This is an unlisted pre-alpha version of STN and is a WORK IN PROGRESS. Please only consider purchasing the game if you're interested in testing builds and fleshing out features. Many features are missing, many features need balancing!
All Reviews:
Mixed (484) - 48% of the 484 user reviews for this game are positive.
Release Date:
Dec 21, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

This unlisted release is essentially a soft launch of a pre-alpha build as we continue to prepare for a full-featured public early access release. This release has been organized to provide access to all those who have pre-ordered the game along with anyone who would like to help further development.

Please be aware that you are buying into a game that is in it’s early stages of development! Survive the Nights will be continually improved and we will not abandon this project. Some features are very rough and will likely contain MAJOR bugs! The majority of the game needs polishing.

We’re a small team of dedicated developers. Over the last two years, we’ve gained a lot of knowledge and have made great progress. Survive the Nights has been through two rounds of public pre-alpha testing which mostly focused on our networking and general backbone.

These builds are the first of many. Our base mechanics are pretty solid and it’s time to improve and expand. We can’t do this without additional community feedback.”

Approximately how long will this game be in Early Access?

“We hope to be out of early access in just over one year. We have been developing the core mechanics of Survive the Nights for the last two years. We have done so using our crowdfunded resources. We have now reached a stage were we feel far more confident in the project and our abilities.

We plan to bring all the core concept features to Early Access builds. Once our Early Access supporters and the development team feel the project is ready to move to the next stage, we’ll take that leap.”

How is the full version planned to differ from the Early Access version?

“Survive the Nights is a very ambitious project. We have amazing ideas for the future. We’re attempting to create a realistic interactive world - a vision of both the development team’s and the community’s zombie apocalypse brought to life.

Optimization is one of our main goals. We’ve built our own culling systems from the ground up and plan to keep optimization on the top of the list as we move forward. Now that our basic mechanics are in place, we’ll need more community involvement to come up with the ideas for future builds. We plan to improve all of the currently implemented features and we’ll make sure they are working before adding more.

What we’d like to do moving forward -

  • Expand electrical systems to include full power to the island - The island currently features a massive power station and it has been designed with functionality in mind. The power stations will supply power to substations which can power entire towns.

  • Expand the tool system - We’d like to incorporate power tools and additional tools into the game to make fortification and vehicle modification a quicker process.

  • Expand on crafting - With the community help, we’ll expand on all of the crafting categories such as designing and implementing anything that suits the gameplay and is backed by the community.

  • Additional Vehicles - One our goals is to expand on “mobile survival” such as adding box trucks and eventually trailer trucks which could make for an excellent mobile survival experience.

  • Additional Weapons- Weapons will stay civilian based while not adding anything too over the top when it comes to military weaponry. We’d love to hear your ideas for craftable weapons.

We love gathering community feedback. As our current backers can tell you, we’re rather active on the forums and always browsing for great ideas.”

What is the current state of the Early Access version?

“We consider these pre-alpha early access builds to be our "base” - something to perfect and improve as we move forward. We feel that the game can be enjoyable in its current state. A lot of the features shown in our concept videos are working and a lot aren't. We look forward to your assistance in squashing bugs and improving Survive the Nights as we move into the future.

Here's a small list of what's not in the project

There are currently quite a few features missing from this build.

- There are no fortifications, you can not yet secure a structures windows. You can only lock doors both exterior and interior along with containers.

- There are no vehicles

- There's no farming

- There's no temperature system

- No power tools

Many features are in their infancy and need a community to help balance. The servers will not be reliably persistent. These pre-alpha builds will focus on core survival mechanics and zombie behavior.”

Will the game be priced differently during and after Early Access?

“We don't expect the price to drop but there’s a possibility that the price may increase as we near a more polished game.”

How are you planning on involving the Community in your development process?

“Survive the Nights has always relied on the community and will continue to do so heavily. We're on a first name basis with many of our current backers. They've seen us grow as a team in the last two years. Community involvement not only makes our jobs easier but guarantees us the ability to say that we're making the game we ALL want to play!”
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Recent updates View all (41)

May 15

Pre-Alpha Devblog #23 (Experimental Build 0.10.25)

Hello all,

Thanks for checking out our 23rd devblog! We’ve released the initial 0.10.25 build to our experimental branch on Steam. Feel free to check that out, we need some feedback. There’s a lot of testing and breaking to do so go at it! Below you can find our patch notes.

We’ll be updating to default once experimental is tested and stable. Please do your best to check against the list of changes below and report bugs to our tracker.

  • Improved the light emitted by fuze burning down on propane tanks.
  • Small props no longer fall through rugs.
  • Breaking windows frames is now quieter overall.
  • Random light flicker tweaked to make it less likely.
  • Food cooking SFX are now affected by the correct audio slider in the options.
  • Rifles no longer clip the camera when aiming down the sights.
  • Shooting tents no longer produces the wood particle effects.
  • Updated footstep sounds on alternative concrete surfaces.
  • Fixed errors being caused by the fuel cap at fuel stations.
  • Added ARG15 weapon.
  • Fixed issue with harvested items which prevented them from being harvested.
  • Fixed scenario where the player wouldn't always be marked as in game. This was causing multiple small things to break.
  • Harvesting from tents now gives cloth.
  • Searching for items now fixed. Previously it was possible to search an object and find nothing and then be able to search again to immediately find items. Once a search point is depleted it will not give items again for X amount of time.
  • Fixed issue with audio where it wouldn't always be correctly muted when it was meant to be while in the menus.
  • Rivers can now be searched and give water.
  • Added sliding damage when sliding down steep cliffs.
  • Added sliding when standing on steep cliffs.
  • Stopped the player being able to stand on thin fences. Players now slide off.
  • Holding interaction on door handles now opens the door as well as the normal press to open functionality.

  • Increased the chance of receiving berries through all seasons.
  • Cooking cycle adjusted on can variants
  • Cooking cycle adjusted on canteen variants
  • Burned variants for canteen drops, turning them into empty canteens
  • Burned variant for clean water canteen, turning it into an empty canteen
  • Removed cooking script from Pineapple cans
  • Removed sickness chances on mixed fruit
  • Axe and hatchet now do more damage to trees.
  • Axe and hatchet now receive less damage when being used on trees.
  • Added new culling system to specific objects like window inner frames and electricity circuits.
  • Removed shadows being cast by various objects that didn't require them.
  • Reduced view distance of various small props.

Weapon Attachments
  • Added support for default attachments like iron sights.
  • Rolled out base set of attachments to weapons.
  • Added core functionality for scopes on weapons.
  • Added functionality for flashlights on weapons.
  • Suppressor functionality added.
  • Added core functionality for weapons to have attached objects.
  • Added functionality for pickups to have visual attached objects.

Proximity/Radio Voice Chat
  • Proximity chat now working.
  • Radios now work.
  • Radios in backpack now receive transmissions.

Player Loot
  • Dead players can now be looted. Weapons are dropped into the world and the backpack becomes a mobile container.

Tree Improvements
  • Pieces cut from trees now appear instantly!
  • Logs cut from trees can no longer be moved using placement mode due to an issue with their pivots that prevents them functioning as expected.
  • Fixed issues with felled trees where the player could bump into the chop sections.

Passive AI
  • Added chance based small game hunting traps that can be placed around the world. When the player leaves the area there's a chance they will catch an animal.
  • Stags now die with a rag doll.
  • Stags and chickens can now be harvested for items.
  • Base introduction of Stag and chicken AI.
  • Chickens now die with rag doll.
  • Passive AI now flee from noises created by bullets flying past them.

Vehicles (Limited access pre version 0.12)
  • it's now possible to switch seats while inside a vehicle.
  • Fixed issue which could sometimes mean drivers/passengers would be invisible inside a vehicle.
  • Vehicles now have resistance when driving on water.
  • Vehicles can no longer drive on water.
  • Added functionality for the player to slide off vehicles when they start moving.
  • Added functionality for player to receive damage from moving vehicles.
  • Added functionality for damaging AI when being hit by a vehicle.
  • Can now enter vehicles pressing interact.

  • Fixed issue where flashlights would play turn on animation and attack when pressing right mouse. All flashlight functionality has moved over to "V" input.
  • Lola handgun jam animation now plays correctly.
  • Assigned animations for crawling zombies attacking.
  • Fixed various fps animations that included an empty cartridge/shell that could be seen when slamming doors open.

Weapon Improvements
  • Reduced firing sound reverb when outside.
  • Melee weapons now have a shorter time between attacks. This remove,
  • Holding down attack button now continues to swing weapon.
  • Ejected shells/cartridges now play sound when they hit the ground. These are specific per weapon and to the surface the player is stood on.
  • Weapons now eject shells/cartridges.
  • Decreased and fixed the intensity of the muzzle flash distortion.
  • Updated and improved all weapon muzzle flashes.
  • Bullets now whistle as they pass overhead.

  • Removed cpu overhead that was being caused by zombie checks for traversing objects.

  • Small workbench no longer has multiple hover UI's
  • Changed the achievement icons in the Guide page. They no longer include the grey backdrop.
  • [Equip] button for the weapon you currently have selected is now grey.
  • Fixed issue which caused the kitchen taps and industrial doors to have 2
  • Fixed issue in the Guide page where the achievement icon would be have incorrect alignment.
  • Tweaked spacing in the Guide page to allow the help field to have more space.
  • New day notifications reasons for overall health changes now work again.
  • Current day UI gets cleaned up when forced disconnect happens.
  • Added the remainder of the GUI for the guide.
  • Item hovers now start fading as soon as an item is picked up.
  • Highlights for cut point on trees that have been cut down are shown from further away so that they are easier to find.
  • Added highlight to selected item in the inventory to make it clearer what you have selected.
  • Added functionality for highlighting possible attachments.
  • Added functionality for viewing and removing attachments in the inventory.
  • Improved description area layout in the inventory.
  • Fixed inventory descriptions getting cut off.
  • Fixed issue which allowed the player to navigate past the last page of the guide.
  • Progress circle UI when interacting no longer plays if the item doesn't have the action being requested.
  • Item hovers are now slightly brighter.
  • Item hovers now fade over distance
  • Item hovers fade closer at night to simulate limited vision.

  • Added environment filler content on terrain 57, 58, 24 and 36.
  • Added environment filler content on terrain 13, 50 and 49.
  • Spawn point west of old town moved to make finding guide campsite a bit easier.
  • Zombies no longer run through large trash piles.
  • Fixed floating platforms around mount baron.
  • Road texture in Fishing town improved.
  • Church no longer disappears when it should still be visible at distance.
  • Fixed issue with camp zone smoke disappearing and not being loaded again until the area was fully unloaded.
  • Fixed gab in floor between doorway in Old House variants.
  • Added environment filler content on terrains 28, 2 and 10.
  • Added environment filler content on terrains 42 and 47.
  • Added environment filler content on terrains 35, 36, 43, 44, 12 and 4.
  • Fixed missing interiors in house variant 3 and 2.
  • Fixed garage lights that were clipping.
  • Popovs roof access now has a door and frame.
  • Added environment filler content on terrains 62 and 54.
  • Added environment filler content on terrains 14, 22, 37 and 29.
  • Added environment filler content on terrains 08, 15, 16, 31 and 32.
  • Added new POI/Campsites guide locations around fishing town.
  • Added new POI/Campsites guide locations around Sage Creek.
  • Added 2 new POI/Campsites guide locations around Addersfield.
  • Added 2 new POI/Campsites guide locations around old town.
  • Water tower no longer pops in from so close.

Aggressive AI
  • Increased the visibility range for AI.
  • Fixed scenario where zombies would sometimes jump through a window and then warp back.
  • Fixed scenario where zombies could climb through windows that hadn't been smashed.
  • Zombies now attack player that are inside of a vehicle.
  • Improved overall player noise mechanic so that it's more reliable when triggering zombies.
  • Fixed zombie vision (Broken in 0.10)
  • Tweaked the idle sounds to make them less confusing against the new annoyance mechanic.
  • Reduced the overall distance that zombies are drawn to the player from. This is intended to stop them aimlessly breaking out of buildings unless they have a chance of reaching the player.
  • Reduced the overall wander range and frequency for day zombies.
  • Added zombie annoyance functionality which allow the player to sneak and receive feedback from zombies. They grunt and become agitated as they hear you moving around.
  • Zombies can now be looted for items. They have a chance of giving a small amount of ammo, rags, nails etc.
  • 6 new attack animations added.
  • Shorter delay between attacks.
  • Fixed issue where the zombie would throw errors into the log when inactive.
  • Zombie attack speed tweaked to make the zombies feel more aggressive.

  • Added animal harvesting animations.
  • Added base set of animations for Cricket vehicle.
  • Proxy and player driving animations added.
  • Added all new melee animations for 3rd party characters.

  • Burger Helper canteen variants
  • Rice canteen variants
  • Ramen canteen variants
  • Oats canteen variants
  • Instant potatoes canteen variants

Props / Drops
  • Fixed floating nail in broken cabin models.
  • Added filled canteen variants.
  • Added new stag.
  • Added canteen variants of energy drinks.
  • Updated all broken cabin prefabs so that their doorways are accessible to zombies.
  • Added water storage container drop.
  • Removed the resource requirement from antibiotics in all treated crafting recipes.
  • Removed the resource requirements from Cleaning Kit (wire spool)
  • Removed resource requirements from Clean Rags (washing liquid and bleach)
  • Removed resource on antibiotics, bleach, washing liquid and wire spool.
  • Added ARG15 iron sights.
  • Added APUG sight Drop
  • Added Compact sight Drop
  • Added Reflex sight Drop
  • Added Suppressor Drop
  • Added Oil filter short Drop
  • Added Oil filter long Drop
  • Added mobile water storage container.
  • Added all new a2z Cricket vehicle.
  • Added 4 variants of overgrown vehicles
  • added 4 rural car park variants.
  • Added 2 rest stop area variants.
  • Added 3 variants of shipping containers that have smashed open.
  • Added 4 new industrial compound variants.
  • Added 16 new graffiti objects. Predominant use is for guiding the player to useful objects.
  • Added bunk beds prop.
  • Added 3 variants of shipping container bunkers.
  • Added 2 variants of popup refugee camps.
  • Added 2 variants of rest stops.

  • Added benchmark system which spits out a text file with relevant benchmark information.
  • Added new video permission used for new video tools.
  • Added /Dronecam command which allows player to fly around with smoothed out movement.
  • Added /Videomode command which disables unnecessary UI for recording.
  • Added /Resest achievements command to reset stats and achievements.
  • Added /PauseStreaming command which allows player to stop any sector loading.
  • Added /Daylength command which allows player to set the day cycle length in seconds.
  • Added parameter to /spawn command to allow player to spawn zombies in a circle around them.

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May 3

Pre-Alpha Devblog #22 (Attachments | Traps | Wiki )

Hello all,

Thanks for checking out our 22nd devblog! Progress is moving along nicely on 0.11.xx. We should have experimental builds out early week. We're currently waiting on a rebuild and a few tweaks. 0.11 introduces a good deal of mechanics and mechanic changes. If you're testing 0.10.24, please share any issues you find on our tracker or come share on our Discord. Below we'll discuss a few upcoming features and exactly what the team has been working on.

This weeks devblog will be a bit shorter than normal. We're working on polishing off this initial 0.11 build and we don't want to discuss to much of 0.12 + until we get this build up and live.

Weapon Attachment Work
Weapon attachment work has carried on nicely. You'll see quite a few being introduced 0.11 +. Below is a short clip Jos recorded. You'll see optics, suppressors and sights. We'll expand on attachments in the future including actual attachment animations if the community thinks it's a good fit.

Small Game Trapping
Crafted animal traps will be functioning shortly. Crafted traps can be placed anywhere in the world. Traps must be baited and will require the player or players to vacate trap areas. You'll not catch much if you're around making noise. We'll expand on traps in the future, adding variants and animations. The video below shows the player baiting and setting a small animal trap. When the player returns to a sprung trap they have the option to harvest animal meats. Currently set up are rats, cats, squirrels, opossums and raccoons.

Wiki Re-Work and Help
The wiki links in game are functioning again and the official Survive the Nights Wiki has been cleaned up a bit. We'll be asking anyone that's interested to please check in on all drops you come across in game and be sure there's an active wiki link by clicking the wiki logo.

These are only a handful of what has been worked on this week. Check out our changelog for a full list of what the team has been up to. Thanks much for checking out the devblog. We hope to have .11 in an experimental stage shortly. As always, thank you for the continued support. The project has come a long way and we're excited for the coming months leading up to our public alpha release and beyond!

9 comments Read more
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About This Game

This is a pre-alpha unlisted version of Survive the Nights and is a work in progress. Players will be participating in pre-alpha testing prior to our public early access alpha release. Game features and mechanics are limited and missing you will also encounter game breaking bugs. As a result, these pre-alpha builds should not be viewed as an accurate representation of our grand vision. Our goal is to have all features from our concept and trailer videos implemented and working when we reach our public early access alpha release. You, as part our community, will help us test features, game mechanics, report bugs and provide feedback. We thank you for your help as we work together to create a solid build for our listed early access alpha release.

-The team at a2z(Interactive);

Survive the Nights is a unique FPS survival game focusing on teamwork, fortification, creativity and strategy. Secure a structure or roam free, the choice is yours. Survive the Nights focuses on realistic survival, post zombie infestation. The game takes advantage of day and night cycles. Preparing during daylight hours when moving around the world is less risky. Make use of existing structures instead of building them. Play as a team to better your chances surviving each night.

There are currently over 400 structures on the island’s alpha build. Every structure on the island is enterable and fortifiable. Fell a tree (there are over 24 thousand) and produce logs. With the right tools in hand, you'll be able to craft planks then all that's needed is a hammer and a box of nails. Find lock hasps and combination locks to secure doors, cabinets, lock boxes and vehicles. Craft traps to keep players and zombies at bay.

Here's some of what Survive the Nights has to offer in it's first public alpha build. Please remember, we’re dedicated to listening to the players. If you have any suggestions share them on our forums, we’re listening!

  • Around 64 square kilometers of playable area
  • Designed by hand not generated!
  • Woodlands
  • Campgrounds
  • Farmland
  • Meadows
  • Rivers
  • Large road system
  • 100’s of fortifiable structures
  • All structures are enterable and securable

There’s a big difference between day and night, remembering that may be key to your survival. Day and night cycles make for dynamic gameplay. Zombies are scarce and far more docile during daylight hours. Nightfall brings out dead so it’s best to be indoors by then. Traveling at night is not advised.

Day cycle

  • Gather loot and food during the day
  • Fortify a structure (NOT CURRENTLY IN PRE-ALPHA BUILDS)
  • Secure doors and containers with locks
  • Fuel generators and prepare power systems

Night cycle

  • Team up with friends
  • Hunker down in your secured structure
  • Try to survive the night

Our weather system is dynamic including temperature changes, all four seasons along with seasonal vegetation and foliage.

  • Dynamic lighting
  • Dynamic seasons
  • Dynamic temperatures to suit seasons (NOT CURRENTLY IN PRE-ALPHA BUILDS)
  • Day and night cycles
  • Moon cycles
  • Realistic star and moon positions
  • Random weather events such as rain storms and snow storms
  • Mist and fog system

Powering a structure can provide a structure with lighting and the ability to use some of the structure fixtures like electric stoves.

  • Power an electric meter with a generator
  • Power larger structures with in house backup generators
  • Power a set radius with a generator in the wild
  • Supplies a structure or area with electricity
  • Power lights
  • Crafted electrical items

Structures are all exciting as there’s no “base building” in Survive the Nights. You can take control of an already existing structure and fortify it as you see fit such as providing it with a power supply, boarding windows and doorways, setting traps and securing doors and containers with locks.

  • Every door can be padlocked
  • Every window can be boarded over (NOT CURRENTLY IN PRE-ALPHA BUILDS)
  • All structures have electric systems (NOT ALL STRUCTURES ARE DESIGNED IN PRE-ALPHA BUILDS)

Simplified text based inventory and crafting allows us to greatly expand on in game items and crafting possibilities without the graphical overhead.

  • Simplified crafting system
  • Combine common items to create other useful loot
  • Create tools like axes, hammers and hatchets by combining crafted handles and found tool heads
  • Combine food items with pots and pans to create meals that are ready to cook

The placement system allows for players to move any crafted or found physical game drop as they see fit. You can stack food boxes up on your kitchen counter and even line your ammo boxes up on a bedroom dresser. Placement will allow for players to make a structure feel more like their own.

  • Manipulate any loot drop
  • Place and store goods on counters, shelves or tables
  • Organize your safe house

(NOT CURRENTLY IN PRE-ALPHA BUILDS) Getting around an island the size of this one isn’t easy on foot. Vehicles are in their infancy and are something we’ll greatly expand on in the future. They can be used as containers and larger vehicles like the RV can be used as mobile homes complete with containers for storing goods as well as a stove and refrigerator for keeping foods fresh.

  • Realistic fuel consumption
  • Realistic part system
  • Vehicles act as containers and loot can be stored in them
  • Vehicles support more than one passenger

Our mental health system is being developed to discourage "Kill On Site" mentality. The zombies in Survive the Nights will be a real threat and you’ll better your chances of surviving with friends and not killing every stranger that comes walking by. PVP is still a factor as it should be and there are means to correct a negative mental state.

  • Kill players repeatedly and pay the price
  • Eat raw or rancid foods and lower your mental state
  • Eat warm meals or fresh foods to raise your mental state
  • Extreme lows in the mental health stat will result in death

Realistic food and drink intake is a big part of the game. You won’t need to eat too frequently so eating and drinking feels like a smooth mechanic and less like a burden. Eating and maintaining a proper diet can even result in character buffs.

  • Realistic calorie consumption
  • Realistic hydration system
  • Only eat what you need for a day
  • Eat more and build your calorie, stamina and overall health stats
  • Consume cooked foods to lower your chance of sickness

The dead are a real threat and will kill an unprepared player quickly.

  • Day and night based AI
  • Zombies hear
  • Zombies see
  • Zombies can attack your structures and gain entrance
  • Day zombies are few in number allowing you a better chance of gathering resources
  • Night zombies are abundant in number, traveling at night isn’t advised

    Day Zombies
  • Found in dark tree lines and abandoned structures
  • More docile and less prone to attack
  • Turn into night zombies when the sun goes down

    Night Zombies
  • Roam the wilds along with the streets
  • Very aggressive
  • Increased vision
  • Faster and more agile
  • Spawn in higher numbers

    Something we’re including right from the first alpha build is steam achievements. How many nights will you survive? Just like all of our features we’ll gather ideas for Steam Achievements from the community. We’ll expand greatly on achievements but you’ll have many to earn in early access such as nights survived, trees felled, times killed, zombies killed etc.

System Requirements

Mac OS X
    • ОС: Windows 7 64 bit
    • Процессор: 2ghz
    • Оперативная память: 6 GB ОЗУ
    • Видеокарта: NVIDIA GTX 660 or higher/AMD Radeon HD 7870
    • DirectX: Версии 9.0
    • Сеть: Широкополосное подключение к интернету
    • Место на диске: 10 GB
    • ОС: Windows 10 64 bit
    • Процессор: 3ghz
    • Оперативная память: 8 GB ОЗУ
    • Видеокарта: NVIDIA GTX 1060/AMD Radeon RX 480
    • DirectX: Версии 11
    • Сеть: Широкополосное подключение к интернету
    • Место на диске: 10 GB
    • ОС: OS X Lion 10.7
    • Процессор: 2ghz
    • Оперативная память: 8 GB ОЗУ
    • Место на диске: 10 GB
    • ОС: OS X Mavericks
    • Процессор: 3ghz
    • Оперативная память: 8 GB ОЗУ
    • Сеть: Широкополосное подключение к интернету
    • Место на диске: 10 GB

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