic for when players stand on top of items where zombies cannot reach.
Resolved issue where horde progress would get stuck due to lost zombies.
Clinchester rifle now does more damage.
R-6804 rifle now does more damage.
Fixed exploitability of certain areas where the player could stand to avoid zombies.
Disabled roadblock free placed fortification.
Hordes
Added horde system with progressing difficulty the more hordes you survive. Hordes can be escaped by fleeing.
Regression fixes
Fixed issues that were introduced in exp 1.4.22 with the change to using steam server list. Passworded servers work again, incompatible servers no longer show as "Not Set" and hidden servers don't show in the list as expected.
Player Levelling
Added base player XP system that will be expanded upon with rewards in future updates.
Free Placed Barricades
Added system which and all new barricade type fortifications that can be free placed to hold back and damage zombies and other players.
Quality of Life (QoL)
However UI now shows more quickly.
Scrap metal from empty cans recipe not requires 3 scrap metal instead of 9.
Zombies now damage the lowest condition fortification when attacking fortified windows.
Fortifying sped up slightly between all available tools.
Bandage recipe now takes 2 rags instead of 1 but gives 25 health instead of 15 meaning less inventory and crafting time.
Overall melee hit detection improvements. Especially affecting players with lower FPS.
D battery packaging is now green so that it can be easily distinguished from AA batteries.
Stamina drain is now varied dependent on not only weight but type of action.
Certain weapons are now much less likely to jam. Examples: all revolvers and double barrel variants.
Weapon jamming is now spread more fairly based on current condition and doesn't start until condition is lower overall.
Weapon wear working gain.
Lola and Rauser pistols now do slightly more damage.
Bateman accuracy improved when aiming down the sites.
FRKS shotgun now takes 5 shells instead of 7.
Pump action shotgun now takes 7 shells instead of 5.
Crafting certain items no longer craft with higher than their max quantity.
Items like nuts/bolts now have higher amounts per box when harvested from the appropriate locations.
Small work bench is now ground placement mode only.
Reduced overall weight of log drop.
AA battery harvesting removed in favour of spawning batteries in the conventional way. This should help save confusion.
Energy drinks simplified by having only 1 variant and making it more effective.
More scrap metal can now be extracted on each search.
Fixed issue which allowed players to get through walls by exiting the pickup seats.
Fixed intense reflections.
Windows bars can now be crafted properly.
Item condition now correctly syncs when joining near an object that is already loaded for another player.
Can now consume items from the inventory while looking at a cooking surface.
Engine access points on all vehicles updated to make it easier to open the UI.
It's now possible to inspect while inside of a vehicle.
Smaller rotation steps when turning items in placement mode.
Hotkeys now work while looking at fortifications.
Item hover now shows after dropping item while looking at it.
Compass now settles to position faster.
Large items are now slightly further away from the player when in placement mode.
Large items in placement mode no longer raise of the ground when looking up. This makes the system feel more fluid when placing items.
Replaced searching area functionality with the ability to hold F to keep the inspect menu visible.
Fixed areas in the police station where it was possible to stand on an invisible collider over staircases.
Engine Update
Reduced overall memory footprint.
Game project migrated to Unity 2019
UI
Quick start guide now animates on and off screen.
Added XP and Level display that shows when inspecting.
Data privacy button working again in Unity 2019.
Added new UI on new life that gives some back story and information for new players.
AI
Day zombies now agro slightly easier.
Lower scream chance once they spot the player.
Lower scream chance from annoyance.
Unfortified doors and windows now break open faster when being attacked by zombies.
Tweaks to zombie behaviour around door frames to spread them out more evenly and have them behave in a more dynamic way.
Zombies now start attacking the player as they are running toward. This helps zombies feel more fluid.
Slight improvements to zombies bumping the player. Still not 100% fixed.
Zombies are overall slightly faster.
Fixed several exploit issues with with zombie chase mechanics.
Zombies are now harder to kill with body/limb shots.
Zombies now attack vehicles when they cannot reach the player.
Resolved issue which stopped zombies being cleaned up around the player on logging in.
Added system for transitioning zombies into an aggressive pose after attacking. This prevents them entering into idle in between attacks.
Added system varied walking speeds.
SFX
Lower scream volume.
Music in game plays more often.
Overall music volume raised slightly.
Loud speaker at police station now correctly stops playing after electrics are turned on.
Animation Improvements
Add 2 new zombie walk animations and improved existing animation transition.
Arg15 fire animation improvements.
Rauser fire animation improvements.
VFX
Worn planks are now larger on the window frames.
Fixed broken tree chopping shader (introduced in unity 2019 1.4.22)
Breaking and damaging effects added for all new barricades.
Buggy explosion effect is now correct.
Rag dolls now receive correct force from melee and guns.
Animations
R-6804 fire animation improved.
Pump action fire animation improved.
Double Barrel fire animations improved.
FRKS fire animation improved.
Clinchester fire animation improved.
Bateman revolver fire animation improved.
Lola hand gun fire animation improved.
Props/Drops
Added new barb wire trap that lays on the floor and slows down and damages players and AI.
Added new battery drill drop.
Added barricade variants including barb wire, spike and wall types.
Thanks for the continued support and continued issue and suggestion reporting :). Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!
We've released the Hotfix (Alpha 1.4.24) to our experimental branch on Steam to fix some issues found. You can find the patch notes below. Please report bugs and issues in game using the F1 menu.
How to get into experimental branch:
Open Steam and go to your games library.
Right click on STN and select "Properties"
Navigate to the "Betas" tab and select "experimental" in the drop down menu.
Added system selecting horde difficulty on respawn. This allows players to select any difficulty lower than their hardest achieved difficulty.
Reset everyone one in experimental branches XP and horde difficulty in prep for release.
Players now receive a hint warning explaining how exploiting will not progress horde.
Zombies killed outdoors at night now get cleaned up quicker.
Players now receive a hint explaining how fleeing does not have a penalty.
Zombies now do slightly less damage to all fortification types.
Weapons now wear slightly slower.
AI now damages vehicle while players are stood on top of them.
Horde status now always shows in the inspect menu. This allows the player to know what difficulty is approaching and whether they joined too late to start the horde.
Flee distance reduced from 200 meters to 150 so that players can escape more easily without triggering the horde.
Fix for player standing on the billboard. Back more angled and removed ability to stand on the little ledge
Quantity in container UI no longer clipping.
Horde zombies can no longer spawn under the ocean and rivers.
Added exploit prevention mechanic for when players stand on top of items where zombies cannot reach.
Resolved issue where horde progress would get stuck due to lost zombies.
Clinchester rifle now does more damage.
R-6804 rifle now does more damage.
Fixed exploitability of certain areas where the player could stand to avoid zombies.