Patch Notes 1.0

Improved the FRKS reload animation timing.

Fixed issue which could allow for zombies to be inside of fully fortified structures.

Fixed issue which would result in vehicles being in the air after server restart.

Improved expert spawner locations.

Fixed issue that meant zombies were spawning in cleared structures too soon after being cleared.

Fixed issues with progressive reloaded weapons which could render other weapons unfireable.

Cleaning kit no longer clips the barrel during clean animation when cleaning the Clinchester.

Reduced the amount of positive effect to mental health from eating cooked foods to make it more balanced against the lowering overall health.

Sickness chance removed from dry food consumables.

Mental health capped between -10 and 3. Previously it could go higher than allowed which would spam the log.

Improved the descriptions on some weapons.

Fixed issue with the APUG scope clipping the camera when firing the ARG15.

Fixed issue with hearing distance sounds on the ARG15 when firing.

All shirts while having a weapon equip now match.

Added in-game user bug reporting with screenshot functionality.

December 21st 2017 Update Highlights

January - February 2018 Update Highlights

March/April 2018 Update Highlights

May/July 2018 Highlights

August 2018 Update Highlights

September 2018 Update Highlights

October 2018 Update Highlights

November 2018 Update Highlights

December 2018 Update Highlights

January 2019 Update Highlights

February 2019 Update Highlights

March 2019 Updates Highlights

April 2019 Update Highlights

May 2019 Update Highlights

June 2019 Update Highlights

July 2019 Update Highlights

August 2019 Update Highlights

September - November 2019 Update Highlights

Hello all,It has been nearly two years since our shaky unlisted pre-alpha release in December of 2017. Our steam store page is no longer unlisted/hidden so it will now be visible on all the normal places on Steam such as the Steam store, discovery queues, genre lists and other categories. We've gone ahead and added more servers for this release. Please keep in mind that there may be some initial server issues but we're fully prepared to spin up more servers, if needed.We’d like to firstly thank all that have helped hunt down major issues, fill out bug reports and put the time in to tweak and adjust current features. Survive the Nights has become part our family and some of you with it. This update will refresh anyone that’s interested in all the work accomplished over the last two years.As some of you may know, Survive the Nights is our first venture into game development. We realized about a week after our Kickstarter campaign finished that we’d jumped right into the deep end. A concept is great but it’s not by any means a massive, functional, multiplayer game. Development from 2014-2016 was very rough around the edges as we were learning skills and putting them to practice. There was lots of trial and error and an awful workflow that kept our pace slow. Our unlisted pre-alpha release opened our eyes a bit more. We had a lot of help from a dedicated few who stuck around after that initial release helping us hunt down issues, tweak features and test newly implemented ones. We took on a proper Jira based workflow, set realistic goals and have gained a good deal of knowledge in the last two years. In many ways, 2017 sparked what we consider actual development. The game now meets and exceeds our original alpha trailer in many ways.Below we’ll take a look back over the last couple of years month to month. Please feel free to check on all of the progress we’ve made via our changelog or even more informative newsfeed on Steam Due to a glitch in Steam’s back end our intended quiet release ends up on the Top Sellers list at #1. Those that had our game on their wishlist jumped right in, most thinking they were getting an alpha build not a pre-alpha project. The backlash was pretty harsh. Those that had been following our development knew what to expect but most didn’t. The project was not in the best shape to be in the eyes or hands of the public. The night of release our lobby crashed, the game went out with a missing .exe and pretty much all that could go wrong did. It was a nightmare and a great time all at once.Our first handful of patches were shot out within the week to try and stabilize the builds. The basics were getting tweaked, the initial influx of players was a total shock and we were simply not prepared. The up side to all of this were the bug reports. We went from hunting bugs ourselves in the rare chances we were able to find the time to having 100’s of reports come in. We got to fixing anything before we ever considered adding any additional features.Big fixes for loot issues and cabinets were eating player loot. Additional quality settings were added, logs cleaned up and dozens of other small and large bug fixes. Things became a bit more stable here and we started tweaking and adding features we planned on adding.We began improving the actual player experience and locks are introduced and improved. Physical loot was introduced and container loot was removed for balancing. There were a lot of AI tweaks as players responded to zombies and that provided us with some helpful feedback. Electrics were improved, breakers were introduced LED indicators added to electrical items to make easier to understand what’s going on. Garage doors are introduced, firewood and coal now burn longer. There were a lot of general quality of life improvements.We hunkered down and focused on fortifications, general game improvements. Patches got much larger and more feature rich. We made a big move. In the beginning of June, we had the opportunity (also due to leases expiring) to leave our tiny office. The team moved into the center of Hedon just east of our former location. The space is amazing although it has come with its fair share of work. Vacant for the last 5+ years, it was in rough shape but this would later play to our advantage. Luckily John and James have had their fair share of experience with carpentry with construction being their now former livelihoods. With the help of Andre, Jos and some friends/family, the office quickly became the team's nightly project!The base for fortifications were introduced although it wasn’t yet activated in the build. We also worked on optimization and profiler work. The project started coming together nicely including map changes, new spawn points, fortifiable structures and AI improvements allowing zombies to traverse through windows. This was our first iteration of fortifications, it’s stiff and not exactly what we’d first pictured. It would later be completely reworked for a far more fluid and free-placed system. We started trying our best to get weekly devblogs out and share as much information on development as possible.Our first major quality of life update. We improve spawn locations, add container counts, add new notifications along with numerous other UI improvements. Rag-dolls were improved, the project was cleaned up and reduced from 10 to 8gigs. We upgraded to Unity 2017 from Unity 5 and do quite a bit of tweaking to get things settled again. Shared optimization improves performance. We optimized over 3500 in game textures. Rik and Marko joined the team as interns from ROC Friese Poort. September was a very busy month and October would be the same.We figured it out. It took us a while but we have a proper workflow! We began getting used to using Jira/Bitbucket. Proper branches, pull requests and workflow allowed us to tighten up on sloppy loose ends. Our development pace began to pick up. Fortification improvements were introduced allowing players to gather worn planks in the worlds from old fences and wooden tables. AI attacking fortifications, you’re no longer safe and sound! New design items were created and the interns got to work crafting much needed drops. Fortifications were about to be rolled out along with traps and were first introduced in our next build 0.8.Our 0.8 update was ready to release on our experimental branch. The initial introduction of our fortification mechanic is exciting but static and not exactly what we wanted. Traps are introduced, the shotgun traps and propane fire trap became craftable.We spent most of the month fixing fortification and trap issues. We made improvements where possible and adding some additional quality of life fixes. 0.8 is moved to our stable and default branch for more testing and preparation for 0.9. Crafting got a major rework, allowing players to search for recipes or ingredients. We introduced a notification and hint system for explaining a bit more about what’s happening in game. Door interactions are tweaked, stats and consuming got some love and item dropping got a needed improvement. Starting camps were introduced for new players and structures are cleaned up to easy movement and AI pathfinding. Placement mode was introduced, players could now place drops in the worlds directly from their inventory. Previously they had to drop the item and then move it. The 21st marked our unlisted pre-alpha version one year old.Well that was a quick year! We made a good amount of progress and our development skills and speed started to pick up pace again. We took on another intern, Ids. He joined the team as a media designer. Ids began working on feature videos and also started a lot of 2d artwork improvements. Weapon attachment development picked up pace, our lobby was improved further and Allgamer/Clinton expanded on panel and backend control. Bedrolls were introduced allowing players to log out anywhere in the world.0.9 was released to our experimental branch, physical loot was enabled in favor of container loot which was disabled. Headlamps were introduced so new players have a shot at not dying if they spawn at night. Major cooking improvements began, updated notification systems and more. 0.9 was released with a devlog showcase just as 0.8 was. There were many changes and bug reports filed in once released. We began development on proper vehicles and prepared to introduce our first car, the cricket. Game achievements got a rework and we tightened up our workflow on Jira. We also introduced a new UI system showing stats on button push.Vehicles got a total rework, vehicle sync is tweaked and things smooth out. Further cooking improvements were made. Cans can now be opened by cooking them over fire and popping their lids off. We totally tweaked the crafting recipes and began to balance time/loot needed. General loot spread was balanced and backend controls were created to make further future adjustments easy. We introduced the first batch of Steam achievements. Hotkeys were introduced at player request among other tweaks and feature additions.0.10 moves to our default branch and with it another devlog/showcase video from James. We improved vehicle animations, introduced player and zombie death loot. Weapon attachment continued and improved on the original design. Jos began to design bunkers and container forts to fill in the wilds. The RV was totally redesigned, more campsites were added and animations are improved. Radios were reintroduced after being broken for some time. We started working on passive AI and deer and stag implementation was in the works.We continued development on vehicles, weapon attachments and passive AI. Development continued on hunting and we created small game traps. The Wikipedia was revamped and linked to all drops in game. We continued world design, bunker design, container and cabin camp work continued. Numerous issues from 0.10 were addressed.0.11 moves to our default branch. New trap concepts begin taking shape, key binding finally get some development love and vehicles are improved and conditioning is introduced. We introduce random vehicle color and conditioning on spawn. We develop the T5-Pump Action shotgun and weapon attachment animations are improved. There’s a lot of optimization done to the project and towns themselves.We introduce 0.11.27 to the default branch. We begin the first stage of polish on mechanics that are in the project in preparation for having alpha ready by the end of the year. Town improvements continue, car mechanics improve we introduce the part and function systems. Town signs are created to ease up on player confusion. A lot of bug work is being done at this stage. Most days development is far behind fixing. We’re grinding through issues at a feverish pace and trying to find balance and stability.0.11.30 is introduced on our experimental branch. Road signs are implemented making it much easier to get around the island. Lock mechanics get a total overhaul, allowing for the lock owner to store codes. New player guide work begins and we starting planing for alpha players and how new players might approach survival.The team is now is now in full on alpha mode. We’re introducing the last of our Alpha trailer features to build and trying to find as much stability as possible. The RV is introduced and although it still lacks many of its features the base is in and it makes a great people mover. Day cycle changes, tweaks to UI, tweaks to containers and loot spread. Build 11.34 goes to our experimental branch. We tweak fortification mechanics making them much stronger. Propane tanks now damage vehicles and structure windows. Roadsigns go into project and we have massive changes to melee making zombies a bit easier to kill without a weapon. We reintroduce container loot, we make adjustments to weapon damage and calorie intake. A massive amount of pre-alpha balance happens in these 3 months leading up to todays release.On Saturday, November 16th, we posted our last major update to our pre-alpha build. We’re now ready to move forward to a public listed alpha. Expand the community, feedback and ideas! We’re all very excited to continue feature implementation. The release date announcement update on the 16th also included a new devlog from James, a run down of what we’ve done over the last two years.One last big thank you to everyone. Firstly, thanks much if you’ve actually read this far. A lot of people don’t seem to be big on reading these days! Thanks to everyone in the community who stuck by and helped out. If you’ve left a review for us two years ago please consider playing checking it out again. If not for us, at least for yourselves. You spent the money and we’re doing our best to deliver the game you want to play. It has been a few crazy years and we’re super excited to move forward and expand on our vision for Survive the Nights. We’ll have a public roadmap up shortly. The next couple of days will likely be messy if there’s a big player influx. We’ll do our best, same as we did with the unlisted release. We’re here, we're working and we're not going anywhere. After all, if we give this up we’ll have to get real jobs again-The team at a2z Interactive (James, JB, John, Andre and Jos)