We’re back in the office after some much needed time away from you maniacs. That’s a joke, of course. We’re back and rested and the team has gotten right back into the swing of things. This will just be a short blog laying out our 1.14 plans. As always, remember to check our live changelog for up to date information on exactly what we’re working on.
Patreon
Over the course of our development a lot of people have requested a way to further support the game. We’ve put it off to be honest as we have spent literally every minute attending to development and community. This past week JB has finalized the Patreon page we probably should have launched a while back. There are three tidy tiers to choose from. If you’re interested, feel free to pick one up. As always, thanks for the continued support. We probably don’t have to say this so many years on but of course all funds will go directly to game development. We will be expanding on our goals and have some really fun stuff planned for the future of Patreon.
Patreon Page
Improved Tree Felling
Oh yeah, there has been a report or two about this. Something about trees perhaps flying off like the Falcon 9 when they’re chopped down etc. Jokes aside, we've decided it’s time to address the insane tree issues and we’ll begin to tweak things and get those trees falling properly in 1.14.
Along with improving the general mechanics behind the system, we’ll introduce a totally bad ass chainsaw for quick tree felling and zombie mutilating...just be sure to wear chaps as chainsaws are very dangerous.
Improved Fortifications
Many of you have requested we add holes to doorways, and ledges to free placed fortifications like the plywood and tin walls. Andre has spent some time modeling up some steps for these barricades and the results are a lot of fun. You’ll also notice walls without steps now have a shooting slot just above the center support. The improved visibility and ability to shoot without damaging your own fortification really improves gameplay and practicality of these fortifications.
We will continue to add and improve the entire fortification system moving through the next few builds as we feel it should be and always was meant to be a major part of gameplay.
Improved Fortifications (Steps and Slots)
Improved Fortifications (Steps and Slots)
Quick Play
The game is fun and it’s a lot more fun with other players. James has spent some time balancing and tidying up our main menu. A lot of the issues people seem to encounter with STN are solo/hosting issues. Rarely do people who jump in game and immediately into the top server have major performance issues or gameplay issues in general. Solo can double the system requirements currently, resulting in less than ideal performance. Hosting at this time is really for the more advanced user, port forwarding and opening being requirements that the average Joey Bag o’ Donuts just doesn’t have the time for.
The introduction of the “Quick Play” feature should alleviate some of these broader and more generalized issues. It’s also a fantastic way to experience the game, especially for the first time. Being able to open up STN and simply hit one button to join the most populated server is simple and requires no actual effort. You’re instantly getting into the action. Solo and Hosting options have not gone anywhere, you’ll find solo in the host tab now.
Quick Play Feature
General Fixes and Improvements
We’ll be doing a good deal of general fixes with 1.14. Some of them have been on the ‘needs fixing’ board for far too long.
Tree Felling
Garage Door Issues (if you know, you know)
Improvements to fortification balance
Support tickets not appearing to work (stuck at 84%)
Survive the Nights is now 40% off during Steam's Winter Sale - now through January 5th. If you have any questions before purchasing, please join our friendly community on discord. Our latest update (v1.13) includes language localization, QoL improvements + more!
We'll be moving the experimental build onto the default branch today. v1.13 includes language localization (a massive community request) along with quite a few quality of life improvements. Below you'll find a small recap of what has gone into 1.13. We will have a preview blog of what to expect in the 1.14 in the new year. The team would like to wish you all a happy holiday and new year. We hope you have a great 2022 and thank you for the continued support!
Localization (Game Translation)
The text based system has, of course, made it rather difficult for non-English speaking players to easily pick up and play STN. 1.13 will introduce our ‘first pass’ over translations. James has spent his time this update cycle implementing an auto-translate system. Translating a game of this size with a team of our size just isn’t possible without auto-translate and on top of that community help.
Most of you know, translations via apps or the web aren’t always the most reliable or fluid. There’s a lot of text in Survive the Nights and things might not automatically translate properly. In fact, we know they won't, the system creates a great base but will also allow us to improve over time.
If you'd like to help out with translations please head over to CROWDIN.COM. You'll need to create a free account but their service is super user friendly and used by a lot of game developers in the industry.
Simply select your language and the edit window will open. Here you'll see all the translations in the game on the left hand side of the page. This list is long, you can skim through the pages with the tab on the bottom left hand side. You'll notice that all the translations that come up first are those that the auto-translate feature has missed or doesn't understand. Have a look through all the translations as auto translate can sometimes be literal. If you see something wrong (and you've already made a crowdin account) please simply make the change and save it. If you've found something in game, you can also 'Search in File' on the top left of the edit window.
Dutch translation needed for 'Machete' here as an example
This should make the process pretty simple and straight forward. If you have any questions jump on our Discord. If your language isn't here, let us know and we'll get the package added to the game and the crowdin website.
Video options in base languages
Improved Spawning
Andre has spent some time this development cycle working on 'near death' spawn points. These are the world spawn points you would used when killed and choosing the spawn 'near death' option instead of spawning at home. He has added nearly 500 new spawn points. They have all been placed near places the player should recognize, structures, road signs etc. Minimum spawn distance from the players death now starts at 100 meters instead of 800m. Maximum spawn distance has also been adjusted now starting at 250m instead of 400m.
New spawn additions
Zombie Improvements
We've listened to some community feedback and have made various zombie tweaks for 1.13. Night zombies now have similar run speeds to day zombies however their threat now comes from having better vision. We've up zombie loot chances from 60 to 80% this makes for getting cloth and making bandages a bit easier. Along this these changes Andre has adjusted the vision colliders on our daytime zombies. This adjustment allows players to sneak up right behind and make the first move.
Fire Improvements
Andre has made some small tweaks to fire lighting. You can now light fires including hearths, stoves, barrels and campfires by swiping at them with a lit torch. We found this small tweak to be handy and fun to boot. The ability to swipe and light has also been added to the fireworks along with the ability to shoot them to activate which was a lot of fun in testing.
Lighting fires with torch
A lot more has gone into 1.13. You can find the changelog below. If your language isn’t in the project, please reach out and let us know. Thank you once again for the support and we look forward to some community backup when it comes to translations. Remember, if you're having any issues at all with the translation files, pop onto the Discord server and we'll do our best to help out.
Patch Notes - Alpha 1.13
Quality of Life (QoL)
Increased healing speed of fires
Map now works without a map item. The player starts with the ability to view the map.
Removed map harvesting from message boards and bus stops.
Map locations key updated with new icons and locations.
Fireworks can now be activated by shooting.
Fireworks can now be activated by a wooden club on fire.
Fires can now be activated by a wooden club on fire (Fire barrels/campfires/hearth/stove).
Faster vehicle repairing
Respawning near death now improved and more accurate and will spawn the player closer than previously. Over 500 new spawn locations added.
Damage from sliding reduced.
Fixed small chance of player spawning under water on new life.
Fix for multiple fires healing the player faster
Pickups
Club no longer spawns in the world.
Added crafting recipe for jerry cans
UI
Fixed critical stat not showing when joining game
Removed phantom map pins off the coast of black rock.
Ai
Outside areas now stay clear of zombies for a while after clearing it.
Zombie chase distance slightly reduced.
Zombies now have a higher chance of dropping loot.
Players can now sneak up to the back of zombies during the day.
Tutorial
Removed the need to find a map for guide.
Bandages are now crafted as part of the guide.
Trash harvest piles now give metal and wood to fix confusion in the guide.
Filters are now hidden for health during the guide to save confusion.
Removed delay before next waypoint is enabled in guide
Audio
Fixed menu music playing in the game
Generators are now quieter.
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!
We've released 1.12.55 on our experimental branch via Steam. This build will be moved to the stable branch as v1.13 if no major issues are found by players. This has been another quick QoL based update but also includes something many of you have been asking for. Localization has been a huge want from many in the community and you’ll see that along with many other changes in the coming build. Please have a look over the blog below as we’ve included translation files and request for community help.
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:
Open Steam and go to your games library.
Right click on STN and select "Properties"
Navigate to the "Betas" tab and select "experimental" in the drop down menu.
Close the properties window.
Localization (Game Translation)
The text based system has of course made it rather difficult for non-english speaking players to easily pick up and play STN. 1.13 will introduce our ‘first pass’ over translations. James has spent his time this update cycle implementing an auto-translate system. Translating a game of this size with a team of our size just isn’t possible without auto-translate and on top of that community help. Most of you know, translations via apps or the web aren’t always the most reliable or fluid. As mentioned above, there’s a lot of text in Survive the Nights and things might not automatically translate properly. In fact, we know they won't. The system creates a great base but will also allow us to improve over time. Also keep in mind that not everything in game is translated or translatable just yet and we’ll expand on missing items in coming updates.
Below you’ll find the localization files. They’re in JSON format which James has done to make this process easier. Some of you may be familiar with this format but if you’re not, don't fret, it’s super user friendly and you’ll have no trouble understanding the format.
Here’s a quick example of JSON format and one of our translations:
{
"Translation": "Аптечка первой помощи",
"English_Ref": "First Aid Kit",
"_Identifier": "item/503_name"
},
{
"Translation": "Этот набор содержит различные средства первой помощи и обеспечивает немедленное выздоровление.",
"English_Ref": "This kit contains various first aid products and provides immediate health.",
"_Identifier": "item/503_description"
},
You can see the simple format here. In the first example, you’re translating the item name for the First Aid Kit (Аптечка первой помощи in Russian according to our auto translate). We know it’s the item name as that information is provided by the “_Identifier” the third “_Identifier” like isn’t of any real importance if you’re looking to just do a mass sweep and translate the entire project.
The second example above is for the same first aid kid but it is the translation of the items description. "This kit contains various first aid products and provides immediate health." is translated to "Этот набор содержит различные средства первой помощи и обеспечивает немедленное выздоровление.".
As you can see this has been a massive task for us to put together and we would greatly appreciate the community's assistance with translation. Translations should bring in a good deal of gamers interested and just put off by having to read and attempt to translate that much English. The better we can get these translations, the easier it’ll be for people to pick up and play STN.
This is just the initial introduction of the system and James will make translations as easy as possible in coming updates. There are great third party tools that we can use for peer review to make sure all is well before game implementation.
**Note: Notice the open and close brackets in the example above these things { } and the commas. If you break that format, everything will break and you’ll spend far too much time scratching your head. Keep that in mind - you should never need to change, move or remove commas or brackets but if you do the format is simple. Everything goes in these {} and there’s always a comma between closed and open brackets as well as between the translations, references and identifiers.
You can also use a JSON formatter to validate and ensure your JSON file is formatted correctly and nothing has gone wrong.
If you’re stumped or run into issues feel free to join our Discord and we can help out.
(After downloading the experimental branch on Steam)
Right click on Survive the Nights in your Library
Click on Properties
Navigate to Local Files
Click Browse
Open the SurviveTheNights_Win_Data folder
Open the StreamingAssets folder
Open the Localization folder
Inside the Localization folder you’ll find the games current language packages. Arabic, Chinese, Dutch, English, French, German, Italian, Japanese, Korean, Polish, Portuguese, Russian, Spanish, Swedish, Turkish and Ukrainian.
If your language isn’t on the list above or in the project reach out and let us know, we’ll create a JSON and auto-translation for you.
There has been a lot more put into 1.13 and we’ll do a full blog post with the default patch. For the time being you’ll find the current and up to date changelog below. This should all be testable and live on our experimental branch as 1.12.55.
Map now works without a map item. The player starts with the ability to view the map.
Removed map harvesting from message boards and bus stops.
Map locations key updated with new icons and locations.
Fireworks can now be activated by shooting.
Fireworks can now be activated by a wooden club on fire.
Fires can now be activated by a wooden club on fire (Fire barrels/campfires/hearth/stove).
Faster vehicle repairing
Respawning near death now improved and more accurate and will spawn the player closer than previously. Over 500 new spawn locations added.
Damage from sliding reduced.
Fixed small chance of player spawning under water on new life.
Fix for multiple fires healing the player faster
Pickups
Club no longer spawns in the world.
Added crafting recipe for jerry cans
UI
Fixed critical stat not showing when joining game
Removed phantom map pins off the coast of black rock.
Ai
Outside areas now stay clear of zombies for a while after clearing it.
Zombie chase distance slightly reduced.
Zombies now have a higher chance of dropping loot.
Players can now sneak up to the back of zombies during the day.
Tutorial
Removed the need to find a map for guide.
Bandages are now crafted as part of the guide.
Trash harvest piles now give metal and wood to fix confusion in the guide.
Filters are now hidden for health during the guide to save confusion.
Removed delay before next waypoint is enabled in guide
Audio
Fixed menu music playing in the game
Generators are now quieter.
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!
We're releasing our holiday loot event today. You'll notice lit trees in all the structures along with a massive tree in the center of towns. This tree can be powered and once so will start a small mini, wave based event. Some of you might remember the event from last year. We've upped the rewards and added a few new bits like Santa hat wearing zombies (which is way creepier than we thought it would be).
Town Tree Event
Find big town trees in center of the islands towns. Below the tree you'll notice a breaker panel and an electric meter. If the you place a generator and provide power to the tree, you can hit the big red button to start the challenge. Keep in mind this challenge can only be done at night and it doesn't stop your nightly horde from arriving :) Once the challenge starts you'll need to survive 3 separate waves of zombies. Surviving the challenge will result in presents, duh! This year, as mentioned above, we've upped loot rates. You'll also no longer need a lighter for the firework presents, so go crazy!
Santa hat wearing zombies, so festive!
So creepy!
Santa's little helpers
Toys for all!
Event rules
Weeklong Deal Reminder - 60% Off
There are just a few days left to get 60% off Survive the Nights. The sale ends Monday, December 13th. If you have any questions before purchasing, please join our friendly community on discord.
Our latest update (v1.12) includes improvements for the map, zombies, AI, animations + more!
We've released a hotfix (Alpha 1.12.54) to our default branch on Steam. You can find our patch notes below. Please report bugs and issues in game using the F1 menu. In case you missed it, the full v1.12 update can be viewed here.
Patch Notes - Alpha 1.12.54 (Hotfix)
Breaker panels now spawn with breakers again.
Christmas event prep(Active on Friday 10th) - More rewards! Harder hordes! Same cheesy music.
Survive the Nights is now 60% off for a weeklong deal until Monday, December 13th. If you have any questions before purchasing, please join our friendly community on discord.
Our latest update (v1.12) includes improvements for the map, zombies, AI, animations + more!
We'll be moving our 1.12 build from the experimental branch (you should be here if you want to test on new builds) to our stable branch (most of you are already here). The 1.12 update introduces some big changes to Survive the Nights. This cycle was pretty quick and features some massive gameplay changes. Below is just a brief overview of the changes, hop on and check them out yourselves!
Zombie Improvements
We’re making some pretty big changes to zombie behavior in the coming build. Some of the biggest changes you’ll notice are the increased amount of day zombies. Previously, zombies that made it through the night would die off. From 1.12 on they’ll no longer die, they’ll simply turn from ‘night zombies’ to ‘day zombies’. There are increased numbers of zombies all around and we’ve made some decent optimizations to surrounding AI systems.
Along with the increased numbers of zombies, you’ll notice there will now be small zombie behavior differences. Zombies that around during the day will be dumb, slow and sluggish. Day zombies that aren’t inside darker structures won’t really be a massive threat; their danger comes in the amount of zeds not their speed and strength.
Day Zombies Roaming
Day Zombies Gathering in Alleyway
In addition to the added number of zombies, you’ll also notice a few more changes. Zombie animation speeds have changed along with zombie speeds themselves. We’ve introduced some variation in zombies, some are faster than others, some are far slower. This should greatly improve the general feel of zombie hordes.
Zombies are now easier to kill and headshots drop them easier than before. This change is very simple but plays into the changes we’re making with more zombies. The overall feel we’ve gone for here is that headshots get the job done much easier now, range and weapons being a factor of course.. Overall though zombies should just go down easier. It feels more satisfying to kill them in general and feels far more apocalyptic with the increased amounts.
Zombie walk and run animation have been improved to reflect new zombie speeds. We’ll continue to tweak these as we move through development.
Updated Slow Zombie Walk
We are still looking to add new zombie models although to be completely transparent with everyone the new assets we had been working with have fallen through. Seems they have been completely removed from the asset store and the developers behind them have gone dark. We’re currently expanding the team and looking for freelance designers to tackle some of our needs with zombies and character rework being a major one.
In the meantime, Andre has made some really nice texture improvements to our current zombies and we’re concepting a random texture system for scaring and clothing. The updated textures remove a lot of the bright colors and shininess the zombies have. They look way more fitting the the world and bring the zeds far closer to what the team originally imagined. They’ll make better placeholders for the time being.
Updated Zombie Textures
Updated Textures
Waypoint Improvements
We’ll be introducing a fully placeable waypoint system in 1.12. You’ll be able to add one marker anywhere you’d like on the map. Along with that, you’ll not notice all important map markers highlighted depending on your needs. Should the guide be directing you towards something like a car lot.
Waypoint Placement
Additional Strip Malls
We’ve been greatly expanding the quick guide and plan to continue to do so. In 1.12, the guide will continue right on through to finding a vehicle and getting to a hardware store for some fortification materials. We’ve added around 20 new strip mall additions, mainly hardware stores, gun shops and pharmacies.
Hardware Stores, Pharmacies and Gun Shop Additions
Patch Notes - Alpha 1.12.53
Changed bandage health from 25 to 30.
Zombies now drop clean cloth instead of dirty cloth.
Fixed footsteps by adding footstep events to animations.
Manually placed waypoint now clear automatically when reached.
Fix for bounce when opening the map near the edge of the island.
Fix for proxy punching being broken
Quality of Life
Tweaked guide to add placing of a marker for navigation to the car lot.
Added snipers to police station and prison.
Removed snipers from Farmhouse.
Removed broken searching functionality from certain bathtubs.
Animations
Improved the set of walk animations for zombies that are less repetitive and vary in speed.
Improvements to run animations.
Improvements to idle animations.
AI
Zombies no longer attack vehicles during the day.
Added headshot sound when shooting zombie in the head
Improved zombie hit detection
Zombie speeds now more varied. Most outdoor zombies will be walking slowly during the day but a small percentage will still run when chasing a player. Outdoor zombies during the night will become a lot more aggressive but some will still walk. Indoor zombies will still be more aggressive than outdoor zombies during the day.
Rebalanced zombie spawn locations to cater for new outside zombie during the day.
New zombie texture variants added and textures improved.
Zombie textures now more desaturated and blend more into the world
Zombies spawn with a random height difference to increase variety
Zombie ambient lighting now looks correct when zombies are outdoors
Improved zombies floating above the ground
Improved zombies sliding when starting to move and when coming to a stop
Improved zombies sliding when walking around
Zombies are now easier to kill.
Headshots on zombies are now more powerful.
Disabled several zombies from spawning.
Performance improvements when close to a lot of zombies.
Rag doll pooling system which reduces lag associated with dead zombies.
Fixed screaming zombies turning around on the spot instantly
Increased zombie amounts.
Zombies no longer die in morning and remain outside.
Fix for zombies legs moving around when a stationary zombie is attacking a player
Map
Map now re-centers to the player upon opening.
Added map positions for to hardware store, pharmacy and gun shop
Added info when hovering over map pins
Map pins now highlight based on current tutorial step
Fixed issue which caused the mouse to unlock while in the map UI.
Map now starts zoomed in on the player location.
Players can now place a marker on the map which shows in the world as a waypoint.
Map icons now increase in size when zooming for improved visibility
Outline around player position on map now reflects friend vision distance
Player is now displayed on the map as a white arrow instead of blue.
Crafting
Removed cloth from machete recipe.
Design
Added strip mall (pharmacy) to tile 49, north east corner of map.
Added strip mall (hardware shop) to tile 42, north of Sage Creek.
Added a HARDWARE STORE to terrain tile 2
Added PHARMACY to 11
Added strip mall (hardware shop) to tile 36 west of Union Point
Added strip mall (pharmacy) to tile 35 north west of Union Point
Added strip mall (gun shop) to tile 26 north of Union Point
Added strip mall (hardware shop) to tile 48 between Old Town and Black Rock.
Added strip mall (pharmacy) to tile 45, in the airport.
Added strip mall (pharmacy) to tile 53, west of Addersfield.
Added strip mall (hardware) to tile 58, north east of Sage Creek.
Added strip mall (gun shop) to tile 52, north of Sage Creek.
Added strip mall (hardware store) to tile 63, north east of Black Rock.
Added strip mall (pharmacy) to tile 55, north of Black Rock.
Added strip mall (gun shop) to tile 46, north of Black Rock.
Added strip mall (hardware store) to tile 13, west of Mt.Baron.
Added a PHARMACY STORE to terrain tile 31
Added strip mall (hardware store) to tile 30, north east of Old Town.
Added strip mall (hardware store) to tile 15, west of Old Town.
Added strip mall (hardware store) to tile 15, west of Old Town.
Added strip mall (gun shop) to tile 22, north of Old Town.
Weeklong Deal - 60% Off
Survive the Nights is now 60% off for the entire week until Monday, December 13th. If you have any questions before purchasing, please join our friendly community on discord.
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!
We've released 1.11.52 on our experimental branch via steam. This build will be moved to the stable branch as v1.12 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:
Open Steam and go to your games library.
Right click on STN and select "Properties"
Navigate to the "Betas" tab and select "experimental" in the drop down menu.
Tweaked guide to add placing of a marker for navigation to the car lot.
Added snipers to police station and prison.
Removed snipers from Farmhouse.
Removed broken searching functionality from certain bathtubs.
Animations
Improved the set of walk animations for zombies that are less repetitive and vary in speed.
Improvements to run animations.
Improvements to idle animations.
AI
Zombies no longer attack vehicles during the day.
Added headshot sound when shooting zombie in the head
Improved zombie hit detection
Zombie speeds now more varied. Most outdoor zombies will be walking slowly during the day but a small percentage will still run when chasing a player. Outdoor zombies during the night will become a lot more aggressive but some will still walk. Indoor zombies will still be more aggressive than outdoor zombies during the day.
Rebalanced zombie spawn locations to cater for new outside zombie during the day.
New zombie texture variants added and textures improved.
Zombie textures now more desaturated and blend more into the world
Zombies spawn with a random height difference to increase variety
Zombie ambient lighting now looks correct when zombies are outdoors
Improved zombies floating above the ground
Improved zombies sliding when starting to move and when coming to a stop
Improved zombies sliding when walking around
Zombies are now easier to kill.
Headshots on zombies are now more powerful.
Disabled several zombies from spawning.
Performance improvements when close to a lot of zombies.
Rag doll pooling system which reduces lag associated with dead zombies.
Fixed screaming zombies turning around on the spot instantly
Increased zombie amounts.
Zombies no longer die in morning and remain outside.
Fix for zombies legs moving around when a stationary zombie is attacking a player
Map
Map now re-centers to the player upon opening.
Added map positions for to hardware store, pharmacy and gun shop
Added info when hovering over map pins
Map pins now highlight based on current tutorial step
Fixed issue which caused the mouse to unlock while in the map UI.
Map now starts zoomed in on the player location.
Players can now place a marker on the map which shows in the world as a waypoint.
Map icons now increase in size when zooming for improved visibility
Outline around player position on map now reflects friend vision distance
Player is now displayed on the map as a white arrow instead of blue.
Crafting
Removed cloth from machete recipe.
Design
Added strip mall (pharmacy) to tile 49, north east corner of map.
Added strip mall (hardware shop) to tile 42, north of Sage Creek.
Added a HARDWARE STORE to terrain tile 2
Added PHARMACY to 11
Added strip mall (hardware shop) to tile 36 west of Union Point
Added strip mall (pharmacy) to tile 35 north west of Union Point
Added strip mall (gun shop) to tile 26 north of Union Point
Added strip mall (hardware shop) to tile 48 between Old Town and Black Rock.
Added strip mall (pharmacy) to tile 45, in the airport.
Added strip mall (pharmacy) to tile 53, west of Addersfield.
Added strip mall (hardware) to tile 58, north east of Sage Creek.
Added strip mall (gun shop) to tile 52, north of Sage Creek.
Added strip mall (hardware store) to tile 63, north east of Black Rock.
Added strip mall (pharmacy) to tile 55, north of Black Rock.
Added strip mall (gun shop) to tile 46, north of Black Rock.
Added strip mall (hardware store) to tile 13, west of Mt.Baron.
Added a PHARMACY STORE to terrain tile 31
Added strip mall (hardware store) to tile 30, north east of Old Town.
Added strip mall (hardware store) to tile 15, west of Old Town.
Added strip mall (hardware store) to tile 15, west of Old Town.
Added strip mall (gun shop) to tile 22, north of Old Town.
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!