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 (466) - 48% of the 466 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 (23)

November 16

Pre-Alpha Devblog #8 (Experimental Build 0.7.20)

Hello all,

Thanks for checking out our 8th devblog! We’ve released the initial 0.8 build to our experimental branch on Steam. Feel free to please 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 doing a full fledged branch update once exp is tested and stable. Please do your best to check against the list of changes below!

***This is only the initial introduction of the fortification mechanic. There's still a lot of developing to do here and expansion. Once the core is tested we'll slowly start introducing other materials and traps.***

If you didn't catch the vlog by Jayty a week or so ago have a watch. It's a good example, albeit exaggerated. We spent a night hunkered down in a home while zeds were spawned to test the fortification mechanic. Jayty shares a good deal of info and it might be a good idea to check it out before testing. :)

  • Fixed dupe glitch with containers when taking a stack of items!
  • Free placed shotgun trap added which takes 12 gauge ammunition.
  • Free placed propane fire wall trap added which can also be exploded on being shot
  • Free placed bear trap added which damages players and AI and locks them in position
  • Wooden fences can now be searched for worn planks
  • Fixed issue which was causing the database to become corrupt
  • Added global sounds system which has the ability to sync sounds between clients (current client side only sounds will slowly be migrated to new system)
  • New variant of the placement mode system added for bigger (Traps/Generator/Campfire etc.), the system aligns items to the terrain/ground and makes sure the player can’t place items on steep surfaces.
  • Crouching altered so players can access buildings through windows
  • Placement mode collision with buildings fixed, this prevents players from placing things inside of walls.
  • Fixed issue with the in game terminal which was causing the game to lag.
  • Hammer attack/swing sound improved.
  • Hammer attack animation improved.
  • Fixed issue with world initialization which was causing the server to lag when new players joined.
  • Fixed scenario which would allow the weapon to slip into inspecting when searching area for items.
  • Zombie screaming mechanic fixed.
  • Weapon avoidance now works again on buildings.
  • Changed the guide page of the player inventory to "Coming soon" to save confusion.
  • Fixed glitch where zombies would snap on to roofs when walking through door ways.
  • Items dropped from a stack in the inventory no longer have the same identifying ID which was causing issues where things would sync to the wrong items.
  • Added rubber hose drop.
  • Added improved hammer model.
  • Added crafting recipes for shotgun, fire and bear traps.
  • Mouse invert option now works again.
  • New worn and fresh plank drops added.
  • Bear trap model tweaked to make contact with ground better.
  • New tweaked bear trap animations added.
  • Window frame positions and centers updated for Zombie traversing.
  • Updated all command input help info accessed via /help

  • Free placed shotgun trap added which takes 12 gauge ammunition.
  • Free placed propane fire wall trap added which can also be exploded on being shot
  • Free placed bear trap added which damages players and AI and locks them in position
  • Wooden fences can now be searched for worn planks
  • Improved 'Killed by' UI notification.
  • Centered small hover GUI.
  • Added new screen centered hover GUI which can be used for meshes where the pivot is far from the player. (fences)

Animation / Rigs / AI
  • Zombies no longer glitch on top of roofs when passing through doorways.
  • Players and AI will now catch on fire and take damage when walking into a propane fire wall trap or a campfire.
  • Impact force added to player and zombie rag dolls when receiving gun or explosion damage.
  • Zombie scales now tweaked for traversing through window frames.
  • New hammer attack animation added.
  • Improved player rag dolls.
  • Tweaked physics default solver iterations to improve rag doll stability/jitter.
  • Zombies character rig and animation overhaul to allow for more precise animations and rag dolls.
  • Improved rag dolls for zombie AI.
  • Water bottle drinking proxy animations improved.
  • Zombie climbing through window animations added.

Quality of Life
  • Bear trap interaction time reduced to 1 second
  • Reduced amount of time it takes to search area for items when holding F.
  • Improved the notifications when searching for items.
  • Fixed issue where player vitals weren't always being written to the database on log off which would result in out of date stats on login back in.
  • Fixed AllwaysSafeLogOff perm so that it now always store up to date log of position.
  • Wilderness cabins now contain more storage containers.
  • Added design around new player spawn locations to help direct new players.
  • Fires now start with a few items in them.
  • Added tips to loading screen!
  • Updated generator GUI so that quantity no longer shows 1/1 and now displays the fuel amount.
  • Reduced time it takes to start generator.
  • Added [Interact] button to fires to match other machines.
  • Updated fuel display on fires to simplify it and match with generators.

  • Fixed radiator that was sticking through wall in strip mall variant 3.

The default update will include some big news from the team. We've spent quite a few days deep in gameplay testing. We have some game news to share and look forward to bringing everyone up to date. If all goes well with our experimental build you should see something this coming Friday!

We're Hiring!
We're looking for help! If you are or know any programmers/unity developers looking for work in the UK please let us know. We're looking for like minded devs, the project is near and dear to us. The team is very small and being a team player is very important to us. If you'd like to send a CV to please do so :)

As a reminder before we go, we'll be getting these devblogs out weekly. You can check our next set of goals and 0.8 progress whenever you'd like via the changelog. Thanks for checking in and the continued support! :)

2 comments Read more

October 30

Pre-Alpha Devlog (Fortifications | 0.8 Update Showcase)

In this video, Jayty takes us through what to expect in the upcoming 0.8 pre-alpha update. The project is moving along quite nicely now. We're introducing all of our initial alpha features. The team is shooting for alpha sometime towards the end of the year. You can follow along with our development progress on the changelog.

Please consider joining us on our Discord server and official forums. We love interacting with the community. Come share your ideas, we are listening.

Video Discussion Thread:

2 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
    • OS: Windows 7 64 bit
    • Processor: 2ghz
    • Memory: 6 GB RAM
    • Graphics: NVIDIA GTX 660 or higher/AMD Radeon HD 7870
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • OS: Windows 10 64 bit
    • Processor: 3ghz
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1060/AMD Radeon RX 480
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • OS: OS X Lion 10.7
    • Processor: 2ghz
    • Memory: 8 GB RAM
    • Storage: 10 GB available space
    • OS: OS X Mavericks
    • Processor: 3ghz
    • Memory: 8 GB RAM
    • Network: Broadband Internet connection
    • Storage: 10 GB available space

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