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:
Mostly Positive (373) - 79% of the 373 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (47,655) - 91% of the 47,655 user reviews for this game are positive.
Release Date:
Aug 1, 2017

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Recent updates View all (223)

July 15

The Long Dark Hotfixed to V1.56 [49966]

Hello community,

To address issues an issue with The Hunted, Part Two Challenge we have hotfixed The Long Dark to v1.56 [49966].

If you still encounter issues while playing The Long Dark please visit our Support Portal.

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 have any other questions or are just curious to know more about the game, please also consider joining our weekly Milton Mailbag Q&A.

CHANGELIST v1.56 [49966]

  • [CHALLENGE MODE] Fixed issue preventing players from being able to damage the Old Bear in The Hunted, Part Two.

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June 28

Dev Diary - June 2019

Hello community,

It’s time for an update on what the Hinterland team has been busy doing since the last dev diary in March.

First off -- most of you probably know that we released a substantial update to Survival Mode, called STEADFAST RANGER, in May. If you happened to miss it, here’s a ~10-minute video that outlines the new content and changes introduced in that update. The most significant new item is the Revolver, which is an important tool in Episode Three. Having STEADFAST RANGER out in the wild, so to speak, has given us some useful player feedback on the Revolver and our revised shooting mechanics, and this feedback goes directly back into improving Episode Three.


I’m sure you’re mostly here to get an update on Episode Three. I’m happy to say that it’s been progressing really well. Since we’re not giving public release dates anymore (reasons outlined here), I’m hesitant to put a label on where we’re at with progress, but I will say that the main story and mission content is mostly in place and we’re heading into deeper playtesting and bug-hunting now.

In terms of overall process, now’s the time where I go in and start doing deeper dives into the episode and making hundreds of editorial refinements to how everything plays -- does this event happen at the right time, is there enough time between these two big narrative beats, does this conversation flow naturally based on choices the player has made, do we need to add some dialogue to help clarify this character’s motivations, does this music sound right for this moment, does this part of the episode feel too empty, etc. There’s always a lot of fine-tuning to be done. For this process, I play through the episode from start to finish, trying as much as possible to see it with fresh eyes, as a player would, and I also play through it with my leads team so that we can workshop the episode as a group. The test team also starts doing a more thorough pass on things to make sure everything is working correctly -- save files, mission objectives, no content is missing, etc. This part of the process is a bit different from the rest of the episode’s development which tends to be more piece-meal. Now that we can see the overall structure and flow of the episode and test the content as it’s intended, we can see how well everything is (or isn’t) working. It’s the part of the process that can really make or break the quality of the experience, I believe. 

A lot can still change with the episode during this part of the process -- for example, this was the part of Episode Two (Redux) development that we felt the Bear Hunt gameplay fell kind of flat and as a result we conceived of the Bear Cave section, to give the bear a more impressive ending to the story Jeremiah introduced us to. So, it’s still possible that significant things can be added or changed at this point.

It’s probably also worth recapping for you the things we’ve already shared about Episode Three to date: the episode takes place in Pleasant Valley, the core story and mission path will take about 5 hours to complete, and there is probably an additional 2-4 hours of side mission content. Of course, as with our other episodes, there’s a lot of variability in this play time based on how you choose to approach the game and missions, but we’re pretty sure Episode Three should come in at about the same length as Episode Two, maybe a bit longer.

We’re not ready to spill too many details on the Episode Three story yet, but I asked the team to pull together a few pieces of content they wanted to share with you, with the promise that it wouldn’t spoil too much. Please check the captions for more info:

Caption: In Episode Three, you might notice a new predator stalking you along the Pleasant Valley horizon line. Timberwolves are a lot tougher and smarter than the average Wolf you may have become used to tangling with. And they don’t usually hunt alone.

Caption: New threats mean you’ll need new tools to defend against them. The Blue Flare casts an unearthly glow on the landscape as you risk exploring at night.

Caption: Thomson’s Crossing. Most of Episode Three’s story takes place in this former mining town, and the surrounding area. It’ll take all of Astrid’s skill as a doctor to navigate what she finds here. What survivors will she encounter along the way, and what stories will they have to tell?

Caption: A warm fire within a sheltered hall. But who stands watch here, and why?


In my last dev diary, I mentioned we’re working on a new region that might be released in the next Survival Mode update (the next one after STEADFAST RANGER). I don’t have much to offer as an update to that yet except to say we’re still working on it. We’re trying something a bit different with this region, sticking with the approach of using each region to support a different play style or gameplay theme. The Survival Mode team is working on some other cool stuff but I can’t talk about it yet or they will [redacted].


Some of you may have seen this shared on my Twitter feed (where I often share unofficial tidbits of news and info about the game, when I can sneak it by the community team), but we recently managed to get the game running pretty well on Nintendo Switch. It’s taken a small group within the dev team several months to get to this point, so we’re pretty happy to finally be here. Performance is not great -- mostly the game runs around 15 frames-per-second, which can feel pretty choppy at times (30 frames-per-second (or 30 FPS) is the minimum needed to get smooth performance) so we’re still working on it. We’ve been working closely with engineers at Unity, the people who make the game engine we’ve used to build The Long Dark, because a lot of the issues we’ve encountered can only be solved at the engine level, and they’ve been super helpful and we’re making slow but gradual progress. We’ll keep you up to speed on how things develop but this is the first time we’ve been able to run the game properly without it crashing constantly so it’s definitely progress!


Looking over this dev diary, I feel like I haven’t shared much. I think it’s because most of what we’ve worked on since the last dev diary has been very spoilery stuff related to Episode Three and I just can’t tell you about it right now. As we get closer to launching Episode Three, we’ll begin teasing out more details and will release a story trailer at some point so that hopefully you’ll get properly hyped for the episode. We know it’s been a long time since Episode Two, particularly for those who didn’t try the REDUX re-release from last December (which, I must say, you really should play, just for all the new content and major improvements made over the original release of Episodes One and Two). I know at this point it feels like news is a bit few and far between, but please know that the team is hard at work on Episode Three and while it’s not as close to shipping as you may think, it’s not as far from shipping as you may think either.

If you’d like to ask questions about the game or our development process in general, I invite you to participate and read the (more or less) weekly Milton Mailbag column I do in the official forums. I’ve answered dozens and dozens of questions in over 36 individual dispatches over the past year, and while I try to stay away from spoilers there too, there are definitely some nuggets of gold hidden within some of my answers there.

I hope you’re enjoying these first early days of Summer. We’ll keep you posted and expect to hear from me with another developer diary in a couple of months.

Thanks, and stay frosty out there!

- Raph
121 comments Read more

About This Game

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.


The game challenges players to think for themselves by providing the information but never the answers. You have to earn the right to survive.


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


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.


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


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.


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.


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.


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.


System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7
    • 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.
    • OS: Windows 10
    • 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.
    • 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.
    • 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
    • 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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