Axon Hub
99 Nights in the Forest
Script work for Axon Hub's 99 Nights in the Forest release.
Context
99 Nights in the Forest is a survival game: you keep a campfire alive, gather wood and food, rescue lost children and fight off whatever comes out of the dark. I wrote the Axon Hub script for it. It takes care of the slow, repetitive parts of a run, like chopping, feeding the fire and collecting loot, so players can focus on the night itself.
The script is organised the way a player plays: farming, combat, items, player tweaks and visuals each get their own tab, and a separate set of map tools handles exploring and cleaning up the world.
My contribution
Script work for Axon Hub.
Technical approach
Movement-related automations share one cycle, remote-only jobs share a background runner, and combat uses separate loops. Item registries and selected filters drive gathering. Stop Everything cancels a defined set of jobs; unload cleans up tracked connections and overlays, but does not recreate deleted local objects.
- Tabbed UI
- Background task loops
- Clean unload
Features
Farming
- Auto chop with weapon and target-range checks
- Feed campfire below a chosen threshold using selected fuels
- Auto eat selected food, use bandages and flashlight stun
- Open registered chests or travel to chests and collect loot
- Plant available saplings and open seed boxes
Gathering
- Bring loaded small trees, big trees and chests to a selected position
- Bring selected fuel, food, scrap, gears and healing items
- Bring lost children with the beta drag action
- Collect registered flowers and coins
Combat
- Weapon-based kill aura
- Gather selected creatures; locally freeze or unfreeze their parts
- Local anti-void catch platform
Map and camp
- Map-cell reveal requests and circular exploration flight
- Day-farm stages: exploration, child-rescue attempts and camp crafting
- Sack-based child-rescue routine with limited search attempts
- Remove big-tree models locally; does not clear the server map
Shortcuts and controls
- Show existing Santa shop or Halloween costume panels
- Stop tracked automation and movement jobs
- Unload tracked connections and overlays; deleted local objects are not restored
- UI configuration
Engineering challenge
Sharing movement between gathering, exploration and rescue requires cancellation and coordination. Freeze/unfreeze and local cleanup are distinct actions; they are not a guarantee that every change can be reversed.
About the evidence
Reviewed the Axon Hub script’s implemented controls. Bring/freeze/cleanup actions affect loaded objects; cleanup is client-side and not fully reversible. These lists follow implemented callbacks, not menu labels alone. The scripts were not executed or tested in a live game; game/API changes and server acceptance remain unverified.