It’s time for an update on Episode Four progress, which I’m sure is the topic at the top of all your minds right now.
Episode Four Progress
The aurora illuminates Blackrock Penitentiary, Great Bear’s maximum security fortress and the main location in Episode Four.
We’re at the stage of episode development where I’ve been able to complete a couple of full run-throughs of the entire episode from start to finish. This is an important stage as it shows us what we have as a contiguous experience (this is different from how we build and test during development, which is often more in chunks that are out of order), and therefore highlights what is working and what isn’t. When you can experience the full flow of the episode from start to finish, you can get a sense of the overall pacing, the relationship between narrative and gameplay, clarity around objectives and motivations, peaks and troughs in the player’s activities, and generally a sense of how the whole thing fits together.
This is the period of episode development where we usually change (or remove) things that aren’t working, and add moments or content here and there where we feel the experience needs to be shored up a bit. It might be something as minor as a single line of dialogue or editing some objective text, all the way to cutting a section of a mission or adding an entirely new piece of narrative (as we did throughout Episodes One and Two when we released the “Redux” versions in 2019). In the specific case of Episode Four, this includes adding a new section of gameplay and a new mechanic we’re experimenting with. It’s a bit late in the process to be doing this, but we just feel the episode needs a bit more of a “punch” in some areas so we’re testing things out to see how they feel, and hopeful that we can make it all work and feel intriguing.
In terms of overall progress, I can say that the episode environments themselves are mostly finished, apart from a few small areas that are getting completed right now. After that we’ll roll into the polish phase for environment content. All the cinematics are complete and have had multiple passes with full voice-over, so we’re now moving into the lighting phase on most of them, and audio (sound-effects and music) which is the last phase. We’re tightening up some objective text, adding collectibles here and there where they are needed, and layering some secondary “side mission” content to reward you players who like to explore off the beaten path a bit.
We met Mathis in Carter Dam at the end of Episode Two, when he threatened Mackenzie within an inch of his life. Things have not improved for Mackenzie since then.
The whole team has done a great job despite the challenges of COVID, but I’m particularly proud what the animation team has managed to pull off in Episode Four, despite not having access to our motion-capture equipment (due to COVID and it not being safe to travel to the studio). Instead, they used home-based capture suits and a lot of keyframed (i.e. hand-made) animation including for facial animation, which is a big departure from some of the time-saving tools and tech we were able to use for our Episode Three development. The narrative moments in Episode Four are some of the most complex we’ve produced yet in The Long Dark, many involving multiple characters with heavy acting beats, so seeing them turn out so well is a real testament to the team’s work ethic and creative problem-solving. We also hired our first lighting specialist at Hinterland for Episode Four, so you can expect the general quality of the lighting to improve significantly, both in terms of execution and how it’s used to highlight atmosphere and the sense of drama.
We have at least a couple more months of production and then a testing and optimization phase, which could take a long time or be resolved quickly, depending on how things go. Being on the Switch now, and also continuing to support a low-spec on PC that goes back to our Early Access launch in 2014, means every major addition to the game introduces a lot of extra optimization and testing work. So, as per our usual studio policy with regards to release dates, I’m not going to guess at this point -- we’ll share a date when we are closer to launch. But, we’re in the final stretch now. You can expect a teaser trailer and a date announcement before we launch; we aren’t planning a surprise launch.
Just like everything in The Long Dark, there’s more to Blackrock than meets the eye.
What Comes Next?
With Episode Four development coming to a close, I’m finishing up the writing on Episode Five so the team can roll into that development. But, this also brings to mind a big question for Hinterland -- with the end of WINTERMUTE in sight, what comes next for The Long Dark, and for our studio?
This is obviously a lot on my mind lately, not only because I’ve been working on The Long Dark for nearly 8 years at this point, but because incubating new project ideas and building prototypes to prove those ideas is a time-consuming process. It’s important that these things have the space and resources they need in order to find success. The expectations around our work are a lot different in 2021 as compared to when we first launched The Long Dark in 2013. We’ve also learned a lot in the past years, become a stronger studio and better developers, and want to build more sophisticated and more meaningful experiences for our players. These things require time and resources.
One of the gifts of The Long Dark is just how expansive it has the potential to be. The world and gameplay systems themselves are highly extensible, although we have run up against some technical limitations going back to decisions we made in the early years of the project -- things we’d do differently if we were building something from scratch today, but things that we can’t really change at this point without tearing the entire game apart and rebuilding it. That would be time-consuming, expensive, and would delay a lot of other things we’d like to be doing.
We’ve been hearing a lot from our players that you would like to see more content beyond WINTERMUTE and the free Survival updates and events we produce a few times a year. Given that we’ve never charged for content beyond the purchase price of the game, our revenue has come entirely from new sales of The Long Dark. We’re really fortunate that the game still has a vibrant audience and continues to sell really well for us, allowing us to cover our costs and make a tidy profit which we pour back into the business. But in thinking about new projects and how we’d like to build them, and how important it is to maintain our independence and avoid putting ourselves in a financial position as a studio where we lose that independence, we have to start weighing the future of The Long Dark against the future of the studio.
To be clear -- we are 100% committed to shipping Episode Five for all our players, as part of your game purchase. That’s a promise we made back when we did our Kickstarter in 2013, and that’s a promise we will deliver on. What I’m talking about here is what comes *beyond* Episode Five. Since so much of what we’ve done as a studio has been informed by what you’ve told us about what you hope for the game, we’d love to hear from you.
We’ve set up a simple survey that will give us some idea of what you’d like us to do with The Long Dark after we finish Episode Five. There are also questions about what you’d like to see us do with Survival Mode, which while it can always be improved, has technically been complete for a while now. Please take a few minutes to review the survey and share your thoughts so we can take them into consideration as we plan our future. We aren’t committing to anything beyond Episode Five, but depending on how passionately you want us to keep expanding The Long Dark, and provided we can make it work from a business perspective, we are open to considering a variety of things. We love The Long Dark as much as anyone, and would love to see it continue to grow and flourish into the future. For us, it’s more than a game. For me, I still want to push forward and show that Hinterland is the industry leader in creating thoughtful survival experiences.
Milestones
We don’t tend to focus too much on these things publicly, but I’m really proud of what the team has made and it’s not often you get to celebrate these achievements, so I just wanted to share with you the exciting news that sales of The Long Dark have now surpassed 5-million units, with another 3.5-million active players coming to us through Xbox GamePass and the Epic Game Store (through the free give-away there at Christmas), bringing the total to over 8.5-million players to date!
That is a shocking number to me, when I think back to the humble origins of The Long Dark (which was then called, simply, “Survival Story”) back on a whiteboard in my basement home office years and years ago. One of the most exciting things about this number is how international our audience is! We’ve been humbled and amazed at how popular our little Canadian survival experience has resonated with players around the world. Thank you for your support over the years, and we look forward to continuing to deliver delightful experiences to you in The Long Dark, and hopefully in other games in the future! For us, there is a joy in exploration in its many facets, and we are excited to continue sharing this journey with you.
Onward!
In any case, it’s back to Episode Four reviews for me! I hope this developer diary has been informative and answered some of the questions you have about our progress, and we hope you like the teaser content we’ve shared here. Expect more news about Episode Four in the coming months including a teaser trailer, episode name, and a release date. And please take some time to respond to our “Future of The Long Dark” survey. While we’ll always make our own decisions about what is best for the game and our business, we love to hear from you and feel privileged to have your participation in this virtuous feedback circle.
2020 has been a tough year. But we're nearly through it. And in a year of a global pandemic, we were still able to ship two major updates to Survival Mode, two seasonal events, and launch the game on Nintendo Switch. We also made a ton of headway on Episode Four, which we're excited to share with you in 2021. And in case you missed it, make sure you take a moment to try out the new content we added in our recent update, HESITANT PROSPECT.
This is a good moment to remind you that the team will be off between December 21st and January 4th, and while we have some light support coverage during the holidays, we'll mostly be resting up and enjoying time with our loved ones before we embark on our ambitious plans for 2021.
We really appreciate all the support we've received from you throughout this year. We hope that The Long Dark brings you some seasonal comfort over the winter holidays, and we look forward to seeing you all back in January.
On behalf of the team at Hinterland, we wish you a safe and enjoyable holiday season, and all the best wishes for 2021.
We’ve released our v1.90 (70139) Hotfix for The Long Dark. 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).
*****
GENERAL FIXES
[General] Fixed a crash that would occur if the in-game language was set to Turkish.
[General] Fixed an issue that caused players Badges and Feats to disappear
[General] Fixed an issue that would cause Players to spawn inside of the Main Menu scene, after exiting the new Survival game creation flow.
[General] Ash Canyon added to the Random Region list in Survival Mode.
GENERAL ART FIXES
[Enviro] Fixed missing cliff detail on numerous vistas found in Ash Canyon.
[Enviro] Fixed numerous floating and clipping items.
[Enviro] Pass for terrain traps in Ash Canyon.
[Enviro] Fixed floating environment meshes found in Ash Canyon.
[Enviro] Rabbits will no longer climb on the broken fishing hut, in the Main Menu.
[Enviro] Fixed low res textures appearing on the rope bridge, when visuals are set to Ultra.
[Enviro] Fixed an issue that caused item piles to become non-interactable when stacked on top of piles of the same item type.
[Prop] Fixed level of detail popping issue on Camp Fires.
USER INTERFACE
[UI] Fixed missing region name from the “You started in” journal stat, when starting in Ash Canyon.
[UI] Fixed an issue that prevented tracking Time Spent in Ash Canyon in the Journal.
[UI] Fixed an issue that prevented the region text from properly fading out after viewing the Map. This would cause a faint shadow of text to remain on screen.
[UI] Load screen icons will now fade out after loading is complete, as intended.
[UI] Localized text now correctly appears when selecting Timberwolf Mountain in the Region Selection.
[UI] Added missing localized strings and fixed several translation issues.
[UI] Loading into Ash Canyon now uses the correct load screen art.
SURVIVAL MODE
[General] The Sure Footing benefit will no longer expire and then reactive after a transition.
[Ash Canyon] Items can no longer be dropped when on a bridge, as intended.
[Ash Canyon] Pass for missing environment sound effects.
[Ash Canyon] All Abandoned Fires now appear as burnt out, as intended.
CHALLENGE MODE
[Darkwalker] Fixed an issue that could cause the Player to become stuck on a black screen after dying in a Darkwalker game, if the death animation could not be played in full.
KNOWN ISSUES
[WINTERMUTE] Placing the last Fuse in Episode Three does not work on Xbox or PS4 and causes the game to hang.
[General] Players on PS4 Pro may sometimes encounter a black screen while playing. The game continues to run, and the Player will be able to hear gameplay. Users can press Start to bring up the Pause Menu to exit, or quit back to the dashboard.
The Long Dark’s Survival Mode has just been updated to a new version, HESITANT PROSPECT.
NEW REGION: ASH CANYON
Far on the other side of Timberwolf Mountain is a difficult-to-reach area defined by steep cavernous walls and burned-out forests. If you can navigate your way through the treacherous landscape, you might find an abandoned mine that hides treasures worth more than gold to any survivor. Just be careful when crossing the harrowing rope-bridges. It’s a long way down!
NEW GEAR ITEMS
CRAMPONS, left behind by an intrepid climber who ran out of luck. Wearing these helps prevent sprains, and makes it easier to travel over Weak Ice.
A TECHNICAL PACK adds a permanent capacity buff to your Survivor’s inventory, giving you a little more breathing room as you carry your life-saving supplies around on your back.
NEW CHALLENGE: DARKWALKER + FEAT
HESITANT PROSPECT also presents an updated version of the popular ESCAPE THE DARKWALKER Halloween event we launched this year.
You are being hunted by a malevolent invisible force. Use special paint Glyphs to buy yourself time to escape. Time spent in each region counts down towards toxic green fog appearing which will slowly suffocate you. You must BANISH the Darkwalker before you run out of time!
Completing the Darkwalker Challenge unlocks a new Darkwalker Feat, which, when enabled in Survival Mode, gives you a stamina boost at night, while draining stamina during the day.
NEW CUSTOM MODE SETTING: ENDLESS NIGHT
You can now set up your custom Survival games so that day never comes...
QUALITY OF LIFE IMPROVEMENTS
We’ve made some quality of life improvements to the game’s Front End, including the Region Selection menu. You’ll also notice that we’ve updated the game’s Main Menu in honour of HESITANT PROSPECT, and moving forward every major update to the game will come with a new Main Menu that reflects the latest new content.
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CHANGELIST v1.89 [69558]
HIGHLIGHTS
New Region: Ash Canyon
New Challenge Mode: Darkwalker
New UI: Region Selection Menu
New Gear Items: Crampons and the Technical Backpack
GENERAL FIXES
[General] Fixed an issue that caused the game to hang when loading, while a third party overlay (IE Steam, Nvidia overlays) was active.
[General] Fixed a potential hang that could occur when launching the game.
[General] Post Unity 2019 upgrade optimization.
[Audio] Fixed an issue that prevented wildlife audio from playing.
GENERAL ART FIXES
[Enviro] Fixed various floating or clipping objects found throughout the world.
[Enviro] Fixed numerous areas Players could become stuck on terrain.
[Enviro] Fixed misaligned texture on the Park Sign found in Milton.
[Lighting] Optimized indoor light volumes to help remove seams in dark areas.
USER INTERFACE
[Map] Improved how icons are sorted when in close proximity on the Map.
[Map] Added missing icon for the Mystery Lake, Carter Hydro Dam exit.
[UI] New Region Selection Menu.
[UI] Tuned the Crafting menu to approve the general quality of life.
[UI] Update the States Menu to be more visually clear.
[UI] Added more Loading Icons on the Load Screens.
[UI] Localization pass and bug fixes.
[UI] Improved the Russian description for the Hunted Part 2 badge.
[UI] Fixed Gear items not appearing correctly when viewed Inspection mode, while the HUD is disabled.
SURVIVAL MODE
[General] Fixed an issue that could cause the Spray Glyph option to appear in Survival Mode games.
WINTERMUTE
[EP3] Fixed an issue that could cause the game to lock-up, when answering a phone call.
CHALLENGE MODE
[Darkwalker] Fixed the incorrect death message appearing when killed by natural causes.
[Darkwalker] Fixed an issue that caused the Spray Paint cap to appear at an incorrect offset, when spraying a Glyph.
[Darkwalker] Improved how the Darkwalker tracks the Player after transitioning to a new Region.
[Darkwalker] Added ropes to some climbing points in Broken Railroad and Pleasant Valley.
[Darkwalker] Fixed an issue that caused some localized Tool Tip text to be cut off.
[Darkwalker] Added missing subtitles.
[Darkwalker] Fixed an issue that prevented the audio stringer to play correctly, when the Darkwalker appears while inside an interior.
[Darkwalker] Ward fires now go out once the ward has expired.
[Darkwalker] Wards placed on the outside of an exterior now expire correctly, while inside.
[Darkwalker] Interiors now prevent players from placing a ward fire while one is already active.
[Darkwalker] No longer able to remove a banish glyph, once placed
[Darkwalker] Fixed an error that would cause a dialog to appear in-game, if the player left, then returned to a region with an active ward fire.
[Hunted Pt 2] Fixed an issue that would cause the Old Bear to disappear, if the player transitioned at a very specific point in the Old Bear’s animation.
PS4
[Enviro] Fixed an issue that caused some waterfalls to appear black.
KNOWN ISSUES
[Xbox] Intro video can appear corrupted when playing with HDR enabled. This does not appear to impact any other part of the game.
[All] Ash Canyon time explored is currently not tracked and does not appear in the journal.
We’ve released our v1.87 Hotfix for the ESCAPE THE DARKWALKER event. If you encounter any issues while playing The Long Dark please visit our Support Portal.
A big part of any of these events is player participation and we would love to hear about your experience playing ESCAPE THE DARKWALKER in our event subforum.
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).
*****
THE LONG DARK v1.87 (68069/68142 ) CHANGELIST
GENERAL
Fixed an issue where text overlapped in some languages.
Fixed an issue that caused the Player to remain crouched when attacked by the Entity, while crouched.
Added map icons for Bleak Inlet to Ravine transitions.
Add subtitles for when the Player’s character is coughing from toxic smoke
Updated localization.
Map now centers on the Player’s position when entering the screen, during an Escape the Darkwalker game.
Dying from the Entity when in a menu, now breaks you out of menus correctly.
The "Darkwalker Devoured You" screen now only plays if the Player was killed by the Entity.
Fixed an issue that caused “Toxic Fog” to appear when exiting a menu, during the Escape the Darkwalker event.
Fixed an issue where the player could become stuck in the Safe Cracking ui, if attacked by the Entity while in the UI.
Removed the ability to Spray Paint on items that can be broken down.
Fixed an issue that caused the male voice to sometimes play instead of the female voice, when dying.
Fixed the volume for the Glyph breaking down sound effect.
Fixed an issue that caused stomping sound effects to loop after placing a ward indoors.
Fixed an issue that caused the Toxic Fog indicator to flash on screen when exiting interiors.
Something is hunting survivors in The Long Dark and it’s not just the game’s usual wildlife. Running from October 29th to November 12th The Long Dark players will be stalked by a mysterious entity in our latest Halloween Event: ESCAPE THE DARKWALKER.
As you’re playing the event feel free to talk about it and share your best survival times on our forums, or on social media using the hashtag #DARKWALKER.
To help you survive for as long as possible in this event we’ve put together this information. Follow them and you may delay your death a little while longer.
Starting Out
Your character will begin near an abandoned camp where you’ll find an introductory collectible item along with supplies to start you out scattered around a burned out campfire.
You have fifteen (15) minutes without being hunted by the Darkwalker to prepare yourself in any way that you wish. At the end of the fifteen minutes the Darkwalker will appear in the region and begin to hunt you.
Surviving
As with any game of The Long Dark you have to manage your cold, hunger, and other aspects of your Condition to ensure your survival.
As the Darkwalker nears, your character will experience a series of disturbing effects that will make survival increasingly difficult. These effects mostly disappear as you get more distance from the Darkwalker.
An inescapable Toxic Fog follows the Darkwalker spreading throughout the region you’re in threatening not only you, but also wildlife, and even your food supply.
Your main defense is to spray-paint Glyphs which offer a couple of tools for dealing with the Darkwalker.
Event Camps with green fire offer refuge from being hunted by the Darkwalker as well as vital information about what it is that’s hunting you, so be sure to search the Camps carefully.
Game Over
There are two badges to win during the Event.
Players who manage to survive one hour will be awarded the Umbra Badge.
Those that manage to find six of the ten diary pages from the EVENT CAMPS will win the Deadly Dreamer Badge.
The Game Over screen will show the time survived plus your longest time survived, allowing you to share that with The Long Dark community. Post in on our forums, on social media, or elsewhere using the hashtag #DARKWALKER to show off your best times.
We hope you have a frighteningly good time this Halloween in The Long Dark as you play Escape the Darkwalker. Let us know what you think of the event on our forums.
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).
With the Switch launch behind us, I wanted to update you on our activities around THE LONG DARK for the remainder of this year.
NEW EVENT: ESCAPE THE DARKWALKER (October 29th - November 12th)
This year’s Halloween event, ESCAPE THE DARKWALKER, is different from what we’ve done in the past. In broad strokes:
In an endless night, you are stalked by an invisible, malevolent entity bent on your destruction. Keep your distance from the entity for as long as you can. Once it closes in on you, you die. The only objective is to survive for as many real-time minutes as you can.
You can’t hurt the Darkwalker, but you can slow it down. Using special spray paint Glyphs, you can temporarily dispel or attract the entity.
You can play in any region of the world, but you can only stay in a region for 30 real-time minutes (Note: all timings are being tuned based on playtesting and may change before the event goes live) before toxic fog will appear. When the fog appears, you’ll have 5 real-time minutes to escape the region before you die. Once the fog takes hold, the region is impassible. A lot of your strategy will come down to where you travel and how far ahead you can plan your movements through the world.
Since you can’t see the entity, you’ll have to count on what you can HEAR to stay alive. Listen for the entity’s cries, its footsteps, and how the spooky music builds as it approaches your location.
You can run but you cannot hide! Walls won’t keep the Darkwalker out. So your success depends on the route you take through the world, and how you manage your sparse GLYPH resources.
Why did we decide to switch up the traditional FOUR DAYS OF NIGHT formula? We took on your feedback about the last few iterations of our annual Four Days of Night Halloween event. One of the consistent things we heard was a sadness around missing the timed event for various reasons, or the fact that it was hard to get all the badges without playing every single day (I mean, we *want* people playing The Long Dark every day, but sometimes life gets in the way!).
We also wanted to freshen things up this year and do something different that would perhaps embrace a bit of a stronger “horror” vibe than we normally would in the game. Halloween is a fun holiday and this gives us the opportunity to play around with ideas that might not make as much sense in core gameplay, but can provide a lot of suspenseful enjoyment for our players!
ESCAPE THE DARKWALKER runs from October 29th to November 12th. Participating in the event earns you some special unlocks, including a new Custom Mode unlock: Endless Night.
DECEMBER SURVIVAL UPDATE
We’re working on a new update to Survival mode, for a planned December release. This update will include a variety of UI improvements, some tuning changes, and two new gear items, but the highlight will be a new region: ASH CANYON. We’ll release more details as we get closer to the update, but this piece of concept art might give you some ideas.
EPISODE FOUR
The team’s been working hard on Episode Four, and as I outlined in my last developer diary, we have delayed the episode until 2021 due to COVID. Look for an update on episode progress some time in January.
HOLIDAY SHUTDOWN
Just an early reminder that the whole Hinterland team takes an extended holiday between Christmas and New Year. We’ll share the dates closer to the holiday. During this period, support and test resources will be limited, so we appreciate your patience as it will take a little longer to respond to any reports you send through the Support Portal.
We’re looking forward to seeing what you think about ESCAPE THE DARKWALKER. Get ready, and have fun with it.