News on the Upcoming December Update
First off, you’re all waiting to hear more information about the Moose. The model, animation, audio, and core behaviour is all finished. We’ve populated the world with Moose -- it’s a pretty rare animal so don’t expect it to be easy to find -- and we’re now just tuning the AI behaviour and some of the Moose’s unique capabilities to make sure it feels balanced.
This guy does not look happy to see you.
Keep your eyes for these scratches on the tree bark; this might indicate Moose are in the area! We’re excited to hear your stories about Moose encounters once we roll it out into Survival Mode. This is the first new animal we’ve been able to add to the game in quite a while, and it shares characteristics of both the Deer and the Bear, so...it makes for a pretty interesting creature. We have a new Affliction and a couple of new craftable Gear Items associated with the Moose, so on the whole this should add some interesting depth to your Survival Mode experience. We have some other fun updates to Survival Mode coming in December, but I’d like to talk about a couple of things we’re doing for Story Mode in the December update.
A common piece of feedback we received after launching WINTERMUTE was that the first two episodes were far too easy for our experienced Survival Mode players. This made the introductory segments feel slow-paced and too “tutorial-y”, and yet these sames parts could be quite punishing for players who didn’t know anything about the game. It was challenging to balance Episode One for brand new players, and also players who had put 1000s of hours into the Sandbox, and we were reluctant to add the notion of “difficulty modes” for the Story experience, because we wanted everyone to share that experience the same way. Also, having multiple “difficulties” would create a ton of additional tuning and bug-fixing overhead for us while we were trying to finalize our first two Episodes, and we were nervous about taking that on in addition to all the other finaling tasks on our plates. However, we really want everyone who plays WINTERMUTE -- new or veteran -- to have a great experience with this narrative mode, and we were sad to hear so many veteran survivors just didn’t enjoy Episode One as much due to the level of challenge, so in December we’ll be rolling out three new Experience Modes, specifically for WINTERMUTE. These loosely map to “difficulty”, and are similar to how we tune our Survival Mode Experiences, but to be clear, these are specifically tuned for WINTERMUTE (i.e. they are different from the Survival Mode experiences of Pilgrim, Voyageur, etc.).
Three new Experiences should provide a good range of choice for WINTERMUTE players, from the Greenest to the most Hardened survivors. This should give both the newest, and most veteran player of The Long Dark, a little more control over the type of experience they have when playing WINTERMUTE. (Please note the new Experience Modes for WINTERMUTE will only work on games started *after* the December update.)
Another issue we encountered, post-launch, were challenges around our implementation of the Save system for WINTERMUTE. Unlike Survival Mode, which is Permadeath (i.e. once you die, we delete your game), WINTERMUTE has a two-slot save system. Saves were triggered using the Bedroll or resting in a Bed (as in Survival Mode), and also by Autosave (as in Survival Mode), but we found that this introduced too many restrictions for players, discouraged experimentation, and also often resulted in players getting “stuck” between two bad saves, sometimes in an irrecoverable situation. This was terrible for some people, and we feel really bad about it. So with the December update, we’re rolling out a completely overhauled Save System for WINTERMUTE. You can now save pretty much anywhere, with between 20-25 save slots (depending on platform) shared between WINTERMUTE, Survival Mode, and Challenges. We also let you reload from an Autosave, or a Checkpoint (these are triggered by mission progress), so between those systems, we feel that players will have LOTS of choices in terms of how often or how rarely they want to save, and will have a much better chance to recover from a bad situation, or create their own “branches” when they want to experiment with different things in a given Episode. For anyone that already has Saves for WINTERMUTE, this revision doesn’t change anything. You’ll find your existing saves in the list, and you should be able to create new saves using the revised system. And to be 100% clear -- WE HAVE NOT CHANGED THE WAY SAVES WORK IN SURVIVAL MODE (or the Challenges). Both are still permadeath experiences. In addition to Milton being playable in Survival Mode in December (mentioned in our October Dev Blog), we have some other cool stuff we haven’t shared yet - we still want you to be surprised! -- but hopefully this outline gives you a bit of a better idea of some of what you can look forward to in the December update.
Thanks for reading! We’re really excited to see how you like the December update, and to all the players who are joining us for the first time -- Welcome to the Quiet Apocalypse! - Raphael
[ 2017-11-22 23:37:41 CET ] [ Original post ]
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.
Mooooose!!
First off, you’re all waiting to hear more information about the Moose. The model, animation, audio, and core behaviour is all finished. We’ve populated the world with Moose -- it’s a pretty rare animal so don’t expect it to be easy to find -- and we’re now just tuning the AI behaviour and some of the Moose’s unique capabilities to make sure it feels balanced.
This guy does not look happy to see you.
Keep your eyes for these scratches on the tree bark; this might indicate Moose are in the area! We’re excited to hear your stories about Moose encounters once we roll it out into Survival Mode. This is the first new animal we’ve been able to add to the game in quite a while, and it shares characteristics of both the Deer and the Bear, so...it makes for a pretty interesting creature. We have a new Affliction and a couple of new craftable Gear Items associated with the Moose, so on the whole this should add some interesting depth to your Survival Mode experience. We have some other fun updates to Survival Mode coming in December, but I’d like to talk about a couple of things we’re doing for Story Mode in the December update.
WINTERMUTE Experience Modes
A common piece of feedback we received after launching WINTERMUTE was that the first two episodes were far too easy for our experienced Survival Mode players. This made the introductory segments feel slow-paced and too “tutorial-y”, and yet these sames parts could be quite punishing for players who didn’t know anything about the game. It was challenging to balance Episode One for brand new players, and also players who had put 1000s of hours into the Sandbox, and we were reluctant to add the notion of “difficulty modes” for the Story experience, because we wanted everyone to share that experience the same way. Also, having multiple “difficulties” would create a ton of additional tuning and bug-fixing overhead for us while we were trying to finalize our first two Episodes, and we were nervous about taking that on in addition to all the other finaling tasks on our plates. However, we really want everyone who plays WINTERMUTE -- new or veteran -- to have a great experience with this narrative mode, and we were sad to hear so many veteran survivors just didn’t enjoy Episode One as much due to the level of challenge, so in December we’ll be rolling out three new Experience Modes, specifically for WINTERMUTE. These loosely map to “difficulty”, and are similar to how we tune our Survival Mode Experiences, but to be clear, these are specifically tuned for WINTERMUTE (i.e. they are different from the Survival Mode experiences of Pilgrim, Voyageur, etc.).
Three new Experiences should provide a good range of choice for WINTERMUTE players, from the Greenest to the most Hardened survivors. This should give both the newest, and most veteran player of The Long Dark, a little more control over the type of experience they have when playing WINTERMUTE. (Please note the new Experience Modes for WINTERMUTE will only work on games started *after* the December update.)
WINTERMUTE Save System
Another issue we encountered, post-launch, were challenges around our implementation of the Save system for WINTERMUTE. Unlike Survival Mode, which is Permadeath (i.e. once you die, we delete your game), WINTERMUTE has a two-slot save system. Saves were triggered using the Bedroll or resting in a Bed (as in Survival Mode), and also by Autosave (as in Survival Mode), but we found that this introduced too many restrictions for players, discouraged experimentation, and also often resulted in players getting “stuck” between two bad saves, sometimes in an irrecoverable situation. This was terrible for some people, and we feel really bad about it. So with the December update, we’re rolling out a completely overhauled Save System for WINTERMUTE. You can now save pretty much anywhere, with between 20-25 save slots (depending on platform) shared between WINTERMUTE, Survival Mode, and Challenges. We also let you reload from an Autosave, or a Checkpoint (these are triggered by mission progress), so between those systems, we feel that players will have LOTS of choices in terms of how often or how rarely they want to save, and will have a much better chance to recover from a bad situation, or create their own “branches” when they want to experiment with different things in a given Episode. For anyone that already has Saves for WINTERMUTE, this revision doesn’t change anything. You’ll find your existing saves in the list, and you should be able to create new saves using the revised system. And to be 100% clear -- WE HAVE NOT CHANGED THE WAY SAVES WORK IN SURVIVAL MODE (or the Challenges). Both are still permadeath experiences. In addition to Milton being playable in Survival Mode in December (mentioned in our October Dev Blog), we have some other cool stuff we haven’t shared yet - we still want you to be surprised! -- but hopefully this outline gives you a bit of a better idea of some of what you can look forward to in the December update.
Thanks for reading! We’re really excited to see how you like the December update, and to all the players who are joining us for the first time -- Welcome to the Quiet Apocalypse! - Raphael
The Long Dark
Hinterland Studio Inc.
Hinterland Studio Inc.
2017-08-01
Indie Strategy Simulation Singleplayer
Game News Posts 244
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(92113 reviews)
http://www.thelongdark.com
https://store.steampowered.com/app/305620 
The Game includes VR Support
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]
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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