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Version 1.0 is Here! (Modding | Fixes | Water Treatment POI ++)

Survive the Nights · Community Announcements · December 05, 2025

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[p align="start"]December 5th, 2025

[p align="start"]

[p align="start"]Well today marks a massive milestone for us. We’re releasing our 1.0 build and leaving of early access. It has been a long road and we’ve loved every minute of it. All the feed back, all the work has finally resulted in a real solid foundation for the future. 1.0 marks not only our release to what we hope is a much larger audience but the start of something special, a mod ready zombie sandbox experience, the kind we’ve all been waiting for.

[p align="start"]First things first - this isn’t the end of development. Not even close. It’s more of a turning point. Up to now, our focus has been on delivering the core concepts and all the crazy ideas that you - and we - dreamed up over the years.

[p align="start"]From 1.0 onward our focus shifts slightly:

Modding

[p align="start"]We’ve added a full modding suite with the ability to swap basically any asset in the game, inject code, and even add your own content. For years we’ve held back until the foundation of the game was where it needed to be - so that the creative vision stayed intact.

[p align="start"]Now that foundation is here. It’s time to let you all break things in creative new ways. Below are couple of examples of the Mods you can find on the workshop right now.

MODSDK DOCUMENT

Integrated mod workshop

Insta-cook mod

Horn honk opens gate mod

Fixes

[p align="start"]The feedback over the last couple of builds has been fantastic. We’ve been ticking off tickets and making really good fixes when i comes to polish. Below are just a few of those highlighted fixes.

Vehicle Updates — Smoother, Less Janky, Wiggle Flips!!

[p align="start"]Vehicles just got a major polish pass aimed at making them feel smoother, more reliable, and way less prone to awkward “I can’t believe you’ve done this” situations. We’ve simplified the main body colliders and switched them to a frictionless setup, which helps prevent cars from snagging on small obstacles or digging themselves into the terrain. A new stability system kicks in whenever a wheel leaves the ground, giving all wheels extra drive power and letting players wiggle the vehicle free by steering left and right. If you manage to flip your ride completely, you can now recover it easily by using the wiggle system to roll yourself back over. We’ve also tightened up acceleration logic to reduce glitchy behavior by blocking acceleration briefly when driving directly into an obstacle, and fixed an issue where vehicles wouldn’t move forward after reversing down certain slopes. Along with physics tweaks and cleanup work, these changes should make driving feel far more dependable and a lot less frustrating as you explore the island.

[p align="start"]Here’s what’s new:

Wiggle Free!

New Play Types

[p align="start"]1.0 introduces fully fleshed-out play types designed to let survivors tailor the game to how they want to experience the island. Whether you prefer a forgiving, progression-focused run or a hardcore “every mistake matters” challenge, the new Arcade and Realism modes give death, loot, and progression their own identity.

[p align="start"]Alongside the new systems, we’ve added UI that clearly displays your current play type and world info both in-game and on the death screen, so players always know exactly what rules they’re living—or dying—under. These changes come with several fixes to world loading, attribute syncing, and XP behavior to make sure progression feels consistent and fair.

Play type selection

Arcade Mode

Realism Mode

New UI Improvements

Other Fixes & Improvements

Water Treatment Plant POI

[p align="start"]We’re introducing a new POI in 1.0, the water treatment plant. The plant is on the south side of the island and it features a functioning dam. Like the power station, the plant is operational. If you want clean drinking water from your taps, someone is going to have to get it going!

Dam entrance

Dam functioning water level changes

Zombie AI Overhaul (Enhanced Detection, Communication, and Horde Behavior)

[p align="start"]With this update, we’ve made major improvements to zombie perception, alerting, and group behavior. These changes make the world more reactive and create more realistic escalation when players make noise or are detected. Below is a detailed overview of the new systems and their intended impact on gameplay.

Expanded Noise System

[p align="start"]Zombies now react to a wider and more accurate range of player-generated sounds. Actions that previously had no AI impact will now carry consequences:

[p align="start"]Each of these actions produces noise based on severity, allowing nearby zombies to investigate or move toward the source. This brings additional weight to movement and combat choices and makes situational awareness more important, especially indoors or in high-risk areas.

Improved Zombie Communication and Informing Behavior

[p align="start"]When a zombie spots a player, it now alerts nearby zombies in a more intelligent and believable way.

[p align="start"]Instead of a single alert point, the system now evaluates three positional references:

  1. The hunting zombie’s location

  2. The player’s current location

  3. A midpoint between them

[p align="start"]This provides more nuanced responses:

[p align="start"]This results in more natural group behavior and a more believable spread of awareness across nearby infected.

Dynamic Horde Escalation During Chases

[p align="start"]Zombies actively pursuing a player will now periodically inform other zombies around them. This happens every 3–8 seconds at a reduced radius and allows chases to escalate gradually if the player cannot break line-of-sight or reduce noise.

[p align="start"]This system creates more consistent threat buildup and makes prolonged encounters riskier over time.

Noise Sensitivity Adjusted by Player Behavior and Time of Day

[p align="start"]Alert radius now scales dynamically based on:

[p align="start"]This ensures that noise discipline and stealth matter more in low-visibility environments and encourages more thoughtful nighttime movement.

AI System Refinements and Stability Improvements

[p align="start"]The underlying reaction system—AiReactOverlapSphereServer—has been refactored to improve stability, performance, and consistency. Key changes include:

[p align="start"]These optimizations help maintain performance in high-density situations and reduce erratic AI behavior.

Zombies are more alert

Vaulting

[p align="start"]Something many of you have requested is vaulting, traversing windows in the past has been a challenge. 1.0 introduces a vaulting system that provides a far more fluid experience. Simply jump near a window and you’ll quickly make your way through. The system blocks vaults should the window be fortified of course.

Window vaulting FTW!

Thank You

From everyone on the team: Thank you for surviving Early Access with us! We can’t wait to see what you create, break, build, and reimagine with version 1.0. Welcome to the next era of Survive the Nights!

Patch Notes - Version 1.0 (End of Early Access)


New Features


Zombie AI Improvements


Movement & Traversal


Modding


Localisation


Performance


Tutorial Improvements


Zombies & AI (General)


Vehicles


Barricades & Gates


World & Environment


Map & Navigation


Inventory Improvements


Audio Improvements


Gameplay Fixes


UI & Interaction


Locks & Doors

Links

Discord

Changelog

X

Facebook

YouTube

Website

Merch

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