3 Nights of Terror

3 Nights of Terror 1.1

Version
1.1
Version Date
Feb. 25, 2026
Links

Patch Notes

Update 1.1 | Night 2 Rebalance

Thanks to all your feedback, I was able to focus this patch on the main issues with Night 2 to make it feel much better. Let me know how these changes work for you so I can keep tweaking the balance!

Visuals & Lighting

  • [p]Night 2 Lighting: Added additional light sources to Night 2 based on community requests to help with navigation.[/p]
  • [p]Polished Assets: Improved the appearance of lamps in Night 2.[/p]
  • [p]Shadow Fixes: Disabled shadows on the Deadinzoid’s face to prevent old AMD GPUs from crashing.[/p]
  • [p]Visibility: Increased the visibility of the Hospital Key.[/p]

Balancing & Gameplay

  • [p]Night 2 Rebalance: Tweaked the difficulty and flow of the second night.[/p]
  • [p]Enemy Buff: Increased Deadinzoid’s sprint speed. Be careful, he’s faster now![/p]
  • [p]Spawn Adjustments: Optimized enemy spawn positions in Night 3 for better pacing.[/p]
  • [p]Mechanic Tweaks: Adjusted the Camera Light duration in Night 2.[/p]
  • [p]Audio: Increased max audio channels to prevent Deadinzoid from running out of words.[/p]

Bugfixes

  • [p]Night 1: Fixed a potential softlock involving the Map Tooltip.[/p]
  • [p]Night 2: * Fixed the monster's resetting mechanism.[/p]
    • [p]Fixed an issue where the monster couldn't open certain doors.[/p]
    • [p]Resolved a double-trigger issue during monster encounters.[/p]
    • [p]Fixed the 3rd Checkpoint in Night 2.[/p]
    • [p]Night 3: Fixed the ambiance audio disappearing when approaching the front door.[/p]
    • [p]General: * Fixed menu softlocks.[/p]
      • [p]Bulletholes no longer attach to the player's hands.[/p]
      • [p]Fixed audio stacking during the ending sequence.[/p]
      • [p]Resolved the fuse box "double-fire" issue.[/p]
      • [p]Fixed the Radio Achievement not triggering correctly.[/p]