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 (22)

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

October 19

Pre-Alpha Devblog #7 (Fortifications | Traps | Feedback +)

Hello all,

Thanks for checking out our seventh devblog! The 0.8 update is coming along nicely but it will not be released this week. We're still bringing the boys up to speed and also putting some additional work into fortifications. As mentioned in last weeks devblog, we're not far off an experimental build. Once we have something (most likely next week) we'll release with a small update across our social platforms to let you know. This update will not be a long one but as mentioned we'll do our best to get one out every week.

Fortifications (Coming in 0.8)
The fortification mechanic is shaping up very nicely. More importantly, the AI is behaving nicely and destroying/traversing fortified windows without major issue so far. The fortification mechanic is by no means fleshed out but will have a very solid foundation once introduced. Placement is very fluid. Players can place planks and eventually sheet materials e.g. plywood and tin. The system will allow players to place fortifications on both interior and exterior frames. Securing a structure will be a decent amount of work but should provide a safe haven with proper maintenance. Below we've included a few shots of zombies making it through window frames and fortifications.

Close one, AI reacting nicely with windows.

That's gonna leave a mark.

Traps (Coming in 0.8)
Structure traps are also part of our 0.8 update including the shotgun traps and the propane firetrap. AI and players will both be affected by fire so be sure to stand at a safe distance when interacting with that propane trap ;) Players should be able to find most needed parts and fuel with the introduction of harvest machines specific to the most needed loot. You'll find nails and hammers at the hardware store in town nearly every time you look for them, fuel at a fuel station and so on. We're trying our best to balance realism and fun. None of our mechanics are set in stone and all feedback is welcome. Below are a few recent tests of the new firetrap in action.

Lighting a fire trap (watch those fingers!)

Burning Zombies

Such a warm light isn't it?

Shotgun trap to the chest. Stupid zombies.

Bonus gif, Jos walking into his own shotgun trap...

Particle System
Jos has been working on a standard set of particle mechanics. The leaves shown in the gif below can be and will be swapped out for all sorts of garbage. The system is dynamic and should add a good deal of atmosphere to the world. The mechanic will be easily tweakable and something we'll showcase in the feedback section on the forums.

Atmospheric particle system to be introduced.

The Forums and Feedback
The forums have been updated both backend and style. We've also gone orange and decorated for halloween :). We'll soon be fleshing out and filling in our feedback section. We've spent the last 8+ months killing bugs, working on in game features and fixing issues we'd never have been able to find without the help of testers in the community. Issues that the team never would have run into without the extra game load at times.

It's now nearly time for us to enter our alpha stage. We'll be introduced to a new and larger audience as the game will be public and fully listed on Steam. The project is still on a lot of wishlists and stable re-playable alpha builds are not far off. The feedback section will be the main source of feedback for the team. It will be the place we check to see what everyone likes or dislikes. We'll do our best to include most important game features here. The first section to be polished up in the coming weeks will likely be weapons. Gunplay has always been important to the team and now it's your turn to give us some feedback on how things are going. We'll expand, including most interactable props and features eventually.

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!

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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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