We’ve released hotfix 1.73. If you encounter any 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 v1.73 [58590]
GENERAL FIXES
[EP2] Fixed a crash that could occur when the Old Bear charges at the Player, if they had taken a specific path through the cave prior to the encounter.
[General] Fixed a crash that could occur during an active Aurora.
We’ve released hotfix 1.72. If you encounter any 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 v1.72 [58487]
[General] Fixed an issue that caused the message "Unable to restore the game from a previous save. Press confirm to return to the main menu." to appear, after performing a transition.
[General] Fixed an issue that caused food’s cooking progress to reset after the Player performs a transition.
[General] Fixed a crash that could occur if a Stag or Rabbit was removed from the world, while being chased by a Predator.
From everyone at Hinterland — we wish you a meaningful and relaxing time with friends and family as you celebrate the end of another year.
2019 has been a fantastic year for us, culminating in the recent releases of Episode Three CROSSROADS ELEGY for The Long Dark’s WINTERMUTE Story Mode, and our ERRANT PILGRIM update for the game’s Survival Mode. Now onto a new decade, 2020, and beyond!
We are incredibly grateful for your continued support, and for the thoughtful interactions we get to have with our players through the official Hinterland community, our Twitter accounts [[url=https://twitter.com/HinterlandGames]studio[/url] | game], as well as our other various communications channels.
Please note that the team at Hinterland will be enjoying a holiday break from December 20th to January 3rd. You will still be able to reach us through our Support Portal, but please keep in mind responses may take a bit longer than usual over the holidays. In the meantime, please refer to the game’s Technical FAQ for a list of troubleshooting steps for common issues.
We’ve released our v1.69 Hotfix for Errant Pilgrim. If you encounter any 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 v1.69 [57923]
GENERAL ART FIXES
[Enviro] All Regions - Fixed numerous areas where the Player could become stuck.
[Enviro] All Regions - Additional pass for locations where the Player could get outside of the intended play area.
[Enviro] All Regions - Fixed various clipping and floating objects.
[Enviro] Fixed unreachable Revolver that would spawn in the Workshop.
[Lighting] Light sources no longer appear overly bright when multiple lights are active.
UI
[UI] Updated missing subtitles for inspection comments, when playing as a male Survivor.
[UI] Added missing Map icons in the Bleak Inlet region.
[UI] Fixed Custom Mode setting for revolver availability when using Interloper as a base.
[UI] The Buff notification will now move out of view when aiming.
[UI] Fixed the colour of help text when hovering your cursor over heated items.
GAMEPLAY
[AI] Timberwolves will no longer freeze in place if they try to attack a target they can’t pathfind to.
[AI] Wildlife will no longer attempt to dodge the Player, when they are far away from the Player.
[AI] Added check to prevent Predators from attacking players through Fishing Hut walls and closed doors.
[Animation] Pass on Timberwolves to fix numerous animation pops and hitches.
[Audio] When joining a pack, Timberwolf howls are no longer cut off or repeated.
[Challenges] Challenge Mastery now awarded as soon as it’s earned.
[Gameplay] Improved collision detection between thrown objects and wildlife.
[Gameplay] Fixed an issue that would cause Fishing Hut doors to swing further than intended.
[Gameplay] Fixed an issue that caused the Flashlight to turn on before the Aurora was fully active.
[Gameplay] Fixed an issue that caused arrows to become non-interactable, if the arrow deflected off an object or animal after being fired, and the Player reloaded or transitioned to a new area.
[Gameplay] Players will no longer get stuck after entering a pre-placed Snow Shelter.
[Gameplay] Pre-placed Snow Shelters no longer disappear upon reloading a save.
[Gameplay] The Gunpowder Can will no longer refill, when loading to a new area.
[Gameplay] Rosehip Tea and Reishi Tea now replenishes the correct amount of thirst, when drank.
[Gameplay] Increased amount of Gunpowder used, when using it as an accelerant, from 0.01 to 0.1.
[Gameplay] Medical Locker in Bleak Inlet’s Radio Tower no longer needs Bolt Cutters.
[Gameplay] Fixed non-interactive Workbench found in the cannery. It is now usable.
We’ve released our v1.67 Hotfix for Errant Pilgrim to address an issue we introduced in today's earlier Hotfix (v1.66). In today's previous release we focused on addressing a number of world art issues found in the Bleak Inlet region, as well as resolving several Predator AI and Quality of Life issues. If you encounter any 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 v1.67 [57811]
[Gameplay] Fixed an issue that caused the Workshop door in Bleak Inlet to no longer open, if a User loaded a save with the Workshop unlocked, from V1.64
Note: Due to processing time for Xbox One Updates V1.67 will not launch for this platform until Monday. We apologize to our Xbox players for this delay.
CHANGELIST v1.66 [57718]
GENERAL ART FIXES
[Enviro] Fixed numerous areas in Bleak Inlet where the Player could become stuck.
[Enviro] Polish pass on locations in Bleak Inlet where the Player could get outside of the intended play.
[Enviro] Fixed clipping and floating objects located throughout the Bleak Inlet region.
[Enviro] Removed various instances of invisible collision found in Bleak Inlet.
[Enviro] Survivors will now become wet if standing in, or near a waterfall found in the Bleak Inlet region.
[Envrio] Wolves will no longer appear to flicker when walking along the docks in the Bleak Inlet.
[Enviro] Removed Weak Ice location that was unintentionally placed on land in the Forlorn Muskeg.
USER INTERFACE FIXES
[UI] Saves now correctly display Region text for Bleak Inlet.
[UI] Crafting Time now updates to show the selected tool, instead of the most efficient tool.
WINTERMUTE FIXES
[WINTERMUTE] Timberwolf carcasses no longer disappear if the Player saves, then reloads.
[WINTERMUTE] Fixed issue that could unintentionally cutoff dialogue.
CHALLENGE MODES
[Challenge] Fixed issue that rewarded the Nomad Badge when completing the Whiteout Challenge.
[Challenge] Nomad Badge now correctly rewarded when completing the Nomad Challenge.
[Challenge] Challenge Mastery achievement now unlocks as soon the Player has earned it.
SURVIVAL MODE
[Survival] Timberwolves will now hunt prey, as intended.
[Custom Mode] “Revolvers” option updated to “Revolver Availability” for consistency.
[Gameplay] Fixed a crash that could occur when entering the Snow Shelter, when using a controller.
ALL GAME MODES
[Gameplay] Sewing Kits no longer lose condition when harvesting Clothing.
[AI] Predators will no longer flee from Survivors who are atop a sloped hill.
[AI] Added additional line of sight check to Timberwolves, to prevent attacks through walls and out of reach locations.
[AI] Timberwolves will now break-off their attack if a Marine Flare is lit, before the struggle occurs.
[AI] Timberwolves can no longer flee to excessive distances.
[Gameplaye] Fixed a crash that could occur on some save files when loading into Bleak Inlet.
Playstation 4/Xbox One
[PS4] Fixed HDR lighting in the Hunter’s Lodge and Grey Mother’s House.
We’ve released hotfix 1.66 [57718]. In this release, we’ve focused on addressing a number of world art issues found in the Bleak Inlet region, as well as resolving several Predator AI and Quality of Life issues. If you encounter any 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 v1.66 [57718]
GENERAL ART FIXES
[Enviro] Fixed numerous areas in Bleak Inlet where the Player could become stuck.
[Enviro] Polish pass on locations in Bleak Inlet where the Player could get outside of the intended play.
[Enviro] Fixed clipping and floating objects located throughout the Bleak Inlet region.
[Enviro] Removed various instances of invisible collision found in Bleak Inlet.
[Enviro] Survivors will now become wet if standing in, or near a waterfall found in the Bleak Inlet region.
[Envrio] Wolves will no longer appear to flicker when walking along the docks in the Bleak Inlet.
[Enviro] Removed Weak Ice location that was unintentionally placed on land in the Forlorn Muskeg.
USER INTERFACE FIXES
[UI] Saves now correctly display Region text for Bleak Inlet.
[UI] Crafting Time now updates to show the selected tool, instead of the most efficient tool.
WINTERMUTE FIXES
[WINTERMUTE] Timberwolf carcasses no longer disappear if the Player saves, then reloads.
[WINTERMUTE] Fixed issue that could unintentionally cutoff dialogue.
CHALLENGE MODES
[Challenge] Fixed issue that rewarded the Nomad Badge when completing the Whiteout Challenge.
[Challenge] Nomad Badge now correctly rewarded when completing the Nomad Challenge.
[Challenge] Challenge Mastery achievement now unlocks as soon the Player has earned it.
SURVIVAL MODE
[Survival] Timberwolves will now hunt prey, as intended.
[Custom Mode] “Revolvers” option updated to “Revolver Availability” for consistency.
[Gameplay] Fixed a crash that could occur when entering the Snow Shelter, when using a controller.
ALL GAME MODES
[Gameplay] Sewing Kits no longer lose condition when harvesting Clothing.
[AI] Predators will no longer flee from Survivors who are atop a sloped hill.
[AI] Added additional line of sight check to Timberwolves, to prevent attacks through walls and out of reach locations.
[AI] Timberwolves will now break-off their attack if a Marine Flare is lit, before the struggle occurs.
[AI] Timberwolves can no longer flee to excessive distances.
[Gameplaye] Fixed a crash that could occur on some save files when loading into Bleak Inlet.
Playstation 4/Xbox One
[PS4] Fixed HDR lighting in the Hunter’s Lodge and Grey Mother’s House.
We've just released our latest update ERRANT PILGRIM!
NEW REGION: Bleak Inlet
A wind-swept coastline reveals an abandoned industrial facility -- an aging Cannery that holds some useful secrets. But finding your way to it is a two-stage affair, involving accessing the region from both the Raven Falls ravine, and Forlorn Muskeg. But watch out! Vicious Timberwolf packs have moved into this region, and will defend their territory to the death.
NEW CHALLENGE: As the Dead Sleep
You’re a tortured soul on the edge of death. Find five grave markers in the distant corners of the world, and maybe you can feel some peace before you fade into The Long Dark. Inspired by the community-conceived “Deadman” challenge, this is our harshest Challenge yet.
NEW GAMEPLAY: Ammunition Workbench
Look for the Ammo Crafting Workbench. With the right supplies, you can assemble your own ammunition for the Rifle or Revolver. But assembling the gear you need, and finding the bench, won’t be easy.
NEW ITEMS: Gunpowder & Ammunition Components
We’ve added all the raw materials you need to craft ammunition. If you manage to gather them all, and find an Ammunition Bench, you’ll be significantly enhancing your life expectancy on Great Bear.
1) Lead from batteries to make bullets 2) Collect sulfur from plant fertilizer + Charcoal from burned out fires + potassium nitrate from Stump Remover = Gunpowder 3) Shell casing 4) Bullet + Gunpowder + Shell Casing + Ammo Bench = Ammunition
NEW GAMEPLAY: Gunsmithing & The Milling Machine
With the help of the active Aurora, the Milling Machine comes to life, giving you the capability to restore ruined firearms, and repair damaged ones, along with future capabilities. Just keep in mind you’ll need the Gunsmithing skill to make any headway with this tool.
NEW FEATS: Blizzard Walker, Expert Trapper, Straight to the Heart
New in-game achievements that lend gameplay benefits to Survival Mode games.
QUALITY OF LIFE: Campfire, Emergency Shelter Breakdown
By popular demand, we’ve added the ability to break down Campfire rings and Emergency Shelters, for those players who like to pack out what they pack in.
CHANGELIST v1.64 [57505]
HIGHLIGHTS
Added new Region: Bleak Inlet Added new Challenge: As the Dead Sleep Added new Feats: Blizzard Walker, Expert Trapper, and Straight to the Heart Added new gameplay system: Ammunition Workbench Added new gameplay system: Gunsmithing Added new gameplay system: Milling Machine Added new raw material: Lead Added new raw material: Stump Remover Added new raw material: Dusting Sulfur Added new craftable item: Gunpowder Added new craftable item: Bullet(s) Added new craftable item: Ammunition Added new Custom Mode setting to disable Birch Bark Tea crafting
GENERAL ART FIXES
[Enviro] Fixed numerous areas the player could become stuck in. [Enviro] Fixed numerous locations where the player could get outside of the intended play area. [Enviro] Fixed numerous clipping and floating objects. [Enviro] Increased the visible distance of lights during an Aurora Event. [Enviro] Fixed area in the Ravine that players could escape the map [Enviro] Fixed missing roof in Prepper Bunker [VFX] Adjusted interior light shafts that were too bright during mid-day [VFX] Fixed flames clipping through Barrels and Pot Belly Stoves
USER INTERFACE FIXES
[UI] Fixed an issue that caused the Revolver to display the incorrect weight when viewed in the Backpack. [UI] Fixed an issue that caused some Cooking HUD messages to appear too quickly. [UI] Blueprint Requirements now appear correctly during the first instance of viewing the Crafting Menu. [UI] Radial Menu can no longer appear overtop of other menus, such as the Backpack. [UI] Fixed the Revolver and the Distress Pistol Condition displaying as the value from the previously viewed item.
WINTERMUTE FIXES
[WINTERMUTE] Male survivor vocalization no longer plays when Astrid is attacked by Timberwolves. [WINTERMUTE] Timberwolves now react properly to Marine Flares. [WINTERMUTE] The Crummy in Broken Railroad now falls over correctly after the Old Bear pushes on it. [WINTERMUTE] Adjusted the rate that the Old Bear turns while in the cave.
CHALLENGE MODES
[Hopeless Rescue] The Distress Pistol can no longer spawn outside of the Timberwolf Mountain Crash Site.
SURVIVAL MODE
[Survival] Black screen no longer appears after being trampled by a Moose. [Survival] Fixed an issue that prevented the player from interacting with the Buffer Memory in Signal Hill.
ALL GAME MODES
General performance improvements across the game. [Animation] Improved animation for when a Wolf transitions to the hold ground AI state. [Audio] Aurora effects are no longer disabled when aiming. [Gameplay] Updated item placement range to better match interaction distance. [Gameplay] Updated wildlife pathfinding so they don’t bump into each other as often. [Gameplay] Updated Wildlife pathfinding to better handle passing through gates. [Gameplay] Fixed the missing highlight when moving Sticks in Placement Mode. [Gameplay] Adjusted depth Wildlife carcasses can sink into the snow. [Gameplay] Campfires no longer collide with Wildlife during placement mode [Gameplay] Fixed issue that caused Wolves to not eat some prey.
The last six weeks have been pretty busy, with launching Episode Three on October 22nd, supporting our annual Four Days of Night Halloween event, and finalizing our next big Survival Mode update. We said we’d do our best to deliver you one more big update before the end of the year, and I’m here to tease out a bit more information about what to expect in December.
The next update is called ERRANT PILGRIM, and it features some new stuff we’re pretty excited about:
A new region. This will be our first region to feature a two-part environmental puzzle of sorts — in order to unlock the region’s full potential, you’ll need to access it from two different locations. There’s a new area with several industrial buildings, and this region will be the first to feature Timberwolves in Survival Mode. Watch out!
A new challenge. We’ve taking inspiration from the community’s “Deadman” take on custom mode settings, and have created our own version as a standalone Challenge mode which, frankly, we think is the toughest experience we’ve ever made. Nobody in the office has been able to complete it yet. (Don’t worry, we’re exempting this new challenge from the Challenge Mastery achievement. We’re not monsters.)
New gameplay systems. Without getting into too much detail at the moment, we’re introducing a few new gear items, tools, and systems that should help make late-game survival a little more viable for most players. You might get a hint from the piece of concept art included in this dev diary.
New Feats. We haven’t shown the Feat system much love since we introduced it, so we’re adding three new Feats, to give you some gameplay objectives to work towards as handy new buffs for your Survival Mode games.
New Survival Mode music. 10+ more minutes of brand new music, from Survival mode soundtrack composer, Sascha Dikiciyan.
The Return of Fluffy. Hmm?
Did I mention Timberwolves in Survival Mode? Relax. They’re only in the new region. (For now.)
There are some other tidbits here and there, some quality of life updates, and of course, lots of bug fixes. We hope this next update comes just in time for you to fire up The Long Dark over the cold winter holiday, when it’s best appreciated!
You can expect the next Survival Mode update to land around the middle of December, depending on how long it takes us to get things optimized and the bugs cleaned up. We’ll launch it with our customary update video, fully narrated by yours truly. Should be fun.