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May Dev Diary

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:

  • We committed to a specific roadmap of features and content, which we knew wed have to produce to a quality level exceeding what wed included in the game as free updates over the years.
  • We committed to a specific number of Parts that wed release as part of the Expansion Pass campaign.
  • We committed to a specific cadence; wed aim to release a Part every 8-10 weeks, to try to recapture that buzzy feeling from the Early Access days, and see if we could boost player engagement with more frequent updates.
  • We committed to a specific timeline; wed release all six Parts in a year.
Why did we do this? Well, honestly, I felt that despite being able to hit this release cadence years ago in Early Access, wed lost some of that muscle memory over the years. Wed also lost a bit of that excitement that comes from frequent game releases, and I wanted to find a way to get some of that back. Also, the COVID years of 2020-2022 had been such a struggle. I hoped that this ambitious project would be healthy for the team, and give them some exciting new features to work on, to see the game refreshed and the community excited. So, after plenty of internal discussions and everyone signing on to deliver this, we rolled up our sleeves and jumped in. We launched Part One in December. And we ran into issues almost immediately. Youve experienced some of these yourselves, and some have been behind the scenes. But the reality is that, weve failed to hit the 8-10 week release target for any of the Parts so far, and were not going to be able to achieve it for Part Three either. With each Part release, there have been issues that have forced the team into a hotfixing cycle which has taken away from the progress around the next Part. Thats created pressure that has led to mistakes being made, that then force more hotfixes, and the cycle continues. This has been a cascading issue for the past six months or so, since the December release of Part One. Its put an enormous amount of pressure on the team, not just the development team working on THE LONG DARK, but the other teams in the studio that support our launches: test, releasing, marketing, community, and so on. This is my studio and my responsibility. I stepped away from the project to focus on new things, and the issues around timing, delivery, quality...these all roll up to me. Im sorry Ive let you down. I cant change the past but I can try to fix the future. Im painfully aware that youve heard some of this from me before, with the early WINTERMUTE episodes. Im painfully aware that there are people out there, reading these words right now, feeling gleeful that we failed to deliver. I know there are a lot of I told you they couldnt hit this cadence posts about to hit our forums and other channels. Those comments are entirely deserved. I take them on myself. We wont be able to hit the 8-10 week cadence for the Expansion Part releases. Im not going to provide a new number, even though we have an internal one, because ultimately we need to focus on quality and team health, and build the timeline around that. Theres no sense in shipping Parts on a schedule if the experience you get when you play is disappointing. Theres no sense in shipping on a schedule if it burns out the team. Theres no point in promising dates that we fail to hit. Yes, we already knew this going in. Weve faced these constraints before. I should have known better. I applaud the teams out there that are able to put out significant updates to their games every 8 weeks or so. We dont seem able to do it. Were still going to deliver the full roadmap weve promised. We probably wont get it all done before the end of this year, but well still deliver the six Parts, and well get them in your hands as soon as we can. The team is going to catch their breath, get Part Three done and out the door, and my hope is that with a little bit of extra time now, well be able to get you a better quality update that doesnt require so many fixes after the fact. After that, well dig into Part Four and continue the work. The 60FPS fix that the team has been working on for the past few weeks will also now be delayed so that we can release it along with Part Three. This will save us from doing an additional release in between now and Part Three, allowing the team to focus on getting that content finished and tested. (Remember, every time we release an update -- no matter how small -- it comes with an amount of overhead for testing and releasing.) So the 60FPS fixes for Xbox and PlayStation should be part of the Part Three launch. Many of you have asked about the status of the Switch version of TALES. As you know, we had originally planned to have this out earlier this year. When both the Xbox and PlayStation versions came in late, this pushed out the work on the Switch as well. I cant promise you a date for Switch yet. Theres a fair amount of work we need to get done before we can ship it, and Im not sure how we will fit it in on top of the other work we are doing for the Parts. Were looking into some options, including bringing on some more dev help to get that done. At this point, I would say well do our best to get TALES up and running for the end of the year, and if we can get it done sooner, we will. Im really sorry about that delay. It absolutely sucks if you are a Switch TLD player right now. I completely understand if any of you feel burned by this situation and want to have TALES refunded. We cant issue refunds ourselves, but you can request them from the platform you purchased the game on. We hope you wont do that, but again, I understand if you feel that youve had enough. My hope is that by the time the Expansion is finished, youll choose to come back and give it another chance. In addition to giving the team more time and breathing room to get the Parts out, Im also going to be stepping back in to focus the TLD team and get development back on track. Im going to dive back in to the design as well and make sure the systems were delivering to you are as good as they can be. Ill be there in the trenches with the team, so to speak, to guide them through this. Thats my promise to you. My goal now is to make sure that when you look back at the end of this campaign, and see all that weve added to both TALES (paid) and THE LONG DARK (free updates), youll find that on the whole its been a great addition to the game and really refreshed the sandbox. Im excited about the new features were adding in Part Three, and in the rest of the roadmap. Regarding Episode Five. A lot of you have been asking about it. As mentioned several times, but Ill say it again here, we wont be saying anything about Episode Five release dates until were close to shipping it, which wont be this year. I do promise some kind of update with some non-spoilery details around what to expect in Episode Five later this year, so you wont go the whole year without hearing any news. But for now, we dont have anything more to say, except that there are a lot of story threads to tie up in Episode Five, and its going to be a big one. The last six months have been tough on the team, and we appreciate your ongoing support and patience. Thanks for reading, and I hope to have better news for you next time you hear from me. - Raphael


[ 2023-05-18 20:02:44 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
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.***

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
GAMEBILLET

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