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Minimum to play:
-OS: Windows 7 64-bit
-Processor: 2ghz
-Memory: 6 GB of RAM
-Graphics: NVIDIA GTX 760 or higher / AMD Radeon HD 7870
-DirectX: Version 9.0
-Red: Broadband Internet connection
-Storage: 10 GB of available space

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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. Gameplay focuses on realistic survival, post zombie infestation. Prepare during the day for the night to come. How many nights will you survive?
 

“Survive the Nights just saw its 1.0 Alpha release, which has added a whole new slew of features, such as breakable windows and more zombies to contend with. If you’re thinking of purchasing a zombie game with some unique features, now may be a good time to try out Survive the Nights, because it’s only going to get better.”
82% – CYBERPOWERPC

 

“This game has come a very long way. One of the best survival games I have played in a long time. If you own it and have not played it in a long time, I recommend you try again. If you don’t own it and wanna try something new this is the game for you. Must play game!”
NeakUp (39 hrs)

 

“I have been waiting 2+ years to play this game and once i finally got it, I have had so much fun... even in the early access pre-alpha version. An almost fully interactive open world map that allows for great role playing. One of the greatest parts is how there are consequences for KOS players and how it encourages teaming up to survive.”
Trail Blazer (199 hrs)

About The Game

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 to survive each night.
 

Use the day time hours to roam the island, find loot and prepare for the night to come. Fortify structures, set traps, start fires, get meals and bandages ready. When the night falls, you will not want to venture too far from a secure structure.
 

Here's some of what Survive the Nights has to offer in its first public alpha build. Please remember, we’re dedicated to listening to the players. If you have any suggestions, share them our discord. and steam community hub. We’re listening!
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-Large hand designed world
-Woodlands
-Campgrounds
-Starting Camps
-Shipping container camps
-Farmland
-Cabins
-Meadows
-Rivers
-Large road system
-100’s of fortifiable structures

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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. Using a firearm in a town at night would draw hordes. It’s best to stick indoors unless you have a large group of friends.

Day Cycle
-Fell trees
-Craft planks
-Hunting and trapping
-Gather loot and food
-Fortify a structure
-Secure doors and containers with locks
-Fuel generators and prepare power systems
-Light a fire to keep your health up
-Craft bandages and prepare for the night


Night Cycle
-Team up with friends
-Hunker down in your secured structure
-Avoid firearms use melee
-Remain as quiet as possible
-Start generators and power structures
-Set structure traps
-Cook meals indoors on wood stoves
-Try to survive the night

 

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

-Dynamic lighting
-Dynamic seasons
-Day and night cycles
-Realistic star and moon positions
-Random weather events such as rainstorms and snowstorms
-Mist and fog system

ElectricalSystemNEW.png?t=1581113005
 

Powering a structure can provide a structure with lighting making night time activities far easier.

-Power an electric meter with a generator
-Power a set radius with a generator in the wild
-Supply a structure or area with electricity
-Power lights
-Crafted electrical items like work lamps
-Power gas pumps to retrieve fuel

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Structures are all exciting as there’s no “base building”. You can take control of an already existing structure, fortify and hunker down.

-Every door can be padlocked
-Plank over windows on the interior and exterior
-Power structures to provide much needed light
-Set traps outside/inside doors and windows
-Select and secure fixed containers with locks

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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
-Craft canteens to store and purify water
-Combine food items with canteens to create meals that are ready to cook
-Easy to navigate an search for recipes
-Search based on recipe or ingredient
-Use large and small workbenches to craft items both large and small

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The placement system allows for players to move any crafted or found physical game drop as they see fit. Placement will allow for players to make a structure feel more like their own.

-Mani[CENSORED]te any loot drop
-Placement directly from the inventory
-Place and store goods on counters, shelves or tables
-Organize your safe house

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Getting around an island the size of this one isn’t easy on foot. Vehicles are in their infancy and we’ll greatly expand on them in the future.

-Realistic fuel consumption
-Realistic part system
-Vehicles support more than one passenger
-Vehicles can power structures

MentalHealthSystemNEW.png?t=1581113005
 

Our mental health system is being developed to discourage "Kill On Sight" mentality. The zombies are 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

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Realistic food and drink intake is a big part of the game. You don'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
-Hunt game for larger meals

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

-Day and night based AI
-Zombies hear and 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

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Server based leader boards allow you to see who has survived the longest on the server. Each player will also have personal stats seen via the main menu. The game also tracks global stats, seen on our website/forum and discord server.
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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.
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¿What Is New?
We’ve released the 1.2 patch to our stable branch on Steam. There’s a lot of testing and breaking to do so go at it! Below you can find our patch notes. Please check against the list of changes and report bugs using the in game bug report system. Jay explains more details about the update in the devlog below.

Alpha 1.2 Devlog


 

This update includes quite a few fixes and improvements along with a new point of interest. Addersfield Airport has been introduced. It's our first large world addition and our biggest yet. We'll be introducing new POI's in coming updates and the police station is the next on the list. It will get a full makeover for the next update.
 

Addersfield Airport introduced new structures and mechanics including electric fences, electric doors, emergency lighting and an armory. The player will need to power the facility to open the doors to the armory and control tower. The front gate needs to be powered to open, so you'll need to do so to enter with a vehicle. We have a small test of the mechanics in the video below.
 

Addersfield Airport
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Emergency Lighting
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Hangers and Terminal
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End of Runway Crash
4xVgG7C.jpg

Electric Airport Gate Entrance
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Terminal and Radio Tower

 

Craftable Sawn Off

We've added a craftable sawed off, using a double barrel and hack saw you can create. Obviously the process is not reversible.
bazgqUt.jpg

 

New Traps

We're introducing a couple of new traps in the 1.2 update. The firecracker trap can be secured to doorway. It will alert you to anyone passing by. The nail bomb trap will do the same and like the firecracker trap, it can be either free-placed or attached to door frames. The nail bomb trap will damage zombies and players spraying an area with shrapnel. We've also introduced an air-horn trap allowing you to hear people approaching from quite some distance out.

 

 

             Patch Notes - Alpha 1.2
                     Quality of Life

 

  • Added hints explaining that respawn is now closer to death location and that death and previously placed lock are now also shown.
  • Compass now shows the direction the player is looking while in the map.
  • Resolved issue where trying to respawn would either result in being stuck at "loading" or kick the player back to menu.
  • Players now spawn within a set radius of where they died. This allows players to more easily navigate back to their lost items. This removes the need to /suicide to get a better spawn.


General

 

  • Tweaked suppressor weapon effectiveness to make them more realistic.
  • Consuming canteen milk now gives back the empty canteen.
  • Slowed down the combat knife attack rate.
  • Resolved issue where doors can be stuck in an open position while locked.
  • Locks are now applied at 50% of their max strength or their quality if less than 50% of max strength.
  • Updated descriptions on dehydrated milk.
  • Lock kits no longer stack since they maintain their quality.
  • Shooting fortifications while using shotguns no longer results in log spam.
  • Added functionality for building loud speakers.
  • Added functionality for building emergency lighting.
  • It's now possible to choose which lock is placed by pressing [Place] button while looking at a lock location.
  • It's now possible to highlight all available lock locations by pressing [Place] button next to item in the inventory.
  • You now become an owner of a lock when unlocking with the correct pin.
  • Explosion now damage locks and blow doors open. Note that this includes the nail bomb trap.
  • Resolved issue where pressing enter/return would mute the game audio.
  • Lock kits can now be removed while they are unlocked and reset.
  • Created functionality for weaker crafted lock kits.
  • Now have the option to hide the pin code being entered. This allows streamers to use the locks without worrying about their code being visible.
  • Locks can now have multiple owners (Auto locking/unlocking) by snapping a lock shut with the correct pin entered.
  • Locks now only scramble on opening/closing of UI rather than after a lock has been snapped shut from within the UI.
  • Added new weaker craftable lock kit variant.
  • Lock code starting with 0 now work correctly. Previously locks would break after server restart.
  • Locks no longer show in the locked state after trying to lock with 0000.
  • Resolved issue with locks where the highlight would appear again after taking items from a container.
  • Locks can now be operated with keyboard num inputs.


UI

 

  • Airport added to in-game map.
  • Guide now includes steps for creating a weak lock instead of a finding a full strength one.
  • Loading screen keyboard inputs now includes 6 for tools.
  • Fixed issue where resolutions would be duplicate in the drop down.
  • Locks now have additional UI to help explain lock function.
  • Compasses now take time to show on the map and have a compass animation to show how long it will take.
  • Added time readout in inspect [F] menu.
  • All new lock UI added which is bigger and clearer to understand.
  • Placed locks now show on the map after death so that players can return to their locked containers.
  • Items now display weight in their hover UI which turns red when item cannot be picked up.
  • Ammo boxes now displays ammo remaining in hover UI.
  • Tweaked contrast on hover UI's so that they're easier to read.


Crafting

 

  • Baseball bat nails now retains the quality of the baseball bat when crafting
  • Changed all craftable handles to require firewood.
  • Can now craft tinder from firewood using a combat knife.
  • Can now craft screws just like nails.
  • Craft all functionality no longer sometimes gives extra items.
  • Shotgun trap now recognizes the wire spool in the inventory.
  • Added craftable lock kit.
  • Added craftable compass.


Environment

  • Added various buildings and trees that were missing from far details.
  • Added poles to the floating street signs in union point.
  • Changed the plaster material on the floor in house_wood_4_v1_pref to carpet.
  • Added garage doors to old town house.
  • Fire barrels should work for cooking.
  • Fence no longer clipping with garage in union point.
  • Lowered the driveway in Oldtown in front of the large garage.
  • Added 2 more manual garages in Addersfield.
  • Removed junk in Addersfield that was blocking the warehouse meter.
  • Fixed clipping ground in houses in SageCreek and the cabin park.
  • Removed submerged campsite north of sage creek near Turtle head bay.
  • Fixed floating log west outside of Sage creek.
  • Removed floating trees in cabin park.
  • Fixed garage doors that had gap between frame and wall.


Audio

 

  • Other players making sounds like trying locked doors and opening closing doors and containers can now be heard.
  • Opening containers/doors can now attract zombies.


AI

  • Improved fox trotting and running animations.
  • All passive AI now reacts to players quicker. Especially from behind and generally try to flee sooner.
  • Passive Ai now favour their location and will return to them after being chased away.


Animations

 

  • Other players now visually animate when harvest, opening doors and picking up items.
  • Improved manual garage door animations.
  • Hanger door animations added.
  • New Proxy animations for interact
  • ARG15
  • Axe
  • BaseBall
  • Bateman
  • Clinchester
  • Combat Knife
  • DefaultArms
  • DoubleBarrel ShotGun
  • Flashlight
  • FlashLight Windup
  • FRKSAutoShotgun
  • Hammer
  • Hatchet
  • LolaAndGarrysIron
  • Machete
  • PumpActionShotgun
  • R-6804
  • RauserRig
  • ScrewDriver
  • Walkie Talkie
  • WoodenClub

Props

  • Added airport signs.
  • Added new hanger door.
  • Added new working electric chainlink fence.
  • Added loud speaker props.
  • Added emergency lighting assets.
  • Added new airport fence props.
  • Added new airport runway.
  • Various new airport drops.
  • Added 2 new manual garage door frames to replace old.


¡Thanks for checking out our patch update!

 

Edited by darK;
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