The Long Dark - Hinterland_Studio
Hello community,

We've just hotfixed The Long Dark to version 1.19, which includes the following fixes:

Version 1.19 [33943] Release Notes

* [Survival] Fixed the Faithful Cartographer achievement. Fixes are retroactive but may require performing one mapping action per region to update the Achievement "checklist".
* [Survival] Fixed issue with stored loot being reset in the Pleasant Valley Farmhouse, as well as other (unreported) instances of loot being lost. Previous loot should now be restored.
* [Wintermute] Fixed issue where player could end up with second, untreatable "Plane Crash Injuries" due to conflict between manual save and checkpoint.
* [Both] Fixed crash on 32-bit Windows XP systems.
* [Both] Fixed crash when changing resolution on DirectX 9 systems.


Have a great weekend!

- The Hinterland Team
The Long Dark - Hinterland_Studio
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.

Thanks to the editorial team at PC Gamer, and to all our supporters, for this fantastic honour!

- The Hinterland Team
The Long Dark - Hinterland_Studio
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.

Hotfix to ver 1.17 [33486] -- RELEASE NOTES

* Fixed issue where some localized strings were not properly integrated into the game.
* Fixed issue where some interiors would be duplicated and have duplicated gear items, when playing using a Custom Experience Mode.
* Fixed issue with code-entry for the Custom Experience Mode appearing "all caps".
* Fixed issue where Antibiotics were not curing Infections.
* Fixed issue where all caught Fish had the same weight.
* Fixed issue where some customization options would not persist when modifying a "baseline" Experience Mode using the Custom Experience Toolbox.
* Fixed issue where Feats Badges could not be enabled when using a Custom Experience Mode. Progress playing when using a Custom mode will not count towards Feats progression, however, and this is by design.

The Long Dark - Hinterland_Studio

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:

Version 1.16 [33814]

NOTE: We are still investigating some issues with the Faithful Cartographer achievement; we hope to have it fixed soon and will update shortly.


* Added the Moose to all Survival Mode regions.
* Added the Broken Ribs Affliction.
* Added the Moose-Hide Cloak gear item.
* Added the Moose-Hide Satchel gear item.
* Milton is now playable in Survival Mode, as "Mountain Town", including a full Loot and Wildlife pass.
* New Save System for WINTERMUTE.
* New Experience Modes for WINTERMUTE: Green Survivor, Capable Survivor, Hardened Survivor
* New Custom Experience Toolbox for Survival Mode.
* New Worn Clothing Weight Modifier.
* Added Aurorified Lighting to all regions; these appear when the Aurora is active at night.


* General texture clean-up.
* General art optimizations to improve performance.
* Reduced opacity of nighttime breath effect.
* Additional beautification around Coastal Highway Quonset
* Additional beautification around Pleasant Valley townsite.
* [Wintermute] Added missing texture to chair in cinematic.
* Fixed floating bones in Forlorn Muskeg Bear Den.
* Fixed floating Wood object in Mountain Town.
* Fixed the sun position in all regions to ensure it rises in the East and sets in the West.
* General clean up on "out of bounds" areas.


* [Survival] Fixed inaccessible loot in Turbine Room of Carter Hydro Dam.
* [Survival] Fixed inaccessible loot under bed in the Coastal Highway Quonset.
* [Survival] Fixed inaccessible loot in Cave in Mountain Town.
* [Survival] General loot tuning for Broken Railroad region.
* [Survival] Fixed inactive container item in Hunting Lodge basement.
* [Survival] Fixed missing corpses and containers in Broken Railroad region.
* [Wintermute] Fixed progression blocker related to Wood Bin and Flashlight in the Hunting Lodge.
* [Survival] Milton is now accessible from both Forlorn Muskeg and Mystery Lake regions.
* [Wintermute] Fixed missing translated strings for "Lake Gunshots" side mission.
* [Wintermute] Current episode progress (% Completed) is now displayed as part of Save Game information.
* [Survival] Fixed issue where player could get into a half-buried car on Coastal Highway.
* [Survival] UI updates to clarify Encumbered and "buffed" carrying capacity states.
* [Survival] Loot updates to Pleasant Valley to reflect additional beautifications.
* [Both] Added numbering to Afflictions in the First Aid UI to make it easier to treat when there are multiple instances.
* [Both] Fixed some inconsistencies in UIs that presented "cancel" options where that functionality did not exist.
* [Wintermute] Added some failsafe logic to ensure the Old Bear doesn't get stuck and prevent completion of the Bear Hunt mission.
* [Both] Reduced Deer carcass quartering time to 60 minutes, to improve balance against Bear and Moose quartering times.
* [Wintermute] Modified aurora appearance timings after the player completes the Bear Hunt mission in Episode Two. Aurorae should appear more frequently now.
* [Both] Controller bumpers can now be used to toggle between Harvesting and Quartering interfaces.
* [Both] Fixed issue where lit Lantern would be dropped during a Struggle, and end up back in the player's Backpack without being extinguished, thereby using up all the fuel. Lit Lanterns will now be dropped in a Struggle.
* [Wintermute] Fixed issues where items returned from a Trust interaction might not appear correctly in the player's Backpack.
* [Both] Fixed issue where player camera would be inside the Bear mesh during carcass harvesting.
* [Wintermute] Fixed issue where player would take no damage when standing inside Grey Mother's fire.
* [Survival] Fixed an issue where a few tunables in Interloper were defaulting to Stalker settings. Interloper should be more challenging now, as a result.
* [Both] Fixed some bugs with the Struggle system which could sometimes result in the player losing control.


* Several UI audio elements fixed.
* [Wintermute] Fixed bug where lit Flare audio could carry into cinematics.
* Moved triggers for "night is coming" gameplay VO to ensure they happen before it gets dark at dusk.
* Modified frequency of exploration music in Timberwolf Mountain region.
* General audio fixes for Grey Mother's House (Milton). Post Office (Milton), and the Hunting Lodge (Broken Railroad Region)


* [Both] General navmesh updates.
* [Both] The game will now automatically detect Polish and Italian text based on system language settings.
* [Survival] Added more backer info to Cairns.

NOTE FOR LINUX USERS: Some Linux users may need to manually install SDL2. This can be done by running 'sudo apt-get install libsdl2-2.0-0' in your terminal

### End of Release Notes ###

The Long Dark - Hinterland_Studio
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.


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, 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.)


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_community

Four Days of Night is back this Halloween!

Join us for some lighthearted fun in The Long Dark's Survival Mode. This is a Steam-only event.

The Four Days of Night event starts Friday, October 27th at 11 pm PST, and ends Tuesday, October 31st, at 11 pm PST.

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

Participation is completely optional - after the event begins, right click on The Long Dark in your Steam library, go to Properties>Betas and enter the following code to gain access to a special branch of the game: FourDaysofNight

Select the beta "4don" from the drop-down menu to begin downloading. You may need to restart your Steam Client after adding the new branch. After restarting go back to the Betas tab and it should appear in the list.

Note: The Aurora is disabled during Four Days of Night. We also recommend starting a new Survival Mode game save during the event - progress you make won't carry back over to the regular, main branch of the The Long Dark after Halloween.

Good luck, and we hope you enjoy it!

- The Hinterland Team
The Long Dark - hinterland_community

The Road Ahead

Hello, all.

It’s been a little while since you heard much from me. August was our launch month, and kept us quite busy with post-launch support (patching, mainly). Most of the team took September off to rest up, apart from a contingent who worked on some platform support tasks, and now most of the team is back at work and it’s time to fill you in on our plans for The Long Dark, moving forward.

While there were a lot of things to celebrate about our 1.0 launch, one thing it showed us was how 100+ updates to The Long Dark while in Early Access and on Game Preview, didn’t fully prepare us for the challenges of a full 1.0 launch on multiple platforms (including two consoles). Launching a game “for real” involves a lot of extra steps as compared to releasing an update, and while we understood this intellectually, it was only in the last few months of the project that we fully comprehended the scope of the challenge we’d taken on for ourselves. I think that in many ways, we bit off quite a bit more than our small team could handle, and that showed in the first couple of weeks of our launch. As you might recall from my last devblog post, I wasn’t very happy with the state of the game we launched and while we’ve been able to address most of the launch issues, we can’t erase any good-will we lost from the community due to the imperfect launch. This weighs heavily on my mind, as we move forward.

In order to avoid this situation in the future, we’re building up an internal platform and publishing team that will focus on all aspects of getting the game into your hands, including testing, localization, certification, and the promotion and marketing of our updates and future content work. While we’re still sorting out the structure and needs of this team, we’ve already made the first steps towards this plan, and I believe that this approach will help ensure our future launches are as smooth as they should be. This is just the “cost” of self-publishing games, when you are an independent studio.

In terms of the game itself — although our plans for Episodes One and Two were always that they be introductory to both gameplay and worldbuilding, our approach to releasing an open-world game in episodic format was always very experimental. Having been able to better gauge response to this approach, we can see that many of you didn’t like the more constrained approach we took with our Story mode, compared to the free-form, self-directed openness of Survival Mode. Development of The Long Dark has always been iterative, and we see no reason why this approach shouldn’t also apply to helping us make better and better episode content.

While we’re still committed to our episodic structure — as it lends itself well to certain storytelling conceits (ex. playing two different protagonists) and certain production methodologies (ex. we can continue to build the game and world in incremental steps, which means we can remain a small studio) — I think we need to bring our narrative mode more in line with the core experience of Survival Mode. This means, a new approach to how we present story and characters, more variation in our mission type and structure, and more freedom in how you can overcome the various obstacles we throw in your way. This increased freedom means we have to revisit some of the tools and tech we set up for Episodes One and Two, and we also need to rethink our approach to how we create mission content, and how you experience it.

I’d also like to fix some of the areas of criticism in Episodes one and Two, relating to how experienced players found the opening sections of Episode One to be too much of a tutorial, the linearity of missions, the lack of full voice acting in our dialogue sequences, and the over dependence on “fetch” quests. While the fundamental building blocks of The Long Dark’s gameplay do depend on acquiring resources, and those resources take on new meaning in a world where you have to think about people other than yourself, we realize that for some of you, the lack of choice in when and how you approached certain missions detracted from the freedom you expect to find in our game. It’s never good when a game sets certain expectations in one mode, that aren’t fully paid off in another, particularly if players don’t understand this. Although we tried to educate our players around how our Story mode content would differ from Survival mode, it’s impossible to reach everyone, and certainly many players came into the episodes with certain expectations that we just didn’t meet.

I’m not yet fully sure how we will do all these things, but my aim for The Long Dark is to ensure that by the time we launch Episode Three, not only is that Episode a much stronger expression of The Long Dark as a narrative survival experience, but that Episodes One and Two have also been substantially improved.

All of this is going to take a lot of work, so I don’t want to set the expectation that it will happen quickly. We won’t be launching Episode Three this year. We won’t announce a launch date until it’s ready to go.

In the meantime, as we had to put Survival Mode aside while we finished Episode work for launch, we now want to get back to it. We’re working on a big Survival Mode update to launch some time in December. This update will add a few things we know you’re waiting for — for example, Milton as a Survival Mode region, the Moose — as well as a few things you may not be expecting. We’ll share more about the December update as we get closer to launching it. It’ll be a pretty substantial update to Survival mode. I’d also like to try to find a way to balance our resources so that we can get you more frequent Survival Mode updates in the future — it’ll likely mean smaller updates that come more regularly.

With Hallowe’en around the corner, there have been a lot of questions about if we’ll reprise last year’s “4 Days of Night” event. We’re worried about 4DON interfering with other work we’re doing in the game right now, so we *are* going to run the 4 Days of Night event again, but it’ll be in a separate branch of the game. This way, we can roll it out without it derailing our December update. Unfortunately, there’s no way for us to run multiple branches of the game on Xbox or PS4, so this will be a Steam-only event. But we think “live” events could be a fun way to create some shared experiences for you, so we’ll be investigating ways we can support more of these types of community events — across all our platforms — in the future.

I’ll also do my best to publish a devblog update more frequently moving forward, to keep you in the loop about what the team’s working on. Thanks for your ongoing support!

– Raphael
The Long Dark - hinterland_community
***UPDATE: The Long Dark v1.15 has now been re-released (32683). Thanks again for all your patience.


The Long Dark hotfixed to v1.15 (32681)

***NOTE: We're aware of a new issue with Mouse UI inputs when performing some menu actions, as such we've rolled back the build while we work on the issue.


NOTE: New save files made on 1.15 may not appear on 1.14, but should re-appear once we re-release the patch.


- The Hinterland Team

The Long Dark - hinterland_community
Steam Patch 9 Updates The Long Dark to v1.14 (32663))

WARNING: There may be story spoilers in these notes.

* Improved screen flow leading to Episode Two once Episode One credits are complete or skipped.
* Episode Two: Fixed issue preventing Jeremiah's Flare Trust mission from triggering correctly.
* Episode Two: Fixed issue that could prevent Old Bear from progressing to next waypoint in Bear Hunt mission.
* Episode Two: Fix for Lake Cabin key using the incorrect key asset.
* Episode Two & Survival Mode: Added Rope Climb to River area in Broken Railroad region.
* Survival Mode: Tuned Aurora frequency values to make it more rare.
* Survival Mode: Fixed duplicated gear items in Trailer.
* Added scrolling for Journal text that won't fit entirely on screen.
* Fixed issue with gamepad controls when viewing Journal Notes.
* Fixed issue with Back button returning to Main Menu instead of previous screen when viewing Journal Notes from the Main Menu.
* Fixed issue with Cairn and Note collectibles not saving to Journal after death.
* Fixed issue where Flashlight pick-up "hot spot" was awkwardly large.
* Fixed issue where Backer text appeared as "N/A" instead of the correct English text in translated versions; this text is meant to be left untranslated in all languages.
* Fixed issue with duplicate Bears spawning in the Challenge: Hunted, Part Two
* Fixed issue with duplicate Jeremiah Knives spawning in Episode Two.
* Fixed issue with being able to get past the collapsed bridge in the Broken Railroad region.


We're continuing to fix additional issues as quickly as we can. Thank you for your patience.

- The Hinterland Team
The Long Dark - Hinterland_Studio

Hello all,

We've just released the soundtrack for Survival Mode, and Episodes One and Two, as DLC for The Long Dark.

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)

You can check it out here:

We hope you enjoy it!

- The Hinterland Team


Search news
Dec   Nov   Oct   Sep   Aug   Jul  
Jun   May   Apr   Mar   Feb   Jan  
Archives By Year
2017   2016   2015   2014   2013  
2012   2011   2010   2009   2008  
2007   2006   2005   2004   2003