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Steam News23 April 20262mo ago

Rogue Night Update - v1.1.4

Changes: Weapon XP requirements reduced by 20% (levels now require 20, 40, 60 XP) Removed key drops from zombies, skeletons, and wights Keys now only drop from chests and specific sources, making lockpicking more valuab

In this update2

Full notes

Full Rogue Night update

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What changed

13 fixes4 additions2 changes2 removals
  • Gameplay
  • Fixes
  • Maps
changedChanges:Weapon XP requirements reduced by 20% (levels now require 20, 40, 60 XP)
removedChanges:Removed key drops from zombies, skeletons, and wights
addedChanges:Weapon pickups now display clearly in the gain notice with a NEW badge. The weapon bar slot flashes until equipped
addedChanges:Added secondary proximity spawning: zombies now spawn off-screen around the player starting day 2, keeping cleared areas from feeling empty
addedChanges:Added horde mechanic: every 5th night from 9pm to 5am, existing spawners produce zombies at 2× rate
addedChanges:Added new in-world book objects throughout the world that teach mechanics when read

Rogue Night changes

changedWeapon XP requirements reduced by 20% (levels now require 20, 40, 60 XP)
removedRemoved key drops from zombies, skeletons, and wights
addedWeapon pickups now display clearly in the gain notice with a NEW badge. The weapon bar slot flashes until equipped
addedAdded secondary proximity spawning: zombies now spawn off-screen around the player starting day 2, keeping cleared areas from feeling empty
addedAdded horde mechanic: every 5th night from 9pm to 5am, existing spawners produce zombies at 2× rate

Changes:

  • Weapon XP requirements reduced by 20% (levels now require 20, 40, 60 XP)

  • Removed key drops from zombies, skeletons, and wights

  • Keys now only drop from chests and specific sources, making lockpicking more valuable

  • Chests now retry their blueprint roll up to 20 times if the first pick is already learned, reducing empty blueprint drops

  • Weapon pickups now display clearly in the gain notice with a NEW badge. The weapon bar slot flashes until equipped

  • Added secondary proximity spawning: zombies now spawn off-screen around the player starting day 2, keeping cleared areas from feeling empty

  • Added horde mechanic: every 5th night from 9pm to 5am, existing spawners produce zombies at 2× rate

  • Raised total zombie cap to accommodate both systems

  • Added new in-world book objects throughout the world that teach mechanics when read

  • Rewrote the text quest of multiple quests

Bug Fixes:

  • Fixed merchant purchases occasionally deducting gold without marking the item as sold out, allowing repeat purchases of the same blueprint

  • Fixed potion upgrade purchases deducting the wrong gold amount

  • Fixed blue chest lockpick (Fang dagger) consuming attempts without opening the chest, leaving it permanently uninteractable

  • Failed lockpick attempts now correctly reset the chest so it can be retried

  • Fixed 25-day survival achievement not triggering

  • Fixed "All NPCs Recruited" achievement not triggering

  • NPCs now scan for a valid spawn position in expanding rings instead of falling back to 0,0

  • Fixed learned blueprints randomly locking mid-session when Gearforge lost power or when Electromagnet, Power Supply, Obelisk, or Divine Crystal were destroyed

  • Fixed block pushing clipping through adjacent blocks

  • Push now uses directional raycast to select a single target. Player snaps to grid alignment while pushing blocks

  • Fixed rain rendering behind trees in southern parts of the map

  • Bats now properly retreat to corners and despawn when the player is sleeping

  • Skeleton bones that fall within the light radius of a completed campfire or brazier now dissolve without respawning the skeleton

  • Removed the nearby-zombie-count condition that was blocking wight summons during mixed enemy groups

  • Mushrooms and weapon pickups now use distance-based pickup instead of mask-shape collision, eliminating cases where items couldn't be collected

Source

Steam News / 23 April 2026

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