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Hello players, We have just updated THE LONG DARK to version 2.40, build 152417. This is a Hotfix to THE LONG DARK and THE LONG DARK: SURVIVAL EDITION and contains fixes for issues introduced with our Part Six release.
Hello Community, We have just released our v2.39 (149246) Hotfix for THE LONG DARK (including Survival Edition), TALES FROM THE FAR TERRITORY. This addresses one major issue.
Hello Community,
We have just released our v2.38 (149187) Hotfix for THE LONG DARK (including Survival Edition), TALES FROM THE FAR TERRITORY. This addresses one major issue.
GENERAL
*Fixed an issue that caused an "Attempt to Save game FAILED..." error (as shown below) and returned players to the main menu.
Please visit our Support Portal (or consult our Known Issues page) if you encounter any issues while playing the game.
### END OF RELEASE NOTES ###
Hello Community, We have just released our v2.36 (149072) Hotfix for THE LONG DARK (including Survival Edition), TALES FROM THE FAR TERRITORY, and WINTERMUTE updated to v2.12 (148383). This Hotfix addresses multiple issues introduced in the v.2.33 update for TALES FROM THE FAR TERRITORY.
Today we share the first glimpse into the future of THE LONG DARK. After 10 years of developing the first game, this is a big moment for the team. While we complete the final episode of our WINTERMUTE story mode slated for release in 2025, we wanted to use the platform of the The Game Awards as an opportunity to share our vision for the future of survival games. We call it BLACKFROST, and its the sequel to THE LONG DARK. Years ago, I asked myself what the future of THE LONG DARK could look like. Despite pouring everything we have into that game, I still felt there were things I wanted to do with the setting, the mechanics, but also things that just arent possible within the current game. I knew we would have to build something new, with foundations that could support our grand vision. When we started THE LONG DARK, we had no idea wed be building it and supporting the community for 10 years. With BLACKFROST, we asked ourselves -- what if we *started* a project as though we knew it would last for 10 years, or even longer? What different decisions might we make? BLACKFROST builds on a decade of construction, experimentation, and community-informed development of an experience we love dearly. It expands beyond the ego-centrism of THE LONG DARK and asks you, not how far you will go to survive, but how far will you go to survive for others? The others could be other players in co-op, but also other survivors in the world. NPC communities hiding out from the dangers of the aurora, the radioactive black frost, and a whole host of new threats they experience in the city of Harmont and the vast wilderness surrounding it. What new scenarios, gameplay mechanics, and stories could such a setting inspire? We arent saying too much more about BLACKFROST at this point, as we are focused on completing our obligations around THE LONG DARK 1. But we hope this early look is compelling and exciting for you. We hope to enlist you in the coming months and years, in helping us build the future of survival games. BLACKFROST wont launch until 2026, so this is a very early moment in time for the project. And for those of you who have grown up with THE LONG DARK over the years, BLACKFROST is not the end. It is only the beginning of the next chapter. We see both THE LONG DARK 1 and BLACKFROST co-existing for a long time, with each game having a distinct point of view around the Quiet Apocalypse. They will be complimentary, preserving the investment of time and money you have put into TLD over the years. But with BLACKFROST, we are pushing our philosophy and vision for survival forward in ways we could have never believed possible when we first launched TLD back in 2014. We cant wait to show you more of what we are building. We hope you are as excited as we are! For now, please take a moment in your busy day to enjoy this view into the new world we are creating for you. I think it is as beautiful as it is dangerous, full of adventure, mystery, and opportunity. A place you want to survive in. [previewyoutube=4wlttElgLg4;full][/previewyoutube] Live together, or die alone. Welcome to the world of BLACKFROST. Raphael van Lierop Creative Director Hinterland For Media Queries: press@hinterland.com Media Kit here.
We're thrilled to partner with our friends at 11 Bit to bring you the new FROSTPUNK + THE LONG DARK: SURVIVAL MODE bundle. Anyone who currently owns THE LONG DARK, or THE LONG DARK: SURVIVAL MODE, can use Steam's "Complete the Bundle" logic to get FROSTPUNK 1 at a great discount, just in time for the holidays.
Hello Community, We have just released our v2.35 (148480) Hotfix for THE LONG DARK (including Survival Edition), TALES FROM THE FAR TERRITORY, and WINTERMUTE updated to v2.12 (148383). This Hotfix addresses multiple issues introduced in the v.2.33 update for TALES FROM THE FAR TERRITORY.
Hello Community, We have just released our v2.32 (138698) Hotfix for THE LONG DARK (including Survival Edition), TALES FROM THE FAR TERRITORY, and WINTERMUTE updated to v2.10 138586. This Hotfix addresses multiple issues introduced in the v.2.28 update for TALES FROM THE FAR TERRITORY.
Hello Community, We have just released our v2.31 (137484) Hotfix for THE LONG DARK (including Survival Edition) and TALES FROM THE FAR TERRITORY on Steam and Epic Games Store. Please note that WINTERMUTEs version number has not changed. This Hotfix addresses multiple issues introduced in the v.2.28 update for TALES FROM THE FAR TERRITORY.
Here is a message from THE LONG DARK's creative director: Hello players, Over the past few days, we've heard your feedback loud and clear: you aren't happy with our implementation of the Cougar. I want to make it clear that the design we selected for the Cougar was my decision, and we shipped it as intended (apart from the bugs, of course). But there are a lot of different ways to deliver on an intention, and so I've decided that the fairest thing for our players, as well as for the dev team, is to pull the Cougar out of the build until we can do some revisions and come up with something we are happier with. We don't want to simply fix bugs and react to player sentiment. The changes will go beyond just fixing the bugs in the current version. That doesn't mean we will deliver 100% the version that everyone is hoping for. At the end of the day, we have a clear vision for THE LONG DARK and we'll continue to work towards that vision. For now, we're taking the Cougar back, and will work on it until it's ready. I can't say for sure how long that will take, but it'll likely be more than a couple of weeks. We'll deliver a re-envisioned Cougar before we deliver Part Six of TALES. Thanks to everyone who shared constructive feedback and impressions over the past few days. Your input is useful and highly valued. I hope you enjoy the other features in Part Five, until we bring the Cougar back to you. - Raphael *** As a result of this, you will find the Cougar is no longer available in the game starting tomorrow (Friday) on Steam, and early next week on the consoles. If you already have existing raw materials collected from killing Cougars, those items will remain in your inventory. You will still be able to craft the Cougar-related items, but you will not be able to find more Cougar materials to repair them. If you have unlocked the Cougar Feat, you will still be able to use it. If you have any questions or run into issues, please report them to our Support Portal. Thank you. - The Hinterland Team
Hello Community, We have just released our v2.29 (136986) Hotfix for THE LONG DARK (including Survival Edition) and TALES FROM THE FAR TERRITORY on Steam and Epic Games Store. Please note that WINTERMUTEs version number has not changed. This Hotfix addresses multiple issues introduced in the v.2.28 update for TALES FROM THE FAR TERRITORY. The following are mostly fixes in response to issues opting in or out of the Cougar or Scurvy on current saves, so please read carefully.
Greetings, players.
We have just updated THE LONG DARK to version 2.28, Build 136607.
This update includes Part Five of TALES FROM THE FAR TERRITORY, Last Horizon, as well as a free update to the base Survival Mode for THE LONG DARK. It also includes a series of bug fixes.
For a detailed breakdown of all the new features added to TALES in Part Five, or the new free additions added to Survival Mode, please watch the update video below:
[previewyoutube=3yVbrJnXbWI;full][/previewyoutube]
Hello fans, Just a quick note to inform you that Part Five of TALES FROM THE FAR TERRITORY, titled "Last Horizon", will launch on Monday, June 24th, at 10AM Pacific Time There will be an update video for TALES Part Five, going live on the Hinterland YouTube channel on Monday at 10AM Pacific. For more information on what's coming in Part Five, check out the last Dev Diary. See you then! - The Hinterland Team
Hello fans,
Heres some news about what to expect in Part Five of TALES FROM THE FAR TERRITORY, which we are targeting for the second half of June (depending on how long it takes to test and clear console certification), as well as an update on progress around bringing TALES to Switch.
Hello players,
We have just updated THE LONG DARK to version 2.27, build 127976.
This is a Hotfix to THE LONG DARK and THE LONG DARK: SURVIVAL EDITION and contains fixes for issues introduced with our Part Four release.
**Spoilers Below**
Update Details
ADJUSTED REQUIREMENTS TO START BURIED ECHOES TALE
Players no longer need to complete SIGNAL VOID in the same run as they intend to attempt BURIED ECHOES. Instead, so long as youve completed SIGNAL VOID in another Survival game and obtained the Badge for completing it you can begin BURIED ECHOES in any new or existing run.
NEW CUSTOM EXPERIENCE SETTING FOR SCURVY
Weve added an additional option in the Custom Experience. Players can now choose to play with or without Scurvy, or even set it to a high rate for a more punishing experience with the 'Scurvy - Vitamin-C Drain Rate' option.
Bug Fixes
This Hotfix includes fixes for the following issues:
CRASHES
Hello Survivors,
Just a quick message to bring the end of the year to a close. In my November Dev Diary and in the recent update video for TALES FROM THE FAR TERRITORY, Part Four, I promised to post one last message before the end of the year, and that it would include an Episode Five teaser.
So today Im happy to share the title reveal for Episode Five:
THE LIGHT AT THE END OF ALL THINGS is the final episode of WINTERMUTE, our story mode, and it brings to a conclusion the story of Mackenzie and Astrid, the hard case, Perseverance Mills, and the mysterious aurora.
Youve waited many years for this, and were excited to get to the point where we can share this last, most ambitious episode of the story to date. It wont be the end of THE LONG DARK, but itll be the end of this major arc of the story.
Episode Five is slated for release in late 2024, so we wont be saying too much more about it in the near-term, but expect us to release more details over the course of next year in the lead up to launch.
A couple more things while I have your attention
We havent had much news to share about the Switch version of TALES FROM THE FAR TERRITORY to date. I want to assure you that the team is working on this, and our current goal is to release it with Parts One to Four, and all the free updates included with those Parts by the end of April 2024. After that, Parts Five and Six of TALES will likely trail the other platforms by up to a month, based on the 4-week minimum certification time required by Nintendo. Well share more details about how thats going some time in February.
And finally, a small reminder that Hinterland will be closed for winter holidays from December 22nd to January 8th, to give the team a chance to rest up for the year ahead. Please note that community and support folks will still be monitoring our various channels, but that response times will be reduced over the holidays. So please be patient when reporting bugs or issues to our Support portal, or in our forums or social channels.
On behalf of the entire team at Hinterland, I wish you a safe and happy winter holiday with your loved ones. And all the best for 2024. Our thoughts are particularly with those members of our player community who are living through hardship and suffering this season, in many different parts of the world.
Until next year!
Raphael
Hello players, We have just updated THE LONG DARK to version 2.26, build 126828. This is a Hotfix to THE LONG DARK and THE LONG DARK: SURVIVAL EDITION and contains fixes for issues introduced with our Part Four release. **Spoilers Below** Known Issues The team is currently aware of the following issues in the game. If you encounter one of these issues, there is no need to report it to the Support Portal.
Hello players,
We have just updated THE LONG DARK to version 2.25, build 126227.
This is the latest Expansion Pass update TALES FROM THE FAR TERRITORY, Part Four: BURIED ECHOES, along with a free update available to anyone who owns THE LONG DARK or SURVIVAL EDITION, and various bug fixes and quality of life improvements.
For a description of the new features and content in Part Four, plus watch the latest Update Video:
[previewyoutube=I9Jy7KAvDus;full][/previewyoutube]
PART FOUR: BURIED ECHOES
This Major Release includes the following new content, fixes and improvements:
Paid Expansion Pass Content
NEW REGION: THE ZONE OF CONTAMINATION
Accessed by road from Transfer Pass, the ZONE OF CONTAMINATION is a polluted wasteland, the site of the abandoned Langston Mine. Watch out for Toxic Hazards and Poisoned Wolves.
NEW TALE: BURIED ECHOES
Continuing the story introduced in SIGNAL VOID, follow the clues deep into the Zone of Contamination and uncover the next layer of the mystery of Rdiger, the Security Chief, and the strange events hinted at in the last Tale.
NEW GAMEPLAY: THE TRAVOIS
Crafted from Saplings, Deerskin, and other materials, the Travois is a simple, but robust Tool for carrying large amounts of items across vast distances.
NEW GAMEPLAY: THE RESPIRATOR
The Respirator will protect you from pockets of Toxic Gas youll encounter underground, as well as poisonous hazards on the surface. Just keep an eye open for the consumable Canisters, as without them the Respirator cant protect you.
NEW TOOLS: PROTECTIVE GEAR
Weve added Mine-specific protective clothing: a Miners Coat, Pants, Chemical Resistant Boots, and a Hard Hat. Each on their own provides a different amount of protection against physical damage, wind, and moisture. As always, youll trade these capabilities off against weight and other statistics.
ADDITIONAL MUSIC
New music composed by Sascha Dikiciyan, for the Zone of Contamination and Buried Echoes.
Free Content
This content is available to anyone who owns THE LONG DARK or SURVIVAL EDITION.
NEW TOOLS: INSULATED FLASK
Coming in a variety of colours and patterns, you can load multiple units of warm drinks like Soups, Coffee, Teas, and so on, into the Flask and take it with you on your next day of trekking through the snowy forests of Great Bear Island.
NEW GAMEPLAY: SCURVY
Nutrition has never been a big focus for the food and survival systems in THE LONG DARK, but Scurvy is such a big part of the romance of long-term survival in frozen conditions, so we wanted to bring it into our gameplay sandbox. (NOTE: Scurvy is only enabled on new saves, to avoid the risk that players have already harvested most of the Vitamin-C rich foods in their game world.)
FIRST-PERSON HARVESTING ANIMATIONS
New animations for harvesting Carcasses have been added. Note that Fresh or Frozen kills will now need to be initially dressed with an appropriate Tool. No more bare-handed Harvesting of newly killed animals.
FIRST-PERSON HAND COVERINGS
Equipped hand coverings are now reflected in-game, as well as hand animations to match.
Known Issues
The team is currently aware of the following issues in the game. If you encounter one of these issues, there is no need to report it to the Support Portal. Fixes for these issues are slated to go out with the first Hotfix following the initial release.
We've been making THE LONG DARK for a long time. Why? Because we're passionate world creators and we care a lot about our players. Many of you have been with us for years. Some of you have literally grown up with us. Keeping you engaged with the game and world, and doing our best to make THE LONG DARK the best survival experience we can is what motivates us every day. If you think we've done a good job, please consider nominating us by voting for THE LONG DARK in the Labor of Love category in this year's Steam Awards. We appreciate your support.
Hello Survivors,
Were nearly finished with Part Four of TALES FROM THE FAR TERRITORY, the paid Expansion Pass DLC for Survival Mode, so I thought you might be curious to know a bit more about whats being added in this new part, launching early December.
As outlined in my September Dev Diary, Part Four which will be called BURIED ECHOES includes the next new region in the Far Territory: the Zone of Contamination.
The old Langston Mine lies at the heart of the Zone of Contamination, industrial pollution from decades-old mining operations leaving it a poisoned wasteland patrolled by toxic wolves, featuring large industrial remnants and hiding many hazards, and mysteries! At its heart, an open-pit mine scars the landscape, and deep inside its twisting tunnels if you survive the poisoned gas sits a room that holds many secrets. The Zone of Contamination is the second of three large regions that make up the Far Territory, and were excited to see how you find it pairs up with the Forsaken Airfield, which we launched in Part One.
The Zone of Contamination, coming in TALES, Part Four.
To go along with the Mine theme, weve included a variety of new and useful gameplay tools: a Respirator, which when worn will protect you from poisoned gas you might find in the Zone of Contamination, and eventually, other parts of the Far Territory and Great Bear Island at large. The Respirator relies on consumable Canisters to provide its protection, so keep an eye open for those as you explore the Far Territory. Were also adding Chemical Boots, which can protect you from the toxic pools that pollute the Zone of Contamination (these pools are really hard on regular footwear!), and a Hardhat that offers strong physical protection against head damage. Theres also a Miners Coat and Miners Pants, which make up a whole set of protective gear, if you manage to find them all.
And while exploring the Zone of Contamination, make sure you keep an eye out for the Poisoned Wolves that patrol the area. They are leaner than regular wolves, and more desperate. Living around the toxic pools have left them poisoned themselves, and without much to eat, so they are more dangerous than usual. Their bite can leave you with the new Poisoned affliction, so be extra careful when exploring the Zone of Contamination.
The Langston Mine sits at the heart of the Zone of Contamination, and hides many secrets.
Within the Zone of Contamination, youll also be able to start the second Tale: Buried Echoes. A continuation of Signal Void which we introduced in Part Two, Buried Echoes adds another layer of mystery to the story of the mine workers, the Security Chief, and the enigmatic Rdiger. Buried Echoes presents a story that goes in a somewhat unusual direction for THE LONG DARK, and were excited to see what you think. The Tale and the new region also feature new music, which all add to the atmosphere of Part Four. And, as with Signal Void, theres a special gameplay reward to be gained for completing Buried Echoes. Youll first have to get there to see what it is. (And dont worry, the Tale will be available in Interloper experience mode.)
The Travois, coming in TALES, Part Four.
Beyond the Zone of Contamination and Buried Echoes, Part Four also adds a significant new gameplay tool: the Travois. A craftable, movable container, the Travois is constructed from Saplings and other materials, and allows you to drag a large amount of extra gear around with you. But keep in mind, you will make some compromises to movement speed while dragging the Travois, and you cant take it everywhere! And depending on what you choose to load it up with, it can be a very effective wildlife attractant, so be careful to stop and look around once in a while, lest a pack of hungry wolves or a bear sneaks up on you. Its the perfect tool for moving large amounts of gear and items from one location to another, when stocking up a new safehouse or supply cache, or moving your main base of operations to a new region.
As always, we dont want players who opted not to purchase TALES to feel left out, so weve also included some meaningful free updates to the base Survival game, which will be available to everyone who owns THE LONG DARK or SURVIVAL EDITION.
As we shared in the September Dev Diary, weve finally managed to find a good way to add hand coverings in the game. Now, what you see on your hands will reflect what you have equipped in your hand slots in the Clothing Menu. Same for the lower sleeves of whatever you are wearing on your arms. Weve updated some animations so that they work better with things like Mittens. Were very happy with how this has turned out, and we feel it brings a whole new level of immersion to THE LONG DARK. We hope you agree when you get the chance to try them out.
Weve also added a whole new series of first-person Harvesting Animations. Now, when you choose to Harvest a carcass for meat or other resources, you will see your hands involved with the harvesting action, as well as the tool you have chosen to harvest with. Its another way that were trying to always enhance the sense of immersion in THE LONG DARK for our players.
You will also have the opportunity to use the new Insulated Flasks, which let you store and keep liquids warm for longer. Perfect for when you want to stack some Warmth buffs for those long treks across the frozen wilderness. The Flasks come in a variety of colours and patterns, so keep your eyes open for them as you move through the world.
And finally, weve added a new Scurvy affliction to the game. Certain foods will now provide you with Vitamin-C, and if you dont consume enough of them over time, you can develop Scurvy Risk and then eventually Scurvy. Its a horrible thing to contend with. Definitely something to keep an eye on for those longer-running games.
That mainly sums up the focus of Part Four of TALES, and we think its a great way to end the year for THE LONG DARK.
The last note I want to make is about the recent Hinterland Pop-Up Merch Store. As many of you know, we closed our store in 2021 because of COVID, and due to overwhelming requests from the community, we decided to open it up just to clear out our old inventory in time for the holidays. We didnt really anticipate the demand, and the Pop-Up shop -- which we had planned to run for 3 weeks -- sold out over 1300 items in less than three hours!
Our original plan was to use this to clear our stock to make room for a whole new line of merch items in the new year, but we know many of you didnt get the opportunity to purchase a Hinterland mug, or a Jackrabbit hoodie, or one of the fantastic Granted x Hinterland sweaters. So were looking at restocking as much as we can for the new year, and our current plan is to sell many of these items along with the new items well be launching in the new year. So if you missed out this time, youll have at least one more opportunity to purchase some of this classic Hinterland or THE LONG DARK merch. If you want to be kept up to date on these sales, we recommend signing up for the Hinterland newsletter.
That about wraps up the November dev diary. Keep your eyes open for the release of BURIED ECHOES and the free Survival Update that comes at the same time, early in December. You can expect a full narrated update video to launch with Part Four, which will go into more detail about each of the new additions to the game.
Stay warm out there.
Raphael
Starting TODAY through December 1st, the Hinterland Limited Time Pop-Up Merch Store is live. Buy now to get delivery in time for the holidays, with loads of THE LONG DARK and Hinterland merch.
Visit hinterlandstore.com and start shopping.
Get your Hinterland merch starting Monday, November 6 at the Hinterland Pop-Up Merch Store, available for a limited time!
Newsletter subscribers will receive a special discount code for their orders by signing up to our mailing list this week at hinterlandstore.com
Hello Community, We have just released our v2.23 (120705) Quality of Life Update for THE LONG DARK (including Survival Edition), and TALES FROM THE FAR TERRITORY on all platforms. GENERAL
Hello Survivors,
The teams been very busy since we released Part Three of TALES, and all the subsequent hotfixes. We have lots to talk about so Im going to dive right in!
QUALITY OF LIFE UPDATE
Between all the work splitting the game, working on TALES content, and the free updates to Survival over the past year and more, weve gotten behind in our bug maintenance, and we just werent happy to see some long-standing issues still lingering, along with newly introduced bugs.
The team has spent the past several weeks working through a big list of issues, and they are just putting the finishing touches on a Quality of Life Update which will fix over 150 bugs in the game, across Story, Survival, and TALES. Were going to keep chipping away at our bug list over time, but hopefully somewhere in this list of 150+ fixes, we manage to hit at least a few of the bugs youve personally been struggling with in the game.
The QoL Update is now locked, and the Test team needs a couple of weeks to finalize and verify the bug fixes show up correctly in the release branch, so were currently targeting a QoL update launch near the end of the month. For the full list of fixes, keep an eye on Steam, the official forums, or our social channels to be notified when the QoL Update goes live.
And as always, if you encounter a bug and want to report it, please use our Support Portal. Bugs reported there are reviewed, vetted, and then find their way into the main database where the Test and Dev teams can review, evaluate, prioritize, and fix.
TALES FROM THE FAR TERRITORY, PART FOUR
As with the other parts of TALES (our paid DLC for Survival Mode), Part Four will come with a free update to Survival, and the team is packing in a range of content and gameplay features targeting release by the end of the year. Well get more precise with the release date and feature list as we get closer to launch, but to give you a sense of whats being added, youll find:
Hello Community, We have just released our v2.22 (118386) Hotfix for THE LONG DARK (including Survival Edition), and TALES FROM THE FAR TERRITORY on Steam following the release of v2.21. GENERAL
Hello Community, We have just released our v2.21 (118182) Hotfix for THE LONG DARK (including Survival Edition), and TALES FROM THE FAR TERRITORY on Steam following the release of v2.20. GENERAL
Hello Community, We have just released our v2.20 (118045) Hotfix for THE LONG DARK (including Survival Edition), and TALES FROM THE FAR TERRITORY on Steam. GENERAL
Hello Community, We have just released our v2.19 (117518) Hotfix for THE LONG DARK (including Survival Edition), and TALES FROM THE FAR TERRITORY on Steam. GENERAL
Hello Community, We have just released our v2.18 (117282) Hotfix for THE LONG DARK (including Survival Edition), TALES FROM THE FAR TERRITORY, on Steam. This addresses one Linux-specific issue. PLATFORM-SPECIFIC ISSUE
Hello Community, We have just released our v2.17 (117074) update for THE LONG DARK (including Survival Edition), TALES FROM THE FAR TERRITORY, and WINTERMUTE on Steam, Epic Games Store, Xbox, and PlayStation. (Please note that it can take time for the update to appear on all platforms.) This update includes the latest Expansion Pass update TALES FROM THE FAR TERRITORY, Part Three: FRONTIER COMFORTS, along with a free update available to anyone who owns THE LONG DARK or SURVIVAL EDITION, and various bug fixes and quality of life improvements. TALES FROM THE FAR TERRITORY, Part Three: FRONTIER COMFORTS Note: For a description of the new features and content in Part Three, plus the latest Update Video, please click HERE.
TALES FROM THE FAR TERRITORY, Part Three: FRONTIER COMFORTS is available NOW on Steam! (Please note that it can take time for the update to appear on all platforms.) The latest Expansion Pass update introduces major new features and content, including great new ingredients and recipes with Frontier Cooking, the Ptarmigan, and exciting new Tool Variants to help you survive the wild reaches of the Far Territory. For more information on Frontier Cooking and all of the great new content available in Part Three: FRONTIER COMFORTS, watch our new update video below: [previewyoutube=DtoCp_g5qeM;full][/previewyoutube] Part Three: FRONTIER COMFORTS Expansion Pass Content
Hello Survivors!
We wanted to update you all and let you know that TALES FROM THE FAR TERRITORY, Part Three is getting close to launch. We are in our final stages of testing, tuning and bug fixing, so expect a launch toward the end of June.
Below, youll find more information about what content will be in Part Three of TALES FROM THE FAR TERRITORY, along with what to look forward to in the base Survival Modes free June Update.
TALES FROM THE FAR TERRITORY
Frontier Cooking
One of the big additions in Part Three is a new feature called Frontier Cooking. Weve added seven new ingredients to the game, and now with Recipes you can cook more complicated foods that involve multiple ingredients -- things like Rabbit Stew, Fish Pies, and so on. The Frontier Cooking system is launching with 15 Recipes, as well as 9 Unique recipes that can be found in the world. Were also adding a Skillet to enable new cooking options, and completely overhauled the Cooking user interface.
All of these new items will appear in existing TALES save games, and we have also done a careful pass over the placement and frequency of new food items to ensure game balance is preserved for Interloper players.
Good luck, Survivors!
Ptarmigan
The little Ptarmigan is the new wildlife weve added in Part Three. They can be found in most regions, but prefer more remote, higher ground. You can, of course, hunt them for meat, but youll also be able to collect their down, which you can utilize in a couple of new crafting recipes.
Tool Variants
Weve also added three new Revolver variants, another Bow variant, and an alternate Flashlight. Each of these items has a unique look and some stat differences from their basic counterparts.
All of these items, and the ones relating to cooking, will all be available in new or existing save games.
FREE UPDATE
For our base game Survival Update, weve added and updated a few elements.
We've overhauled the Fishing system to provide more freedom around where you can fish, as well as adding some new species and giving you some new tools for catching and maintaining your fishing options. This is the first major overhaul of the Fishing system since we added it years ago, and it's one of the systems the community has been asking us to revise for a while, so we're excited to see what you think of the changes that are coming.
And finally, as you explore the regions, youll come across a new type of harvestable plant Burdock. Youll need a tool to dig its root out, but the root can then be eaten raw or cooked up into a recipe for calories, or made into a warming tea.
Thats it for now, Survivors. We will share the full update list containing details on new Paid and Free content, along with any game improvements and bug fixes, in the release notes when we launch TALES FROM THE FAR TERRITORY, Part Three.
For all other technical issues, please reach out via our Support Portal.
Thank you for reading, and good luck exploring the new content when it launches later this month!
Hello everyone. Were nearing the mid-way point of TALES FROM THE FAR TERRITORY, our paid expansion pass campaign for Survival Mode, and this seems like a good time to talk about how things have gone so far. In my opinion, they havent gone that well. Certainly not how we want them to go. Certainly not how *I* want them to go. When we originally discussed the idea of doing an expansion pass for THE LONG DARK, we did so recognizing that in the years weve been working on getting the WINTERMUTE Episodes out, wed naturally had less time to focus on Survival. We wanted to give Survival some love, but also wanted to see if we could do so in a more financially sustainable way, that might set a path for the future. You see, Hinterland is an independent studio, and THE LONG DARK is a self-funded, self-published project. This means we get to keep our revenue and dont have to share it with a publisher, and we can work without external interference. But it also means that we carry all the cost and risk for the project ourselves. This is how we like it, and our independence is paramount to who we are and what we make. But for a large and complex game like THE LONG DARK, one weve been updating for years without asking for any more money from our players, we wanted to experiment with the idea of creating a new revenue stream that would help us continue updating the game well into the future, in a financially sustainable fashion. To a large degree, the ongoing financial health of THE LONG DARK, which weve built an entire company around, also determines what we can make in the future. So while this is a passionate endeavour for us, its also a business, and were focused on running it ethically and sustainably, and taking good care of our people. That means finding the right way to generate revenue from it, one that is fair to our players that doesnt burn out the team. We believed TALES would be one way to do that. Because we knew that charging for updates would come with greater expectations than when people were getting them for free, we wanted to provide some assurances of what you would get, and when, so that we werent just saying, hey, heres a thing, give us some money even though most of it isnt made yet. Thats maybe fine for Early Access, but we graduated from Early Access in 2017, and we felt that we needed to do better for this. And in wanting that, I made some decisions that led us to the present challenges around the Expansion:
Hello Community, We have just released our v2.16 (113628) Hotfix for THE LONG DARK (including Survival Edition) and TALES FROM THE FAR TERRITORY on Steam and Epic Games Store. Please note that WINTERMUTEs version number has not changed. This Hotfix addresses a bug introduced in the v.2.15 update for TALES FROM THE FAR TERRITORY. GENERAL
Hello Community, We have just released our v2.15 (113209) Hotfix for THE LONG DARK (including Survival Edition) and TALES FROM THE FAR TERRITORY. Please note that WINTERMUTEs version number has not changed. This hotfix addresses TALES items not spawning in Interloper mode, including the Handheld Shortwave. Details on these changes can be found in our latest Dev Diary found here. GENERAL [SURVIVAL] Enables TALES content in Interloper. [SURVIVAL] Using the Handheld Shortwave Interloper players are now able to locate Trackable Hidden Caches, which will provide loot that is also balanced for Interloper. [SURVIVAL] Players are now able to find the Handheld Shortwave at the Airfields Control Tower and start the Signal Void Tale, while playing in Interloper.
Hello Survivors! Now that TALES FROM THE FAR TERRITORY is available on Steam, Epic Game Store, Xbox, and PlayStation, we wanted to provide a quick update about some upcoming changes, and bug fixes we are currently working on. Adding Interloper to TALES Its been a couple of weeks since we released TALES FROM THE FAR TERRITORY, Part Two: SIGNAL VOID, which included the introduction of the first Tale. We have been reviewing feedback, and we appreciate the time many of you took to file tickets via our Support Portal. While we are working to resolve some high-priority bugs following the release (more on that later), we also wanted to acknowledge the feedback from many Interloper players in our community, and how we plan to address Tales moving forward. By introducing the idea of Tales to Survival Mode, we wanted to give our Survival Mode players more reasons to explore and more objectives to follow, while still weaving in some compelling narrative elements. When tuning for the Interloper experience mode, we are always especially careful not to upset the balance of the game, and so we tend to approach changes to Interloper with caution and thoughtfulness. Interloper is a very stripped-down experience; many gear items are either excluded entirely or heavily restricted, containers are mostly empty, and the general tuning settings are designed to be punishing. The addition of new locations, new gear items, places you can scavenge more loot, and resources run the risk of upsetting that survival on a knifes edge feel, so anything we add into this experience mode does require an extra layer of consideration. When designing both the transponder systems that would enable the new Supply Caches to be found, and also considering the significant amount of effort that would go into completing the Signal Void Tale, we strongly felt that these systems would not work well in Interloper, and in particular we felt the Tale would be extremely difficult with almost no pay-off (necessary to preserve the Interloper balance), which would simply be frustrating. After hearing from many of you in our player community who very strongly align yourselves with the Interloper mode (to the point that you dont play any other modes in the game), we understood that you didnt really mind if the experience would be a massive struggle with little reward. You just wanted that option. So, after careful consideration, we have decided to introduce the Signal Void Tale to Interloper, with some modifications designed to preserve game balance for that specific Experience Mode:
Hello Community, We just released our v2.12 (112469) Hotfix for THE LONG DARK (including Survival Edition) and TALES FROM THE FAR TERRITORY on Steam. Please note that WINTERMUTEs version number has not changed. This hotfix addresses a critical issue following our most recent v2.10 release. PC/Mac
Hello Survivors, Today, we launched TALES FROM THE FAR TERRITORY Part Two: Signal Void. TALES FROM THE FAR TERRITORY features the first paid content for THE LONG DARK, significantly adding to the world of Great Bear Island and the game's core Survival foundation. New Parts will be added regularly over the course of the 12-month Expansion Pass campaign, featuring new Regions, new Gameplay, and new objective-based Tales. Each Part of TALES FROM THE FAR TERRITORY includes content that is exclusive to the Paid stream, plus free updates to Survival Mode. PART TWO: SIGNAL VOID
Survivors, get ready for a whole new Survival experience. TALES FROM THE FAR TERRITORY, Part Two: SIGNAL VOID is available NOW! The latest Expansion Pass update introduces the first Tale, SIGNAL VOID. Explore a narrative-driven challenge that delves into the territory's mysterious past, featuring gameplay objectives that reveal the history of Great Bear Island. For more information on the first Tale, and a look at the great new content available in Part Two: SIGNAL VOID, check out our new update video below: [previewyoutube=AV0rCaNjyQs;full][/previewyoutube] Part Two: SIGNAL VOID Expansion Pass Content
THE LONG DARK - QUALITY OF LIFE UPDATE 2.08 Hello Community, We just released a v2.08 Quality of Life Hotfix for THE LONG DARK on PC and Mac, including Survival Edition. This update includes bug fixes, along with game and performance improvements. CL Versions Displayed In-Game: You can confirm that you have the latest update by checking the CL number displayed in the top left corner of your Home Screen in-game. Please note that this release does not contain an update to WINTERMUTE. Steam:
Hello Survivors!
We wanted to update you on a few things as we get close to the launch of TALES FROM THE FAR TERRITORY, Part Two: SIGNAL VOID. Below, you will find more details about the new content that will be available as part of the Expansion Pass, along with some helpful information to help you get the most out of your adventures in the Far Territory.
Introducing the First Tale: SIGNAL VOID
The paid content for this part of the Expansion Pass focuses on the addition of our first Tale. We created Tales to give our Survival Mode players more reasons to explore and more objectives to follow, while weaving in some compelling narrative elements. The result is new gameplay that feels something like one of our Challenge Modes. Youll also encounter interesting new locations as you progress, which are exclusive to the Tale.
Our first Tale, SIGNAL VOID, utilizes our new Transponder gameplay, comprised of a series of Transmitter sites scattered across Great Bear and the new Handheld Shortwave. Once a Transmitter is active, the Handheld Shortwave will be able to pick up mysterious signals in that area, leading to hidden caches, crash sites, and other locations that relate to the Tale. All in all it gives you even more to do during an Aurora, which is a fun time to explore the world albeit potentially risky!
Transmitter Repair
Weve also added three new clothing items a Hockey Jersey, a leather Flight Jacket, and a matching Aviator Hat. Youll find them scattered around Great Bear, so you will find them as you explore locations and search containers.
In addition, weve added a few new surprise items that are exclusive to the use of the Handheld Shortwave, one of which is only revealed at the final step in the Tale.
Free March Update
In Survival Edition, youll be happy to hear we have re-enabled the hidden Prepper Bunkers. We have made some significant updates to them, both visually and in the way they spawn into the world. You will now find Prepper Bunkers in nine locations across Lower Great Bear (in appropriately remote spots, of course). However, you wont know until you begin exploring whether the Prepper Bunker is fully-equipped or almost entirely empty. There will only be three fully-equipped Prepper Bunkers across a single game, the location in which they spawn will change with every new game. Each full Bunker you find will also have a unique feel, and the loot inside is themed to reflect that.
Beachcombing has had an update as well. We've added new items that may appear, and tied the respawning of those potential items to Blizzards, so with every big storm there's a reason to revisit the coastline.
Fishing Boat - Enhanced Beachcombing
We introduced Oak Trees into the new regions, and youll find them all over Great Bear. You can also search for Acorns underneath, which after some prep work can be eaten or ground up and used to make some delicious Acorn coffee.
Finally, weve added the ability to craft Fire-Hardened Arrows, so if you happen across a bow early in your playthrough and want to make some Arrows that don't require you to head to the nearest Forge, then you may find these useful. Theyre effective for hunting smaller game like Rabbits, and might scare off a Wolf, but they won't actually damage anything big.
Reminder: Save Compatibility
Note: This section is most applicable to players on Xbox and PlayStation. If you previously downloaded the Expansion Pass or the free December update on PC or Mac, you will not lose your save progress with this update, and you will not need to start a new Survival run to access the new content.
As previously mentioned, we made some necessary changes to help future-proof the save system in THE LONG DARK, and to enable you to receive improvements to the game moving forward. As a result, current Survival Mode saves will not work with the game once you download the update for Part One of TALES FROM THE FAR TERRITORY. This is true even if you do not purchase the Expansion Pass, however, this change will not impact Feats, Feats progress, Achievements, or WINTERMUTE saves.
Since Part One and Part Two are coming to Xbox and PlayStation on March 30th, you have just over a week to wrap up your Survival saves and prepare for your next big adventure on Great Bear Island!
Store Changes
With this next update, we are also separating Survival Mode and WINTERMUTE on Xbox and PlayStation. If you already own THE LONG DARK, you will not need to re-purchase WINTERMUTE or Survival Edition, and you will still get all five WINTERMUTE Episodes, including Episode Five when it unlocks.
For anyone who doesnt currently own the game, SURVIVAL EDITION will be available as a standalone purchase in the coming weeks, with the option to buy WINTERMUTE or the TALES FROM THE FAR TERRITORY Expansion Pass as DLC. This offers a number of good options for new players to come in at different price points, while also offering greater flexibility for updating the game.
At launch, TALES FROM THE FAR TERRITORY will retail on Xbox and PlayStation for $19.99 USD, with a 15% discount for the first week after launch. While we endeavour to keep pricing as consistent as possible, please note that prices are subject to regional store adjustments.
For more information on why we split Survival and Story Mode, please visit this post.
Thank You
Thats it for now, Survivors. We will share the full update list containing details on new paid and free content, along with any game improvements and bug fixes, in the release notes when TALES FROM THE FAR TERRITORY Part Two launches. We will also share more information on the Expansion Pass launch on Nintendo Switch in the near future. For all other technical issues, please reach out via our Support Portal.
Thank you for reading, and good luck exploring the new content in TALES FROM THE FAR TERRITORY when it launches on PC, Mac, Xbox, and PlayStation on March 30th!
Hello Community, We just released our v2.07 Quality of Life Update for THE LONG DARK, including Survival Edition. This update includes some significant bug fixes, along with game and performance improvements. CL Versions Displayed In-Game: You can confirm that you have the latest update by checking the CL number displayed in the top left corner of your Home Screen in-game. Steam:
Get ready, Survivors! TALES FROM THE FAR TERRITORY, Part Two: Signal Void is coming to Steam on March 30th. The latest update features fantastic new content and gameplay for anyone who owns the Expansion Pass, including a new Tale, new Bunkers, new Clothing items, and more. (To learn more about what is included in Part Two, please visit our latest Dev Diary.) If you dont own TALES, or if you want to gift the game to a friend, now is a great time to start exploring the Far Territory. The Steam Spring Sale is on now, offering great discounts on THE LONG DARK, including:
Survivors, we have released the v2.06 update (Survival Edition/TALES 108190, WINTERMUTE 108187) and TALES FROM THE FAR TERRITORY is now available on Mac! Thank you for your support, and we hope you enjoy exploring the wild reaches of the Far Territory. Along with this update, we have also released the following Mac bug fixes and improvements to address issues in THE LONG DARK: GENERAL FIXES / IMPROVEMENTS
Hello Survivors,
We have a few updates about the development progress around TALES FROM THE FAR TERRITORY, the paid Expansion Pass for Survival Mode, which we launched on Steam (Windows-only) on December 5th.
TALES FROM THE FAR TERRITORY, Part One: Mac Version
Were happy to announce that we were able to fix the issues that prevented the Mac build of TALES FROM THE FAR TERRITORY from working. The Test Team is finalizing the build and it is due for release on Wednesday, February 15th on Steam and the Epic Game Store. This will bring the Mac version to parity with Windows.
TALES FROM THE FAR TERRITORY, Part One: Xbox and PlayStation Versions
The team is working hard on finalizing and testing these versions. Weve encountered a few hiccups with the respective store setups, but we have found some workarounds. The current target date for Xbox and PlayStation releases of TALES FROM THE FAR TERRITORY is Wednesday, March 15th. This will bring Steam, Epic Game store, Xbox, and PlayStation versions to parity. Please keep in mind, Xbox and PlayStation will need to approve these new versions, which may affect the release date. We will provide confirmation closer to launch.
Well have more news on the Nintendo Switch version in the coming weeks.
SAVE SYSTEM OVERHAUL WITH TALES, PART ONE
As a reminder, as part of splitting the game between Story and Survival Modes, we have made some necessary changes to help future-proof the save system in THE LONG DARK, and to enable you to receive improvements to the game moving forward.
As a result, unfortunately current Survival Mode saves will not work with the game once you download the Update for Part One of TALES FROM THE FAR TERRITORY. This is true even if you do not purchase the Expansion Pass.
This change will not impact Feats, Feats progress, Achievements, or WINTERMUTE saves.
TALES FROM THE FAR TERRITORY, Part Two: Launch Date & Features
We are currently targeting a launch for TALES FROM THE FAR TERRITORY, PART TWO on Thursday, March 30th. This will be for the Steam, Xbox, PlayStation, and Epic Games Store versions. The work on Part Two is nearly complete, and will be entering the Testing phase soon. Please keep in mind that the release date may be impacted by development realities.
Prepper Bunker Overhaul - Available in Part Two of TALES FROM THE FAR TERRITORY
The feature and content set for Part Two will include:
(For those who own TALES FROM THE FAR TERRITORY)
Survivors, thank you for your ongoing support following the release of our first Expansion Pass, TALES FROM THE FAR TERRITORY. We have released the v2.06 (106075) Hotfix to address the issue below in THE LONG DARK. GENERAL FIXES
Survivors, thank you for your ongoing support following the release of our first Expansion Pass, TALES FROM THE FAR TERRITORY. We have released the v2.05 (106000) Hotfix to address the issues below in THE LONG DARK. GENERAL FIXES
Hello Survivors, Last week, we launched Part One of TALES FROM THE FAR TERRITORY, the first paid expansion for THE LONG DARKs Survival Mode. TALES will be released as an Expansion Pass in 6 parts over the next 12 months. The full Expansion Pass roadmap is available here. We also created a Video that outlines everything that has been added in Part One. Each Part of the Expansion will include content that is exclusive to the Paid stream, and to get that content you need to buy TALES FROM THE FAR TERRITORIES. The launch of each Part will also include Free updates to Survival Mode. PART ONE FORSAKEN AIRFIELD The following paid features and content were included in PART ONE of TALES FROM THE FAR TERRITORY:
Hello players, TL;DR:
Survivors, thank you for your ongoing feedback and patience as we continue to make improvements following the release of our first Expansion Pass, TALES FROM THE FAR TERRITORY. A more comprehensive change list is still on its way, however, we have released the v2.04 (105814) Hotfix to address an issue in THE LONG DARK. GENERAL FIXES
KNOWN ISSUES - TALES FROM THE FAR TERRITORY Hi, Survivors! Following the recent Expansion Pass Update, which included both paid and free content, we are now able to provide faster Hotfixes for THE LONG DARK. This is very exciting, and we want to make sure you can still find relevant info quickly and easily as we continue to work to improve your experience in the Far Territory. Please refer back to this post for the latest information on recent Hotfixes and Known Issues. As a reminder, TALES FROM THE FAR TERRITORY has not yet launched on consoles. For more information on when TALES FROM THE FAR TERRITORY will be available on your chosen platform, please visit the Expansion Pass FAQ. RECENT HOTFIXES Hotfix v 2.04 (10574) (Dec 7) Today's fixes listed below are for Steam PC/Linux and Epic Games Store PC.
Survivors, thank you for your patience as we navigate the release of our first Expansion Pass, TALES FROM THE FAR TERRITORY. We can confirm that a more comprehensive change list is coming, however, we have released the v2.03 (105581) Hotfix to address a couple of key issues in the new Expansion. GENERAL FIXES
Survivors, its time to start your adventures in the Far Territory. TALES FROM THE FAR TERRITORY is available now on Steam. Purchase and download the Expansion today and start exploring Part One: Forsaken Airfield! Part One introduces the brand-new Airfield Region, featuring plenty of open space, a Control Tower, and new mysteries waiting to be explored. For more great details, watch the Part One Update Video below: [previewyoutube=GHM3vOcqvT8;full][/previewyoutube] Releasing in multiple Parts over the course of a 12-month campaign, TALES FROM THE FAR TERRITORY includes both paid updates for those who own the Expansion Pass, and free updates for anyone who owns THE LONG DARK (or SURVIVAL EDITION). Updates are currently planned for release every 8-10 weeks. Thank you for your ongoing support, Survivors. We are very excited to share this new adventure with you. For more information, including details on availability, pricing, and the full planned content Roadmap, please visit the official Expansion Pass website: https://www.thelongdark.com/expansion/
Survivors, we are looking forward to launching the upcoming Expansion Pass, TALES FROM THE FAR TERRITORY. Thank you for your support, your excitement, and for adding it to your Wishlists. Unfortunately, we have encountered an issue with the Unity engine that impacts only the Mac build of THE LONG DARK. We are working with Unity to resolve the issue, but this means that TALES FROM THE FAR TERRITORY, and the free updates to THE LONG DARK, will not be available for Mac on December 5th. Although we cannot provide a firm date at this time, we do not currently expect that this Unity issue will be resolved before the Holidays. Our current ETA for the Mac version is early January. We will provide an update as the situation unfolds. We understand this is disappointing, and we will do everything we can to ensure that the update is available on Mac as soon as possible. We appreciate your patience and understanding, and thank you for your support!
Survivors, mark your calendars and get ready to expand your adventures in the Quiet Apocalypse. TALES FROM THE FAR TERRITORY launches on Steam on December 5th, 2022. Look ahead at fantastic upcoming content in the campaign Roadmap, and don't miss the full trailer below, featuring a glimpse at new Regions, new Gameplay, and new objective-based Tales. [previewyoutube=xuf9HnNsNYI;full][/previewyoutube] TALES FROM THE FAR TERRITORY is the first paid expansion pass for Survival Mode in THE LONG DARK.Releasing in multiple drops over the course of a 12-month campaign, the expansion will significantly add to the world of Great Bear Island and the games core Survival foundation. Want to be notified at launch? Add TALES FROM THE FAR TERRITORY to your Steam Wishlist, and don't forget to visit the officialExpansion Passwebsite for answers to Frequently Asked Questions, updated info, and more.
It's almost here, Survivors. Don't miss your opportunity to add TALES FROM THE FAR TERRITORY to your Wishlist, and be the first to experience the first paid expansion pass for Survival Mode in THE LONG DARK!
Handheld Shortwave
Releasing in multiple drops over the course of a 12-month campaign, TFTFT significantly adds to the world of Great Bear Island and the games core Survival foundation, with new Regions, new Gameplay, and new objective-based Tales.
Specific additions coming in the Paid stream include:
Forsaken Airfield
"Deep along the spine of Great Bear tracks a steep mountain range that bisects the island.
This is the Far Range, an imposing wall of rock that stands vigilant over Great Bears priceless resource riches.
Over the decades, many have tried, few have succeeded to crack open the wealth within these rocks. And mysteries abound. Dark stories told around campfires, about abandoned mines and remote airfields that hold many secrets.
Now, with the aurora blazing across the sky, is the Far Territory ready to surrender its stories? Will you survive long enough to wrest any truths from the rocky grasp of this old, dark territory?"
Oak Trees
The full Roadmap for the Expansion Pass will be available at www.thelongdark.com/expansion in the lead-up to the December launch. Please keep in mind that teaser images include content that will be released throughout the 12-month campaign.
Features and content added to the Expansion are subject to development realities, and may change over time.
Vaughn's Rifle
For more great information, including what is included, pricing, and more, please refer to the FAQ on our website.
Hello everyone,
Thanks for your patience as I put this dev diary together. It took a while. As youll see below, there is a lot of information to share, and we wanted to make sure we crossed all our Ts and dotted all our Is before we put it in front of you.
First thing, thoughIm excited to reveal the title and key art for the first Expansion Pass content for THE LONG DARK. We call it, TALES FROM THE FAR TERRITORY.
Plus, check out the teaser trailer below:
[previewyoutube=pc47uXSOLEY;full][/previewyoutube]
TALES FROM THE FAR TERRITORY is the first paid content for THE LONG DARK since we launched on Steam Early Access back in 2014. Those of you who read my dev diaries or follow me or Hinterland on Twitter know weve been considering ways to create a more long-term sustainable model for ongoing Survival Mode improvements, and in my last dev diary I hinted at the form this might take. Since sharing that info, weve had more time to refine our thinking and planning, and so today Im proud to be able to share the results.
But first -- the obligatory marketing blurb:
Deep along the spine of Great Bear tracks a steep mountain range that bisects the island.
This is the Far Range, an imposing wall of rock that stands vigilant over Great Bears priceless resource riches.
Over the decades, many have tried, few have succeeded to crack open the wealth within these rocks. And mysteries abound. Dark stories told around campfires, about abandoned mines and remote airfields that hold many secrets.
Now, with the aurora blazing across the sky, is the Far Territory ready to surrender its stories? Will you survive long enough to wrest any truths from the rocky grasp of this old, dark territory?
Makes you feel cold just reading about it.
WHAT IS THE EXPANSION PASS?
The Far Territory is our first attempt to expand the world of Great Bear Island with something entirely new. To get there, you must take a long and treacherous journey along abandoned railway lines, tunnel systems, and caverns, to get to the hub region that then connects to three other large regions. Well be revealing this new part of Great Bear Island to you over the course of the 12-month Expansion Pass campaign. Some of the things you can expect to see added in TALES FROM THE FAR TERRITORY include:
Hello Community, Note: We are still receiving reports that the Brightness Slider is not working on PS4/PS5. We are investigating this complex issue and will share an update as soon as one is available. We just released our v2.01 (98664) Quality of Life Update for The Long Dark. This update includes some significant bug fixes, along with game and performance improvements. Please note that it may take time to update across all platforms. Thank you for your patience and support. We look forward to sharing more information about future updates and other exciting news about The Long Dark in a Dev Diary toward the end of September. Please remember to visit our Support Portal if you encounter any issues while playing the game. For additional news and information, please sign up for our newsletter and follow us on Twitter (Game | Studio). USER INTERFACE
April Developer Diary -- The Future of The Long Dark In a couple of months, itll have been ten years since I submitted the incorporation documents for Hinterland Studio Inc. and the company became a real business. I guess that milestone has me in a pretty pensive mood as I write this. Ten years is a good amount of time for a game company to exist. I look back at photos of my basement home-office, to the various studio spaces weve grown into and then outgrown, to now looking around at my non-basement home office and big screens with 60+ people Zoom calls, and I reflect back on the journey that has gotten us to this point. I look at the mix of faces I see looking back at me on that screen during our team Town Hall meetings. All kinds of different people with all kinds of different backgrounds. Every one of them a wonderful human being who is putting their heart and soul into Hinterland, to help create experiences for you, our players, and, in our own way, trying to shift the medium a little more towards thoughtfulness. A ten-year anniversary seems like the right moment to talk about the future. Whats Next for The Long Dark For those of you who know your TLD (and Hinterland) history, you may recall we announced The Long Dark with a Kickstarter (one of the first to use CAD!) in the fall of 2013, and followed up with a Steam Early Access launch of our sandbox mode in September 2014. For the next few years, we continued to expand and evolve the sandbox portion of the game (adding Xbox via Game Preview in 2015) while we also slowly built out the first parts of WINTERMUTE, our story mode. We launched our TLD 1.0 with Episodes One and Two of WINTERMUTE in August 2017 (adding PlayStation), then re-released the Redux versions at the end of 2018, followed by Episode Three in 2019, Switch in 2020, and Episode Four in October of last year. In between, we continued to update the sandbox portion of the game, which we renamed to Survival Mode. Somehow, along the way, we managed to build a community of nearly 10-million players. Without you, The Long Dark, and Hinterland, would very likely not be here today. When we launched our Kickstarter back in 2013, I promised that all backers would receive the five planned episodes of our story mode for the backing price, a promise we carried over to our Early Access and Game Preview backers. Meanwhile, our plan was to incrementally update the games foundational Survival Mode and align those updates (generally) with features and content we knew we wanted to include in later episodes (sometimes we did the opposite and introduced new features or content into Episodes which later found their way into Survival), and to keep players engaged in between the episodes. But this early 2013 backer promise meant that we have updated the game for free ever since we launched it, despite the fact that the games scope grew with its success and each episode represented a lot more effort and time than we had originally intended. (Keep in mind that our plan for TLD with the Kickstarter was a ~10-hour narrative-driven survival game and no freeform sandbox. Now, each of our episodes can be longer than 10 hours and the sandbox is now one of the biggest available within the entire genre of open-world games.) Aside from the fact that its important to live up to your promises, I think this free updates paradigm has resulted in a lot of good will with you, our players, and has hopefully strengthened our relationship and your loyalty to us as a team and studio. So, were really happy about this initial promise and were happy to have been able to go above and beyond to deliver on this over the past several years. But it hasnt been easy. One of the challenges of supporting both Survival and Story modes in The Long Dark has always been managing our resources to sustain both. Delivering WINTERMUTE was a promise, an obligation, but continuing to support Survival Mode was a choice. We did it to ensure our Survival players didnt feel neglected while we worked on the story episodes, but as a result, some of the magic that drove the early years of The Long Darks success, and the growth of the game and the community, was lost. We werent able to update Survival as frequently, as our studio focus was necessarily split between both modes, and these frequent updates were a big part of what helped the game take off. Last year we ran a community poll, asking how you would like us to dedicate our focus for the future of The Long Dark. Amongst other bits of useful feedback, we discovered that nearly 80% of you wanted us to begin producing paid expansion content for Survival Mode. Weve always felt fortunate that theres been a core group of you that have been asking us to start charging for content for a while now, but this was the strongest indication of what our players wanted us to prioritize for The Long Dark. Unfortunately, updating Survival mode with paid DLC is not that simple. Due to the decisions we made early in the projects inception, the games survival foundation has been inextricably linked to the story mode, and the story mode has been completely dependent on the core survival game. This has meant that over time, as the game has increased in scope and complexity, with new mechanics, new regions, new challenges, and new episodes, the game has become...unwieldy. Every update requires the entire game to be re-tested. Systems, content, and code have their roots deep into both parts of the game. Our testing times have gone from maybe a week per update (in the projects early years), to more than a month per update. The deep interrelationship between mechanics and content between the two modes has also meant some updates we would have liked to make in one area, couldnt really be done because of how they might impact the other. In short, the game has just become too big for us to maintain well. To address this, the team has been hard at work since we launched Episode Four, to decouple Survival and Story from each other. Its been a huge amount of work, involving careful separation of content but in some cases also the wholesale refactoring of code and entire systems. The good news is that we are now at the point where Survival Mode runs as a standalone experience, with no linkage back to Story mode. What this means is that we can now update Survival independently of Story. Updating will be easier, and faster. Testing will be simpler and more streamlined. And it means we can make changes and improvements specifically for Survival, without any concern about how they might impact WINTERMUTE. The opposite will also soon be true. The WINTERMUTE episodes will be completely separated from Survival, and when we update to Episode Five, well be able to do that without concern for how it might impact (or be impacted) by Survival. This also means that the WINTERMUTE episodes can potentially receive targeted updates without concern for how those changes might impact Survival Mode. This process has been a ton of work for the team, and unfortunately its all behind-the-scenes work to the extent that you are probably asking yourself but how does this impact me? Well, how it impacts you is that the split opens the door to a whole new era of Survival Mode content updates that will bring new life and new energy back into The Long Dark. It doesnt change anything about content you already own, and everyone who owns The Long Dark (on all our supported platforms) will still get Episode Five when it releases. And this split means we can finally deliver on your request that we start producing paid content for Survival Mode. So thats what were doing. Later this year, well be launching a paid update path for Survival Mode. This will be the first paid content weve added to The Long Dark (apart from our soundtracks) since we launched it nearly 8 years ago. Were still working through the details of the roadmap and our release plans, but I can tell you this much with a high degree of confidence:
Hello Community, We have released our v2.00 (91441) Quality of Life Update for The Long Dark. This update includes some significant bug fixes, along with game and performance improvements. Please note that it may take time to update across all platforms. Thank you for your patience and support. Please remember to visit our Support Portal if you encounter any issues while playing the game, and visit our Forums for a list of Known Issues. For additional news and information about The Long Dark and Hinterland, please sign up for our newsletter and follow us on Twitter (Game | Studio). A note about the Unity Upgrade: This Quality of Life update includes a major update of the Unity Engine, to version 2019.4.34f1. Updating Unity touches every system we have in the game, and requires the entire game to be tested. Despite our best efforts, it is possible that such a major update to core technology may have unforeseen outcomes. If you experience any bugs or unusual behaviour that you think might be the result of this Unity update, please submit a Bug Report to our Support Portal. Please note that this update will likely impact any mods you may have installed or have created. While we dont provide any official support for mods, please feel free to visit our Mod Forum with any questions and we will monitor questions to help where we can. GENERAL FIXES
Are you waiting for your Steam Deck to arrive, or considering buying one?
You'll be happy to know that The Long Dark is Steam Deck verified! Access your Steam library on the go, and use Steam Deck to explore everything the Quiet Apocalypse has to offer. Plus, the Hinterland team has been hard at work on visual and performance improvements on Linux to make your experience on Steam Deck even better.
To learn more, or to reserve your Steam Deck, please CLICK HERE. Great Bear Island is waiting, and there has never been a better time to explore!
Hello Community, Weve just hotfixed The Long Dark to version 1.99 (87977). This hotfix primarily addresses a potential blocker in Episode Four. Please find the full list below. (NOTE: list may contain spoilers for WINTERMUTE.) Please dont forget to visit our Support Portal for useful articles, or if you need to log an issue. To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio). WINTERMUTE ** Please note that this section contains spoilers for WINTERMUTE. **
Hello Survivors, We just launched our latest update to Survival Mode, called PERILOUS CONSTRAINT. This update includes:
Nominations are open for the 2021 Steam Awards, recognizing some of the best the games industry has to offer. This year, The Long Dark is eligible in one game category: the Labor of Love Award. This award goes to a game that has been out for a while, but continues to grow, improve, and gain new content. If you feel The Long Dark is a good candidate, please consider submitting your nomination by December 1st at 10AM (PST). As a bonus, you can earn Steam badges and up to 100XP for participating in the nomination process. Click HERE to learn more, and to submit your nomination. Thank you for playing, Survivors!
Hello Community, Weve just hotfixed The Long Dark to version 1.97 [85101]. This hotfix addresses issues that emerged with the launch of Episode Four, addresses certain gameplay bugs, and offers general game improvements. Please find the full list below. (NOTE: list may contain spoilers.) It may take some time for changes to take effect as platforms update. Thank you for your patience. There are two issues in particular affected players should be aware of:
Hello everyone! Octobers been a big month for Hinterland and The Long Dark. In case you missed it, we launched Episode Four: Fury, Then Silence. So far, the response has been overwhelmingly positive, and were grateful for that.
Today is a big day for Hinterland. After two years of development, we are finally launching Episode Four of our WINTERMUTE story mode for The Long Dark. Fury, Then Silence continues Mackenzies story after his ill-fated meeting with the convict Mathis in Carter Dam. You may remember that meeting didnt end well for Mackenzie. Now we get to see what happens to our everyman bush pilot as he tangles with some very unpleasant people in a prison complex at the end of the world. Developing the majority of this episode during a global pandemic has been a challenging experience to say the least. All the while, the team has banded together to support each other during the ups and downs. Within our small team, weve experienced the highs of births and new life, and the deep lows of losing people we love. And all the while, we pushed forward to tell the story of Mackenzie and Astrid, the quiet apocalypse, the wintery wilderness of Great Bear, and the mysterious aurora in the sky, all to the best of our ability. The parallels between our isolation and fears of the outside world and Mackenzies experience in the episode were not lost on us. For us, Episode Four will always be the pandemic episode. The experience of making it, and of playing it, will always be coloured by this time. Art doesnt exist in a vacuum, so maybe you will feel some of those influences as you go through and experience Blackrock for yourselves. Today is a bittersweet day. We give you the fourth episode of our survival odyssey, and we come one step closer to the final part of our story. We have set the table for Episode Five, and now we turn our attention to bringing it to a close. There are still many challenges ahead. In the coming weeks, Ill be sharing more information about our plans for the future of Survival Mode, next-gen enhancements, mod support, and other things were doing at Hinterland. But today is about Mackenzie, a prison in the mountains, and a tough journey that will push him -- and you -- to your limits as a survivor. We hope you enjoy the experience we have created for you, and on behalf of the entire team at Hinterland, I thank you for all your support and patience as you waited for this day. Thank you for believing in us, as we believe in you. All the best, and safe travels. - Raphael The Long Dark, Episode Four: FURY, THEN SILENCE is available now on Steam, Xbox, PlayStation, Epic Games Store, and Nintendo Switch. Watch the full trailer below. [previewyoutube=-AzzG1Iaczw;full][/previewyoutube] Visit our Support Portal to find useful articles or to log an issue you encountered. To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter @IntoTheLongDark | @HinterlandGames Accessibility Features Weve organized all of our accessibility features into a single menu available through OPTIONS->ACCESSIBILITY. Weve also added two new options to assist players:
The long wait is nearly over. The next Episode of THE LONG DARK's Story Mode: FURY, THEN SILENCE is coming to Steam, Xbox, PlayStation, and Nintendo Switch on October 6, 2021. (Free for all current owners of the game.) A murderous gang of convicts have captured Mackenzie. Desperate to escape one of the darkest corners of Great Bear Island, he must somehow survive his fiercest enemy yet. Can Mackenzie recover the Hardcase, continue his search for Astrid, and save the innocents caught up in this deadly confrontation? Click to watch the teaser below. [previewyoutube=zV3-8ZW4ZVE;full][/previewyoutube] For more info on Episode Four, visit the September Dev Diary on our forum and connect with other Survivors around the world.
Hello everyone!
The long wait is nearly over. Today we reveal the key art and title for Episode Four of The Long Darks WINTERMUTE story mode:
Episode Four: Fury, Then Silence
A murderous gang of convicts has captured Mackenzie. Desperate to escape one of the darkest corners of Great Bear Island, he must somehow survive his fiercest enemy yet. Can Mackenzie recover the Hardcase, continue his search for Astrid, and also save the innocents caught up in this deadly confrontation?
The episode takes place in a brand new region dominated by an old prison complex built under the shadow of Blackrock Mountain. Featuring 7-10 hours of gameplay, 60 minutes of narrative cinematics, and over 40 minutes of new music, Episode Four also introduces new key characters to the WINTERMUTE storyline, and puts the final narrative threads in place that will later be resolved in Episode Five (ship date TBD).
The team is heading into the final stretch of the episode. Most of the bugs are fixed, and were in the final stages of localization, optimization, and preparing things for launch.
True to our typical tradition, we arent announcing a release date until we are very close to launch, so stay tuned for that. For our Survival Mode fans, Blackrock Region will be added to Survival Mode before the end of the year, along with a few other additions.
UPCOMING PRICE CHANGE
When we had THE LONG DARK in Early Access on Steam and on Xbox Game Preview, it was priced at $19.99 USD. When we launched our 1.0 in August of 2017, we bumped the price up to $29.99 USD. With the launch of Episode Four, were increasing the price for THE LONG DARK to $34.99 USD ($5 increase). We feel this is more reflective of the current state of the game in terms of quality and the scope of content. The new price will take effect when Episode Four ships, so this is your last opportunity to purchase THE LONG DARK at its current $29.99 price. Please note that this price increase will not impact you if you already own the game. (Your local pricing may vary.)
ROADMAP AFTER EPISODE FOUR
After we launch Episode Four, Ill post some details about our plans for THE LONG DARK, onward to Episode Five and beyond, including how we plan to update Survival Mode in the future, our plans for Mod Support, and more.
Now, back to preparing Episode Fours launch. Well see you soon!
- Raphael
Weve released our v1.94Hotfix for The Long Dark. If you encounter any issues while playing the game please visit ourSupport Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for ournewsletterand follow us onTwitter (Game|Studio).
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GENERAL FIXES
Dear community, Its time for an update on Episode Four progress, which Im sure is the topic at the top of all your minds right now.
Weve released our v1.93 (71192) Hotfix for The Long Dark. If you encounter any issues while playing The Long Dark please visit our Support Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).
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GENERAL FIXES
Weve released our v1.92 (70699) Hotfix for The Long Dark. If you encounter any issues while playing The Long Dark please visit our Support Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).
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GENERAL FIXES
Dear community,
2020 has been a tough year. But we're nearly through it. And in a year of a global pandemic, we were still able to ship two major updates to Survival Mode, two seasonal events, and launch the game on Nintendo Switch. We also made a ton of headway on Episode Four, which we're excited to share with you in 2021. And in case you missed it, make sure you take a moment to try out the new content we added in our recent update, HESITANT PROSPECT.
This is a good moment to remind you that the team will be off between December 21st and January 4th, and while we have some light support coverage during the holidays, we'll mostly be resting up and enjoying time with our loved ones before we embark on our ambitious plans for 2021.
We really appreciate all the support we've received from you throughout this year. We hope that The Long Dark brings you some seasonal comfort over the winter holidays, and we look forward to seeing you all back in January.
On behalf of the team at Hinterland, we wish you a safe and enjoyable holiday season, and all the best wishes for 2021.
- Raphael
Weve released our v1.90 (70139) Hotfix for The Long Dark. If you encounter any issues while playing The Long Dark please visit our Support Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).
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GENERAL FIXES
The Long Darks Survival Mode has just been updated to a new version, HESITANT PROSPECT.
NEW REGION: ASH CANYON
Far on the other side of Timberwolf Mountain is a difficult-to-reach area defined by steep cavernous walls and burned-out forests. If you can navigate your way through the treacherous landscape, you might find an abandoned mine that hides treasures worth more than gold to any survivor. Just be careful when crossing the harrowing rope-bridges. Its a long way down!
NEW GEAR ITEMS
CRAMPONS, left behind by an intrepid climber who ran out of luck. Wearing these helps prevent sprains, and makes it easier to travel over Weak Ice.
A TECHNICAL PACK adds a permanent capacity buff to your Survivors inventory, giving you a little more breathing room as you carry your life-saving supplies around on your back.
NEW CHALLENGE: DARKWALKER + FEAT
HESITANT PROSPECT also presents an updated version of the popular ESCAPE THE DARKWALKER Halloween event we launched this year.
You are being hunted by a malevolent invisible force. Use special paint Glyphs to buy yourself time to escape. Time spent in each region counts down towards toxic green fog appearing which will slowly suffocate you. You must BANISH the Darkwalker before you run out of time!
Completing the Darkwalker Challenge unlocks a new Darkwalker Feat, which, when enabled in Survival Mode, gives you a stamina boost at night, while draining stamina during the day.
NEW CUSTOM MODE SETTING: ENDLESS NIGHT
You can now set up your custom Survival games so that day never comes...
QUALITY OF LIFE IMPROVEMENTS
Weve made some quality of life improvements to the games Front End, including the Region Selection menu. Youll also notice that weve updated the games Main Menu in honour of HESITANT PROSPECT, and moving forward every major update to the game will come with a new Main Menu that reflects the latest new content.
[previewyoutube=1fkqAZ2eSEw;full][/previewyoutube]
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CHANGELIST v1.89 [69558]
HIGHLIGHTS
Weve released our v1.88 Hotfix for The Long Dark. If you encounter any issues while playing the game please visit our Support Portal. To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio). ***** THE LONG DARK v1.88 (69021) CHANGELIST GENERAL
Weve released our v1.87 Hotfix for the ESCAPE THE DARKWALKER event. If you encounter any issues while playing The Long Dark please visit our Support Portal.
A big part of any of these events is player participation and we would love to hear about your experience playing ESCAPE THE DARKWALKER in our event subforum.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).
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THE LONG DARK v1.87 (68069/68142 ) CHANGELIST
GENERAL
Something is hunting survivors in The Long Dark and its not just the games usual wildlife. Running from October 29th to November 12th The Long Dark players will be stalked by a mysterious entity in our latest Halloween Event: ESCAPE THE DARKWALKER.
As youre playing the event feel free to talk about it and share your best survival times on our forums, or on social media using the hashtag #DARKWALKER.
To help you survive for as long as possible in this event weve put together this information. Follow them and you may delay your death a little while longer.
Starting Out
It's nearly here! The Long Dark's newest Halloween Event ESCAPE THE DARKWALKER is coming later this week. Prepare to be hunted by a mysterious and deadly entity that chases you across Great Bear Island in this limited-time event. For more details read our latest Dev Diary. [previewyoutube=5Zo0Nnr4NPQ;leftthumb][/previewyoutube]
Hello everyone, With the Switch launch behind us, I wanted to update you on our activities around THE LONG DARK for the remainder of this year.
After a long slow-burn development process, were happy to announce that The Long Dark is now available on Nintendo Switch!
For the first time ever, you can take The Long Dark with you wherever your own exploration takes you, with all of Great Bear Island in your hands and all the experiences contained in the WINTERMUTE Story Mode, as well as our award-winning Survival Mode. Whether youre sitting at your desk, on your couch, or on the road searching for your next shelter, youll have the same innovative exploration-survival experience regardless of what platform youre playing on.
For more information on The Long Dark on Nintendo Switch, including the announcement trailer, please visit www.thelongdark.com/switch
Keep in mind that your purchase of The Long Dark entitles you to all five episodes of WINTERMUTE (with Episodes One, Two, and Three currently available, and Episode Four around the corner; new episodes will be automatically unlocked as they become available), as well as regular bug fixes and updates to Survival Mode along the way.
Head over to the Nintendo eShop and venture into the Quiet Apocalypse of The Long Dark! And if youre a journalist or a streamer and are interested in giving The Long Dark a try on Switch, please contact us here.
We hope you enjoy The Long Dark on Nintendo Switch!
The Hinterland Team
Hello community,
Apologies that its been a while since you last heard from me.
2020 has been a pretty tough year so far. I have a feeling that most of you will agree. The great news is that everyone at Hinterland continues to be healthy -- no COVID! Were thrilled about this. So thats one really positive thing and I try to focus on that. Were also happy that despite things being pretty upside down, we were still able to release our FEARLESS NAVIGATOR update, as well as run our WINTERS EMBRACE event through July (which also added new content to the game).
We shut down our physical studio back in March and everyone has been in lockdown since then. I remember at the beginning of this quarantine I found myself thinking, Wow, think of how much Ill be able to get done!. Looking back at that time, I realize how naive that thought was. Weve been spending a lot more time on Zoom calls, have been doing as many small things as we can to help make the team more comfortable and to keep morale high, and have adapted as well as possible to exclusively working from home. But Im sure you can all appreciate that this is not a normal way of working. We typically depend a lot on in-person communication for relationship-building, planning, content reviews, and making clear progress towards common goals. Apart from being generally healthy and safe, which were grateful for, I think the team also feels a sense of malaise from being in lockdown for months on end. And while I believe the future is positive, Id be lying if I said that this year has been business as usual for Hinterland as a team, or for our work on The Long Dark.
Pretty recently we came to the conclusion that we dont feel good about releasing Episode Four this year. We had originally hoped to have it ready for launch in December, but with everything thats been going on, its just been tough to work very optimally. Weve lost some momentum and some parts of our production have been slower than usual just because of not being able to work on things face-to-face, nevermind everyone is also juggling their personal situation at home whether its being alone all the time, or balancing parenting duties with work, or whatever new personal dynamic we find ourselves in. Everyone is still focused on the game, and were making progress every day, but I just dont feel good about keeping the team locked to a December release because we dont crunch at Hinterland and the only way to hit December is if we compromise on quality or scope. We dont want that, and you dont want that. So we arent going to do that.
So were not shipping Episode Four this year. Im really sorry about that. We wanted to let you know as soon as we decided to delay, rather than wait another few months.
I hope you and your loved ones have all been healthy throughout this COVID pandemic. I hope that The Long Dark has been able to bring you some solace during these difficult times. Were still here for you. Just fighting through the long dark, in our own way.
Ill send a more uplifting update within the next couple of months, with some more info on our planned activities throughout the rest of 2020, and into 2021.
Thanks for reading, and stay safe out there.
- Raphael
PS A lot of you have been asking for news about the progress of the Nintendo Switch port of The Long Dark; we created a mailing list you can sign up to to be informed of news about it.
Weve released our v1.83 (64569) Hotfix for WINTER'S EMBRACE. If you encounter any issues while playing The Long Dark please visit our Support Portal.
Thank you to everyone who took part in our first ever Summer Seasonal Event. We hope that you enjoyed struggling to survive in the frosty cold of WINTERS EMBRACE.
A big part of any of these events is player participation and we would love to hear about your experience playing WINTERS EMBRACE in the comments below. What would you like to see us do next time and what would you change about the event?
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).
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THE LONG DARK v1.83 (64569) CHANGELIST
GENERAL
Weve released our v1.82 (64400) Hotfix for WINTER'S EMBRACE. If you encounter any issues while playing The Long Dark please visit our Support Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).
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THE LONG DARK v1.82 (64400) CHANGELIST
GENERAL FIXES
Weve released our v1.81 (64098) Hotfix for WINTER'S EMBRACE. If you encounter any issues while playing The Long Dark please visit our Support Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).
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THE LONG DARK v1.81 (64098) CHANGELIST
KNOWN ISSUES
GENERAL FIXES
Weve released our v1.80 (63997) Hotfix for WINTER'S EMBRACE to turn off Cabin Fever for players while participating in the Event.If you encounter any issues while playing The Long Dark please visit ourSupport Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game|Studio).
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THE LONG DARK v1.80 (63997) CHANGELIST
GENERAL FIXES
Hello players,
Were excited to share our new month-long event in The Long Dark. Running from 10am Pacific on Monday June 29th, and lasting until July 31st at 10am PST, WINTERS EMBRACE makes the harsh Winter environment of Great Bear Island even harsher, with:
Weve released our v1.78 Hotfix for FEARLESS NAVIGATOR. If you encounter any issues while playing The Long Dark please visit our Support Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).
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THE LONG DARK v1.78 (62973) CHANGELIST
GENERAL FIXES
At Hinterland, we value the diversity of our community of millions across the world. We also value the diversity of the game industry, and the strength of our medium to represent different points of view.
We look on in pain at the current violence erupting against Black people across the United States, and also reflect on the racism that exists in our own country.
We acknowledge that it isnt enough to simply not be racist. We have to actively work to be anti-racist, and to intentionally dismantle the racist structures that we as privileged people are often not even aware of. We also know this statement is just the beginning of the work we must do.
To turn words into concrete action, we have made financial donations to the following organizations: Black Lives Matter (US org), Black Lives Matter (Vancouver chapter), and Minnesota Freedom Fund.
We stand in solidarity with the Black community.
#blacklivesmatter
I believe that creators must be the custodians of their own content, and that developers should be able to determine for themselves which platforms their games are experienced on. In fact, I strongly believe that the continued vibrancy of the independent games industry depends on us being masters of our own destiny.
Back in March I decided to remove The Long Dark from NVIDIAs GeForce NOW game streaming platform, as I disagreed with our game being incorporated into the service without our consent. We discussed our position with NVIDIA, which they respected. This week, NVIDIA announced they are shifting to an opt-in program for getting games onto GeForce NOW. This means developers now fully control whether or not their games appear on the platform. Im thrilled to see NVIDIA move to this model as its best for everyone for players, for the platform, and for the developers who create the games you love.
Accessibility is important to us. GeForce NOW is a great service that offers players with low-spec or incompatible hardware the chance to play the games that might otherwise be out of reach, and were happy to announce that were bringing The Long Dark back to GeForce NOW, effective immediately.
I applaud NVIDIA for embracing this opt-in approach, and for their support of independent creators like Hinterland. I also support any developers who choose, for their own reasons, to withhold their games from any platform, and I hope you will respect their decisions to do so as well. Developer choice is at the heart of a strong independent games industry.
Sincerely,
Raphael van Lierop
Founder & CEO
Hinterland
Weve released our v1.77 Hotfix for FEARLESS NAVIGATOR. If you encounter any issues while playing The Long Dark please visit our Support Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).
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THE LONG DARK v1.77 (62748) CHANGELIST
KNOWN ISSUES
Were currently investigating an issue that results in some locations not appearing in the Journal, when viewing the Faithful Cartographers achievement progress. A full list of all locations can be found here.
GENERAL FIXES
Hello Community,
Weve just updated The Long Dark to v1.76 (62505) FEARLESS NAVIGATOR.
For a detailed breakdown of the new features and changes, please review the latest Update video.
[previewyoutube=WBpMFegfykw;full][/previewyoutube]
Full Release Notes are available below.
SURVIVAL MARKERS
Find Spray Cans in the world. Leave markers identifying important survival information such as the location of supplies or dangerous places to avoid. These in-world indicators appear on your map so that you can find things back even days or weeks after youve left a region.
ROCK CACHES
Build a landmark to help you navigate, and create emergency supply caches along commonly travelled routes. Review your Caches in the Journal, and leave notes on what youve stored in them so you can find vital tools or resources in the future.
VISTA SURVEYS
Hard to find Polaroids in the world indicate locations that offer sweeping Vista views of a region. Get to those locations and Survey them to reveal the majority of a regions map!
IMPROVED CHARCOAL SURVEY
The Charcoal Survey action now reveals an enhanced radius on the Map. Surveying from higher altitudes now increases how much of the Map is revealed.
MAP & JOURNAL IMPROVEMENTS
Turn layers of information on and off in the Map. Locate and rename Rock Caches. Keep track of all Surveyed locations to know if youve found them all. Especially useful if you are hunting locations for the Faithful Cartographer achievement.
TELEMETRY & QUALITY OF LIFE
New Autowalk accessibility feature ensures comfort for players with hand or wrist issues. New Opt-in Telemetry gathers gameplay data the development team will use to inform future balance and feature development efforts (Note: Telemetry is defaulted to OFF and needs to be turned on in the Options>Privacy settings.)
in addition to the dozens of general improvements listed below.
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THE LONG DARK v1.76 (62505) CHANGELIST
KNOWN ISSUES
These are issues were currently tracking and will be addressing in an upcoming hotfix:
Hello everyone,
I hope youre all doing well in these strange times we find ourselves in. Its time to update you on some of the goings-on at Hinterland these days.
COVID-19
Like many of you, our entire team is currently in Lockdown. British Columbia was one of the earliest Canadian provinces to have verified cases of COVID-19, back in January, so we were pretty aggressive in shutting down the physical studio. We had everyone work from home for half of February, and then by the first week of March we decided to just shut it down for at least a few months (back then everyone was still thinking week-to-week and this was tricky for planning so we figured it would be less disruptive just to assume wed all work from home for at least a few months). Weve all been doing this for about eight weeks now so that few months is probably going to end up being a few months more than that. I dont expect us to go back to working in the studio until the Fall or later. Even when it becomes safe to start slowly re-integrating into our old lives (as much as that will even be possible), our priority will continue to be ensuring our team is safe and protected. We wont go back to work in the studio until we know we can ensure our staff will be safe.
Were pretty fortunate that our work can be done largely virtually, although we do miss sharing time together in our physical workspace. During pre-COVID times, everyone at Hinterland had the option to work from home a couple of days per week, so everyone was already well equipped with home offices and our internal communications and development tools were already set up to support working from home. As a result, this transition hasnt been as disruptive for us as it has been for a lot of businesses.
That said, Id be lying if I said the lockdown situation hasnt impacted the team or our production. We all suddenly find ourselves working from home, with our kids and families around us, worried about their safety, access to supplies, what school will look like this year, what itll look like next year, and how this global situation may change how we live and work togetherpotentially forever.
We were able to add a counselling component to our employee benefits package, which gives the team access to professional support if they feel like they need to talk to someone. We also got everyone on the team an annual pass for MasterClass, and weve set up Zoom rooms for things like a Friday Happy Hour hangout. Theres been a lot more sharing around hobbies and personal interests and its been great to see how everyone has pulled together to support each other.
Weve been thinking about the world at large, and the disadvantaged people who are most affected by this situation. Earlier this month, we ran a fundraiser on Steam to raise money for the United Nations Foundation and the World Health Organizations fight against the spread of COVID-19. We donated 100% of the proceeds from that sale (including the 30% platform cut) and managed to raise nearly $200,000 to put towards these global efforts. One of our core values is taking care of others, and we feel really fortunate to be able to harness the work we do the creation of video games into something that can make a positive contribution in this challenging world. It makes us feel a little less helpless, I guess.
Weve also been thinking a lot about you, our players. We know a lot of you are feeling trapped at home, and so weve been trying to keep you engaged by running various activities on our social channels, including game key give-aways, and suggestions for ways to make the most of Social Distancing. Weve also been working on some new game content to keep you occupied.
NEXT SURVIVAL UPDATE
The team has been working on a Navigation-themed update to Survival Mode. Without spoiling things too much, I can tell you that its a suite of new features that will enhance the usefulness of the in-game Map, without sacrificing our current Landmark-based navigation paradigm. Also, the new features will all be optional, so any players who enjoy the game as it currently is can choose to ignore them. Were also finally adding an Autowalk accessibility feature, as this has been requested by various players in our community who struggle to play the game without this functionality.
The team is currently tracking towards a mid-May release for the next update. Well share more details as we get closer, so make sure you follow the studio accounts if you want to see those. As always, well release a fully narrated update video along with the update launch, to help explain how some of the new features work.
EPISODE FOUR
The team has also been hard at work on Episode Four, since wrapping up the Episode Three launch at the end of last year. I spent the first couple of months of the year completing the outlines for Episodes Four and Five to make sure we wrap things up in a satisfying way, and also leave some questions for the future. Since I completed those, the team has been working on creating the Episode Four mission content and world assets since then. In Episode Four, we also take up some of the hints we laid out in Episode Three, and begin answering some of those questions and mysteries.
One unexpected issue weve encountered due to the COVID situation is that we dont currently have a good way to create our story content, like cinematic sequences or dialogue mode, as these depend on being able to get into the studio with our actors, record their performances, and then process those performances into data that we can then apply to the 3D characters. Weve been working on some fallback plans to figure out how to do as much of this as we can while maintaining social distancing, but this will definitely put us behind schedule. Were still aiming to get Episode Four out this year but were not committing to any specific dates at the moment, because were still trying to understand how this will impact our production schedule.
In any case, well keep you apprised of our general progress. For the time being, Ive focused the team on what they need to do to stay healthy and to take care of themselves and their families, while doing the best to continue making progress towards our shared goals. Our plan is still based on delivering Episode Four in 2020, and well continue to work towards that.
MOD TOOLS
As an update on this topic thats popular amongst some people in our player community, weve created a small internal team to focus on carrying out our Mod Support/User Generated Content strategy for The Long Dark. Weve also been working on a global strategy for the studio, so that the effort we put into mod support/UGC for The Long Dark extends into the future as well.
The first step is to outline what we believe the right kind of modifications and user-created content types we can support with the game, as the engine (Unity) and the game itself were not really designed with Modding in mind. Weve also begun to identify the tools and technology well need to create to support this effort. When the time is right, we will present our plan and begin consulting with the community to learn more about what you would like to see out of our Mod Support efforts. While we may not be able to do everything you want, well do our best.
MAILBAG
Many of you might have followed my (almost) weekly Milton Mailbag post in the official forums. Unfortunately, due to the weekly time commitment required (each Mailbag post typically took me 2-3 hours to put together), I wasnt able to maintain regular updates as we were finalizing Episode Three, and I just havent been able to justify the time since then, for the relatively small number of people (around 1,000-1,500 per entry) who would read the posts. But, I still want to respond to questions and engage with you around The Long Dark I just need to find a more efficient/effective way to do this. One option we are considering is switching this to a video format essentially, I would put together a video (it would not be anything fancy, as Id be recording it in my home office) on a monthly basis (more often if were able), where I respond to 3-5 community questions. I might not end up going into as much detail in this format, and I may not be able to respond to 20-30 questions each week, but I think this will be a pace and time commitment I can sustain. If any of you would like to see the Mailbag become a regular video segment on our YouTube channel, please let us know on social or in the forums.
SWITCH VERSION
Not much to say here. The game is pretty much ready to go, apart from performance. Were still working on that, trying to hit a reliable 30 frames-per-second in all areas.
XBOX GAME PASS
We recently brought The Long Dark to Xbox Game Pass. This is an evolution of our ongoing relationship with Microsoft, going back to helping them launch the Game Preview program back in 2015. Were excited to welcome a new generation of Xbox players into our community, and we look forward to learning more about the specific pros and cons of having a game inside a subscription service. While I have concerns about what this business model might mean for independent developers like Hinterland, Microsoft has been a great, respectful partner for us over the years and were excited to bring the game to a new audience while also gaining some key learnings well need as we adapt to new industry business models in the future.
To any Xbox Game Pass subscribers reading this dev diary right now welcome! We hope youll stick around for the long term. Please join us in our Official Community, sit by the fire, and stay a while.
###
Thats pretty much it for this instalment of my Dev Diary. Keep your eyes peeled for the May Survival Update. It should land in the second half of the month. Apart from that, if you want to stay abreast of the goings on at Hinterland, please feel free to sign up for our newsletter, join our Official Community, or follow our social channels.
Thanks for reading, and enjoy the next update!
Raph
We all have to do our part to fight the spread of COVID-19. To that end, we are proud to have raised $194,619 USD through our recent Social Distancing Fundraiser on Steam, to support the United Nations Foundation and the World Health Organizations COVID-19 Solidarity Response Fund.
In the face of this global pandemic, we all have to do our part to support each other, and this is a time where game studios and the experiences we create can make a real difference in peoples lives, said Raphael van Lierop, Hinterland Founder & CEO. Were proud to be able to donate 100% of the revenue from this Fundraiser, and to join other world-leading brands in the fight against this terrible virus.
With the original pledge being for $100k USD, the fundraiser ended up raising $194,619 USD, the amount which Hinterland is donating 100% (including covering the 30% platform royalty) in order to maximize the impact.
This infographic illustrates the breakdown of how donations are being allocated by the WHO so far. Hinterlands contribution will help the WHO to understand how the virus spreads, provide patients the critical care they need, and also supports frontline workers with essential supplies and information.
We launched the COVID-19 Solidarity Response Fund seeking support for the World Health Organizations life-saving global response, said Elizabeth Cousens, President & CEO of the UN Foundation. We are thankful that donors big and small have answered that call. And, we are grateful to Hinterland for generously increasing their original donation to do even more good.
Our thanks goes to our community of players, and all those who bought The Long Dark to contribute to their crucial work to combat this pandemic.
The Hinterland Team
We all have to do our part to help in the global fight against the spread of COVID-19. Hinterland is partnering with the United Nations Foundation to raise money for the World Health Organizations COVID-19 response.
For one week starting Tuesday, March 24th at 10AM Pacific, you can fight your own cabin fever by buying The Long Dark for 60% off during our special Social Distancing Fundraiser on Steam. All our revenue from the fundraiser goes directly to the United Nations Foundations COVID-19 Solidarity Response Fund for the World Health Organization.
"This urgent moment calls for urgent global cooperation, said Elizabeth Cousens, President & CEO of the UN Foundation. And we need everyone across all sectors to work together. I am grateful to Hinterland for contributing to the COVID-19 Solidarity Response Fund for the World Health Organization. Their donation will help make sure health workers on the frontlines have the tools they need to prevent, detect, and respond to this pandemic.
Please share news of this fundraiser amongst your network, as every dollar we raise will make a difference in the fight against this global pandemic. Thank you for your support. Please remember to stay safe during this time, practice social distancing, and wash your hands! We can get through this, together.
Raphael van Lierop
Founder/CEO
Hinterland
Hello community,
So far in 2020 weve released four Hotfixes for The Long Dark's ERRANT PILGRIM Update. If you encounter any issues while playing The Long Dark please visit our Support Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ).
If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A.
FEBRUARY 5th, 2020 - CHANGELIST v1.74 [58755]
GENERAL FIXES
Hello community,
Weve released hotfix 1.74. If you encounter any issues while playing The Long Dark please visit our Support Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ).
If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A.
CHANGELIST v1.74 [58755]
GENERAL FIXES
Hello community,
Weve released hotfix 1.73. If you encounter any issues while playing The Long Dark please visit our Support Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ).
If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A.
CHANGELIST v1.73 [58590]
GENERAL FIXES
Hello community,
Weve released hotfix 1.72. If you encounter any issues while playing The Long Dark please visit our Support Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ).
If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A.
CHANGELIST v1.72 [58487]
Hello community,
Weve released hotfix 1.71 [58341]. In this release, weve focused on addressing a number of world art issues found in the Bleak Inlet region, as well as resolving several Predator AI and Quality of Life issues. If you encounter any issues while playing The Long Dark please visit our Support Portal.
To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ).
If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A.
CHANGELIST v1.71 [58341]
GENERAL ART FIXES
From everyone at Hinterland we wish you a meaningful and relaxing time with friends and family as you celebrate the end of another year.
2019 has been a fantastic year for us, culminating in the recent releases of Episode Three CROSSROADS ELEGY for The Long Darks WINTERMUTE Story Mode, and our ERRANT PILGRIM update for the games Survival Mode. Now onto a new decade, 2020, and beyond!
We are incredibly grateful for your continued support, and for the thoughtful interactions we get to have with our players through the official Hinterland community, our Twitter accounts [studio | game], as well as our other various communications channels.
Please note that the team at Hinterland will be enjoying a holiday break from December 20th to January 3rd. You will still be able to reach us through our Support Portal, but please keep in mind responses may take a bit longer than usual over the holidays. In the meantime, please refer to the games Technical FAQ for a list of troubleshooting steps for common issues.
All our best and happy holidays,
- The Hinterland Team
Hello community, Weve released our v1.69 Hotfix for Errant Pilgrim. If you encounter any issues while playing The Long Dark please visit our Support Portal. To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ). If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A. CHANGELIST v1.69 [57923] GENERAL ART FIXES
Hello community, Weve released our v1.67 Hotfix for Errant Pilgrim to address an issue we introduced in today's earlier Hotfix (v1.66). In today's previous release we focused on addressing a number of world art issues found in the Bleak Inlet region, as well as resolving several Predator AI and Quality of Life issues. If you encounter any issues while playing The Long Dark please visit our Support Portal. To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ). If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A. CHANGELIST v1.67 [57811]
Hello community, Weve released hotfix 1.66 [57718]. In this release, weve focused on addressing a number of world art issues found in the Bleak Inlet region, as well as resolving several Predator AI and Quality of Life issues. If you encounter any issues while playing The Long Dark please visit our Support Portal. To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ). If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A. CHANGELIST v1.66 [57718] GENERAL ART FIXES
Hello community,
We've just released our latest update ERRANT PILGRIM!
[previewyoutube=XaRNygzfPMc;leftthumb][/previewyoutube]
NEW REGION: Bleak Inlet
A wind-swept coastline reveals an abandoned industrial facility -- an aging Cannery that holds some useful secrets. But finding your way to it is a two-stage affair, involving accessing the region from both the Raven Falls ravine, and Forlorn Muskeg. But watch out! Vicious Timberwolf packs have moved into this region, and will defend their territory to the death.
NEW CHALLENGE: As the Dead Sleep
Youre a tortured soul on the edge of death. Find five grave markers in the distant corners of the world, and maybe you can feel some peace before you fade into The Long Dark. Inspired by the community-conceived Deadman challenge, this is our harshest Challenge yet.
NEW GAMEPLAY: Ammunition Workbench
Look for the Ammo Crafting Workbench. With the right supplies, you can assemble your own ammunition for the Rifle or Revolver. But assembling the gear you need, and finding the bench, wont be easy.
NEW ITEMS: Gunpowder & Ammunition Components
Weve added all the raw materials you need to craft ammunition. If you manage to gather them all, and find an Ammunition Bench, youll be significantly enhancing your life expectancy on Great Bear.
1) Lead from batteries to make bullets
2) Collect sulfur from plant fertilizer + Charcoal from burned out fires + potassium nitrate from Stump Remover = Gunpowder
3) Shell casing
4) Bullet + Gunpowder + Shell Casing + Ammo Bench = Ammunition
NEW GAMEPLAY: Gunsmithing & The Milling Machine
With the help of the active Aurora, the Milling Machine comes to life, giving you the capability to restore ruined firearms, and repair damaged ones, along with future capabilities. Just keep in mind youll need the Gunsmithing skill to make any headway with this tool.
NEW FEATS: Blizzard Walker, Expert Trapper, Straight to the Heart
New in-game achievements that lend gameplay benefits to Survival Mode games.
QUALITY OF LIFE: Campfire, Emergency Shelter Breakdown
By popular demand, weve added the ability to break down Campfire rings and Emergency Shelters, for those players who like to pack out what they pack in.
CHANGELIST v1.64 [57505]
HIGHLIGHTS
Added new Region: Bleak Inlet
Added new Challenge: As the Dead Sleep
Added new Feats: Blizzard Walker, Expert Trapper, and Straight to the Heart
Added new gameplay system: Ammunition Workbench
Added new gameplay system: Gunsmithing
Added new gameplay system: Milling Machine
Added new raw material: Lead
Added new raw material: Stump Remover
Added new raw material: Dusting Sulfur
Added new craftable item: Gunpowder
Added new craftable item: Bullet(s)
Added new craftable item: Ammunition
Added new Custom Mode setting to disable Birch Bark Tea crafting
GENERAL ART FIXES
[Enviro] Fixed numerous areas the player could become stuck in.
[Enviro] Fixed numerous locations where the player could get outside of the intended play area.
[Enviro] Fixed numerous clipping and floating objects.
[Enviro] Increased the visible distance of lights during an Aurora Event.
[Enviro] Fixed area in the Ravine that players could escape the map
[Enviro] Fixed missing roof in Prepper Bunker
[VFX] Adjusted interior light shafts that were too bright during mid-day
[VFX] Fixed flames clipping through Barrels and Pot Belly Stoves
USER INTERFACE FIXES
[UI] Fixed an issue that caused the Revolver to display the incorrect weight when viewed in the Backpack.
[UI] Fixed an issue that caused some Cooking HUD messages to appear too quickly.
[UI] Blueprint Requirements now appear correctly during the first instance of viewing the Crafting Menu.
[UI] Radial Menu can no longer appear overtop of other menus, such as the Backpack.
[UI] Fixed the Revolver and the Distress Pistol Condition displaying as the value from the previously viewed item.
WINTERMUTE FIXES
[WINTERMUTE] Male survivor vocalization no longer plays when Astrid is attacked by Timberwolves.
[WINTERMUTE] Timberwolves now react properly to Marine Flares.
[WINTERMUTE] The Crummy in Broken Railroad now falls over correctly after the Old Bear pushes on it.
[WINTERMUTE] Adjusted the rate that the Old Bear turns while in the cave.
CHALLENGE MODES
[Hopeless Rescue] The Distress Pistol can no longer spawn outside of the Timberwolf Mountain Crash Site.
SURVIVAL MODE
[Survival] Black screen no longer appears after being trampled by a Moose.
[Survival] Fixed an issue that prevented the player from interacting with the Buffer Memory in Signal Hill.
ALL GAME MODES
General performance improvements across the game.
[Animation] Improved animation for when a Wolf transitions to the hold ground AI state.
[Audio] Aurora effects are no longer disabled when aiming.
[Gameplay] Updated item placement range to better match interaction distance.
[Gameplay] Updated wildlife pathfinding so they dont bump into each other as often.
[Gameplay] Updated Wildlife pathfinding to better handle passing through gates.
[Gameplay] Fixed the missing highlight when moving Sticks in Placement Mode.
[Gameplay] Adjusted depth Wildlife carcasses can sink into the snow.
[Gameplay] Campfires no longer collide with Wildlife during placement mode
[Gameplay] Fixed issue that caused Wolves to not eat some prey.
### END OF RELEASE NOTES ###
Hello community,
The last six weeks have been pretty busy, with launching Episode Three on October 22nd, supporting our annual Four Days of Night Halloween event, and finalizing our next big Survival Mode update. We said wed do our best to deliver you one more big update before the end of the year, and Im here to tease out a bit more information about what to expect in December.
The next update is called ERRANT PILGRIM, and it features some new stuff were pretty excited about:
Hello community, Weve released hotfix 1.62 [55870]. With this release weve continued to address a number of issues specific to Episode Three as well as issues with the Crafting Menu, Wolf behaviors and numerous world art issues. If you encounter any issues while playing The Long Dark please visit our Support Portal. To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ). If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A. Gameplay * Fixed an issue that caused Wolf pathfinding to become confused after a decoy was dropped in certain scenarios. * Fixed the distance which Wolves can grab decoys. * Added further checks to prevent Wolves from attacking players through objects. * Fixed an issue that prevented players from dropping a decoy from the Radial Menu. * Fixed animation popping during the Wolf Struggle Animation while holding a Revolver. * Fixed Bears resetting to their dens after loading a save. * Fixed an exploit that allowed players to craft arrows even if there was time remaining. UI/World/Art * General polish throughout the world. * Added a third digit to imperial values to prevent rounding errors. * Fixed missing shadows from Fridges. * Fixed missing quantity when crafting. * Fixed Tool Selection not appearing when crafting arrows. * Fixed materials being consumed when cancelling crafting. * Fixed flames disappearing on pre-placed fires after exiting and reloading the game. Episode Three * Polish pass through the episode. * Survivor stats now displayed while passing time. * Added map icon for Survivors dropped by the player. * Fixed numerous areas the player could become stuck. * Fixed being unable to place the third rescued Survivor in some scenarios. * Gwen can no longer die after completing her mission. * Fixed issue that caused players to be forced out of aim when attacked by a Timberwolf. * Adjusted the size of Wades campfire. * Adjusted the distance which Timberwolves will hold ground when the player is holding a lit Marine Flare. * Fixed Timberwolves howling more than intended. * Fixed Timberwolf corpses resetting after transitioning indoors. * Fixed player position changing when exiting Diagnosis. * Fixed incorrect location being displayed when viewing information on the Load Screen. ###END OF RELEASE NOTES###
Our annual Halloween Event -- 4 Days of Night -- is now live The Event runs until Thursday Oct 31st 11PM Pacific. For complete details, please visit our official forums below: https://hinterlandforums.com/forums/topic/35657-four-days-of-night-2019/?tab=comments#comment-182480
Hello community, Weve released our first hotfix following the launch of Episode Three - v1.61 [55716]. Weve addressed a number of issues specific to Episode Three, added Lost and Found boxes to all regions, and fixed the lighting issues some players were experiencing. Lighting should now be closer to what you experienced in Steadfast Ranger. Note: This change list may contain spoilers! If you still encounter issues while playing The Long Dark please visit our Support Portal. To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter ( Game | Studio ). If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A. Changelist v1.61 [55716] Gameplay * Added Lost and Found boxes to all regions. * Fixed issue that caused animations for crouching, opening drawers, and the swinging of the lantern to play slower than intended. * Fixed issue that caused animals to clip into the ground when the player sleeps. * Fixed issue that caused Bears to sometimes spawn under the map. UI/World/Art * Fixed issue that resulted in brightness to be incorrectly calculated. * Fixed visible seams on the Rural Region Houses. * Fixed Timber Wolves Morale bar resetting if they fled during the Tutorial. * Fixed missing collision on the Community Hall Sign. * Fixed stretched texture in the back of the Burnt Ridge Cave. * Fixed flickering on some rock edges in Pleasant Valley. * Fixed disappearing snow texture near the Shed in the Rural Region. * Re-enabled player placed light sources during a cinematic. Episode Three * Subtitle and localization tuning. * Polish pass through the episode. * Fixed issue preventing Timber Wolves from transitioning to and from Aurora state. * Fixed being able to run while carrying a survivor after trying to place them and then opening and closing the inventory. * Fixed issue that caused a currently carried Survivor to disappear when manually saving and loading in the Community Hall. * Fixed issue that caused Mollys photo to change size after its picked up. * Fixed cinematic playing from an incorrect angle when arriving at the plane crash site from a specific direction. * Staggered animation will no longer play when exiting or entering a location, while triggering dialogue. * Fixed missing collision on some of the plane seats at the crash site. * Fix to prevent Astrids arm from popping into place after closing the Diagnosis UI. * Fixed rare issue that caused Weather effects and the skybox to disappear after exiting a cinematic. ###END OF RELEASE NOTES###
Our annual Halloween Event -- 4 Days of Night -- is back for 2019!
The Event kicks off Sunday, October 27th, at 10PM Pacific.
For complete details, please visit our official forums below:
https://hinterlandforums.com/forums/topic/35657-four-days-of-night-2019/?tab=comments#comment-182480
After a long wait, we're proud to present to you, Episode Three of The Long Dark: CROSSROADS ELEGY. https://www.youtube.com/watch?v=oqXDGS6qNuc We hope you enjoy it! Please be respectful of other players and avoid discussion spoilers in the community. And if you run into any issues while playing the Episode, please make use of our Support portal at www.hinterlandgames.com/support For all those new players joining us, you can jump straight into Episode Three if you like. Welcome to the Quiet Apocalypse! - The Hinterland Team
Its been a long time coming, but Episode Three is just around the corner. At 6AM Pacific on Tuesday, October 22nd, youll all have the opportunity to jump in to CROSSROADS ELEGY, and learn more about the story of the Quiet Apocalypse. Were very excited to share this new part of the story of Mackenzie and Astrid, the mysteries of the aurora, and whats happening on Great Bear in the midst of this (potentially?) world-changing disaster. But before that, we have a few housekeeping things to update you on, so here goes!
Hello community! We shared a whole bunch of news and updated around our Fifth Anniversary announcement last week, so you might have missed the news that we're launching Episode Three: CROSSROADS ELEGY, on October 22nd. That's only a little over three weeks away! Here's the teaser: [previewyoutube=lfjegZDT7VA;full][/previewyoutube] We'll be sharing more information leading up to October 22nd. We hope you enjoy the teaser, and we look forward to bringing CROSSROADS ELEGY to you very soon. - The Hinterland Team
We launched THE LONG DARK on Steam Early Access on September 22nd, 2014. Since then, we have updated the game over 150 times. Until now, everything but the most current update has been unavailable to our community.
We created the TIME CAPSULE to let you step back in history and play every major update since our launch. Think of it as a playable retrospective of how the game has evolved over the years -- based on developer vision tempered by player feedback.
We have created a forum on the official Hinterland forums for players of THE LONG DARK to discuss playing these TIME CAPSULE builds and sharing their experiences in the earlier versions of the game.
The TIME CAPSULE builds are all unsupported, meaning that we no longer are providing fixes or updates for them.
Please do not submit queries to our Support team for anything but the MOST RECENT (Current) update. We have taken steps to protect your Save Files but please ensure you follow the TIME CAPSULE instructions carefully.
To access the TIME CAPSULE builds and for more details on the individual builds offered please visit the TIME CAPSULE page on THE LONG DARK's official website.
NOTE: TIME CAPSULE only works on STEAM. It's the only platform that currently offers us the tools we need to provide this playable archive.
Five years is a long time to work on a single game.
Truth be told, Ive probably been working on The Long Dark for closer to seven years. I officially started Hinterland back in the summer of 2012. I knew how to make games, but I didnt know how to start a business or run a company. Im grateful to the people whove been there to support me along the way. This all feels like so long ago.
When did I know I wanted to start Hinterland? I always knew Id want to start my own studio one day. I just needed to get experience. Later on in my career, it became important that I make something that felt a truer expression of my creative values than most of the games Id worked on to that point. Id often thought about striking off on my own over the years, but one moment that really stands out in my memory is reviewing Ridley Scotts IMDB page, and seeing that hed already made something over 70 films (including several medium-defining ones), and when I looked at the paltry four titles to my credit to that point, I felt my legacy as a game creator would be pretty insignificant unless I could start shipping games more frequently. So yeah, after years in triple-A working on games that took years to ship I started Hinterland with the intention of making smaller games, shorter projects, so that I could ship multiple games per year.
Whoops!
Like for some of you, for me The Long Dark started out as a game but is now a significant part of my life. I think about it all the time. Ive watched my kids grow up from small children to being almost teenagers, while Ive thought about The Long Dark. My youngest doesnt even remember a time where I wasnt working on The Long Dark. This game and studio has dominated my life for years. Its become part of who I am, woven into the fabric of my being. Working on this game and running this studio has also afforded me the opportunity to be there for my wife and kids in ways I wasnt able to when I worked for other people. Thats been this games biggest gift to me, and that flexibility has informed a lot about how I run Hinterland today, to be able to provide that same flexibility to others.
When I now look around our studio and see the nearly 40 people who put their time and energy into making The Long Dark for you, I think about the deep honour that has been bestowed upon me, being able to work with so many incredible people, as well as the responsibility I have to them due to the faith they have placed in me. They are paying mortgages, putting their kids through school, carrying the worries and stresses we all carry, watching their own families grow up within the shelter The Long Dark has provided us all. A game is more than a thing players experience it can also be a thing to build a future around.
I feel a huge weight of responsibility to each and every person who buys The Long Dark will they feel good about their purchase? Will they see how much care weve put into what weve given them? Will they understand what weve tried to show them? Today, its so easy to be cynical about the industry and the motivations of developers. Most of the cynicism is, in my opinion, an easy cop-out, and deeply unfair. Most developers are in it for the love of the craft. For us, the motivation is simple to create work of lasting meaning. We hope our work speaks for us.
I feel a weight of responsibility to preserve a place for the pride of craft that is a big part of why we chose to dedicate our lives to this medium. You often read that a game is nothing without players there to experience it, and while technically this may be true, I strongly believe in the importance of our place as its creators. We arent merely here to build something and put it out into the world, ignorant of its flaws and values, waiting for our players to tell us what we have made or where we should take it. That lets us off the hook, and ignores the critical part we play in the dialogue. We are working to create something that has its own inner values, its own truth, and were striving to create the best version of that experience we can. Thats what we owe our players. We owe it to them to create something they cannot find anywhere else. We owe it to them to have a clear vision for what we are creating, and then the will to bring it to life. To that end, any successes in The Long Dark are the teams success, and any failings of the game are mine.
This is what I reflect on, on this day, the fifth anniversary of bringing our creation to the world. Of bringing it to you. I think about what The Long Dark has come to mean to us, and to our players. Is it a finely crafted thing that feels true to its inner values? Where have we hit the mark? Where have we failed? I think about that day, five years ago, where we pressed the launch button on Steam, having only trepidation and very modest expectations about how the game would be received. I think about the days, weeks, and months afterwards, realizing we were going to survive as a company. I think about our growing community, the various wants, backgrounds, and attitudes of our players what The Long Dark means to them, what they want out of it, and how we can provide for them without breaking this thing we have created. I think about my team and what they need, and will need in the future. I think about where we sit within the ecosystem of the industry, and the community of players, and what our responsibility is to shift the dialogue, move the needle, to try to create a more positive, more thoughtful place for discourse to happen. Again, we hope our work speaks for us.
I think about the next five years, what they will mean for Hinterland, how we will continue our Good Work, the ways in which I hope we leave a legacy for our players, our friends, our families, and what that legacy will be. I reflect on the world around us and how we can use our audience, our work, to have an impact. No art exists in a vacuum. May our work speak for us.
Thank you for the part you have played in helping to give us this voice.
***
At long last, today, we announced the next episode of WINTERMUTE, our Story Mode, is launching on October 22nd less than a month from today.
Episode Three: CROSSROADS ELEGY is the culmination of the foundational work we did in REDUX, and presents a series of events experienced from Astrids point of view. In our own way, and in our own style, it moves the story forward. I dont expect all of you to like it. But its a story that is true to the world of The Long Dark, true to Astrid, and I believe, also true to the world we live in today.
[previewyoutube=lfjegZDT7VA;full][/previewyoutube]
Reflecting on the five years on Steam, weve also published a TIME CAPSULE, unlocking access to the 15 major Steam builds weve released since Sept 2014. We hope you enjoy this playable archive of The Long Darks development history. Its been fun for us to look back at some of our own work and see how far the game has come in the past five years.
Well have more tidbits to share about Episode Three in the weeks ahead. Well also shed some more light on the next Survival Mode update we have planned for December. In the meantime, we really hope you enjoy todays Teaser for CROSSROADS ELEGY, and the TIME CAPSULE content.
Thanks for all your support over the past five years. I know our progress hasnt always been what youd like to have seen, and I know a lot of you probably thought wed never release Episode Three. Thanks to all who kept the faith and believed in us all this time. We may not work quickly, but we do work hard, and we hope you like us feel excited about whats to come.
All the best, and heartfelt thanks from the team at Hinterland.
Raphael
The Long Dark's Creative Director Raphael van Lierop was interviewed by Danny O'Dwyer from Noclip about the inspiration behind the game and designing loneliness in the Quiet Apocalypse.
[previewyoutube=KlQ65IUDHvw;full][/previewyoutube]
Hello community,
To address issues an issue with The Hunted, Part Two Challenge we have hotfixed The Long Dark to v1.56 [49966].
If you still encounter issues while playing The Long Dark please visit our Support Portal.
To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ).
If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A.
CHANGELIST v1.56 [49966]
Hello community,
Its time for an update on what the Hinterland team has been busy doing since the last dev diary in March.
First off -- most of you probably know that we released a substantial update to Survival Mode, called STEADFAST RANGER, in May. If you happened to miss it, heres a ~10-minute video that outlines the new content and changes introduced in that update. The most significant new item is the Revolver, which is an important tool in Episode Three. Having STEADFAST RANGER out in the wild, so to speak, has given us some useful player feedback on the Revolver and our revised shooting mechanics, and this feedback goes directly back into improving Episode Three.
EPISODE THREE
Im sure youre mostly here to get an update on Episode Three. Im happy to say that its been progressing really well. Since were not giving public release dates anymore (reasons outlined here), Im hesitant to put a label on where were at with progress, but I will say that the main story and mission content is mostly in place and were heading into deeper playtesting and bug-hunting now.
In terms of overall process, nows the time where I go in and start doing deeper dives into the episode and making hundreds of editorial refinements to how everything plays -- does this event happen at the right time, is there enough time between these two big narrative beats, does this conversation flow naturally based on choices the player has made, do we need to add some dialogue to help clarify this characters motivations, does this music sound right for this moment, does this part of the episode feel too empty, etc. Theres always a lot of fine-tuning to be done. For this process, I play through the episode from start to finish, trying as much as possible to see it with fresh eyes, as a player would, and I also play through it with my leads team so that we can workshop the episode as a group. The test team also starts doing a more thorough pass on things to make sure everything is working correctly -- save files, mission objectives, no content is missing, etc. This part of the process is a bit different from the rest of the episodes development which tends to be more piece-meal. Now that we can see the overall structure and flow of the episode and test the content as its intended, we can see how well everything is (or isnt) working. Its the part of the process that can really make or break the quality of the experience, I believe.
A lot can still change with the episode during this part of the process -- for example, this was the part of Episode Two (Redux) development that we felt the Bear Hunt gameplay fell kind of flat and as a result we conceived of the Bear Cave section, to give the bear a more impressive ending to the story Jeremiah introduced us to. So, its still possible that significant things can be added or changed at this point.
Its probably also worth recapping for you the things weve already shared about Episode Three to date: the episode takes place in Pleasant Valley, the core story and mission path will take about 5 hours to complete, and there is probably an additional 2-4 hours of side mission content. Of course, as with our other episodes, theres a lot of variability in this play time based on how you choose to approach the game and missions, but were pretty sure Episode Three should come in at about the same length as Episode Two, maybe a bit longer.
Were not ready to spill too many details on the Episode Three story yet, but I asked the team to pull together a few pieces of content they wanted to share with you, with the promise that it wouldnt spoil too much. Please check the captions for more info:
Caption: In Episode Three, you might notice a new predator stalking you along the Pleasant Valley horizon line. Timberwolves are a lot tougher and smarter than the average Wolf you may have become used to tangling with. And they dont usually hunt alone.
Caption: New threats mean youll need new tools to defend against them. The Blue Flare casts an unearthly glow on the landscape as you risk exploring at night.
Caption: Thomsons Crossing. Most of Episode Threes story takes place in this former mining town, and the surrounding area. Itll take all of Astrids skill as a doctor to navigate what she finds here. What survivors will she encounter along the way, and what stories will they have to tell?
Caption: A warm fire within a sheltered hall. But who stands watch here, and why?
NEXT SURVIVAL MODE UPDATE
In my last dev diary, I mentioned were working on a new region that might be released in the next Survival Mode update (the next one after STEADFAST RANGER). I dont have much to offer as an update to that yet except to say were still working on it. Were trying something a bit different with this region, sticking with the approach of using each region to support a different play style or gameplay theme. The Survival Mode team is working on some other cool stuff but I cant talk about it yet or they will [redacted].
NINTENDO SWITCH
Some of you may have seen this shared on my Twitter feed (where I often share unofficial tidbits of news and info about the game, when I can sneak it by the community team), but we recently managed to get the game running pretty well on Nintendo Switch. Its taken a small group within the dev team several months to get to this point, so were pretty happy to finally be here. Performance is not great -- mostly the game runs around 15 frames-per-second, which can feel pretty choppy at times (30 frames-per-second (or 30 FPS) is the minimum needed to get smooth performance) so were still working on it. Weve been working closely with engineers at Unity, the people who make the game engine weve used to build The Long Dark, because a lot of the issues weve encountered can only be solved at the engine level, and theyve been super helpful and were making slow but gradual progress. Well keep you up to speed on how things develop but this is the first time weve been able to run the game properly without it crashing constantly so its definitely progress!
WRAP-UP
Looking over this dev diary, I feel like I havent shared much. I think its because most of what weve worked on since the last dev diary has been very spoilery stuff related to Episode Three and I just cant tell you about it right now. As we get closer to launching Episode Three, well begin teasing out more details and will release a story trailer at some point so that hopefully youll get properly hyped for the episode. We know its been a long time since Episode Two, particularly for those who didnt try the REDUX re-release from last December (which, I must say, you really should play, just for all the new content and major improvements made over the original release of Episodes One and Two). I know at this point it feels like news is a bit few and far between, but please know that the team is hard at work on Episode Three and while its not as close to shipping as you may think, its not as far from shipping as you may think either.
If youd like to ask questions about the game or our development process in general, I invite you to participate and read the (more or less) weekly Milton Mailbag column I do in the official forums. Ive answered dozens and dozens of questions in over 36 individual dispatches over the past year, and while I try to stay away from spoilers there too, there are definitely some nuggets of gold hidden within some of my answers there.
I hope youre enjoying these first early days of Summer. Well keep you posted and expect to hear from me with another developer diary in a couple of months.
Thanks, and stay frosty out there!
- Raph
Hello community,
To address issues around how Arrows work in game we have hotfixed The Long Dark to v1.55 [48657].
If you still encounter issues while playing The Long Dark please visit our Support Portal.
To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ).
If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A.
CHANGELIST v1.55 [48657]
GENERAL FIXES
* [ALL] Fixed issue where Arrows could deflect off surfaces incorrectly.
* [ALL] Fixed issue where Arrows could be pushed through the ground.
* [ALL] Fixed issue where Arrows could become stuck in mid-air.
###END OF RELEASE NOTES###
Hello community,
To address an issue introduced to the game in yesterdays v1.52 Hotfix we have hotfixed The Long Dark to v1.53 [48567].
If you still encounter issues while playing The Long Dark please visit our Support Portal.
To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ).
If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A.
CHANGELIST v1.53 [48567]
KNOWN ISSUES CURRENTLY UNDER INVESTIGATION
* [Survival Mode] Arrows deflecting incorrectly off soft surfaces
* [Survival Mode] Arrows being pushed through ground in certain scenarios
* [Survival Mode] Arrows becoming stuck in the air after being fired
GENERAL FIXES
* Fixed issue where rapidly picking up items took longer than intended
###END OF RELEASE NOTES###
Hello community,
We hotfixed The Long Dark to v1.52 [48486].
If you still encounter issues while playing The Long Dark please visit our Support Portal.
To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio ).
If you have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A.
CHANGELIST v1.52 [48486]
KNOWN ISSUES CURRENTLY UNDER INVESTIGATION
*[Survival Mode] Arrows deflecting incorrectly off soft surfaces
*[Survival Mode] Arrows being pushed through ground in certain scenarios
*[Survival Mode] Arrows becoming stuck in the air after being fired
GENERAL FIXES
*General performance improvements across the game.
*Fixed issue where players could be pushed off ledges or through the world by an invisible bubble, including when traversing the exterior of Carter Dam.
*Fixed issue causing wildlife to become stuck and run in place in various areas.
GENERAL ART FIXES
*[Enviro] Numerous optimizations to improve performance.
*[Enviro] Fixed numerous issues causing players to become stuck in the environment.
*[Enviro] Fixed numerous issues allowing the player to get outside of the intended play area.
*[Enviro] Fixed numerous issues causing clipping and floating objects.
*[Enviro] Fixed issue causing an unintended low-res texture in Carter Dam.
*[Art] Fixed issue causing a stretched texture on large Water bottles.
USER INTERFACE FIXES
*[UI] Fixed issues causing typos in some subtitles.
*[UI] Fixed issue where players were unable to use a controller button/keyboard key to access the "More Info" option when viewing the Journal.
*[UI] Updated Revolver description flavour text.
*[UI] Added flavour description text to Revolver Small Arms Handbook.
*[UI] Fixed issue causing missing Duration Remaining UI label on the Headache status.
*[UI] Fixed issue causing HUD status indicators to appear on Load Screens, if the status was triggered immediately before a scene transition.
*[UI] Updated HUD placement to avoid overlapping messages.
*[UI] Fixed issue causing the Improvised Head Wrap to appear incorrectly on the Clothing screen when combined with a second Hat layer.
*[UI] Fixed issue causing the player to become stuck in the New Game menu if they had more than the max saves allowed across all game modes.
*[UI] Fixed issue causing the UI to display more Fuel than was actually available, due to a rounding error.
*[UI] Updated Rabbit Carcass flavour text description to account for all harvest states.
*[UI] Fixed issue causing the End Credits to pause when finished and waiting for player input.
WINTERMUTE FIXES
*[WINTERMUTE] Fixed a typo in the Mystery Lake & Area pamphlet Knowledge Item.
*[WINTERMUTE] Fixed issue that kept the Reishi Mushroom tooltip from appearing after collecting Reishi Mushrooms.
*[WINTERMUTE] Fixed issue causing the Journal shortcut to remain visible on-screen when Sleeping after the plane crash in Episode One.
SURVIVAL MODE
*[Survival Mode] Fixed screen blurring after firing your last arrow.
*[Survival mode] Fixed issue where players were unable to climb up and dismount the rope outside an Ice Cave entrance in Hushed River Valley.
*[Survival Mode] Tuned damage dealt to Bears and Moose when using the Revolver.
*[Whiteout Challenge] Fixed issue causing new items to appear in the Quonset gas station at the start of the Challenge.
*[Custom Mode] Updated Wildlife Respawn Frequency tooltip description to match intended behaviour.
ALL GAME MODES
*[All] Fixed issue where players couldnt interact with the world while reloading a weapon.
*[All] Fixed rare issue that would cause players to become stuck if grabbing a Rabbit while holding a gear item from their Backpack.
*[All] Fixed rare crash that would occur when taking High Resolution screenshots.
###END OF RELEASE NOTES###
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Hello community,
We hotfixed The Long Dark to V1.50 [48029].
To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).
If you encounter issues while playing The Long Dark please visit our Support Portal: http://hinterlandgames.com/support
If you have any other question or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A: thelongdark.com/mailbag
Hello community,
We hotfixed The Long Dark to v1.48.1 [47676] to address a crashing issue on PC.
If you still encounter issues while playing The Long Dark please visit our Support Portal: http://hinterlandgames.com/support
To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).
If you have any other question or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A: thelongdark.com/mailbag
Hello community,
Weve just updated The Long Dark to v1.48 [47675] STEADFAST RANGER.
For a detailed breakdown of the new features and changes, please review this update video. Full Release Notes are available below.
https://www.youtube.com/watch?v=WIwjUU_6DIY
New! Revolver A close-quarters defensive tool against hostile wildlife.
New! Birch Bark Tea A slow-gain condition restoration item brewed from a renewable natural resource.
New! Energy Drink Quick-shot Stamina and Fatigue boost, useful for getting yourself out of a variety of bad situations.
New! Improvised Cloth Wraps Stave off Frostbite on your Head and Hands with these basic wraps.
Overhaul! Rifle & Shooting Gameplay Completely overhauled shooting and aiming mechanics for the Rifle and other ranged tools.
Overhaul! Sprain System Improved Sprain gameplay dynamics and first aid solutions.
and much more.
Youll find the complete changelist for the Update below. Please be aware there may be WINTERMUTE story spoilers in the changelist.
If you encounter issues while playing The Long Dark please visit our Support Portal.
To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter, and follow us on Twitter (studio | game).
Hello community, We're excited to share the news that our next update to The Long Dark's Survival Mode, STEADFAST RANGER, will launch this Monday, May 6th (Pacific). The update will be accompanied by a nearly 10-minute video outlining the various new additions and changes to the game, including details about the new Revolver. The update includes several new gameplay tools, improvements to existing systems, as well as a host of bug fixes and optimizations. This update will apply to all in-progress Survival games and should not affect existing inventories or progress. The full release notes will be included in Monday's launch. As always, we encourage you to start a new Survival game to fully experience the breadth of changes! So this weekend is a great time to wrap up your current game and get ready for STEADFAST RANGER. - The Hinterland Team
Hello community,
The teams been hard at work since the holidays, which we used to recover from finaling the massive December Redux release, and its time to update you on some of the things weve been doing in the meantime.
Hello community, Weve just hotfixed The Long Dark to v1.47 [45127] to address some issues that surfaced since our REDUX Update in December. NOTE: Please be aware there may be WINTERMUTE story spoilers in the changelist. If you encounter issues while playing The Long Dark please visit our Support Portal. To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter. Youll find the complete changelist for the hotfix below.
Hello community, Weve just hotfixed The Long Dark to v1.46 [44395] to address some issues that surfaced since our REDUX Update in December. NOTE: Please be aware there may be WINTERMUTE story spoilers in the changelist. If you encounter issues while playing The Long Dark please visit our Support Portal. To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter. Youll find the complete changelist for the hotfix below.
Hello community, Weve just hotfixed The Long Dark to v1.45 [44231] to address some issues that surfaced since our REDUX Update in December. NOTE: Please be aware there may be WINTERMUTE story spoilers in the changelist. If you encounter issues while playing The Long Dark please visit our Support Portal. To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter. Youll find the complete changelist for the hotfix below.
From everyone at Hinterland Studio we wish you a great and relaxing time with friends and family. Its been a fantastic year for the game and the studio, culminating with the recent release of Episodes One and Two Redux. We are incredibly grateful for your continued support, and the thoughtful interactions we get to have with the community through the Milton Mailbag and other channels. Now onto 2019, Episode Three and beyond!
We also wanted to let you know that Hinterland will be on holiday break from December 21st to January 8th. You can of course still reach us through our new Customer Support Portal. Please keep in mind that while our support team will follow up with you, it may take up to 48 hours before we respond. In the meantime, please refer to the FAQ available on the Portal for a list of troubleshooting steps you can check out before we get back to you.
Hello community, Weve just hotfixed The Long Dark to v1.44 [44110] to address some issues that surfaced after our REDUX Update. NOTE: Please be aware there may be WINTERMUTE story spoilers in the changelist. If you encounter issues while playing The Long Dark please visit our Support Portal. To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter. Youll find the complete changelist for the hotfix below.
Dear players of The Long Dark on NVIDIA on Linux: Unfortunately, the latest version of Unity (used in the Redux version of The Long Dark) introduces graphical corruption issues when played using NVIDIA video cards. Fortunately, there is a workaround that may address these issues for you by forcing the game into OpenGL 4.2. To do this:
Hello community, Weve just hotfixed The Long Dark to v1.43 [44083] to address some issues that surfaced after our REDUX Update. NOTE: Please be aware there may be WINTERMUTE story spoilers in the changelist. If you encounter issues while playing The Long Dark please visit our Support Portal. To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter. Youll find the complete changelist for the hotfix below.
Hello community, Weve just hotfixed The Long Dark to v1.42 [44062] to address some issues that surfaced after our REDUX Update. NOTE: Please be aware there may be WINTERMUTE story spoilers in the changelist. If you encounter issues while playing The Long Dark please visit our Support Portal. To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter. Youll find the complete changelist for the hotfix below.
Dear Community,
The Steam Awards are back!
Please help us make it into the shortlist - by nominating us BY NOVEMBER 27th 10AM (PST). (Please note that you can nominate both Hinterland, under "Best Developer", and The Long Dark, under any other category.)
For additional details on how to vote, please visit the official Steam Awards page.
Dear Community,
Weve just hotfixed The Long Dark to v1.40 [42090].
Youll find the complete changelist for the hotfix below.
Is there something that you've been wanting to ask about The Long Dark? The game's Creative Director Raphael van Lierop has been answering fan questions on our official forums. Fans of the game can ask questions, and for each Dispatch a handful of those are selected and answered.
You don't need to be a member of our official forums to read the answers - though if you do sign up you can ask your own questions!
Be sure to read past Dispatches to see if your question has already been addressed!
So get your questions posted on our official forums now to be considered for the next Mailbag.
Stay informed on the Milton Mailbag and The Long Dark by our newsletter.
We've added a few more hours to 4 Days of Night to give you more time to work towards the badges. The event will now end on November 1st 10am Pacific Time.
Keep sharing your stories, images, gifs and livestreams with us by tagging them with #4DON and make sure you follow us on Twitter at @hinterlandgames.
Thanks for playing, and Happy Halloween everyone!
Embrace the final night of 4 Days of Night!
You can find details about today's daily challenge below.
For additional details about 4DON, please refer to our original announcement.
Good luck, and we hope you enjoy it! Share your stories, images, gifs and livestreams with us by tagging them with #4DON and make sure you follow us on Twitter at @hinterlandgames where well share regular updates.
The Hinterland Team
4 Days of Night is on fire for night three!
You can find details about today's daily challenge below.
For additional details about 4DON, please refer to our original announcement.
Good luck, and we hope you enjoy it! Share your stories, images, gifs and livestreams with us by tagging them with #4DON and make sure you follow us on Twitter at @hinterlandgames where well share regular updates.
The Hinterland Team
4 Days of Night is a howling success and continues for the second day of night!
You can find details about today's daily challenge below.
For additional details about 4DON, please refer to our original announcement.
Note: Make sure you use the same Save all the way through the event to unlock badges!
Good luck, and we hope you enjoy it! Share your stories, images, gifs and livestreams with us by tagging them with #4DON and make sure you follow us on Twitter at @hinterlandgames where well share regular updates.
The Hinterland Team
4 Days of Night is now (a)live!
You can find details about today's daily challenge below.
For additional details about 4DON, please refer to our original announcement.
Note: Make sure you use the same Save all the way through the event to unlock badges!
Good luck, and we hope you enjoy it! Share your stories, images, gifs and livestreams with us by tagging them with #4DON and make sure you follow us on Twitter at @hinterlandgames where well share regular updates.
The Hinterland Team
Four Days of Night is back this Halloween! Join us for some lighthearted fun in this time-limited event.
https://www.youtube.com/watch?v=TCyCylzMB-8
Hello everyone,
What would a game be without a great community to support it? We think of this every day, and that's why we decided to share the love back, by putting some cool folks who have supported us in the spotlight this time.
https://www.youtube.com/watch?v=bqMdEdqnBag Hello community, We’re excited to share the new launch trailer for The Long Dark’s retail version on Xbox and PS4, available today in North America, and on Friday September 7th in the rest of the world. If you’d like to buy a physical console copy, please check out the list of stores here. As a reminder, Episode Three and the Redux for Episodes One and Two are launching in December, as we outlined in this dev diary.
Dear Community, We’ve just hotfixed The Long Dark to v1.37 [39488] to address two issues that surfaced after this week’s previous Hotfix.
Hello community, We’ve just hotfixed The Long Dark to v1.36 [39433] to address some issues that surfaced after our VIGILANT FLAME Update. You’ll find the complete changelist for the hotfix below.
Hello community!
The moment you’ve all been waiting for:
EPISODE THREE IS COMING!!!
After a long period of you waiting for news about the next installment in the story of The Long Dark, I’m excited to share the news that Episode Three will release December 2018, along with the “Redux” editions of Episodes One and Two, unveiling a whole new experience of WINTERMUTE, The Long Dark’s story mode.
We’ll be teasing out more Episode Three details in the months ahead, but as a reminder: in Episode Three, you’ll play as Dr. Astrid Greenwood, and the story picks up in the aftermath of the events of Milton, as experienced from Mackenzie’s point of view in Episode One. You’ll meet new survivors, explore a new region, and find out more about the events prior to, and after, the First Flare event that engulfed Great Bear Island -- and perhaps the rest of the world -- into “the long dark”.
EPISODES ONE & TWO “REDUX”
Along with Episode Three, we’ll be releasing the “Redux” editions of Episodes One and Two, which we’ve spent the last year reworking in order to set up a stronger foundation for Episode Three and the remaining parts of the five-episode WINTERMUTE story mode. I talked a bit about the reasoning behind the Redux work in our February Dev Diary. Some of the work that’s gone into the Redux episodes includes:
Is there something that you've been wanting to ask about The Long Dark? The game's Creative Director Raphael van Lierop has been answering fan questions on our official forums. Fans of the game can ask questions, and for each Dispatch a handful of those are selected and answered.
You don't need to be a member of our official forums to read the answers - though if you do sign up you can ask your own questions!
Be sure to read past Dispatches to see if your question has already been addressed!
The next dispatch is going out on Friday, so get your questions posted on our official forums now to be considered.
Stay informed on the Milton Mailbag and The Long Dark by our newsletter.
Hello community, We’ve just hotfixed The Long Dark to v1.35 [38054] to address some issues that surfaced in our recent update, VIGILANT FLAME. You’ll find the complete changelist for the hotfix below.
Hello community, We’ve just hotfixed The Long Dark to v1.34 [37910] to address some issues that surfaced in our recent update, VIGILANT FLAME. You’ll find the complete changelist for the hotfix below.
Hello community,
We’ve just updated The Long Dark to v1.33, adding an entirely new wilderness Region, brand-new gameplay features including an overhauled Cooking system, as well as numerous bug fixes in an update we’re calling VIGILANT FLAME.
For all the details, please check out this update video. Full Release Notes are available below:
https://www.youtube.com/watch?v=gEJ2mkJSFGs&feature=youtu.be
New Hushed River Valley Region
Hushed River Valley is a multi-leveled Region that connects to Mountain Town, extending some of the same difficult terrain you see around the town of Milton. The new Region is full of waterfalls, rivers and streams, and lots of cliff areas, but includes no man-made shelters. It’s a highly challenging wilderness area, but keep an eye out for natural shelters, supply caches, and perhaps a mysterious Signal Fire to guide your way.
New Manual Cooking System
We’ve overhauled the cooking system so that it doesn’t occur in a simple menu interface anymore. You place cookable items in the new Recycled Can or Cooking Pot items, or on hot surfaces — namely, stones near burning campfires or on the surface of lit cook stoves — and wait for them to cook. Each food item requires a different amount of time to cook. If you remove the item too soon, it’ll be undercooked, and eating it could result in food poisoning. If you wait too long, you could overcook the item to the point where it becomes an inedible burned lump, thus wasting the valuable food and fuel resources you spent on it. You will also prepare water in a similar way. It means managing multiple timelines when cooking, but it should also free you up to take on other tasks simultaneously.
Buffer Memories
We’ve added new narrative collectibles to Survival Mode, in the form of “buffer memories”. These are the last documents stored in a computer’s memory before all the technology around Great Bear and beyond, was suddenly rendered inert by the mysterious aurora. Now, when the aurora appears at night, you might see some computer terminals display snippets of notes, emails, reports — information that provides more background on the world of The Long Dark. We’ve implemented a first series of Buffer Memories in VIGILANT FLAME, across a series of specific locations. Remember, each location may have more than one memory to offer. You can track discovered memories in the Collections section of your Survival Journal.
Radial Menu Quick Placement
As a result of our Manual Cooking work, you can now place items directly from the Radial. This means that you no longer necessarily have to go into your Pack to drop items for later placement. Radial Placement will be useful for quickly arranging various items, and is something we plan to use for more gameplay*oriented placement in the future. For now, the primary benefit is placing items from your Food radial directly on campfires or stoves, for cooking, or placing Pots and Recycled Cans on cooking surfaces so that you can cook food or melt snow for water.
General Fixes
In addition to these four main features, we’ve made dozens of bug fixes, made performance improvements across the game, and added several minutes of new ambient music to Survival Mode.
***
Hello everyone,
Since the last time I updated you in February, the team’s been working hard on a variety of things.
Some have been more “housekeeping” related, like dealing with Unity updates, general performance improvements (as the game continues to get bigger and bigger and our scenes more complex, we have to continuously optimize to make sure performance remains above an acceptable threshold), integrating new tools and features into our development pipeline, and adding new people to our growing development team.
This is all part of our commitment to continue building on the foundation of The Long Dark’s Survival Mode, while also working on new features and content for our Episode One and Two “Redux” (which I first discussed here: http://www.thelongdark.com/news/dev-diary-february-2018/) which is solidifying the foundation for Episode Three and onward.
Let me cherry-pick a few things to share with you at this point. Keep in mind that each of these entries is at a different stage of development and while some of these things will end up in our next Survival Mode update, some will need further polish and tuning before they are ready.
New Region: “River Valley” (placeholder name)
New waterfall effects in action.
New approach to landscape layout and tree density helps keep visual interest while forcing players to keep close eye on the horizon.
River Valley features new rock formations with much steeper verticals.
Ice caves with bioluminescent moss.
Our goal with this new region is to create an environment that doesn’t have a single human-made shelter on it -- so, even more rugged and isolated than Timberwolf Mountain with its lonely Mountaineer’s Hut. This new region has also been a test-bed of sorts, for a new approach to how we create our environments, including new rocks and more varied tree density. We’ve also added a new type of cave system, redone our waterfalls, and have focused on having the entire region be more of an “environmental” puzzle for you to solve. We’re also experimenting with varying elevations and a range of climbing (or caving) options to find your way around.
New Gameplay: Manual Cooking
Cooking around the campfire.
Different cooking implements offer different benefits.
This is something we’ve been discussing for a long time and our most recent prototypes have proven fruitful to the extent that I feel comfortable sharing them with you. We’ve overhauled the cooking system so that it doesn’t occur in a simple menu interface anymore. Now you have to place food items -- either in cooking vessels like pots or cans, or on their own -- on hot cooking surfaces like stovetops or rocks around a campfire. Each type of cooking source -- whether it be a single-burner stove, a campfire, or a large “cooker” like the one you see in the Pleasant Valley farmhouse, has a number of available “cooking slots”. The cooking times have been tuned (still in progress!) to account for the fact they happen in real-time in the game now -- i.e. not during an accelerated progress bar. We’re still working through a variety of user interface issues with this system but we feel it’s pretty promising. This work has also opened up the possibility of placing items in the world directly from the radial menu, which feels natural and is a much quicker way to manipulate things in the world, vs. having to first drop them from your Pack and manipulate them in placement mode. We’re still working on this but the initial tests are promising!
New Content: Buffer Memories
The aurora may reveal old mysteries through the words of long-forgotten (or long-frozen?) residents of Great Bear.
I discussed these in my last update, and we have the first series of Buffer Memories in the game. These are basically “lore drops” that will live in Survival Mode, but are only available on certain screens and then only when the Aurora is active. Our first pass on these will be focused on adding some background history to the world, presented as the words of Great Bear residents from days, weeks, or years before the events of The Long Dark. Future Buffer Memory “drops” may also link up to gameplay events or supply caches. Active terminals can be interacted with to read the content, which will then be added to your Survival Journal. We plan to expand this with different display types and even devices.
Redux: Mission Overhaul
We’ve completed our overhaul of the mission structures in our current Episodes One and Two, as part of the “Redux” work. The result is that the mission structure that was almost entirely linear at launch, is now almost entirely open. There are still “critical path” narrative missions that need to be completed before you can move on to the next episode, but many missions can now be completed in any order, and several are completely optional. We’re also adding a new opening to the game, and adding some new “side missions”.
New System: Dynamic Conversation Interface
Now that the mission structure has been opened up, we can’t use linear cinematics to present our story anymore. We’ve moved everything into first-person dialogues between Mackenzie and the NPCs, like Grey Mother, and Jeremiah. We’ve also integrated all the Trust unlocks into the main dialogue flow.
To support this, we’ve come up with a new dialogue system. Rather than using the standard cardinal points menu for selecting topics, we’re putting all the topics directly into the world. How topics are presented will tell you something about their relative importance to you, and to the NPC survivors. You’ll quickly be able to pick out the topics that link up to mission content, vs. the ones that are more about providing backstory. Topics that depend on you having sufficient Trust with an NPC will hide in the “background”, and as Trust is gained, they will resolve to become clearer to you, so that eventually they will be selectable.
This is our way of tying the dialogue in the game more closely to the survivor’s state of mind, and making it feel more like a living, breathing aspect of the story and the characters you meet as you explore. Because of this new system, all dialogue in the game will now be fully voiced.
We’re still working on this but we feel it’s a promising direction, and most importantly it supports a lot of flexibility in terms of when and how we unlock access to content, which means the game will be more dynamic for the player.
New Gameplay: Bear Spear
This is pretty self-explanatory. The feature is at an early stage so consider this a “tease”.
Episode Three
Not to sound like a broken record, but I’ll share more specific news about Episode Three when I think the time is right. The time is not yet right.
Xbox One X & PS4 Pro Enhancements
Lots of people have been asking us about this. We have a first pass on higher quality visual settings for Xbox One X and PS4 Pro. We’re also working on HDR-support for both. 4k support works on Xbox One X but we’re not sure we’ll be able to get it working on PS4 Pro, due to performance. We’re still working on optimizations and we’ll see where we end up!
In order to support these enhancements we’ve had to implement an entirely new post-effects pipeline in the game, the side benefit being that we’ll be able to get an improved anti-aliasing and HDR-lighting solution in the game for all our PC players as well!
When Will We Get All This Goodness?
We’re working on a new update to Survival Mode, with a tentative release planned for late May or early June, depending on how testing and finaling goes. Of the above list, you should expect to see the New Region, Manual Cooking, and Buffer Memories. Anything beyond that will come down to testing, optimization, bug-fixing, and finaling progress. As always, our aim is to launch all major updates simultaneously for Steam, Xbox One, and PS4, with GoG and WeGame following shortly thereafter.
So hopefully the next time you hear something official from me regarding progress, it’ll be to tell you that the new Survival Mode update is ready!
Stay warm out there.
- Raphael
To keep up to date on the latest news, be sure to sign up to our official mailing list!
Hello community, We’ve just hotfixed The Long Dark to v1.30 (35412), which includes the following fix for a rare crash:
Hello community, We’ve just hotfixed The Long Dark to v1.29 (35212), which includes the following fixes:
Hello community, We’ve just hotfixed The Long Dark to v1.27 [34908]. This includes the Unity game engine update that we discussed in our most-recent Dev Diary, as well as numerous other fixes you will see detailed below. NOTE: The Unity upgrade included in this hotfix has changed the location of the Debug Log for Windows users: Debug Log Location in Windows (new!): ⦁ In Windows, open File Explorer ⦁ At the top of the window, switch to the View tab ⦁ Go to the Show/Hide section and check the Hidden Items box ⦁ On the left side, Scroll down to This PC and click on the C drive ⦁ Navigate to the following folder: C:UsersUSERNAMEAppDataLocalLowHinterlandTheLongDark (Note that your Windows username will be the name 3rd folder you click through) ⦁ Inside TheLongDark folder you will find a file named output_log.txt . This is your game debug log.
Hotfix 2 for our current Test Branch is now live on Windows and Mac, with Linux to follow as soon as it's ready. This brings the Test Branch version of the game to v1.26 34825T. For a full list of fixes, please refer to the Test Branch forums found here: http://steamcommunity.com/app/305620/discussions/8/ (Reminder: You need to be logged in to Steam and own the game to access the Test Branch discussion forums.) Thank you! - The Hinterland Team
Hotfix 1 for our February Test Branch is now live on Windows, Mac, and Linux. This brings the Test Branch version of the game to v1.24 34615. For a full list of fixes, please refer to the Test Branch forums found here: http://steamcommunity.com/app/305620/discussions/8/ (Reminder: You need to be logged in to Steam and own the game to access the Test Branch discussion forums.) Thank you! - The Hinterland Team
Hello everyone, We've just updated the TEST BRANCH.
Hello everyone, The team’s been hard at work on a variety of projects since we released the Rugged Sentinel update in December, and I thought you might like a general development status update.
From everyone at Hinterland Studio, Happy Holidays! We wish you and yours a great season of family, friends, and (safe) cheer. We're so grateful for all your support in 2017. It's been a tremendous year for all of us -- the studio, as well as the community that's been there with us along the way. Thank you.
We also wanted to share with you what we'll be up to over the next two weeks. Hinterland is on holiday break from Dec. 22 - Jan. 3. You can of course still reach us at our Support account -- support@hinterlandgames.com. Please keep in mind that while our support team *will* follow up with you, it may take up to 48 hours before we respond.
In the meantime, here is a list of troubleshooting steps you can check out before we get back to you:
*The Long Dark Technical FAQ: http://steamcommunity.com/app/305620/discussions/4/1290691308593730337/
All our best and Happy Holidays,
- Hinterland Team
We've just updated The Long Dark to version 1.21.
Hello community, We've just hotfixed The Long Dark to version 1.19, which includes the following fixes:
We're thrilled to learn that PC Gamer Magazine has nominated The Long Dark as the open world Game of the Year, alongside Assassin's Creed: Origins, Middle Earth: Shadow of War, and West of Loathing. http://www.pcgamer.com/nominees-pc-gamer-goty-2017/ Thanks to the editorial team at PC Gamer, and to all our supporters, for this fantastic honour! - The Hinterland Team
Hello community, We've just released some fixes in follow-up to yesterday's release of RUGGED SENTINEL. Windows and Mac fixes are available immediately. Linux fixes will be released shortly.
Hello community,
We've just updated The Long Dark to version 1.16, introducing our first major update to Survival Mode since we launched WINTERMUTE on August 1st.
Please check out this update video. Full Release Notes available below:
https://youtu.be/urFhNnMI2ys
The following is a note from our creative director, Raphael van Lierop. ***** Hello everyone, The team’s hard at work on finalizing the (still un-named) December update and with a bunch of new players joining us thanks to the Steam Autumn Sale, it seems like a good time to preview a few of the treats we have in store.
Hello all,
We've just released the soundtrack for Survival Mode, and Episodes One and Two, as DLC for The Long Dark.
[quote]Original score for The Long Dark. Music for The Long Dark - Volume One, features 100 minutes of music composed by Cris Velasco (Mass Effect, God of War, Overwatch, Resident Evil 7, etc.) and Sascha Dikiciyan (Borderlands, Quake III, Mass Effect).
Volume One includes the entire soundtrack for WINTERMUTE Episode One: "Do Not Go Gentle", and Episode Two: "Luminance Fugue", as well as all the ambient exploration music from Survival Mode.
Total Volume One Run Time: 100 minutes (1 hour, 40 minutes)[/quote]
You can check it out here: http://store.steampowered.com/app/690180/Music_for_The_Long_Dark__Volume_One/
We hope you enjoy it!
- The Hinterland Team
We're thrilled to announce we've just released Trading Cards for The Long Dark.
For more information about Trading Cards and how they work, go here: https://steamcommunity.com/tradingcards
Have fun!
- The Hinterland Team
Thanks to all of you for supporting us throughout the years. We wouldn't have made it here without you.
Please enjoy Episode One and Episode Two of WINTERMUTE.
Throughout the day, we'll be monitoring the forums and bug reports, and will get fixes out as quickly as we can.
Please keep in mind that WINTERMUTE *is not* Survival Mode, so some things may be different from how you're used to them. Please be patient and give the game a chance.
Thank you,
The Hinterland Team
The Long Dark is Now Available on Steam and is 10% off!*
The Long Dark is a thoughtful, exploration-survival experience that challenges solo players to think for themselves as they explore an expansive frozen wilderness in the aftermath of a geomagnetic disaster. There are no zombies -- only you, the cold, and all the threats Mother Nature can muster. Welcome to the Quiet Apocalypse.
*Offer ends August 8 at 10AM Pacific Time
Today, we announced that a feature film adaptation of The Long Dark is in development with the producer of the Resident Evil films. The script will be written by Raphael van Lierop, writer and director of the game.
To help visualize what such an adaptation might look like (nothing like Resident Evil!), we've created a short film called ELEGY. Directed by Jared Pelletier, with a performance by Oscar-winning actor, Christopher Plummer.
We hope you enjoy it:
https://www.youtube.com/watch?v=aZNbUITN-mA
Hello fans, We're thrilled to be able to share the launch trailer for The Long Dark. https://www.youtube.com/watch?v=syoDWIt9yZY We can't wait to hear what you think about the game on August 1st, and we hope you find it was worth the long wait.
Due to a series of highly unusual environmental disturbances predicted for the MYSTERY LAKE REGION, all survivors in the area are STRONGLY ADVISED to evacuate themselves and their belongings from the following locations in advance of August 1st: - Mystery Lake Camp Office interior - All Lake Cabin interiors - All Hydroelectric Dam interiors AND surrounding exterior areas. Remaining in any of these areas during these mysterious disturbances may have unpredictable negative results and could result in the loss of supplies, save games, or even lives. Stay safe out there! - Hinterland Team
Hello community,
We've just released a Hotfix to FAITHFUL CARTOGRAPHER, bringing the game to v.426 and addressing a variety of issues, outlined below.
Hello community,
We're excited to share with you our last update to The Long Dark's Sandbox in Early Access. We're calling this update: FAITHFUL CARTOGRAPHER
https://www.youtube.com/watch?v=DMKXQTAHI_c
Hello community, As mentioned in this post, we will be wiping all Sandbox saves when we update the game to FAITHFUL CARTOGRAPHER.
Hotfix 9 for the "Faithful Cartographer" Test Branch is now live on Windows, Mac, and Linux.
As mentioned several times over the past few weeks, we will be wiping all save games with our next update, Faithful Cartographer. This is due to having to rebuild our Save Architecture to stabilize it for the future. All profile data will be preserved, however -- this means that all Badges, Feats, and Journals will still be saved. This is the first save wipe we've done in nearly 3 years on Early Access so we hope you will bear with us on this! This is an important step in preparing the game for our August 1st launch, and should help ensure greater stability for save games in the future. We are still finalizing Faithful Cartographer, but we anticipate launching it in the first half of next week. So, you still have a few days before the wipe happens! - The Hinterland Team
Hotfix 8 for the "Faithful Cartographer" Test Branch is now live on Windows, Mac, and Linux. This brings the Test Branch version of the game to v.421T. For a full list of fixes, please refer to the SPOILER-FILLED Test Branch forums found here: http://steamcommunity.com/app/305620/discussions/8/1290691937719897387/ (You need to be logged in to Steam and own the game to access the Test Branch discussion forums.)
Hotfix 7 for the "Faithful Cartographer" Test Branch is now live on Windows, Mac, and Linux. This brings the Test Branch version of the game to v.420T. For a full list of fixes, please refer to the SPOILER-FILLED Test Branch forums found here: http://steamcommunity.com/app/305620/discussions/8/1290691937715921302/ (You need to be logged in to Steam and own the game to access the Test Branch discussion forums.)
Hotfix 6 for the "Faithful Cartographer" Test Branch is now live on Windows, Mac, and Linux. This brings the Test Branch version of the game to v.419T. For a full list of fixes, please refer to the SPOILER-FILLED Test Branch forums found here: http://steamcommunity.com/app/305620/discussions/8/1290691937709206518/ (You need to be logged in to Steam and own the game to access the Test Branch discussion forums.)
UPDATE: Fixed linke below. Hotfix 5 for the "Faithful Cartographer" Test Branch is now live on Windows and Mac. Linux is incoming. This brings the Test Branch version of the game to v.417T. For a full list of fixes, please refer to the SPOILER-FILLED Test Branch forums found here: http://steamcommunity.com/app/305620/discussions/8/1290691308593744210/ (You need to be logged in to Steam and own the game to access the Test Branch discussion forums.)
Hotfix 4 for the "Faithful Cartographer" Test Branch is now live on Windows, Mac, and Linux This brings the Test Branch version of the game to v.416T. For a full list of fixes, please refer to the SPOILER-FILLED Test Branch forums found here: http://steamcommunity.com/app/305620/discussions/8/1290691308578432079/ (You need to be logged in to Steam and own the game to access the Test Branch discussion forums.)
Hotfix 3 for the "Faithful Cartographer" Test Branch is now live on Windows & Mac. Linux will follow shortly. This brings the Test Branch version of the game to v.415T. For a full list of fixes, please refer to the SPOILER-FILLED Test Branch forums found here: http://steamcommunity.com/app/305620/discussions/8/ (You need to be logged in to Steam and own the game to access the Test Branch discussion forums.)
Hotfix 2 for the "Faithful Cartographer" Test Branch is now live on Windows, Mac, & Linux. This brings the Test Branch version of the game to v.414T. For a full list of fixes, please refer to the SPOILER-FILLED Test Branch forums found here: http://steamcommunity.com/app/305620/discussions/8/ (You need to be logged in to Steam and own the game to access the Test Branch discussion forums.)
Hotfix 1 for the "Silent Cartographer" Test Branch is now live on Windows and Mac. Linux will follow shortly. This brings the Test Branch version of the game to v.413T. For a full list of fixes, please refer to the SPOILER-FILLED Test Branch forums found here: http://steamcommunity.com/app/305620/discussions/8/ (You need to be logged in to Steam and own the game to access the Test Branch discussion forums.)
*****
Hello community,
We are in the final few days of preparing the next update, FAITHFUL CARTOGRAPHER, for the Test Branch.
Hello,
As promised prior to last week's "Midweek Madness" sale, the price for The Long Dark has now increased to $34.99 USD, or the equivalent regional pricing based on Valve's recommendations (which are in turn based on the relative buying power of your local currency).
Save 50% on The Long Dark during this week's Midweek Madness*!
The Long Dark is a thoughtful, exploration-survival experience that challenges solo players to think for themselves as they explore an expansive frozen wilderness. Monitor your Condition, search for life-saving supplies, and master survival skills like fire-building, maintaining your gear, hunting, fishing, and landmark-based navigation. There are no zombies -- only you, the cold, and everything Mother Nature can throw at you.
*Offer ends Friday at 10AM Pacific Time
Hello everyone,
In collaboration with Valve, The Long Dark will be available for 50% off its current $19.99 Early Access price during this week's Steam "Midweek Madness" sale, which starts tomorrow (April 25th).
This is to acknowledge all the community support you've given us over the years, and to offer one last chance to purchase the game at the Early Access price point.
Thanks for your support, and we can't wait to share what's coming next!
- The Hinterland Team
www.thelongdark.com
*****
There will be one more Sandbox update before Story Mode launches. More details about that update will be available soon. The team continues to be hard at work, creating the best experience we can for you. We appreciate your patience while we do so.
- The Hinterland Team
We've just hotfixed The Long Dark to v.393 to address the following bug: * Fixed issue where Arrows would disappear upon save or scene transition. ###END OF CHANGELIST###
We've just hotfixed The Long Dark to v.392 -- changelist below.
Hello community, We've just hotfixed The Long Dark Sandbox to v.388, to fix a few bugs introduced (or discovered) after the release of our "Resolute Outfitter" update.
Dear Community, It’s time to talk about Story Mode again. Since this is the last community update I’ll be posting in 2016, this is also a good time to reflect on the last year of development on The Long Dark. The two stories are connected. 2016 has been a challenging year for me, and for Hinterland. We opened the year with the plan of launching Story Mode this past Spring, but I just didn’t feel good about where things were at, given the compromises I felt we were making to do that. I wanted to push further, do more, with the game, knowing that after all this time of you waiting for Story Mode, it would have to be something truly groundbreaking to really live up to your expectations. And to live up to our expectations. It’s been a constant balancing act between keeping our Sandbox players engaged and happy with updates, and also having the majority of the team working away on Story mode. Since it’s difficult to share Story progress without spoiling it, people sometimes feel as though we’re not working on it, which is frustrating for them, and for us. We deal with this by trying to stay focused on our launch and remember Miyamoto’s adage: “A delayed game is eventually good, but a rushed game is forever bad.” We appreciate all of you who continue to support us patiently. https://youtu.be/uizRfzcFaxo Caption: A sample of the 2D style we’re using for cinematic moments. One of the areas we’ve tackled this year is character realization. Prior to our Spring delay, our plan was to present all our characters in 2D motion-graphics sequences. We’re still using that presentation style for specific parts of our narrative, but I really wanted to push more of the storytelling directly into the gameplay space and I wasn’t happy with the idea that all our storytelling and character interaction would happen through 2D cinematic scenes. Despite the fact that our cinematic style is beautiful, I felt that we were somehow selling ourselves -- and the game...and our community -- short, by not trying to get more of this interaction into the gameplay space itself. This has been an aspiration of mine ever since I started working in games -- inspired by Half Life and Half Life 2, and their progeny -- an aspiration that has remained unfulfilled in all the games I’ve shipped to date. I guess I’m stubborn that way. I don’t know that we’ll get to Half Life quality interactive narrative in the first iteration, but getting more of our characters living and breathing in the world is still our target, and we’ve spent a lot of this year working on achieving that goal. But taking on 3D characters ended up being a much bigger undertaking than we expected. The whole 3D character pipeline was entirely new for this team, game, and engine -- we hadn’t made any of these characters, really, apart from a test (which you saw in our April Story Mode update -- the man near the fire; his name is Methuselah and we’ll have more to say about him in the future) and wildlife, which have very different requirements. It took us several months to work through the kinks in our content pipeline, get the tech working well, and in the end the initial results were not satisfactory. We’re continuing to iterate on what we have, and still struggling a bit with the tech and the content, but we’re getting closer. In the end, we’ll present our storytelling content through a combination of 2D motion-graphics scenes, and some in-game 3D moments, choosing the presentation style that best supports the creative goals of each particular moment. It’ll just have taken much longer than expected, to get there. On the good side, the possibility of having limited 3D character content in the world does open up some useful creative doors to other systems that would be hard to pull off without 3D NPCs, including better ways to reflect how your survival decisions as a player may affect other people you encounter, which is one of the key ways we want Story Mode to build on what Sandbox already offers. In Sandbox, you focus exclusively on how your choices affect your own survival -- a very ego-centric experience. In Story, we want you to think beyond yourself, and consider how your choices affect others. https://youtu.be/AGsiY2DpTr8 Caption: In Story Mode, you’ll finally get to see how the Aurora affects the world around you, introducing new hazards...and new possibilities. With the Sandbox update we just released -- Resolute Outfitter -- we’ve added the last major core gameplay system that remains before we launch Story Mode. We have two or three additional major systems we’re working on that we’ll be launching *with* Story Mode -- and these are pretty significant in how they change the way the game feels -- it’s likely that both these systems will also find their way into Sandbox, but we’re still working out those details. That’s been a theme this year -- the gameplay relationship between Sandbox and Story mode. My original premise for The Long Dark was that Sandbox would be the proving ground for systems, and Story would add the narrative layer. In general, this is how most open-world games function. That said, most open world games build their narrative layer in conjunction with their systems layer and due to our splitting the two “modes” apart, largely for the purposes of keeping spoilers out of Sandbox mode -- the Sandbox game has, to some degree, evolved to take on its own life as its own experience. It needs its own things to be successful -- it has its own “heartbeat”, as it were. And a hungry community needs to be fed! Thus, Sandbox continues to grow, in some ways, beyond the gameplay needs of Story mode... That’s not to say that Story Mode isn’t built on a foundation of Sandbox mechanics, but I think I over-estimated the extent to which Story Mode could be layered on top of Sandbox, without changes to systems or tuning. Some systems that work really well in Sandbox actually work against the player goals in Story, and vice versa. So, this year we’ve been working through that process -- pulling Sandbox mechanics into the Story game and refining them, streamlining them, tuning them differently, to support the more narrative-driven experience you get in Story. And likewise, there are some mechanics that are built for Story mode and will exist there first and most “purely”, and could get adapted for Sandbox afterwards. https://youtu.be/dC8WMkY_I48 Caption: In Story Mode, we’re introducing new regions designed to help present the backdrop of The Long Dark’s quiet apocalypse. With the pressures of wanting to make significant progress on Story Mode without abandoning our players who mostly care about Sandbox, I grew the team to about 25 developers this year, with -- at various points -- most of them working on Story Mode content and systems, and either small “maintenance” teams working on Sandbox updates, or -- depending on the complexity of the update -- occasionally pulling a large portion of the team into helping finalize or test Sandbox mechanics (as we just did for our latest update). I’d say this has been the biggest challenge for our team, and for myself personally. I’ve led large game teams before -- up to 150 developers -- but in trying to stay lean on management overhead and also having a lot of the team being distributed (i.e. not everyone works in the same physical studio space), at some point we hit a size where things just became a lot more complex to manage and to move forward. We’re working through it and have taken steps to improve certain aspects -- including opening up a second physical studio space to house about ⅓ of our development team who were all living in the same city but working apart -- but to some degree these are challenges you solve while on the run, laying track while the train is running, and it’d be dishonest to pretend they don’t have an impact on development progress. So that’s a lot of words but what you want to know is -- where do things stand with Story Mode? Well as always, in the interest of withholding spoilers, I’ll keep things high level. We have about 6 hours of playable Story Mode gameplay, currently split into two episodes, and these are the episodes we will launch with. The first part serves as a prologue and sets the tone of the story and explains something about the world you find yourself in. The second part continues the story of Will Mackenzie, and what he encounters and learns about the quiet apocalypse of The Long Dark. Astrid’s story, unfortunately, will not be playable at launch, but her Episode will come soon after. We are still planning to release five episodes in Season One, all of which our Early Access/Kickstarter/Game Preview players will get automatically as they are unlocked, for the price they have already paid. We have some cinematic content, we have some in-game character moments, all the voice recording for Mackenzie and Astrid is done, as it is for most of the supporting characters (but not all). We’ve created two whole regions that are new to Story Mode (not counting the new Sandbox region we’ve just released, Forlorn Muskeg), one of them is finished and being polished, and the other is getting a bit of an overhaul for story reasons, but it’s close to being complete, and is pretty unique for our game. We’re about to start scoring the game -- Cris Velasco, who I was fortunate enough to work with on Space Marine, will be composing the score for Story mode, to complement the beautiful work done by Sascha Dikiciyan in the Sandbox score. We’ll be starting that after the holidays. I have some more design work to complete on the remaining systems I mentioned earlier, and then we can finish those as well. Video: https://youtu.be/yTBs6UZnYHA Caption: Unfortunately, this guy didn’t quite make it in for 2016. As you can tell, he’s not very happy about it. As I’ve said before, I won’t provide dates until they are close enough that we are 100% guaranteed to hit them, but I feel really good about where Story mode is at the end of 2016, and we’ll have lots of exciting stuff to share -- including new announcements -- some time after the holidays. As with the last community update, I’ve teased a few of the things we’ve been working on for our Story Mode launch throughout this post. Enjoy, and thanks for reading. In the meantime, please make sure you check out our latest update, Resolute Outfitter, which introduces a whole new Region, as well as an extensive overhaul of the Clothing system, a Frostbite affliction, and tons of other fixes and gameplay modifications. https://www.youtube.com/watch?v=OHK7nfv9dRM Caption: Update video for "Resolute Outfitter". On behalf of the entire team at Hinterland, I wish you and your loved ones a great holiday season. 2017 is going to be a huge year for Hinterland, and The Long Dark. We’re glad that you’re here with us. - Raphael
We’ve just updated The Long Dark’s Sandbox mode to v.386, “Resolute Outfitter”. This is the last Sandbox update of 2016, and the biggest of the year. Details below.
Video:
https://youtu.be/OHK7nfv9dRM
***
Hello community,
We'll be deploying a new build to the Test Branch later this week.
This Test Build will include major changes to the Clothing System that we're planning to roll out in a December Sandbox Update before the holidays.
We'll share more details soon, but in the mean time, keep the following in mind:
* The Test Branch is optional; you do not have to participate.
* All tuning is placeholder; don't freak out if you see something you don't like. We'll continue refining the values leading up to the full December Update release.
* The Test Branch contains spoilers for the full Update. If you don't want to know what's coming in the full December Update, stay out of the Test Branch discussion.
* Please avoid posting Test Build spoilers in the main discussions.
* Current in-progress save games can be carried over to the Test Branch, but not the other way. This is to protect your progress from being polluted or influenced in some way by bugs or tuning issues in the Test Branch builds.
We'll update here and in the official community once the Test Branch is live.
Hello fans!
Steam is running an Awards contest during the Autumn sale, where you can nominate your favourite game in various categories, and get a Steam Badge for your efforts. [NOTE: This is not a badge we're giving out -- it's a badge STEAM is giving out.]
If you think we've done a good job with The Long Dark, we'd love a nomination! You can do so on the game's Store page:
http://store.steampowered.com/app/305620/
Want to learn more about the Steam Awards? Go here: http://store.steampowered.com/SteamAwardNominations/
Thanks for your support!
- The Hinterland Team
Hello, We've hotfixed The Long Dark to v.375 to wrap up the 4 Days of Night Event and fix a pair of related issues that had surfaced. We'd also like to hear your feedback on 4 Days of Night. Please take our community survey and let us know what you think: http://svy.mk/2eW7P8S - The Hinterland Team
Hello, We've hotfixed The Long Dark to v.373, to remove Parasites and Cabin Fever afflictions for the duration of the "4 Days of Night" event. Apologies for any inconvenience these afflictions may have caused, due to eternal darkness and not being able to recover properly. Please note that this fix will also apply to Parasites and Cabin Fever afflictions in current in-progress games. - The Hinterland Team
Event runs from Friday October 28th @ 10AM PDT, to Tuesday November 1st @ 10AM PDT.
https://www.youtube.com/watch?v=a1qK07YkK4k
More details here:
http://steamcommunity.com/games/305620/announcements/detail/527312139203739057
This Halloween, we're trying something a little different in The Long Dark -- an in-game event we're calling, Four Days of Night.
https://youtu.be/a1qK07YkK4k
This is a bit of an experiment to see how the community feels about in-game events that are built around a specific theme. Since it's Halloween, we're having a bit of light-hearted fun.
In Four Days of Night, you'll experience:
* Perpetual darkness -- the sun will not rise
* Light sources (ex. Lanterns) last twice as long as usual
* Demon wolves
* Strategically located Pumpkin Pies with Warming and Wildlife Deterrent capabilities!
* High-calorie value snacks in Candy Bowls
* Jack-O-Lanterns that mark the location of rare Loot
Hello community, We've just hotfixed The Long Dark to v.365 to fix some bugs in the recent update, Vigilant Trespass.
Dear community,
Two years ago -- on September 22nd, 2014 -- we brought The Long Dark to Steam Early Access. It was a newer platform back then. Survival games weren’t truly a “genre” unto themselves yet. We were still hitting our stride as an independent developer, about 18 months into development and only 11 months after we wrapped up our successful Kickstarter.
We had released an early version of the game to some of our Kickstarter backers, and we were thrilled to have some feedback. The notion of community-informed development was still pretty new to us back then, with the team mostly coming from traditional “triple-A” development backgrounds. We were used to working on games for years without being able to talk about them, pushing them out the door when they were as ready as we could make them, and crossing our fingers in hope that people would like them.
The idea of releasing an early, unfinished, unpolished version of the game was both tremendously exciting, and scary as hell. What if people hated it? We knew The Long Dark didn’t really fit into the traditional mold -- which was precisely the reason we had embarked on creating it. But really, apart from 6966 Kickstarter Backers who trusted our vision enough to give us their money, we had no idea if anyone would like what we had made.
Launching on Steam, in Early Access, was a turning point for us. On our first day, The Long Dark appeared in the #4 slot on Steam’s Top Sellers list. In the first month, we sold over 40,000 copies. We thought that was pretty good. By the end of January, 2015, we had sold over 250,000 copies. Today, across Steam and Xbox One, more than 950,000 people have contributed to the development of The Long Dark.
We know we’ve missed promised Story Mode dates. We’ve not always been able to get updates out as frequently as we would have liked. Not everything we’ve added to the game has been universally loved (*cough* intestinal parasites *cough). We’ve produced nearly 300 builds and over 75 public updates. Our team has grown from about 8 developers in September 2014, to nearly 25 today. We have a studio on Vancouver Island and are about to open a Hinterland Outpost in Vancouver. Tens of millions of play hours have been logged. Millions of people have watched the game played on YouTube and Twitch. The Long Dark has been analyzed critically by academics, has been incorporated into philosophy and literature curriculum as a case study of “vulnerability”, it’s helped people suffering from anxiety issues find some peace, while also managing to challenge veteran outdoorspeople and survivalists. Seeing one game be so many things to so many people is one of the most rewarding things in the world.
It’s even attracted the attention of some notable Canadian icons, like Margaret Atwood! (One of my personal high points on this project, so far!)
I’ve been fortunate to see this game grow from the kernel of an idea. What started as a deeply personal journey about striking out to the proverbial “hinterlands” of the games industry, has evolved into an artistic survival experience that has touched many people’s lives. It’s also provided the team at Hinterland with meaningful work and a way to provide for our respective families and dependents. For you, it is $20 and (hopefully) dozens of hours of escapism. For us, it is a calling, a livelihood. For me, it has become integral to the very fabric of my being.
Thank you for the faith you have put in us. Every day we strive to live up to it. We hope you have enjoyed the last two years of The Long Dark. Here’s to many more years! (But not too many more without Story Mode.)
You are the best of us.
- Raphael
################################
We’ve just updated The Long Dark to v.364,“Vigilant Trespass”. This update introduces several new features and changes to content, outlined below. A full changelist can be found at the end of this message.
Here’s a video that discusses some of the changes introduced in “Vigilant Trespass”.
https://www.youtube.com/watch?v=OTx2Fv1dJoU&list=PLzp35YPWKwnmy-cBp8fSCbdyb6NZeiiCp&index=1
Dear Community, The team’s been working hard on a ton of Story Mode features and content and here’s an update on some of what we've been up to since the last Story Mode update. Unfortunately, it’s not possible to really talk about Story Mode without at hinting at spoilers, so consider this a warning that there are light story mode spoilers below:
We've just updated our Roadmap for The Long Dark Sandbox to version 1.2, which includes an aspirational feature/content list for our next Sandbox Update.
Check it out: http://hinterlandgames.com/the-long-dark/roadmap/
Please remember that this is an aspirational list, meant to give you an idea of some of the things we are working on, and some of the things we hope to work on. It's possible that some of the things on the list may not end up in the game.
Also, please note that over 2/3 of the development team is working exclusively on Story Mode content and features, which has an impact on Sandbox update scope and frequency.
Thank you for your understanding!
- The Hinterland Team
Hello community, Just to let you know that the team will be off work on Monday, August 2nd, due to a stat holiday. Also, we have some open positions at Hinterland, working on (obviously) The Long Dark. If you, or someone you know, meets these qualifications and is interested in contributing to the ongoing development of the game, please get in touch! http://hinterlandgames.com/career-opportunities/ ... Before you jump on us in the comments -- 1) Yes, we are working on another Sandbox update, for August 2) Yes, we are also working hard on finishing the features and content we're launching with Story Mode 3) No, we are not providing a revised launch date yet Thanks and enjoy the weekend! - The Hinterland Team
Hello community, We've just hotfixed The Long Dark to v.349 to fix some bugs in the recent update, Penitent Scholar.
Hello community, We've just hotfixed The Long Dark Sandbox to v.348 to address a few issues.
Hello community, We've just hotfixed The Long Dark Sandbox to v.347, to address a few bugs since last night's release of PENITENT SCHOLAR.
Hello community,
We've just updated The Long Dark Sandbox Alpha to v.346, which we're calling "Penitent Scholar".
A video that discusses the update's major features and additions can be found here: https://youtu.be/86W0Rafd1Fs
Full Changelist below:
Hello community, Starting with the June Sandbox Update, we are implementing a new TEST BRANCH for The Long Dark. This reflects the fact that we have a huge diversity of players on a variety of hardware configurations, and as a small studio we just can’t test them all! The idea here is to provide an early version of the next update, about a week or so before we’d like to launch it officially in the Release branch (i.e. where you are currently getting it), so that we get some extra time to find bugs, crashes, and any other issues before it goes lives for the rest of our community.
Hello community,
We've just updated the Sandbox Roadmap document with some information about what we're working on for the June Sandbox Update.
Check it out ***HERE***!
DATE: We'll provide more information about update timing as we get closer to finishing work on it. For now all we know is we're targeting a June release.
REMINDER: The Roadmap is an aspirational document, so it's possible that not everything on the June Update list will make it in. But, as always, we'll do our best!
- The Hinterland Team
Hello Community, We've just hotfixed The Long Dark Sandbox to v.338. In addition to several general bug and crash fixes, we've also made some changes to the in-game lighting.
Hello community, We're working on another hotfix for The Long Dark's Sandbox, to address some outstanding issues, and also to introduce some tuning fixes. ETA on the hotfix is next Wednesday (May 25th) for Steam. A few notable highlights include: * Re-lit all interior scenes to compensate to the colour grading improvements released with Tireless Menace, which had the unfortunate side-effect of darkening the game for many players. We've made some other general improvements to Time of Day lighting as well. * Tuning changes to Rest, Fatigue, and some tweaks to Cabin Fever and Intestinal Parasites, and some other general gameplay fixes/tuning changes. * Fixes to a few outstanding crashes. The full changelist will be published with the Hotfix. Also, please note that Monday, May 23rd is a holiday in Canada, so the team will be taking the day off! Please keep this in mind for any support requests of feedback you send us, as responses will be delayed. Thank you! - The Hinterland Team
Today's Deal: Save 50% on The Long Dark!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Tuesday at 10AM Pacific Time
Hello community, We've just hotfixed The Long Dark Sandbox to v.332 to address some bugs discovered recently.
Hello community, Just another quick hotfix to address a few issues we discovered last night, including one bad Cabin Fever bug that would have affected players who started in v.325.
We've just hotfixed The Long Dark Sandbox to v.326, to address a few bugs and to make some tuning changes to mechanics we added in "Tireless Menace".
Hello Community! We just released a hotfix to The Long Dark Sandbox, to address a few issues we encountered from the big update, "Tireless Menace", released earlier today.
Hello community! We've just updated The Long Dark Sandbox to v.321, which we're calling "Tireless Menace". You can check out the update video: https://www.youtube.com/watch?v=SNMJ86U4oiA&index=4&list=PLzp35YPWKwnm24FmrHtVrugJLD3IcHP-A Some highlights from the new update:
Just a quick note to let you know that the next update to The Long Dark's Sandbox should be landing next week. We're just finalizing some bugs, and integrating some non-English translations. This update adds some new gameplay tools, overhauls some core Sandbox systems, and introduces a whole new way to experience the Sandbox, along with a host of other fixes and improvements! We're really excited to get this into your hands some time the second half of next week (if all goes well with our finaling phase). In the mean time...a little teaser for you.
Hello all, It's Spring 2016, and you've been patiently waiting for news on Story Mode. We've put together an extensive post providing a progress update, as well as a video showing some of the content and features we'll be releasing with launch, and a link to a development roadmap for Sandbox Mode. You can check out the Story Mode Progress Update here. - The Hinterland Team
Hello all, We're busy at work on Story Mode and we hope to share an update on that progress soon! In the mean time, check out this PC Gamer article that goes behind the scenes and tells you a bit about our founding, our studio, the team, and our goals for The Long Dark! There are a lot more photos of the studio and images from the game in the February print issue, which is on sale right now! We'll have more to share on development progress soon, so stay tuned. - The Hinterland Team
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