▶
Story Mode Progress Update
We’ve added two new regions for Episode One. One is nearly finished, and the other is being updated based on some story and mission changes, and will then be getting an art beautification pass. There are several new structures across both the new regions. Part of the new world we’ve added in Episode One is meant to help set the tone for what the world was like before “the event”. We also feel it’s important that Story Mode freshens up the existing Sandbox world for you, so in addition to adding new regions, we’re also updating the rest of the existing world. Many of the exterior updates -- like more detailed rocks, better grass, trees, etc. -- will be gradually released in Sandbox updates. Most of the interiors -- places like the Carter Dam, the Camp Office, Pleasant Valley Farm, etc. -- have been updated with much more detailed interiors. Those interiors will be released when we launch Story Mode, so even the fans who are a lot more focused on Sandbox will be get something new to enjoy.
Episode One is fully playable from start to finish and we’re now doing in-house playtesting to work on pacing, flow, and polish. It’s been really interesting to see how the core survival gameplay we’ve proven in Sandbox works within a structure of open-world narrative-driven exploration. We’ve had to do a lot of tuning of various elements to find the right balance between survival and exploration. In general though, it feels really great to explore the game world while motivated by clear narrative goals -- it makes for a nice contrast to the more open-ended Sandbox gameplay you’ve become used to. One thing that’s emerged from our playtesting is that our current Episode One is much bigger than we expected. Most of our in-house playtests have it at about 5-6 hours of playtime, which is roughly twice as long as we had originally planned each episode being. This play length is determined by what narrative beats we’re hitting with Episode One, and how we’re pacing those out with our world size and gameplay “heartbeat”. We’re trying to figure out how this impacts our plans for Season One content.
We’ve also been working on all the Episode One narrative sequences. Some of these are 2D motion-graphics cinematics, in the same style as the Story Mode teaser we released last December. Some of these are interactive sequences with full 3D characters in the world. These 3D character sequences are a huge amount of work for us because they require building all the character assets, animating those characters to dialogue, building sets for them, etc. These are the kinds of sequences that aren’t normally built by small independent developers, as they are very time consuming and resource intensive. We’ve probably been quite over-ambitious in delivering these but we feel strongly about the importance of seeing these important story characters living and breathing in the game world as opposed to being limited to non-interactive cinematics.
We’ve recreated all the clothing assets in the game, to better match our updated character designs. We’ve also added several new clothing items. These items will replace all the equippable clothing gear items in the game, and also be the same clothing worn by characters you meet in the world. We’re also doing some work to improve the Clothing system, by adding some new gameplay features, and a better interface. Our goal is to be able to represent the clothing your character is wearing on a kind of “paper doll” interface, so you get a stronger sense of character “customization” that way. We’d like to support this with additional character customization features (for Sandbox) in the future, as suggested in our Sandbox Roadmap, but a lot of that work is aspirational at the moment. For now, we’re really happy to be able to update the clothing assets, to help the whole world feel more coherent. It’s probable that these updated clothing assets will end up being released in a Sandbox update, rather than us waiting for Story Mode to release them.
The team’s been hard at work on improving the sense of first-person presence in the game. These updates aren’t technically related to Story Mode as we’ve decided to release them incrementally as part of Sandbox updates, but this is a pretty huge area of work for us as it’s meant creating a whole new animation system. Adding hands and a stronger first-person presence to the game is a huge undertaking and something we held off on for a long time out of fear of the scope of work, as The Long Dark has a large number of potential interactions compared to a lot of other games, but in the end I believe that including them strengthens the sense of your physical vulnerability in the game world and will create a more immediate feeling of connectedness to the environment, which in turn feeds into the range of emotions the game can inspire.
We haven’t said much about the Aurora since we’re trying not to spoil it -- but here are a few images to give you an idea of some of the things you might see in the game because of it.
We know that while a lot of you are anxious about Story Mode news, many of you are actually a lot more interested in Sandbox progress. We’re doing our best to balance the need to get Story Mode launched, with your desire for regular Sandbox updates. Currently, about ⅔ of the team is focused on Story Mode-specific content -- so, mission scripting, environment art, characters, animation, audio, etc. -- and the other ⅓ is working on Sandbox updates. Because most of our content team is focused on Story Mode, our more recent Sandbox updates have been be focused on gameplay mechanics and UI. This will likely continue to be the case until we launch Story Mode. We know that a lot of you would like us to expand Sandbox with more regions -- but unfortunately every region we build for Sandbox is one we can’t build for Story, and we don’t want to release the new Story Mode regions until we launch it, so they are new when you play them! We understand that for the people who are really waiting on Story mode, that our time spent on Sandbox updates isn’t really meaningful to you, and vice versa for the people who care more about Sandbox. We’ve been slowly adding people to the team to try to increase our development bandwidth, but hiring is a painstaking process for a small studio, as everyone you add to the team has a much greater impact to the project and the overall team dynamic. And, we’re pretty picky about who we add to the team. We’re trying to be wise about how we do this so that we don’t break things that are working well for us, and when it comes to hiring, wise usually equals slow.
We’ve announced launch dates in the past, in the hope that providing these dates would give you something concrete to look forward to. Unfortunately, all they did was create disappointment when we decided to delay beyond these dates. Last time we talked about dates I said I wouldn’t provide a new date until I was 100% sure we would hit it. To that end, I’m not going to say anything further about when we’ll ship Story Mode, except to re-iterate that the team is working very hard on it, our goal is to launch content that lives up to your expectations and lets us capitalize on the full potential of our work, and most of all, to create something that will redefine the “survival” genre as the first strongly narrative-driven exploration-survival experience. And as Hinterland’s first title, and as part of an ongoing episodic/Seasonal release plan, it’s critical that we get our launch of The Long Dark right, as it sets the bar for our studio’s future. Not only will it help determine whether we can achieve our full ambitions for The Long Dark in the future -- it will also help determine what other experiences we may (or may not) be able to make in the future. As always, we appreciate your support. We do not take it for granted. Sincerely, Raphael Twitter: @raphlife
[ 2016-08-25 19:18:32 CET ] [ Original post ]
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:
### THERE ARE LIGHT STORY MODE SPOILERS BELOW ###
New Regions
We’ve added two new regions for Episode One. One is nearly finished, and the other is being updated based on some story and mission changes, and will then be getting an art beautification pass. There are several new structures across both the new regions. Part of the new world we’ve added in Episode One is meant to help set the tone for what the world was like before “the event”. We also feel it’s important that Story Mode freshens up the existing Sandbox world for you, so in addition to adding new regions, we’re also updating the rest of the existing world. Many of the exterior updates -- like more detailed rocks, better grass, trees, etc. -- will be gradually released in Sandbox updates. Most of the interiors -- places like the Carter Dam, the Camp Office, Pleasant Valley Farm, etc. -- have been updated with much more detailed interiors. Those interiors will be released when we launch Story Mode, so even the fans who are a lot more focused on Sandbox will be get something new to enjoy.
Episode One Playtesting
Episode One is fully playable from start to finish and we’re now doing in-house playtesting to work on pacing, flow, and polish. It’s been really interesting to see how the core survival gameplay we’ve proven in Sandbox works within a structure of open-world narrative-driven exploration. We’ve had to do a lot of tuning of various elements to find the right balance between survival and exploration. In general though, it feels really great to explore the game world while motivated by clear narrative goals -- it makes for a nice contrast to the more open-ended Sandbox gameplay you’ve become used to. One thing that’s emerged from our playtesting is that our current Episode One is much bigger than we expected. Most of our in-house playtests have it at about 5-6 hours of playtime, which is roughly twice as long as we had originally planned each episode being. This play length is determined by what narrative beats we’re hitting with Episode One, and how we’re pacing those out with our world size and gameplay “heartbeat”. We’re trying to figure out how this impacts our plans for Season One content.
We’ve also been working on all the Episode One narrative sequences. Some of these are 2D motion-graphics cinematics, in the same style as the Story Mode teaser we released last December. Some of these are interactive sequences with full 3D characters in the world. These 3D character sequences are a huge amount of work for us because they require building all the character assets, animating those characters to dialogue, building sets for them, etc. These are the kinds of sequences that aren’t normally built by small independent developers, as they are very time consuming and resource intensive. We’ve probably been quite over-ambitious in delivering these but we feel strongly about the importance of seeing these important story characters living and breathing in the game world as opposed to being limited to non-interactive cinematics.
New Clothing
We’ve recreated all the clothing assets in the game, to better match our updated character designs. We’ve also added several new clothing items. These items will replace all the equippable clothing gear items in the game, and also be the same clothing worn by characters you meet in the world. We’re also doing some work to improve the Clothing system, by adding some new gameplay features, and a better interface. Our goal is to be able to represent the clothing your character is wearing on a kind of “paper doll” interface, so you get a stronger sense of character “customization” that way. We’d like to support this with additional character customization features (for Sandbox) in the future, as suggested in our Sandbox Roadmap, but a lot of that work is aspirational at the moment. For now, we’re really happy to be able to update the clothing assets, to help the whole world feel more coherent. It’s probable that these updated clothing assets will end up being released in a Sandbox update, rather than us waiting for Story Mode to release them.
First-Person Presence
The team’s been hard at work on improving the sense of first-person presence in the game. These updates aren’t technically related to Story Mode as we’ve decided to release them incrementally as part of Sandbox updates, but this is a pretty huge area of work for us as it’s meant creating a whole new animation system. Adding hands and a stronger first-person presence to the game is a huge undertaking and something we held off on for a long time out of fear of the scope of work, as The Long Dark has a large number of potential interactions compared to a lot of other games, but in the end I believe that including them strengthens the sense of your physical vulnerability in the game world and will create a more immediate feeling of connectedness to the environment, which in turn feeds into the range of emotions the game can inspire.
Aurora
We haven’t said much about the Aurora since we’re trying not to spoil it -- but here are a few images to give you an idea of some of the things you might see in the game because of it.
Sandbox Updates
We know that while a lot of you are anxious about Story Mode news, many of you are actually a lot more interested in Sandbox progress. We’re doing our best to balance the need to get Story Mode launched, with your desire for regular Sandbox updates. Currently, about ⅔ of the team is focused on Story Mode-specific content -- so, mission scripting, environment art, characters, animation, audio, etc. -- and the other ⅓ is working on Sandbox updates. Because most of our content team is focused on Story Mode, our more recent Sandbox updates have been be focused on gameplay mechanics and UI. This will likely continue to be the case until we launch Story Mode. We know that a lot of you would like us to expand Sandbox with more regions -- but unfortunately every region we build for Sandbox is one we can’t build for Story, and we don’t want to release the new Story Mode regions until we launch it, so they are new when you play them! We understand that for the people who are really waiting on Story mode, that our time spent on Sandbox updates isn’t really meaningful to you, and vice versa for the people who care more about Sandbox. We’ve been slowly adding people to the team to try to increase our development bandwidth, but hiring is a painstaking process for a small studio, as everyone you add to the team has a much greater impact to the project and the overall team dynamic. And, we’re pretty picky about who we add to the team. We’re trying to be wise about how we do this so that we don’t break things that are working well for us, and when it comes to hiring, wise usually equals slow.
Launch Date
We’ve announced launch dates in the past, in the hope that providing these dates would give you something concrete to look forward to. Unfortunately, all they did was create disappointment when we decided to delay beyond these dates. Last time we talked about dates I said I wouldn’t provide a new date until I was 100% sure we would hit it. To that end, I’m not going to say anything further about when we’ll ship Story Mode, except to re-iterate that the team is working very hard on it, our goal is to launch content that lives up to your expectations and lets us capitalize on the full potential of our work, and most of all, to create something that will redefine the “survival” genre as the first strongly narrative-driven exploration-survival experience. And as Hinterland’s first title, and as part of an ongoing episodic/Seasonal release plan, it’s critical that we get our launch of The Long Dark right, as it sets the bar for our studio’s future. Not only will it help determine whether we can achieve our full ambitions for The Long Dark in the future -- it will also help determine what other experiences we may (or may not) be able to make in the future. As always, we appreciate your support. We do not take it for granted. Sincerely, Raphael Twitter: @raphlife
[ 2016-08-25 19:18:32 CET ] [ Original post ]
The Long Dark
Hinterland Studio Inc.
Developer
Hinterland Studio Inc.
Publisher
2017-08-01
Release
Game News Posts:
251
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(94144 reviews)
The Game includes VR Support
Public Linux Depots:
- The Long Dark Depot (Linux) [2.24 G]
- TLD Dev Depot (Linux) [5.42 G]
- DLC01Linux [721.27 M]
- The Long Dark: Wintermute Linux DLC [8.16 G]
- The Long Dark: Tales from the Far Territory Linux DLC [728.71 M]
Available DLCs:
- The Long Dark: Tales from the Far Territory
- The Long Dark: WINTERMUTE
***THE LONG DARK IS AN EARLY ACCESS TITLE. THE SANDBOX IS IN A CONSTANT STATE OF IMPROVEMENT, AND IT ISN'T FINISHED. BUYING THE LONG DARK ON EARLY ACCESS SUPPORTS OUR ABILITY TO CONTINUE IMPROVING THE GAME. FOR MORE INFORMATION, REFER TO THE EARLY ACCESS INFORMATION ABOVE.***
With an average of 3-4 updates per month, The Long Dark is in a state of constant improvement. We have released over 75 updates since bringing the game to Early Access. Updates typically include new gameplay, tuning, new areas, items, and visual improvements. We are constantly improving the game based on our iterative development process, with input from the community.
Please note that the Early Access price provides immediate access to the Sandbox Mode, and includes the cost of Season One episodes of the Story Mode, the first of which will be available at the game's full launch.
The Long Dark is brought to you by Hinterland Studio, an independent game developer comprised of industry veterans with significant credits on many renowned series including Far Cry, Red Faction, Saints Row, God of War, Mass Effect, Knights of the Old Republic, Dragon Age, Company of Heroes, and many others. The Long Dark is the team's first attempt to create a unique and thought-provoking independent game that pushes the boundaries of the medium.
We appreciate your support of our efforts!
What is The Long Dark?
The Long Dark is a thoughtful, exploration-survival experience that challenges solo players to think for themselves as they explore an expansive frozen wilderness. There are no zombies -- only you, the cold, and everything Mother Nature can throw at you.Current Game Features
The Early Access version of The Long Dark features the game’s non-narrative Survival Sandbox mode. The game will leave Early Access one we launch Episode One of our Story Mode. All Season One episodes are included in the cost of Early Access.- No hand holding! The game challenges players to think for themselves by providing the information but never the answers. You have to earn the right to survive.
- Permadeath! See how long you can survive, check your standing on the global Leaderboards, then head back in and push yourself to survive longer.
- Monitor your Calorie count, Hunger and Thirst, Fatigue, and Body Temperature. Maintain your overall Condition if you want to survive. Let yourself weaken and any small threat may lead to your death.
- Over 30 square kms of wilderness to explore (and with more regions coming!). Mystery Lake, Coastal Highway, Desolation Point, Pleasant Valley, and more, all interconnected and each with dozens of explorable locations.
- Dynamic weather, wildlife, and time of day, all with an impact on how you choose to survive.
- Over 100 gear items including clothing, tools like hatchets and rifles, first aid equipment, foodstuffs, light sources like lanterns and flares, and firestarting equipment.
- Hunt Deer, Snare Rabbits, and watch for Crows as they can signify the presence of animal, or human, corpses that can be vital sources of Supplies. Wolves are territorial and will defend their territory, or stalk you if they catch your scent. If you let them get too close, you may find yourself in a desperate struggle to survive. Be on the lookout for Black Bears, as they roam the landscape in search of food.
- Harvest Wood for fuel, maintain your Gear and Clothing, and keep your Knife, Hatchet, and Rifle in top shape as they will save your life!
- Harvest Medicinal plants like Old Man's Beard Lichen, Rose Hips, Reishi Mushrooms.
- Deep First Aid system featuring many afflictions including: Sprains, Blood Loss, Infection Risk, Infection, Food Poisoning, Dysentery, and more.
- Craft Snares, First Aid items, Repair your Clothing and Tools, and Harvest raw materials from the environment, as you do your best to become self-sufficient.
- ...and much more!
Ongoing Development
With an average of 3-4 updates per month, The Long Dark is in a state of constant improvement. We have released over 75 updates since bringing the game to Early Access. Updates typically include new gameplay, tuning, new areas, items, and visual improvements. We are constantly improving the game based on our iterative development process, with input from the community.
Please note that the Early Access price provides immediate access to the Sandbox Mode, and includes the cost of Season One episodes of the Story Mode, the first of which will be available at the game's full launch.
The Hinterland Team
The Long Dark is brought to you by Hinterland Studio, an independent game developer comprised of industry veterans with significant credits on many renowned series including Far Cry, Red Faction, Saints Row, God of War, Mass Effect, Knights of the Old Republic, Dragon Age, Company of Heroes, and many others. The Long Dark is the team's first attempt to create a unique and thought-provoking independent game that pushes the boundaries of the medium.
We appreciate your support of our efforts!
MINIMAL SETUP
- OS: SteamOS or Ubuntu 16.04 or 17.04
- Processor: Dual-Core Intel i5 CPU @ 2GHz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel 4xxx Series w/ 512MB VRAM or better
- Storage: 7 GB available space
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