The Long Dark is a thoughtful, exploration-survival experience that challenges solo players to think for themselves as they explore an expansive frozen wilderness in the aftermath of a geomagnetic disaster. There are no zombies -- only you, the cold, and all the threats Mother Nature can muster. Welcome to the Quiet Apocalypse.
Reseñas recientes:
Mayormente positivas (826) - El 79 % de las 826 reseñas de los usuarios en los últimos 30 días son positivas.
Reseñas generales:
Muy positivas (44,831) - El 91 % de las 44,831 reseñas de los usuarios sobre este juego son positivas.
Fecha de lanzamiento:
1 AGO 2017
Desarrollador:

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14 mayo

The Long Dark Hotfixed to V1.50 [48029]



Hello community,

We hotfixed The Long Dark to V1.50 [48029].

To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio).

If you encounter issues while playing The Long Dark please visit our Support Portal: http://hinterlandgames.com/support

If you have any other question or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A: thelongdark.com/mailbag

CHANGELIST v1.50 [48029]

GENERAL FIXES

*[Tuning] Reduced Revolver Ammunition to 10 per box from 12.
*[Tuning] Increased likelihood of Revolver spawns at the expense of fewer Rifle spawns.
*[Gameplay] Improved Rifle aiming system to address shortfall in raycast technique.
*[Gameplay] Fixed issue with Bow aiming where Arrow position was slightly offset, affecting accuracy.
*[Gameplay] Fixed missing transition to walk when the Player runs out of Stamina while running

### END OF RELEASE NOTES ###
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8 mayo

The Long Dark Hotfixed to V1.49 [47860]



Fixes to Sprain System -- Phase 1

Hello everyone,

We're really sorry to everyone who has experienced unfortunate Sprain activity since we released STEADFAST RANGER. We thought it might be useful to explain a bit about what's been going on.

• The "old" Sprain system calculated sprain chance by taking a slope angle, applying a % chance of sprain based on a base value, and adding more risk as the angle increased. We also increased the risk based on if you were Sprinting, Encumbered, or Exhausted. The fact that you didn't know what slope angle might cause a sprain when walking on it, was a large contributor to the sense of getting surprise sprains because you had no way of knowing you were "at risk".

• In STEADFAST RANGER, we added the Slope indicator to tell you when you are "at risk". The idea here was to give you a sense that you might get a sprain if you didn't change your behaviour, i.e. find a safer path. The Slope indicator doesn't guarantee you will get a Sprain, but it tells you that you are in a place where you MIGHT get one.

• There was a bug in the 1.48 release of STEADFAST RANGER where we were calculating Slope Risk modifiers for Encumbrance, Exhaustion, and Sprinting, when on FLAT surfaces. This meant that over time, even when walking on flat (non-sloped) surfaces, you might end up with a Sprain, if you were Encumbered, Exhausted, or Sprinting. Since we check on an interval, over time you are highly likely to get one. THIS WAS A BUG AND SHOULD BE FIXED IN THIS LATEST HOTFIX.

• Some people found the "flashing" warning exclamation to be anxiety-inducing so we removed it. The Slope indicator itself should be sufficient warning.

• Another thing we added in STEADFAST RANGER was a "Sprain Risk" affliction to Status. This is only meant to appear when you are Exhausted or Encumbered, to indicate that you are at greater risk of Sprains due to being in these states. This risk should only apply when you are walking on valid slopes. It does not mean you are generally at risk of getting sprains. You MUST be on a valid slope for Exhaustion, Encumbrance, or Sprinting to trigger a sprain. Some people are confusing the Slope indicator with the Sprain Risk affliction in Status, and they are not the same thing.

• There was a bug where the SPRAIN RISK affliction would appear any time you transitioned to a new scene. We've fixed that in this latest Hotfix.

Please keep in mind that the new Sprain system means you are now more knowingly at risk of getting sprains than you were before STEADFAST RANGER. You might have become accustomed to spidering along the environment or walking up (or down) slopes that should have triggered sprains but didn't for a variety of reasons. This means that you may have to ADAPT your traversal of the world. It means there may now be paths that are more dangerous than they were before.

Keep in mind that the Slope indicator is meant to be a warning, similar to Weak Ice. If you back away from the path you are on, you can avoid the risk of getting a sprain. If you persist on a path or slope where you see the Slope indicator, you accept the risk that you might get a sprain. It's in your power to decide where you want to travel, and how you want to get there. You may have gotten used to taking risky shortcuts that now have a more visible cost associated with them, whereas that risk was hidden before.

Now that we'll have the Sprain system working as originally intended for STEADFAST RANGER, we'll continue listening to feedback from our players. Phase 2 will be to consider modifying the tuning on either the Slope Angle required to trigger sprains, or the probability of getting sprains over time when travelling on a slope, but we don't want to make those changes until we're first sure people are playing the system as it was intended. Changing too many things at once makes it difficult to know what is working and what isn't.

Thanks for reading and we hope these fixes improve the Sprains "situation" for you.

- The Hinterland Team


THE LONG DARK -- HOTFIX TO v.1.49 [47860] -- FULL RELEASE NOTES

• Fixed issue where revised Sprain system could trigger sprains on flat surfaces when Encumbered, Sprinting, or Exhausted.

• Fixed issue where Sprain Risk affliction indicator would appear on every scene transition.

• Removed flashing exclamation mark on Slope indicator due to causing widespread anxiety amongst our community. Let's face it, we could all use a little less anxiety.
• Tuned Revolver effectiveness when used against Moose (reduced) and reduced critical chance against Bears.

• Fixed issue where text was missing for the Small Arms (Revolver) research book.

• Fixed issue where players could not dismount from rope on upper cliff edge in an Ice Cave (Hushed River Valley region).

*** END OF RELEASE NOTES ****
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Acerca de este juego





Bright lights flare across the night sky. The wind rages outside the thin walls of your wooden cabin. A wolf howls in the distance. You look at the meagre supplies in your pack, and wish for the days before the power mysteriously went out. How much longer will you survive?

Welcome to THE LONG DARK, the innovative exploration-survival experience Wired magazine calls "the pinnacle of an entire genre".



The Long Dark is a thoughtful, exploration-survival experience that challenges solo players to think for themselves as they explore an expansive frozen wilderness in the aftermath of a geomagnetic disaster. There are no zombies -- only you, the cold, and all the threats Mother Nature can muster.





The episodic story-mode for The Long Dark, WINTERMUTE, includes two of the five episodes that form its Season One. Both episodes were given a complete overhaul in December 2018, as part of the Redux Update: new mission structure, story beats, dialogue, animations etc.

EPISODE ONE - “Do Not Go Gentle”

Bush pilot Will Mackenzie (player character) and Dr. Astrid Greenwood are separated after their plane crashes deep in the Northern Canadian wilderness in the aftermath of a mysterious flash of light in the sky. Struggling to survive as he desperately searches for Astrid, Mackenzie comes across the small town of Milton, where he begins to understand the scope of this quiet apocalypse.

EPISODE TWO - “Luminance Fugue”

Mackenzie’s search for Astrid takes him deeper into the savage Winter wilderness. A mysterious trapper may be the key to finding Astrid, but can he be trusted?




The first two episodes of WINTERMUTE represent approximately 15 hours of gameplay. Episodes Three to Five are included in the price of the game, and will be unlocked for free as they are released.

Features performances by Jennifer Hale, Mark Meer, David Hayter, and Elias Toufexis (Episode Three), and the music of Cris Velasco.





Survival Mode is the free-form, non-narrative survival sandbox that has been honed over nearly three years in Early Access.

Survival is your only goal, and death your only end. Make your own survival story with every game.

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

When you die in Survival Mode, your save is deleted. Every decision matters. [Note that WINTERMUTE does not feature permadeath.

CONDITION & CALORIES

Monitor your Hunger, Thirst, Fatigue, and Cold as you struggle to balance resources with the energy needed to obtain them. Every action costs Calories, and time is your most precious resource. Choose your path carefully.

SCOUR THE WORLD FOR SUPPLIES

Over 100 gear items including Tools, Light Sources, Weapons, First Aid supplies, Clothing, and more.

A VAST LIVING WORLD

Explore a 50 square kilometre Northern Canadian wilderness in search of precious supplies. In Winter. Dynamic time of day, weather, wildlife presence, etc. provide just enough randomness to keep things challenging.

SURVIVAL OF THE FITTEST

Hunt, fish, trap, climb, map, search for life-saving food and gear items, and try to avoid dying from the hostile wildlife, succumbing to hypothermia, frostbite, or dysentery (amongst other uncomfortable afflictions), find and maintain your life-saving gear. Hunt and be hunted by: Wolves, Bears, Moose, Rabbits, Deers, Crows, and more to come in future updates.

CHOOSE YOUR EXPERIENCE

Four distinct Experience Modes let you find a challenge level you are comfortable with, such as Pilgrim Mode, which is meant to be quiet and pensive, all the way to Interloper Mode, where only the most experienced survivors have a chance to last a week. If none of the four Experiences suits you, use Custom Mode settings to tailor your Survival Mode game to your specific tastes.

Features the music of Sascha Dikiciyan.





Several standalone Challenge Modes offer objective-based experiences designed to last 1-3 hours each, such as Whiteout -- the race to gather enough supplies to prepare for a monster blizzard. Or Hunted, where you need to escape a murderous Bear. Complete them to unlock Feats that provide long-term gameplay benefits in Survival Mode. Five Challenges exist at launch, with more on the way in future updates.




In addition to releasing the remaining three episodes of WINTERMUTE, we intend to continue updating Survival Mode, as we have done with about 100 updates/hotfixes over the past three years of Early Access. Keep in mind that your purchase of The Long Dark entitles you to all five episodes of WINTERMUTE, as well as updates to Survival Mode along the way.








ABOUT HINTERLAND

Hinterland is a small independent developer of original interactive entertainment. Based in Vancouver, Canada, Hinterland is made up of veterans of the “triple-A” games industry, with lead developers from several renowned studios including Valve, Ubisoft Montreal, Relic, Volition, Capcom, Radical, BioWare, Sony London, and United Front games.


info(at)hinterlandgames(dot)com
hinterlandgames.com
thelongdark.com

Requisitos del sistema

Windows
Mac OS X
SteamOS + Linux
    Mínimo:
    • SO: Windows 7
    • Procesador: Dual-Core Intel i5 CPU @ 2GHz+
    • Memoria: 4 GB de RAM
    • Gráficos: Intel 4xxx Series w/ 512MB VRAM or better
    • Almacenamiento: 7 GB de espacio disponible
    • Tarjeta de sonido: Any on-board chip will work.
    Recomendado:
    • SO: Windows 10
    • Procesador: Intel i7 CPU @ 2.6GHz or higher
    • Memoria: 8 GB de RAM
    • Gráficos: nVidia GTX 555 w/ 1GB VRAM or better
    • Almacenamiento: 7 GB de espacio disponible
    • Tarjeta de sonido: Ideally, something with Surround capabilities.
    Mínimo:
    • SO: OSX 10.9.3
    • Procesador: Core i5 @ 2.2GHz
    • Memoria: 4 GB de RAM
    • Gráficos: Intel HD Graphics 5000
    • Almacenamiento: 7 GB de espacio disponible
    • Tarjeta de sonido: On-board.
    Recomendado:
    • SO: OSX 10.9.3
    • Procesador: Core i7 @ 2.7GHz+
    • Memoria: 8 GB de RAM
    • Gráficos: Dedicated standalone GPU w/ 1GB+ VRAM
    • Almacenamiento: 7 GB de espacio disponible
    • Tarjeta de sonido: On-board
    Mínimo:
    • SO: SteamOS or Ubuntu 16.04 or 17.04
    • Procesador: Dual-Core Intel i5 CPU @ 2GHz+
    • Memoria: 4 GB de RAM
    • Gráficos: Intel 4xxx Series w/ 512MB VRAM or better
    • Almacenamiento: 7 GB de espacio disponible
    • Tarjeta de sonido: Any on-board chip will work.

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