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
[ 2019-09-23 17:06:34 CET ] [ Original post ]
🎮 Full Controller 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
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!
- 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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