Last 7 days
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50% positive of 83 · Mixed · Live from Steam
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A Nights Haunting: Source is an early access mod development enveloping the source engine community in an exciting approach to FPS game play.
Live data from Steam, tracked by SteamPlayerBase.
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What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 50% on 2026-11-03 → 50% today (83 reviews)
Not tested by Valve yet. Results from Valve's own testing.
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1 item on Steam, newest first.
Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Reserved default branch
Developers beta testing branch
In this update i reworked all of the leaderboard statistic tracking achievements redesigning the data handling pipeline for optimization. It was extremely complicating figuring out how the steamworks backend works and then incorporating the steamworks package …
this update finalizes fixed zombie team player movement perfecting the beta zombie team player class. and also packs a hard coded zombie team player limiter to 1. so there may always only be one player zombie in one game session. this player is only available …
In this update i finish team zombie integration and tighten the core zombie player beta. bringing a correction to player animation handling and finishing the players elements. mp_teamplay 1 zombie team - m key cloak - i key predator vision - j key spawning cro…
In this update i repair the jeep for multiplayer and fixed for server side use. i also coded a weapon for developing a silenced pistol to which is configured and beta ready for further developments. the pistol - pistol silenced - smg1 and shotgun have been rew…
i need multiple game session testing of all kill tracking achievements but most importantly the player vs player kill tracking needs testing until i can get to my garbage dell optiplex this is uncertain to be working as of this very second at least. thank you …
Within less than 1 week of core focus and determination dr.N0 was capable of learning and understanding the full works of the source sdkbase 2013 multiplayer infrastructure and fruition'd A Nights Haunting: Source. On the 28th of October i was able to configur…
In this update i finally continue the single player storyline and successfully configure an official DLC pipeline to establish downloadable content supply. for a long time ive been relapsing the need for hammer editor time, kind of manifesting how exactly the …
in this update i start crafting the main character of the game. the Scarecrow is becoming a 3rd player class alongside rebel and combine. under jointeam 4 team zombies or press m in game to spawn as, this hardcoded player class is being built from the ground u…
In this update i code another entity item_weapon_locker. This entity enables surplussing all available weapons at player choice. With the ability to assign to any model similar to the item_ammo_cache entity, only this entity sports a Counter Strike: Source sou…
In this update i create an item_ammo_cache entity that is used to supply players with max ammo for all weapon ammo types available. This is beta but currently is capable of being assigned as any model (as displayed as a crate), can color overlay, has cool down…
in this update i hardcoded a new convar sv_item_respawn to enable or disable weapon and item entities respawn behavior. if set to 0 items like ammo and health packs and weapons will not respawn after being initially picked up by a player. Act NOW while supplie…
in this update i reworked the player spawn and player touch pipelines to enforce Pressing E to pick up item_ and weapon_ entities in world and dropped weapons via player when weapons are swapped due to weapon limits using crosshair trace lines, which include h…
In this update i finish the scheme for npc_zombie, zombine and fastzombie. All 3 npc hammer entities now have support for selecting model spawn behavior to a fuller state. I started the code to degree to which you could select individually listed models precac…
In this update i tapped into the player touch pipe line and created a server console variable gate sv_use_pickup to configure using the E bound key to pick up world objects like item_ and weapon_. Now you must choose which items and weapons youd like to use ra…
In this update i dig into ragdoll_shared and basecombatcharacter to create a more advanced handling on models behaviors within the rag doll engine to create a more realistic feel without having to touch the models. this is purely beta but i like the feel atm. …
In this updated ive replaced the sounds and models for the healthkit the health vial and the batter.y packing a custom field medical supply bag over the healthkit, a kroger pain pill bottle over health vial and a syringe over the battery. the needle is courtes…
Nominee Mee for the Steam Awards
Dear Valve, SDK AUTH completed..
This tihs was crazy and took a while to do but ive got official trusted triggering server side for leader board support. now globally our kills will be tracked. This was very strategically crafted using dr.N0s MYSTERIOUS sLAUGHTER HOUSE HUB web hosting incorpo…
Within less than 1 week of core focus and determination dr.N0 was capable of learning and understanding the full works of the source sdkbase 2013 multiplayer infrastructure and fruition'd A Nights Haunting: Source. On the 28th of October i was able to configur…