Survive the Nights - a2z Interactive
Hello all,

We've released the Hotfix (Alpha 1.6.33) 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 v1.6.33 (Hot Fix)
  • Missing craftables working again
  • Campfire can now be crafted with just firewood (Better solution coming soon)
  • Working mac build

Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive
Survive the Nights - a2z Interactive
Hello all,

We’ve released the 1.6 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.



Black Ridge Prison
You'll find our latest Point of Interest to be our biggest and hardest yet. The structure itself is massive, consisting of multiple outer structures and a large prison compound. You'll find a small workshop, offices and garages. The prison features new door mechanics, a draw bridge multiple armories and a pharmacy. It's our first POI to feature keycard controlled doors. The player will find their first keycard controlled door at the prison bridge control room. In order to access the draw bridge controls you'll need to first battle your way through one of the two police stations on Black Island and scoop up a keycard.


Black Ridge Prison cell block entrance


Prison garage and prison bus


Watch your step!


Bridge control room locked with a keycard


Prison drawbridge keycard found in Addersfield or Union Point police stations

Prison Armory and Rewards
The prison is quite a challenge, the last stand in the cell house can get very intense. There are nearly 90 working cells in the tower and a mess of angry zombies to deal with. The reward for completing this POI outside of gained XP is a massive armory. Along with the main armory players will find a sizeable medical supply along with a secondary armory. There should be loads of weapons, medical items and ammo to stock on should you make it through to the end you'll also find yourself a prison bus to make a quick escape. Outside of these rewards we'll be introducing (at community request) extended magazines. These will only be found at the prison :)


Extended mags

Commercial Generators!
Some of you might remember our older builds. These builds featured non-working commercial generators on larger structures. We'll be introducing this mechanic working in 1.6, you'll find commercial generators on POIs like the prison and police stations. At player request we've also removed the ability to lock rooms generators are located in like those at the airport. Let us know if you think we should add these commercial generators to other structures.


Commercial generator

An Island is Born (Bitterhold)
Along with a completely new prison island we've reworked the entire old island. A few weeks back we asked the community for a name and the team ended up selecting "Bitterhold". The new town is pretty large, features a split level design with the church and possibly some future homes overlooking the rest of the island. You'll find a good deal of loot here and it might be a great place to stock up before taking on the prison POI.


'Bitterhold' our new island​


Bitterhold from afar

Inventory Changes
  • 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 :)


Patch Notes - Alpha 1.6 (Black Ridge Prison | Bitterhold | QoL ++)

HOTFIX 1.5.32
  • Fixed stuck command.
  • Server time display in the server browser now works again.
  • Correct cell block opening audio now plays to match the block that is opening.
  • Fixed issue that caused the Cricket vehicle to have a white damage texture.
  • Tweaked keycard render distances so that they can be picked out more easily.
  • Players will now start with a worn double barrel, 7 cartridges, map and DIY compass. (temp change until a rework of quick start is done in the new year)
  • Resolved AI path finding issues around the prison area.
  • Resolved issues around Bitterhold and prison which meant vehicles would fall through the ground.
  • Fixed spelling errors on prison signs.
  • Harvesting around Bitterhold and prison should now work correctly.
  • Fixed terrain under houses to stop clipping in Bitterhold.
  • Staircase after main prison armoury now has steps missing which makes it one way. This stops players back channeling to get more loot.
  • Door after armoury in prison no longer requires electric. Player could get trapped here if the main generator lost power.
  • Fixed issue which stopped reloading after attaching extended mag while the weapon was already equipped.
  • It's no longer possible to trick safe logoff by force closing game.
  • Crafting wire spool and other craftables that were breaking the inventory no fixed.
  • It is now possible to place items on the cooking surface while fire machine is open.
  • It is now possible to place campfire grill while in the fire GUI.
  • Added system for searching inventory for relevant parts via a [Search] button when a machine is open. This shows only items that you have and that can be put in the machine.
  • Added functionality so that any items that can act as tinder/firewood can be placed directly in the fire without having to be crafted into tinder first.
  • Items that can be used as tinder or firewood now display so directly in name. Example: Dirty Rags (Tinder) or Plank (Firewood)
  • Button now says "Burn" instead of "Move" while in relevant fire machines.
  • Machine items now have icons next to name.

Performance
  • Various zombie optimizations that improve performance drastically when player count raises above 10-15 players.

Drops
  • Night of the Living Dead film now spawns around the world.

Zombies
  • Fixed issue which would cause zombies to duplicate momentarily as they chased the player.
  • Resolved issue relating to vehicles where zombies could become invisible.

UI
  • Map updated to include Bitterhold (Town) and prison POI.

Weapons
  • Implemented extended magazines for ARG15 rifle,Rauser hand gun and T5 Pump action shotgun.

POI's (Points of Interest)
  • Added keycard spawners at the police stations.
  • Breakers now disable when generators turn off.
  • Updated existing POI's to use the commercial generators.
  • Airport doors can no longer be locked
  • Added new achievements for Prison.

New town (Bitterhold)
  • Added new town on island that was previously unreachable with bridge joining it to the land.

World interaction
  • Commercial generator added.
  • Commercial generators can now power certain items based on proximity rather than circuit.
  • Added working prison draw bridge.
  • Added logic to stop players logging out at POI's
  • Added logic for stopping item placement on the moving draw bridge.
  • Armoury doors are now bullet proof.

Animations
  • Added bridge animations.

SFX
  • Added audio for bridge.
  • Added loud speaker audio for prison.

Vehicles
  • Prison bus added.

Doors
  • Added keycard door mechanic for POI's
  • Timed doors that stay open for a set amount of seconds after being interacted with.
  • Added door variants that are open while power is off and open while on.
  • Added cell door functionality that open after X amount of seconds from power becoming active.

Props
  • Added prison structure.
  • Added Keycard props.

Merch Shop
We've 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.

https://teespring.com/stores/a2zinteractive


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!

Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive
Survive the Nights - a2z Interactive
Hello all,

The team is hard at working on player found issues and developing the 1.6 patch. We've released the 1.6.32 patch (alpha 1.6 release candidate) on our experimental branch via steam. This build will be moved to the stable branch if no major issues are found by players. We’ll introduce the build on default alongside a new mini trailer and vlog. You can find our patch notes below. Please report bugs and issues in game using the F1 menu.

If you'd like to track the patch progress and follow more closely with development, check our changelog and feel free to join our Discord.

How to get into experimental branch:
  1. Open Steam and go to your games library.
  2. Right click on STN and select "Properties"
  3. Navigate to the "Betas" tab and select "experimental" in the drop down menu.
  4. Close the properties window.

Experimental Patch Notes - Alpha 1.6.32 (Alpha 1.6 Release Candidate)

HOTFIX 1.6.32
  • Fixed stuck command.
  • Server time display in the server browser now works again.
  • Correct cell block opening audio now plays to match the block that is opening.
  • Fixed issue that caused the Cricket vehicle to have a white damage texture.
  • Tweaked keycard render distances so that they can be picked out more easily.
  • Players will now start with a worn double barrel, 7 cartridges, map and DIY compass. (temp change until a rework of quick start is done in the new year)
  • Resolved AI path finding issues around the prison area.
  • Resolved issues around Bitterhold and prison which meant vehicles would fall through the ground.
  • Fixed spelling errors on prison signs.
  • Harvesting around Bitterhold and prison should now work correctly.
  • Fixed terrain under houses to stop clipping in Bitterhold.
  • Staircase after main prison armory now has steps missing which makes it one way. This stops players back channeling to get more loot.
  • Door after armory in prison no longer requires electric. Player could get trapped here if the main generator lost power.
  • Fixed issue which stopped reloading after attaching extended mag while the weapon was already equipped.
  • It's no longer possible to trick safe logoff by force closing game.
  • Crafting wire spool and other craftables that were breaking the inventory no fixed.
  • It is now possible to place items on the cooking surface while fire machine is open.
  • It is now possible to place campfire grill while in the fire GUI.
  • Added system for searching inventory for relevant parts via a [Search] button when a machine is open. This shows only items that you have and that can be put in the machine.
  • Added functionality so that any items that can act as tinder/firewood can be placed directly in the fire without having to be crafted into tinder first.
  • Items that can be used as tinder or firewood now display so directly in name. Example: Dirty Rags (Tinder) or Plank (Firewood)
  • Button now says "Burn" instead of "Move" while in relevant fire machines.
  • Machine items now have icons next to name.

Performance
  • Various zombie optimisations that improve performance drastically when player count raises above 10-15 players.

Drops
  • Night of the Living Dead film now spawns around the world.

Zombies
  • Fixed issue which would cause zombies to duplicate momentarily as they chased the player.
  • Resolved issue relating to vehicles where zombies could become invisible.

UI
  • Map updated to include Bitterhold (Town) and prison POI.

Weapons
  • Implemented extended magazines for ARG15 rifle, Rauser hand gun and T5 Pump action shotgun.

POI's (Points of Interest)
  • Added keycard spawners at the police stations.
  • Breakers now disable when generators turn off.
  • Updated existing POI's to use the commercial generators.
  • Airport doors can no longer be locked
  • Added new achievements for Prison.

New town (Bitterhold)
  • Added new town on island that was previously unreachable with bridge joining it to the land.

World interaction
  • Commercial generator added.
  • Commercial generators can now power certain items based on proximity rather than circuit.
  • Added working prison draw bridge.
  • Added logic to stop players logging out at POI's
  • Added logic for stopping item placement on the moving draw bridge.
  • Armoury doors are now bullet proof.

Animations
  • Added bridge animations.

SFX
  • Added audio for bridge.
  • Added loud speaker audio for prison.

Vehicles
  • Prison bus added.

Doors
  • Added keycard door mechanic for POI's
  • Timed doors that stay open for a set amount of seconds after being interacted with.
  • Added door variants that are open while power is off and open while on.
  • Added cell door functionality that open after X amount of seconds from power becoming active.

Props
  • Added prison structure.
  • Added Keycard props.

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!

Links
Discord: https://discord.gg/survivethenights
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Survive the Nights - a2z Interactive
Hello all,

We've released the Alpha 1.5.32 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:
  1. Open Steam and go to your games library.
  2. Right click on STN and select "Properties"
  3. Navigate to the "Betas" tab and select "experimental" in the drop down menu.
  4. Close the properties window.

Experimental Patch Notes - Alpha v1.5.32 (Hot Fix)
  • Fixed stuck command.
  • Server time display in the server browser now works again.
  • Correct cell block opening audio now plays to match the block that is opening.
  • Fixed issue that caused the Cricket vehicle to have a white damage texture.
  • Tweaked keycard render distances so that they can be picked out more easily.
  • Players will now start with a worn double barrel, 7 cartridges, map and DIY compass. (temp change until a rework of quick start is done in the new year)
  • Resolved AI pathfinding issues around the prison area.
  • Resolved issues around Bitterhold and prison which meant vehicles would fall through the ground.
  • Fixed spelling errors on prison signs.
  • Harvesting around Bitterhold and prison should now work correctly.
  • Fixed terrain under houses to stop clipping in Bitterhold.
  • Staircase after main prison armory now has steps missing which makes it one way. This stops players back channeling to get more loot.
  • Door after armory in prison no longer requires electric. Player could get trapped here if the main generator lost power.
  • Fixed issue which stopped reloading after attaching extended mag while the weapon was already equipped.
  • It's no longer possible to trick safe logoff by force closing game.
  • Crafting wire spool and other craftables that were breaking the inventory no fixed.
  • It is now possible to place items on the cooking surface while fire machine is open.
  • It is now possible to place campfire grill while in the fire GUI.
  • Added system for searching inventory for relevant parts via a [Search] button when a machine is open. This shows only items that you have and that can be put in the machine.
  • Added functionality so that any items that can act as tinder/firewood can be placed directly in the fire without having to be crafted into tinder first.
  • Items that can be used as tinder or firewood now display so directly in name. Example: Dirty Rags (Tinder) or Plank (Firewood)
  • Button now says "Burn" instead of "Move" while in relevant fire machines.
  • Machine items now have icons next to name.

Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive
Survive the Nights - a2z Interactive
Hello all,

We've released the 1.5.31 (Prison POI Update | New Town: Bitterhold Island) on our experimental branch via steam. This build will be moved to the stable branch as alpha v1.6 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.

If you'd like to track the patch progress and follow more closely with development, check our changelog and feel free to join our Discord.

How to get into experimental branch:
  1. Open Steam and go to your games library.
  2. Right click on STN and select "Properties"
  3. Navigate to the "Betas" tab and select "experimental" in the drop down menu.
  4. Close the properties window.

Experimental Patch Notes - Alpha 1.5.31 (Prison POI Update | New Town: Bitterhold Island)

Performance
  • Various zombie optimisations that improve performance drastically when player count raises above 10-15 players.

Drops
  • Night of the Living Dead film now spawns around the world.

Zombies
  • Fixed issue which would cause zombies to duplicate momentarily as they chased the player.
  • Resolved issue relating to vehicles where zombies could become invisible.

UI
  • Map updated to include Bitterhold (Town) and prison POI.

Weapons
  • Implemented extended magazines for ARG15 rifle, Rauser handgun and T5 Pump action shotgun.

POI's (Points of Interest)
  • Added keycard spawners at the police stations.
  • Breakers now disable when generators turn off.
  • Updated existing POI's to use the commercial generators.
  • Airport doors can no longer be locked
  • Added new achievements for Prison.

New town (Bitterhold)
  • Added new town on island that was previously unreachable with bridge joining it to the land.

World interaction
  • Commercial generator added.
  • Commercial generators can now power certain items based on proximity rather than circuit.
  • Added working prison draw bridge.
  • Added logic to stop players logging out at POI's
  • Added logic for stopping item placement on the moving draw bridge.
  • Armory doors are now bullet proof.

Animations
  • Added bridge animations.

SFX
  • Added audio for bridge.
  • Added loud speaker audio for prison.

Vehicles
  • Prison bus added.

Doors
  • Added keycard door mechanic for POI's
  • Timed doors that stay open for a set amount of seconds after being interacted with.
  • Added door variants that are open while power is off and open while on.
  • Added cell door functionality that open after X amount of seconds from power becoming active.

Props
  • Added prison structure.
  • Added Keycard props.

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!

Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive


Survive the Nights - a2z Interactive
Hello all,

We've continued reviewing issues found in 1.5 and we'll have fixes out in 1.6 for some of the issues you've found. Work continues on the prison island and the town connected to it along with some new features and rewards. Below is just a quick update to keep everyone in the loop.

Door Mechanics | Prison Features and Rewards
The prison will feature a few new door mechanics. One of them is keycard accessed doors. These doors will only open with a keycard and all keycards will be single use. These cards can be found in the game world. For example, to access the prison bridge gate room you'll need to find the keycard on the main island. We've had a good deal of fun developing these features and would like to expand on these little 'mini quest' like chains in the future.


Security door with keypad


The prison keycard


Prison keycard in game (background looks familiar doesn't it?)

Prison Armory and Rewards
The prison is quite a challenge. The last stand in the cell house can get very intense. There are nearly 90 working cells in the tower and a mess of angry zombies to deal with. The reward for completing this POI outside of gained XP is a massive armory. Along with the main armory, players will find a sizable medical supply along with a secondary armory. There should be loads of weapons, medical items and ammo to stock on. Should you make it through to the end, you'll also find yourself a prison bus to make a quick escape. Outside of these rewards we'll be introducing (at community request) extended magazines. These will only be found at the prison :)


More ammunition = good​

Commercial Generators
1.6 will see the prison introduction and along with it a few new introductions. Some of you might remember our older builds. These builds featured non-working commercial generators on larger structures. We'll be introducing this mechanic working in 1.6. You'll find commercial generators on POIs like the prison and police stations. As per player request, we've also removed the ability to lock rooms generators are located in.


Commercial generator


Non-locking doors added to POI power rooms​

1.6 Experimental Build
As some of you might know, the team is based in the UK. Over the recent weeks we've had to temporarily close the office and move our work to home due to COVID. It's not an ideal situation for anyone and we're doing our best to get through the difficulties of working out of office. We hope to have a solid experimental build out shortly and thank you for your patience. The team would like to remind everyone to stay safe and thanks for the continued input and support.

Autumn Sale Reminder - 30% Off
Survive the Nights is now 30% off for the Steam Autum Sale, now through December 1st. If you have any questions before purchasing, please join our discord and speak with the developers or players within our friendly community.

https://store.steampowered.com/app/541300

Merch - 30% Off Sale
https://teespring.com/stores/a2zinteractive?pr=THIRTYOFF Use promo code THIRTYOFF on Teespring to receive a 30% discount now through 12/1.

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!


Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive
Survive the Nights - a2z Interactive
Survive the Nights is now 30% off for the Steam Autum Sale! If you have any questions before purchasing, please join our discord and speak with the developers or players within our friendly community.

https://store.steampowered.com/app/541300

Merch - 30% Off Sale
https://teespring.com/stores/a2zinteractive?pr=THIRTYOFF Use promo code THIRTYOFF on Teespring to receive a 30% discount now through 12/1.

Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive

Survive the Nights - a2z Interactive
Hello all,

We've continued reviewing issues found in 1.5 and we'll have fixes out in 1.6 for some of the issues you've found. Work continues on the prison island and the town connected to it.

The Prison
Development continues on the prison and prison island. There are multiple structures alongside the main detention center. This includes garages, warehouses and a small factory building among others. There are many corridors and nooks and crannies to explore. Jos has put far more thought into the overall game level design and the prison should reflect this and play very nicely.

Covid and closures have once again forced the team to set up shop at home. This slowed us a bit last time and once again will likely put a bit of a kink in development. Nothing major and we're capable of working from home, it's just not ideal for communications and morale. We're working on some of the last bits for the 1.6 update and hope to have an experimental build for you all shortly.


Entrance to cell blocks


A lot of cells and angry zombie inmates


One of the tiers


Prison garage and prison bus


Watch your step!​

Merch Shop
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.

https://teespring.com/stores/a2zinteractive

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!


Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive
Survive the Nights - a2z Interactive
Hello all,

We've continued reviewing issues found in 1.5 and we'll have fixes out in 1.6 for some of these issues. Work continues on the prison island and the town connected to it.

Bitterhold
We've selected a player suggested name for the new town and island. It will be known as 'Bitterhold'. The island is nearly fully designed and we've had a solid play through on prison mechanics this morning. We have a bit more work to do but should have an experimental build out shortly. There are some new mechanics on the island including the draw bridge, timed doors, doors that require a keycard and doors that are more easily operated with two players.


Prison entrance, mess hall in distance


Mess hall


Timed door up the stairs on the left


Keycard required


Draw bridge in action


Bus interior

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.

https://teespring.com/stores/a2zinteractive

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!


Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive
Survive the Nights - a2z Interactive
Hello all,

The team is developing the 1.6 patch. We've continued reviewing issues found in 1.5 and we'll have fixes out in 1.6 for some of these issues. Work continues on the prison island and the town connected to it (not yet named).

Prison Island
Jos has continued development on the prison island and small town connected to it. You'll notice this town has staggered elevations with a church perched on top of large hill. This is something we'd like to expand on and feel it gives the town a unique feel. Many of our textures will be updated in 1.7 so screenshots below, like much of the game, are a work in progress.


Black Ridge Prison entrance


The team testing game flow and prison mechanics


Bridge and sewer system

Prison Bus
The prison will feature a unique vehicle along with a large armory and new mechanics. Once you've completed the prison POI you'll find the bus on the way out. Grab it up, drop the draw bridge and go pick up your friends..all of them.


Prison bus + damage mechanic


Prison bus seating


In game

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.

https://teespring.com/stores/a2zinteractive

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!


Links
Discord: https://discord.gg/survivethenights
Changelog: https://changelog.survivethenights.net
Forum: https://community.survivethenights.net
Twitter: https://twitter.com/STNgame
Facebook: https://www.facebook.com/STNgame
YouTube: https://www.youtube.com/a2zinteractive
Website: https://www.survivethenights.net
Merch: https://teespring.com/stores/a2zinteractive
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