A Nights Haunting: Source
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17 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
17 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | 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 | |
| In-game event | You SCARE i scare WE all SCARE 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 up using the human citizen model assets and choice animation configurations the basic player movement is beta starting with the first few… | 22449587 | |
| In-game event | LOCKER'n'LOAD 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 sourcemod plugin style menu selection system backed by scripts/weapon_locker.txt to list all available weapon entities in game. using the nu… | 22101218 | |
| In-game event | Fountain of PEW!th 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 encoding for spam control, encoded usage limit (-1 infinite), team filters, start disabled and hammer I/O via func_button / triggers etc… | 22066751 | |
| In-game event | reSPAWN orGONE 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 supplies LAST | 21995651 | |
| Major update | CHECK YOUR GAT PACK! 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 | |
| In-game event | Random force of Nature 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 precached into npc_zombie. now all 3 npcs handle selecting random or individual zombies and as well select random or individual skins for each… | 21937571 | |
| Major update | [E] is for ENGAGE 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 | |
| In-game event | RAG-BAGS REWORK 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. This update also includes some models and materials and subtle map work. until next time dr.N.0ut | 21842673 | |
| In-game event | MEDICAL EVALUATION 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 courtesy of source community via gamebanana | 21644798 | |
| Game update | 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 | |
| Community | Nominee Mee Nominee Mee for the Steam Awards | — | |
| Major update | SDK AUTH COMPLETE Dear Valve, SDK AUTH completed.. | 20779950 | |
| Community | Top Killer Calamity 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 incorporating php to push trusted data a wild new implementation ive yet to dabble in. amidst this a new approach to a subtle blood mod on npc z… | — | |
| Community | A Nights Haunting Anniversary 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 configure anh_killhaus and the ANH source dedicated server system to be early access released on Moddb. By October 31st the game had been tested… | — | |
| Game update | 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 | |
| Major update | Mischievous Achievements Completion 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 | |
| Major update | Mischievous Achievements Activities 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 | |
| Major update | TheKiller CrowsAre Coming! 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 | |
| In-game event | Gore Gadgets Galore! This update brings base beta weapon models to the game brought to you in part by FPSBanana. These weapons all have different damages and delays between strikes. These models and weapon codes are subject to change and can be replaced by any other weapons of choice at any point at any later date but the line up is as follows. Wrench Toilet Plunger Sledgehammer Shovel WaterPipe Garden Hoe Pickaxe… | 19365759 | |
| Major update | PHAREWELL PHELLOW PHYSCANNON 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 | |
| Community | Soupy Source Code Stimulation This update brings quite a bit from the sourcemod side of development since its been a little while. - from what i recall weapons got a tid bit of further work for now fixing a few more issues - i coded in view model texture over lay functions into the source engine which use blood textures. -- these wipe after death, health pack, or new weapon pickup(i think) with room for work. - i coded a ma… | — | |
| Game update | 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 | |
| Major update | A Nights Haunting: Source Update 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 | |
| Community | Workshop Officially LIVE The A Nights Haunting: Source Steam Workshop is now Public! To find out more information about uploading content to the steam workshop check the workshop forums or follow this guide, Steam workshop guide | — | |
| Game update | 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 | |
| Game update | 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 |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.