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.
Recent Reviews:
Very Positive (453) - 88% of the 453 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (34,574) - 91% of the 34,574 user reviews for this game are positive.
Release Date:
Aug 1, 2017

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Recent updates View all (181)

April 27

Dev Diary — May 2018

Hello everyone,

Since the last time I updated you in February, the team’s been working hard on a variety of things.

Some have been more “housekeeping” related, like dealing with Unity updates, general performance improvements (as the game continues to get bigger and bigger and our scenes more complex, we have to continuously optimize to make sure performance remains above an acceptable threshold), integrating new tools and features into our development pipeline, and adding new people to our growing development team.

This is all part of our commitment to continue building on the foundation of The Long Dark’s Survival Mode, while also working on new features and content for our Episode One and Two “Redux” (which I first discussed here: http://www.thelongdark.com/news/dev-diary-february-2018/) which is solidifying the foundation for Episode Three and onward.

Let me cherry-pick a few things to share with you at this point. Keep in mind that each of these entries is at a different stage of development and while some of these things will end up in our next Survival Mode update, some will need further polish and tuning before they are ready.

New Region: “River Valley” (placeholder name)



New waterfall effects in action.



New approach to landscape layout and tree density helps keep visual interest while forcing players to keep close eye on the horizon.



River Valley features new rock formations with much steeper verticals.



Ice caves with bioluminescent moss.

Our goal with this new region is to create an environment that doesn’t have a single human-made shelter on it -- so, even more rugged and isolated than Timberwolf Mountain with its lonely Mountaineer’s Hut. This new region has also been a test-bed of sorts, for a new approach to how we create our environments, including new rocks and more varied tree density. We’ve also added a new type of cave system, redone our waterfalls, and have focused on having the entire region be more of an “environmental” puzzle for you to solve. We’re also experimenting with varying elevations and a range of climbing (or caving) options to find your way around.

New Gameplay: Manual Cooking



Cooking around the campfire.



Different cooking implements offer different benefits.

This is something we’ve been discussing for a long time and our most recent prototypes have proven fruitful to the extent that I feel comfortable sharing them with you. We’ve overhauled the cooking system so that it doesn’t occur in a simple menu interface anymore. Now you have to place food items -- either in cooking vessels like pots or cans, or on their own -- on hot cooking surfaces like stovetops or rocks around a campfire. Each type of cooking source -- whether it be a single-burner stove, a campfire, or a large “cooker” like the one you see in the Pleasant Valley farmhouse, has a number of available “cooking slots”. The cooking times have been tuned (still in progress!) to account for the fact they happen in real-time in the game now -- i.e. not during an accelerated progress bar. We’re still working through a variety of user interface issues with this system but we feel it’s pretty promising. This work has also opened up the possibility of placing items in the world directly from the radial menu, which feels natural and is a much quicker way to manipulate things in the world, vs. having to first drop them from your Pack and manipulate them in placement mode. We’re still working on this but the initial tests are promising!

New Content: Buffer Memories



The aurora may reveal old mysteries through the words of long-forgotten (or long-frozen?) residents of Great Bear.

I discussed these in my last update, and we have the first series of Buffer Memories in the game. These are basically “lore drops” that will live in Survival Mode, but are only available on certain screens and then only when the Aurora is active. Our first pass on these will be focused on adding some background history to the world, presented as the words of Great Bear residents from days, weeks, or years before the events of The Long Dark. Future Buffer Memory “drops” may also link up to gameplay events or supply caches. Active terminals can be interacted with to read the content, which will then be added to your Survival Journal. We plan to expand this with different display types and even devices.

Redux: Mission Overhaul

We’ve completed our overhaul of the mission structures in our current Episodes One and Two, as part of the “Redux” work. The result is that the mission structure that was almost entirely linear at launch, is now almost entirely open. There are still “critical path” narrative missions that need to be completed before you can move on to the next episode, but many missions can now be completed in any order, and several are completely optional. We’re also adding a new opening to the game, and adding some new “side missions”.

New System: Dynamic Conversation Interface



Now that the mission structure has been opened up, we can’t use linear cinematics to present our story anymore. We’ve moved everything into first-person dialogues between Mackenzie and the NPCs, like Grey Mother, and Jeremiah. We’ve also integrated all the Trust unlocks into the main dialogue flow.

To support this, we’ve come up with a new dialogue system. Rather than using the standard cardinal points menu for selecting topics, we’re putting all the topics directly into the world. How topics are presented will tell you something about their relative importance to you, and to the NPC survivors. You’ll quickly be able to pick out the topics that link up to mission content, vs. the ones that are more about providing backstory. Topics that depend on you having sufficient Trust with an NPC will hide in the “background”, and as Trust is gained, they will resolve to become clearer to you, so that eventually they will be selectable.

This is our way of tying the dialogue in the game more closely to the survivor’s state of mind, and making it feel more like a living, breathing aspect of the story and the characters you meet as you explore. Because of this new system, all dialogue in the game will now be fully voiced.

We’re still working on this but we feel it’s a promising direction, and most importantly it supports a lot of flexibility in terms of when and how we unlock access to content, which means the game will be more dynamic for the player.

New Gameplay: Bear Spear



This is pretty self-explanatory. The feature is at an early stage so consider this a “tease”.

Episode Three

Not to sound like a broken record, but I’ll share more specific news about Episode Three when I think the time is right. The time is not yet right.

Xbox One X & PS4 Pro Enhancements

Lots of people have been asking us about this. We have a first pass on higher quality visual settings for Xbox One X and PS4 Pro. We’re also working on HDR-support for both. 4k support works on Xbox One X but we’re not sure we’ll be able to get it working on PS4 Pro, due to performance. We’re still working on optimizations and we’ll see where we end up!

In order to support these enhancements we’ve had to implement an entirely new post-effects pipeline in the game, the side benefit being that we’ll be able to get an improved anti-aliasing and HDR-lighting solution in the game for all our PC players as well!

When Will We Get All This Goodness?

We’re working on a new update to Survival Mode, with a tentative release planned for late May or early June, depending on how testing and finaling goes. Of the above list, you should expect to see the New Region, Manual Cooking, and Buffer Memories. Anything beyond that will come down to testing, optimization, bug-fixing, and finaling progress. As always, our aim is to launch all major updates simultaneously for Steam, Xbox One, and PS4, with GoG and WeGame following shortly thereafter.

So hopefully the next time you hear something official from me regarding progress, it’ll be to tell you that the new Survival Mode update is ready!

Stay warm out there.

- Raphael

To keep up to date on the latest news, be sure to sign up to our official mailing list!





199 comments Read more

April 17

The Long Dark hotfixed to v1.30 (35412)

Hello community,

We’ve just hotfixed The Long Dark to v1.30 (35412), which includes the following fix for a rare crash:

Version 1.30 (35412) Release Notes

* [Gameplay] - Fixed rare crash that could occur when lighting a torch from a fire.

###END OF CHANGELIST###
178 comments Read more

About This Game

Press Quotes


“Deep, brutal, and hauntingly atmospheric, The Long Dark is a survival game done right.” - PC Gamer

“Lush and mesmerizing…” - WIRED

“The Long Dark drops you, defenseless, into the harsh Canadian wilderness, putting you in a genuine state of isolation that few games have been able to accomplish…” - The Overpowered Noobs

“The Long Dark‘s long-in-the-making story mode was worth the wait.” - Post-Arcade (National Post)

“...it's a game about true survival.” - USGamer

“The Long Dark...sets a new bar for its genre.” - Third Coast Review

“...the most authentic survival game to have come out yet.” - Paste Games

WELCOME TO THE QUIET APOCALYPSE


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?

THIS 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 in the aftermath of a geomagnetic disaster. There are no zombies -- only you, the cold, and all the threats Mother Nature can muster.

WINTERMUTE


The episodic story-mode for The Long Dark, WINTERMUTE launches with two of the five episodes that form its Season One.

  • In 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.

  • In 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


    Survival Mode is the free-form, non-narrative survival sandbox that has been honed over nearly three years on 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! When you die in Survival Mode, your save is deleted. Every decision matters. [Note that WINTERMUTE does not feature permadeath.]
  • Condition and 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 or Be Hunted: Wildlife to hunt and be hunted by: Wolves, Bears, Rabbits, Deer, 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.

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

    Features the music of Sascha Dikiciyan.

    CHALLENGES


    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.

    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 on Vancouver Island, Canada, Hinterland’s team is largely distributed across North America. Although The Long Dark is the studio’s first game, 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.

    JOIN THE COMMUNITY


    http://www.hinterlandforums.com

    CONTACT US


    info(at)hinterlandgames(dot)com
    http://www.twitter.com/hinterlandgames
    http://www.twitter.com/intothelongdark
    http://www.facebook.com/intothelongdark

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP
    • Processor: Dual-Core Intel i5 CPU @ 2GHz+
    • Memory: 4 GB RAM
    • Graphics: Intel 4xxx Series w/ 512MB VRAM or better
    • Storage: 7 GB available space
    • Sound Card: Any on-board chip will work.
    Recommended:
    • OS: Windows 7
    • Processor: Intel i7 CPU @ 2.6GHz or higher
    • Memory: 8 GB RAM
    • Graphics: nVidia GTX 555 w/ 1GB VRAM or better
    • Storage: 7 GB available space
    • Sound Card: Ideally, something with Surround capabilities.
    Minimum:
    • OS: OSX 10.9.3
    • Processor: Core i5 @ 2.2GHz
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 5000
    • Storage: 7 GB available space
    • Sound Card: On-board.
    Recommended:
    • OS: OSX 10.9.3
    • Processor: Core i7 @ 2.7GHz+
    • Memory: 8 GB RAM
    • Graphics: Dedicated standalone GPU w/ 1GB+ VRAM
    • Storage: 7 GB available space
    • Sound Card: On-board
    Minimum:
    • OS: SteamOS or Ubuntu 16.04 or 17.04
    • Processor: Dual-Core Intel i5 CPU @ 2GHz+
    • Memory: 4 GB RAM
    • Graphics: Intel 4xxx Series w/ 512MB VRAM or better
    • Storage: 7 GB available space
    • Sound Card: Any on-board chip will work.
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