A Nights Haunting: Source
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17 Sep 2026
Playing now
0Sampling since 01:59 UTC
All-time peak
17 Sep 2026
| Published | Title | Build |
|---|---|---|
| AND the SHOW GOES ONmajor 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 first level should transition into the second and ive finally mapped it out. Introducing some new mechanics ive been wanting to implement… | 24623717 | |
| 4th of JULY Fiire REWORKS 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 into the source engine sdk 2013 multiplayer source code was bonkers. Originally the leaderboard syncing infrastructure would work the sta… | 24048446 | |
| postIT PATCH note 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 via teamplay 1. | — | |
| PRETTY lil PATCH notes 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 crows - n key *3 alive max crow animorph - left click crow flight - rapid space bar flight altitude control. cloak is clean. animorph abilit… | 22552755 | |
| CHECK YOUR GAT PACK!major 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 how i can describe as such the 1 key is physcannon only do not drop! Thems yo hands boi! the 2 key is 1 pistol or explosives the 3 key is… | 21962732 | |
| [E] is for ENGAGEmajor 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 rather than by automatic force leading to pick up of everything in sight all at once. This is beta but the perfect patch for Half Life 2 de… | 21875775 | |
| DRIVE by PEWTing 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 reworked. this is side stuff ive been wanting to take the time to do. till next time dr.N 0ut! | 21321084 | |
| SDK AUTH COMPLETEmajor Dear Valve, SDK AUTH completed.. | 20779950 | |
| player vs player testing 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 come again. | 20184164 | |
| Mischievous Achievements Completionmajor After a long journey of figuring out the complications between the client and the server sides of handling user data and steam achievements configurations ive finally wrapped up the entire list of active functioning achievements. these achievements have been tested to be working to my knowledge. outside confirmation is welcomed in the forums discussion boards. these achievements should all work… | 19892077 | |
| Mischievous Achievements Activitiesmajor In this update i finally got around to fully grasping the marriage between the steamworks api sdk and the source sdk 2013 multiplayer mod. I established the steam_api.dll and configured the steam initialization process - gather user data - and push achievements data to the steam back end. This is currently a client side feature as server side triggers are still in the works. but this is a good… | 19694199 | |
| TheKiller CrowsAre Coming!major For a really good while ive been wanting to make killer crows so i finally got around to looking into it and beta blueprinting the approach. Ive reconfigured the npc_manhack for this. These bloodletting babies will smell your freshflesh and bloodlines from a mile away. So be aware in the darkness as these killer crows will pleasantly pick you apart! UnTill Next Time - Let there be Death by Corv… | 19476448 | |
| PHAREWELL PHELLOW PHYSCANNONmajor This update finally brings the fare well to the physcannon content. Moving forward with the anh sdk as intended ive finally gotten around to erasing the physcannon leaving only the model to be swapped out at least on a view model source code stand point. everything still works as it was being nerfed into humanoid form but the sprites particles and lighting effects have been hacked out besides t… | 18598834 | |
| Gats & Glizzy Positions This update brings back my failed implementation of iron sighting. Iron sighting is fixed and implemented again in all bullet driven weapons. With ADS functions comes configured accuracy for certain weapons. currently the smg, ump, mp5, ak47, galil, sg552, m4a1, m249 carry altering view cone configs with aiming down sights. pistols still need the work; and the sighted sniper rifles baikal56, sc… | 17758779 | |
| A Nights Haunting: Source Updatemajor The Bullet Gallery has been updated to display the new weapons that ive coded into the engine. This update brings a small list of things to unpack and i will list them below. - CSS weapon model support has been configured in the source engine allowing weapon models to be crafted in CSS fashion. also allowing cl_righthanded cvar, shells, particles and sounds. work is still needing to be done her… | 17644092 | |
| Storyline time Massive alterations have taken place in the storyline chapter 1 the awakening content. most notably the A.I. Originally there was no control or establishment for the A.I. leaving all of them in the area to rush in on you and slay you unconditionally no matter what. Now ive finished establishing the maps A.I. leaving the game play more formalized as i originally intended and with this have also… | 17299858 | |
| sourcemod / official release file clean up a bit of formal file system clean up for separation purposes between the sourcemod file system contents as a default base and the officially released perspective of the mods content. no major details that are of importance as these file systems are currently publicly comparable. | 17192658 |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 7 Sep 2026new | Mon | 02:52 | No patch notes · unannounced build | 25159970 | archived | 1 | — |
| 7 Sep 2026new | Mon | 02:02 | No patch notes · unannounced build | 25159511 | public | 1 | — |
| 7 Sep 2026new | Mon | 01:59 | No patch notes · unannounced build | 25159254 | developers | 1 | — |
| 8 Aug 2026 | Sat | 03:10 | No patch notes · unannounced build | 24624644 | archived | 2 | — |
| 8 Aug 2026 | Sat | 01:33 | AND the SHOW GOES ON | 24623717 | public | 1 | — |