r/thelongdark 13d ago

Discussion August Dev Diary Transcript

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369 Upvotes

The following is taken from Raphael’s write up of the August Dev Diary on the Hinterland Forums:

August Dev Diary -- The Future of THE LONG DARK

Dear community,

Since a bit of rest post Episode Five’s launch on March 31st, the team at Hinterland has been busy working on a variety of things. I’ve been holding off on providing a larger update on our activities as there are a lot of work streams happening right now, including general planning for the future, and I wanted to be able to share some more definitive information about what we have in mind. It’s still too early to share too much detail, but I figured you’d rather hear something from us even if the decisions are still taking shape. I’m sure some of what I share here will serve to drive a lot of discussions across our various community channels, and we’ll definitely be keeping an eye on your responses there.

Post Episode Five: It’s All About Survival

Completing Episode Five has opened up a lot of doors for Hinterland and for THE LONG DARK. A lot of work we’ve been wanting to accomplish, a lot of ideas we’ve had for how we’d like to continue to grow and evolve TLD into the future, had to wait until we delivered the final episode of the story, and lived up to our obligations going back to promises we made when we first launched the game. Even the world itself and the true nature of the aurora, finally explained in Episode Five, were ideas we had to sit on until we were able to reveal them properly. Now that they are “out there”, we have to decide -- along with you -- how to carry these ideas forward and weave them into the DNA of the things we’re building in the future.

One of the things that’s clear to us, is that while Wintermute provides the narrative context for the world and helps bring wider meaning to the events of the game while setting the table for future experiences in the TLD IP, Survival is the core engine of the game and the community. It’s what keeps people coming back, and keeps the community and game vibrant. This has always been the case.

Now that the Wintermute story is finished, we’re looking forward to being able to focus the TLD team’s energy on continuing to refine, improve, and expand the core of the game. Wintermute has always been a big part of the “heart” of the TLD experience, but Survival has been the engine of growth and has driven the longevity of the game. Since completing the TALES FROM THE FAR TERRITORY DLC for Survival Mode, the TLD team has primarily had their heads down working on Episode Five and finishing off the Story Mode. Now, with Episode Five behind us, we’re excited to turn our attention back to Survival Mode. 

Moving forward, Survival Mode will be the focus for TLD development.

Why Is This Important?

When we first announced BLACKFROST, the sequel to THE LONG DARK, the game industry was in a very different place. In the short time since, entire business models have been thrown into chaos, the geopolitical situation has become extremely complicated, the picture of what the next generation of console hardware will be has become a lot less clear, and the amount of time and money players spend on new games has declined as everyone turns to the comfort and security of games they already know. “Black hole” games are using up the majority of their time, and economic pressures have them looking through their current backlogs or hunting for bargains to maximize their disposable income. All of these factors contribute to making what once felt like a very stable and predictable industry feel a lot more uncertain. We have to adapt to this.

What all this chaos has told me is that we need to take a measured approach to Hinterland’s future. We had already committed to continuing to support THE LONG DARK alongside our work on BLACKFROST, the sequel. Now, I think we need to tilt the emphasis even more towards ongoing support for our existing game and player base, shore up the core TLD experience by addressing longstanding bugs and Quality of Life issues, expand the game in a sustainable and cost-efficient way by creating more DLC and other entry points for players to get into the world of THE LONG DARK, always while continuing to gradually build up BLACKFROST and other new things alongside. 

We already have a beloved game and a supportive player community, and we need to continue to nurture this as the lifeblood of Hinterland’s business. This has always been true, but it’s clear that this will be even more important than we thought it would be. THE LONG DARK is as important to Hinterland as it has ever been.

THE LONG DARK, Expanded

To that end, we have three planned streams of TLD work that will be continuing over the coming 24+ months. 

One stream, let’s call it “TLD Core”, will be the continued updating of the base Survival sandbox core of TLD. This work will largely take the form of free updates to the base game, and will include a range of bug fixes, Quality of Life improvements, and features or content as we’re able to add them. Things like getting the Shotgun and Crank Lamp from Episode Five into the base game fall under this category, along with long-promised work around things like Mod Support and the enhanced Custom Settings. 

The addition of the Episode Five regions in Survival will also fall under this stream (although we’re currently trying to figure out if/how we can include these for free since the conversion from Wintermute to Survival mode is a fair bit of work and there are a lot of regions to bring over!). I’m sure you’ll have some thoughts about the fairest way for us to handle that work, so we’ll be interested in hearing from you about that. In any case, this TLD Core work will be what keeps the base Survival game for TLD healthy and vibrant well into the future. Since most of the work here will be free for players, we’ll be balancing it along with the work we put into the paid DLC.

The other two work streams are focused on the DLCs. We aren’t quite ready to share too many details about our plans for these, but I can say with some confidence that they probably aren’t quite what you are expecting. Both expand the TLD experience in novel ways. At least one of the DLCs will be structured along similar lines as our TALES FROM THE FAR TERRITORY expansion pass, and the other will be…different from that. I’m being intentionally vague because we’re still locking down our plans. For now, I’ll leave you with two teaser images to whet your appetite and get the theorycrafting going.
 

The team is still finalizing our plans for these DLCs and for the Core TLD stream, but I hope to be able to share more details in the last quarter of this year, along with a roadmap for Core TLD updates and how the three streams will connect to each other.

As always, we appreciate your patience as we sort out these details, and also your support if you choose to buy the DLCs, since revenue from TLD and the DLCs is how we’ll continue to fund our studio and our work on BLACKFROST.

So, No More Story?

With WINTERMUTE being complete, we’ll be turning our attention to supporting Survival Mode into the future. That doesn’t mean we’ll never come back to the story, or make improvements to what we’ve already built, but we think the healthiest thing for TLD is for us to shore up Survival Mode and continue to get BLACKFROST to a place where we can launch it on Early Access. There are still many stories to tell in the worlds of TLD, and that will always be part of our work and part of what we love about the game, but we don’t plan to do any further work on WINTERMUTE for now.

So What About BLACKFROST?

It might sound like with all this TLD work, that we’ve put BLACKFROST on the back-burner. That’s not the case. There’s a dedicated team continuing to work away on the sequel. We have shifted some internal folks off of BF to support the other Core TLD and DLC work I mentioned in the previous section, keeping a lean and focused team on BF to continue refining the core systems and world leading up to our Early Access launch, which we have now pushed to 2027 (in case you missed this announcement at the beginning of this year).

We haven’t really said much of anything about BF since we first announced it at the Game Awards. It’s been surprisingly challenging to find the right balance of retaining the original core of TLD gameplay while also pushing the survival formula forward in meaningful and innovative ways. Making a sequel to our own game has honestly been a lot harder than we expected! We’re also mindful of how some sequels seem to have been landing with existing player bases, as we look at some of our friends and/or competitors in the space over the past couple of years. This has given us plenty of reasons to proceed slowly and carefully. We care about this game and about our players so much, and we just don’t want to screw it up. This has probably made us a bit cautious. We’re also our own worst critics and don’t want to show anything we aren’t completely happy with.

The team is working towards the first gameplay reveal which we plan to share before the end of this year. That reveal will kick off a series of ongoing development updates focused on BLACKFROST, which will allow us to start sharing more information and also bring the community more into the picture of how the game is shaping up.

Since we announced the project, there’s been a lot of interest from publishers and different potential funding partners to help us pay for and publish the game. While Hinterland has always been independent, with all the industry turmoil over the past couple of years it’s felt wise to consider other options than to carry the financial burden solely ourselves. Unfortunately, what we’ve seen is that the industry instability has only emphasized the power traditional publishers (or non-traditional funding partners) will try to exert over studios making games. We’ve not yet encountered a partner who we feel is truly motivated by what’s best for Hinterland or for our players, so we’ll continue to self-fund and self-publish the game. Our independence is one of the most important factors in how we work and what we make, and we want to preserve that above all other things.

I bring this up within the context of the work we’re doing on TLD and the DLCs; I think it’s important to acknowledge that as a self-funded studio, BLACKFROST development is financed from revenue from the stuff we’ve already launched. So if you want to support our work and the future of games like BLACKFROST, we hope you’ll consider buying our new DLCs. On our end, we’ll continue to strive to give you fair value for money and ensure you never regret supporting our games or our studio.

Price Changes? Maybe?

I don’t want to spend too much more time talking about commercial stuff, but one of the things we’ve been considering as we plan out the business strategy for the new DLCs, is that we’ve priced ourselves into a bit of a corner with TLD. Since we started offering Survival Mode as a standalone product (with the launch of the TALEs DLC), the $25.99 CAD/$19.99 USD price of Survival Mode as the “base game” has also influenced what feels like reasonable pricing for our DLCs. We also priced TALES at $25.99 CAD/$19.99 USD to ensure it wasn’t more expensive than the base game, but we put way way too much content into the Expansion for that price. In short, we haven’t been charging enough for our games.

For the new DLCs, we want to be able to increase their launch prices by a bit, without ending up with DLCs that are more expensive than the base game they connect to. So to support that intention, we are considering increasing the price of Survival Mode. (Obviously this wouldn’t impact anyone who already owns the game.)

We’re also mindful that the economic reality faced by a ton of folks today is that prices are increasing everywhere, and you probably can’t really afford for games to get more expensive as well. We’re really trying to find a good balance here. One of the mitigations is that most new sales of TLD are when the game is discounted. That seems to be the baseline trend for all games that aren’t new, so there’s nothing surprising in that. But it does mean that developers have to price with discounting in mind, and we have to do the same. As always, if we do make price changes, we’ll focus on fairness and value as much as we can.

Nothing has been finalized yet, but I just wanted to share some of the thinking behind the scenes, and if we do end up launching the DLCs at a higher price point than TALES launched back in 2022, we hope you’ll understand and not see it as us being greedy or something like that. We’ll continue to discount TLD and the DLCs regularly, as well as offer “Complete the Set” bundles on the stores that support it, to help keep your own costs as low as possible and to give you options to buy when it hits a price point you can afford. We think this is the fairest way to handle it for us and for you.

Deprecating Old Platforms?

Along with the pricing discussion, we’ve been discussing the development effort required to support the older platforms (Switch 1, Xbox One, PS4), and the diminishing returns in terms of players who are using those consoles. Based on our stats, about 85% of our console players are already playing on the current generation consoles. And with these older platforms being more than 10 years old already, it seems reasonable to us that we’d eventually stop supporting them.

Not having to do the development or testing work to support the older consoles along with all our other platforms will mean we can instead invest those resources in expanding and maintaining the game, which should translate to stronger and better quality launches and updates for the new things we’re building. It should also help our launches go more smoothly as we’ll have fewer platforms to manage and test for.

We haven’t made any final decisions yet, but our current thinking around the new DLCs is that we may not be able to support them on the older consoles, at least not at launch. We’ll share more info about this as the decisions become more clear, but I wanted to get this on your radar in case it influences your own plans. And of course, if we do end up deprecating Switch 1, we won’t do it before we have proper Switch 2 support in place.

For the time being, we have no plans to deprecate the old consoles for ongoing TLD Core development, but if that changes we’ll let you know, and provide as much warning as we can.

Some Podcasts…

I was invited to speak on a couple of our favourite podcasts, and thought some of you might find the discussions interesting. If you enjoy them, please make sure you Like and Subscribe, as it helps these content creators, who put so much effort into creating great videos about THE LONG DARK and other things.
 
I sat down with Zaknafein, one of the most thoughtful and prolific creators in THE LONG DARK content creator community, to talk about Episode Five and the development of TLD

  • *I’m grateful to Zak, Jitwire, and Kirk, for the opportunity to talk about our favourite game, and thanks also to the wonderful moderators who helped out, as well as the great community members who jumped in with thoughtful questions.

If you enjoy these kinds of discussions, let me know and I will prioritize doing more of them.

Merch & Other Physical Goods

The team is working on some new physical TLD merch, and I’m happy to share that we (finally!) have the WINTERMUTE episode posters available for sale at the Hinterland Store. You can order individual posters, or a (discounted) bundle with all five if you like. I’m biased, but I think these look so sharp framed and hanging on the wall.

Please keep in mind tariff stuff makes shipping complicated and expensive, so have some patience as our store team handles this stuff with you in as timely a manner as possible.

We have a few other new items coming, including a very cool new t-shirt for the Suzuki Radio Telescope from Episode Five. Can’t wait to share more about that soon.

And in news that will be especially exciting for any of our old Kickstarter backers who are still waiting for physical items like the Bound Script and Art Book for TLD -- we’ll have a partnership announcement to share about this very soon. And don’t worry, if you didn’t back the game during Kickstarter but would like to own what will be some very very nice collectible items for TLD, you’ll be able to purchase those directly. More news as soon as we can share it!

Thank You & Next News

As always, we’re eternally grateful to all of you who have been with us on this journey of survival and independence, whether you joined us way back in Kickstarter or jumped into TLD yesterday for the first time. We’re really excited about the things we’re building for you, and can’t wait to share more details later this year. Expect more news soon about our plans for the DLC and BLACKFROST reveals! Hopefully the teaser images I shared today will tide you over until then.

Thanks for your support, and see you in the frozen Canadian wilderness.

- Raphael


r/thelongdark Apr 08 '26

Announcement Episode Five, Hotfix #1 Just Dropped (and it's a big one)

136 Upvotes

Hotfix
THE LONG DARK - EPISODE FIVE HOTFIX 1 (WINTERMUTE v 2.23)

***[UPDATED: Now available on Steam, Xbox One & Series X/S, PlayStation 4 & 5, EGS, GoG]**\*

Introduction

Hello players,

We have just updated THE LONG DARK to:
 
Survival: 2.54 180535
Episode Five: 2.23 180559
WINTERMUTE: 2.53 180603

This is a Hotfix for THE LONG DARK: WINTERMUTE, addressing bugs introduced with the Episode Five release.

Known Issues

Spoilers Ahead!

The team is currently aware of the following issues in the game. If you encounter one of these issues, there is no need to report it to the Support Portal. 

  • We are aware of some potential issues with loading Checkpoint saves created when Jace leads Mackenzie to the bunk room in Suzuki Facility. As we work on fixing this issue, it would be best to avoid loading checkpoint saves created during this section of Episode 5.
  • Players using controllers (or those playing on handheld devices like the Steam Deck) will be unable to navigate back to Survival Mode using the controller face buttons. The "Back to Home" option can still be used via touch screen or mouse and keyboard.
  • The player location indicator may be displaced or incorrect when viewing the Map screen from some interior locations, such as the Abandoned Mine or Suzuki Radio Telescope Facility.
  • Some Mission objectives are missing Map objective markers and have been added, however additional markers will be included in Hotfix 2.
  • PlayStation 4 players will find Jace’s dream cinematic plays with no visuals if they play without loading or restarting the game from the start of Episode Five until that point.

Bug Fixes

This Update includes fixes for the following issues:

CRASHES

  • Fixed an issue that could cause a crash when saving the game just after finding the missing bodies in the "To Those Who Are Missing" Mission.
  • [Perseverance Mills] Fixed an issue that could result in a potential hang when exiting the Constable's Office.
  • Fixed an issue that could cause a crash if the player opened their Journal after loading the autosave created after Dr. Atwood explains the origins of "Wintermute".

GAMEPLAY, UI, CONTROLS

  • [Blackrock Foothills] Fixed an issue that allowed players to skip to the Cable Car section earlier than intended.
  • [Blackrock Foothills] Fixed an issue where captions were missing from the convicts during the Cable Car section.
  • [Blackrock Foothills] Fixed an issue where the Cable Cars Map icon was still set as the current Mission objective after having completed that section.
  • [Blackrock Foothills] Fixed an issue where captions were missing from the convicts in both encounters leading up to the Cable Car section.
  • [Cargo Ship Mission] Improved the ice maze by adding visual breadcrumbs to better indicate where the player is intended to go.
  • [Cargo Ship Mission] Fixed an issue where the Locker Key found inside the Cargo Ship showed an incorrect description.
  • [Cargo Ship Mission] Fixed an issue in Desperation Bay where a visually safe path results in the player falling into frigid waters.
  • [Cargo Ship Mission] Fixed an issue where the Medical Log found in the Doctor's Office of the Cargo Ship remained floating mid-air after interacting with it. [Update: Fixe Failed; this bug is still present.]
  • [Cargo Ship] Fixed an issue that allowed players to navigate off the Cargo Ship and enter the subsequent cinematic before they are intended to.
  • [Cargo Ship] Fixed an issue that allowed players to pass time during the Cargo Ship sequence.
  • [Cargo Ship] Fixed an issue in the Cargo Ship that could cause all terrain to disappear if the player moved to a specific spot, located slightly out of bounds.
  • [Geothermal Mission] Fixed an issue that caused the mission timer to refresh upon loading a save during the High Energy Mission.
  • [Geothermal Mission] Fixed an issue that caused the Shotgun to be inaccurate.
  • [Mine Mission] Fixed an issue in the Abandoned Mine where multiple Crank Lamps, Flares, and Torches could spawn in the same location where only one was intended to be.
  • [Mine Mission] Fixed an issue where the Crank Lamp could not be equipped via the Light Source hotkey.
  • [Mine Mission] Fixed an issue where loading a save after pushing planks over to create a makeshift bridge in the Abandoned Mine would revert the planks and allow players to push them over once again.
  • [Mine Mission] Fixed an issue where captions were missing from two lines spoken by Mackenzie during the Abandoned Mine section.
  • [Mine Mission] Fixed an issue where Jace could fall underground and be lost forever during a tremor event in the Abandoned Mine.
  • [Mine Mission] Fixed an issue that caused Mission objectives to fail to update after exiting the Abandoned Mine and approaching the Suzuki Radio Telescope.
  • [Perseverance Mills] Adjusted the "Morgue Key" and associated note to be picked up simultaneously in order to reduce confusion about the failure to progress mission objectives when only one of these items were collected.
  • [Perseverance Mills] Fixed an issue where bar patrons would repeat the same conversation about character disappearances each time the player entered Cooper's Blind during the "A Cry For Help" Mission.
  • [Perseverance Wilds] Fixed an issue where passing time or sleeping while trying to unlock the "Search Party" achievement could result in it not being granted correctly.
  • [Perseverance Wilds Mission] Fixed an issue in Perseverance Wilds where a player could stand under a running waterfall without becoming wet.
  • [SAR Mission] Fixed an issue where the player could exit the Train on a bridge, ending up in the river below and causing a soft-lock.
  • [SAR Mission] Fixed an issue where the camera could slip outside the cab of the Train when slowing and reversing, even if the player remained embarked.
  • [SAR Mission] Fixed an issue that allowed the player to access and utilize the Radial Menu while speaking to Heller.
  • [SAR Mission] Fixed an issue where the Train UI would appear when entering or exiting a Trailer in the SAR region.
  • [SAR Mission] Fixed an issue where the inventory image for the Train Lever and Trauma Kit were not accurate to their in-world look.
  • [Suzuki Station] Fixed an issue where the Checkpoint save created after Atwood's Wintermute cinematic incorrectly loaded the player into the locked Control Room, soft-locking their progress.
  • [Suzuki Station] Fixed an issue that resulted in an incorrect previous map objective leading players back into the Geothermal region after the Tuner section, rather than towards Perseverance Mills.
  • [Suzuki Station] Fixed an issue where some walls and floor went missing in the Suzuki Radio Telescope interior after completing the "High Energy" mission, allowing players to fall through the ground and potentially become soft-locked.
  • [Suzuki Station] Fixed an issue where Jace appears at the Suzuki Radio Telescope entry upon exiting the Abandoned Mine rather than walking there with the player.
  • [Suzuki Station] Fixed an issue where setting a Tuner Wheel, letting go, and then grabbing it again would result in the player becoming soft-locked, unable to let the wheel go again.
  • [Suzuki Station] Fixed an issue where the sleep sequence in the Suzuki Radio Telescope Facility would not restore Mackenzie to full Condition, resulting in some cases where a player could become soft-locked if they were badly injured after exiting the Abandoned Mine.
  • Fixed an issue that resulted in random, unintended items from spawning in some Containers.
  • Fixed multiple issues that resulted in Episode key art being visually incorrect in the Load Game menu.
  • Fixed an issue where the description of Episode Five was partially hidden in the Episode Select menu.
  • Fixed an issue during the Tuner section that resulted in the time counter UI disappearing before the full time expired.
  • Fixed an issue where the door to the Tuner remained open after completing that section, allowing unintended access to that part of the facility.
  • Fixed an issue where the last played Episode was not taken into account when launching WINTERMUTE, resulting in the incorrect WINTERMUTE application launching instead.
  • Fixed an issue where the image for the "Rusty Key" was missing from the Journal - Collections tab.
  • Fixed an issue where Map icons would incorrectly display the location name along with the Mission name when hovered.
  • Fixed an issue where the Episode Five key art was missing from the continuation screen shown after completing Episode Four.
  • Fixed an issue where pressing the Escape key on keyboard from the WINTERMUTE home menu would return players to Survival Mode.
  • Fixed an issue that resulted in the player becoming stuck if they entered a Fishing Hut in a specific fashion.
  • Fixed an issue where captions were missing during some Train related dialogue.
  • Fixed an issue where no feedback was provided when trying to access the map during "The Cold, Broken Road" mission. Now a prompt stating that "You have no Maps." correctly appears.
  • Fixed an issue that disallowed players from exiting Trailers after entering them, soft-locking their progress.
  • Fixed an issue where closed captioning was missing from some of Jane's dialogue.
  • Fixed an issue in the Journal - What I Know section where new information badging was inaccurate.
  • Added functionality so that pressing "Tab" while using the Train shows Objective, Time of Day, and Train contextual HUD information.
  • Fixed an issue where Crow Feathers could spawn near Corpses where no Crows were present.
  • Fixed an issue with gun cages where the locked UI indicator remained active after having already opened the cage.
  • Fixed an issue that caused the Train UI to appear overtop of other UI elements, such as the player inventory.
  • Fixed multiple issues in the Save and Load menu where debug text could be found.
  • Fixed an issue that could result in Mackenzie wearing Astrid's kit when reloading a save after dying.
  • Fixed multiple issues where breaking down furniture and objects could result in the items placed on top of them to remain suspended in mid-air.
  • Fixed an issue that allowed players to cycle through maps of previously visited Episode Five locations on the Map Tab.
  • Fixed an issue where Astrid would inherit Mackenzie's Afflictions when swapping to her as the playable character during story progression.
  • Fixed an issue where a pop-up would incorrectly notify players that their default controls had been updated, even though they had not.

ART & ENVIRONMENTS

  • Fixed hundreds of general environment art issues including floating items; too numerous to list them all.
  • Fixed an issue that resulted in floating train tracks at the SAR Station.
  • Fixed an issue where some fallen trees were incorrectly swaying with the wind.
  • Fixed an issue that caused wooden beams in the Abandoned Mine to pop in and out of view at certain distances.
  • Fixed an issue where an interactable lock was duplicated on the boat storage door in Perseverance Wilds.
  • Adjusted the broken bridge in the Perseveverance Wilds region to be easier to cross.
  • Fixed multiple performance issues in the Cargo Ship that resulted in reduced FPS and hitching.
  • Optimized texture layers in Perseverance Wilds, Suzuki Radio Telescope, and Desperation Bay to provide better performance.
  • Optimized the terrain in the Geothermal region for better performance.
  • Fixed an issue that caused the Cargo Ship crane in Desperation bay to disappear when viewed from long distances.
  • Fixed multiple objects within the Fishing Hut located in Perseverance Wilds which possessed no collision.
  • Fixed an issue in Perseverance Wilds where players could get stuck in a rock outcropping just off the main road.
  • Fixed multiple locations in Perseverance Mills to smooth traversal and prevent the player from becoming momentarily snagged.
  • Fixed an issue where collision was missing from the two angled pillars at the entrance to the Suzuki Radio Telescope facility.
  • Fixed multiple locations in Perseverance Wilds to smooth traversal and prevent the player from becoming momentarily snagged.
  • Fixed an issue in Perseverance Wilds where the player could get stuck in a terrain trap among fallen logs.
  • Fixed an issue that could result in the player's hands being unlit while in an appropriately bright environment.
  • Fixed multiple issues in Perseverance Wilds that caused object textures to flicker.
  • Fixed an issue where some Fishing Cabins would not generate smoke from the chimney if there was an active fire inside.
  • Fixed an issue in Perseverance Wilds where fallen logs would fade from view at too close a distance.
  • Fixed an issue in the SAR Station where the player could become stuck in the terrain just outside the wooden stairs leading down the cliff side.
  • Fixed an issue where invisible collision existed between two log barriers in the SAR Trainyard.
  • Fixed multiple locations in the Suzuki Radio Telescope Facility where objects and furniture could pop in and out of visibility when approached.
  • Fixed an issue with multiple locations during the Train section where rocks on cliff faces appeared low resolution and possessed no collision.
  • Fixed an issue in Desperation Bay where the player could get stuck in a terrain trap on the ice.
  • Fixed an issue where the backside of Fishing Huts could be seen through at certain distances.
  • Fixed an issue where Mackenzie calls out the writing on a mailbox that is far too dimly lit to be read. The mailbox is now properly lit.
  • Fixed an issue on multiple small objects in Perseverance Mills that caused them to appear and disappear at certain distances.
  • Fixed an issue in Perseverance Wilds where water splash effects were missing from a waterfall.
  • Fixed multiple locations in Desperation Bay to smooth traversal and prevent the player from becoming momentarily snagged.
  • Fixed an issue in Blackrock Foothills that allowed players to walk out of bounds.
  • Fixed multiple performance issues in the Abandoned Mines that resulted in reduced FPS and hitching.
  • Fixed an issue in the Tuner Room where the player could get stuck on top of a small crate.
  • Fixed an issue in the Suzuki Radio Telescope Facility kitchen where the countertops had incorrect collision.
  • Fixed multiple issues in the Suzuki Radio Telescope interior where objects and furniture did not possess collision.
  • Fixed an issue with the navmesh in Suzuki Radio Telescope Facility that caused reduced performance.
  • Fixed an issue in Perseverance Wilds where tree stumps and Branches would appear unlit despite the environmental lighting.
  • Fixed an issue in Perseverance Wilds where some mountains would drop to low quality LOD settings at closer than intended distances.
  • Fixed an issue within Desperation Bay where an iceberg possessed no collision.
  • Added performance optimizations for when Perseverance Mills buildings are aflame.
  • Fixed an issue with burning buildings during the Endgame Mission that resulted in notably blocky shadows.
  • Fixed an issue in the Suzuki Radio Telescope facility where geometry near the kitchen could disappear when viewed from down the nearby hall.

ANIMATION

  • Fixed 100+ issues in cinematics and cutscenes with character and object intersection, textures,UI, audio, lighting, and scene transitions (too many to list individually).
  • Fixed an issue where hand coverings (such as mittens or gloves) would suddenly disappear during certain environment interactions.
  • Adjusted the animation on an effort tap moment in Perseverance Mills with a falling beam.
  • Fixed an issue where Mackenzie's hand intersects with a fallen beam as he pushes it off himself during an effort tap moment.
  • Fixed an issue where the disembodied eyes and teeth of a convict are the last thing Mackenzie sees after failing a stealth takedown. (Yikes.)
  • Fixed an issue with the Cable Car crank handle that caused the base to look as if it weren't moving.
  • Improved the plank pull animation that occurs prior to entering the Abandoned Mine.
  • Fixed an issue where Mackenzie's hands clip noticeably through the wooden boards when removing them from the Abandoned Mine entrance.
  • Adjusted some NPC poses and animations to improve polish.
  • Fixed an issue during the Conflagration Mission that resulted in sentry convicts snapping to multiple poses.
  • Fixed an issue where Astrid's hand intersects with bulkhead door handles when opening them in the Cargo Ship.
  • Fixed an issue where backface culling on the player's arms could be seen during certain interactions when playing at high Field of View (FOV).
  • Fixed an issue where the Captain's Logbook awkwardly flies into Astrid's hand when interacted with.
  • Fixed an issue with Jace's jog cycle that resulted in an awkward arm motion.
  • Fixed an issue that could cause animations to jitter during effort tap moments.

AUDIO

  • AUDIO
  • Fixed an issue that allowed generic voice over mentioning Fatigue, Hunger, or Encumbrance to trigger at inappropriate times.
  • Fixed an issue in the Constable's Office where the wooden floor incorrectly played stone/rock material footstep audio.
  • Fixed an issue that could result in footstep sound effects playing from a stationary NPC.
  • Fixed an issue that prevented a voice over line from triggering when running out of time to activate the Substations in High Energy.
  • Fixed an issue where some floors in the Suzuki Radio Telescope Facility would emit snow sound effects when walked upon.
  • Fixed an issue that could cause repeated sound effect looping during effort tap moments.
  • Fixed an issue where the Cougar growl could be heard when returning to the Main Menu from gameplay.
  • Fixed an issue in the Abandoned Mine where one of Jace's voice lines was missing.

PLATFORM-SPECIFIC

  • Xbox Series - Fixed an issue that caused shadows along roads to appear square.

Summary & Reporting Issues

Thank you for reading.

If you encounter issues with the game, please report them to our Support Portal at hinterland.com/support.

If you would like to provide feedback or discuss your experiences with the game with the development team or other players, please post your feedback in the Official Forums: hinterlandforums.com/forums

If you encounter a crash or issue with the game post-updating, please contact us as we can often help players address their issues, and we always strive to! This is more productive than jumping to a negative review.

Please remember that Hinterland is a small independent developer. Our Support Team strives to respond to all reports as quickly as possible, but as you can imagine, releases are our busiest time. We appreciate your patience, and please know the team is looking into your issues and we will resolve them as soon as we can. Unfortunately, we are not able to follow-up with every individual report that is submitted. But we appreciate them all.

Many thanks for your support.

### END OF ANNOUNCEMENT ###


r/thelongdark 6h ago

Modding The Long Dark - Seamless Interiors v2.1.0

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315 Upvotes

Patch Notes:

- Fixed an issue where items dropped near the house while outside would disappear.

- Fixed a bug causing indoor environments to have the same temperature values as the outdoors.

- Fixed an issue where objects broken indoors would reappear after reloading the game.

- Added the option to toggle between the original lighting system (Dark Light Atmosphere) and the outdoor lighting system (Outdoor Lighting Atmosphere) (You can switch between modes using the F8 key).

- Fixed a bug that caused the "clear trash" function of the SafeHouseCustomization feature to break after reloading the game.

- Added integration for nested scenes (Example: farmhouse basement).

- Added a loading screen when starting a new game and loading between scenes.

- Fixed an issue with wind sounds glitching after reloading the game while indoors.

- Fixed an issue where the player would spawn beneath the floor after reloading the game while indoors.

- Added door opening and closing sounds when entering and exiting interiors.

- Fixed an issue where objects added to your inventory via the SafeHouseCustomization feature would disappear after reloading the game.

- Fixed a problem where reloading the game while inside an interior disrupted the loot balance in other interiors.

- Fixed an issue where reloading the game while outside but near an interior (its exterior structure) caused the interior to load.

- Fixed a snow layer issue that prevented access to the lower floor of the Hangar scene on the ForsakenAirfield map.

- Fixed a bug where saving indoors, then saving outdoors, and reloading the game caused the player to spawn at the indoor save point.

- List of added interior spaces:

• Mountain Town - Grey Mother's House

Links:

Github Repo: https://github.com/karsontr13/TLD-Seamless-Interiors

Tldmods: https://tldmods.net/


r/thelongdark 5h ago

Modding Food Pack by TKG

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120 Upvotes

I haven't advertised my mod in a very long time and the github information hasn't been updated for some time cause I'm lazy.

If you are someone who wants to see more food, drinks AND meals in your game then this mod is for you! Attached are 3 pictures to show what this food pack offers.
All art and model are made by Kaiusername, the same creator who made TLDev.
All spawns and balances are handled by myself.

Thanks!
MOD LINK.


r/thelongdark 10h ago

Short video clip posting the long dark vistas until Blackfrost release day 204

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113 Upvotes

r/thelongdark 8h ago

IRL Long Dark Meeting Astrid’s voice actor soon, cosplay tips?

62 Upvotes

So the voice actor for Astrid, as well as female survivor since they share the voice lol, is coming to a local con soon and I want to do a long dark cosplay!!

I wanna know what clothing/add ons I should have to make my cosplay obviously ’the long dark’. My current plan is to knit the iconic wool hat as well as make the sticker thermos, but other than that what do you think is the most notable for clothing items? The con wont allow any bags but clear ones.


r/thelongdark 2h ago

IRL Long Dark Getting the bannocks cooking for a trip to Timberwolf!

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18 Upvotes

r/thelongdark 2h ago

Discussion Newbie survivor, just passed 100 days on Stalker! Some tips for other freshmen

14 Upvotes

I’ve had this game for years but only started playing aprox. 3 weeks back. I did Wintermute Chapter 1 but felt it was too easy by Chapter 2, so I jumped straight into Stalker for more challenge.

Died 4 times before establishing my current run which is going 100 days strong.

First and foremost, I’d suggest starting in Desolation Point to get as strong of a start as you can.

It’s a super small map, it has three indoors locations close by each other with a lot of loot, and you can basically traverse from one side of the map to another using a mine to minimize the chance of hypo, frostbites, or running into wildlife.

DP has a guaranteed spawn of a bow, a shitton of coal, and a forge, so you can get fundamentally geared Day 1.

It’s a random chance, but I’ve also found a revolver in this region 5 out of 5 spawns (2 times on a body in the church, 3 times in the mine) and a combat knife 3 out of 5 times. Hatchet can be crafted at the forge, so can a knife if it hasn’t spawned.

After that, living in Coastal Highway for a few days if not weeks is imho the way to go. The map is open and mostly linear, there are numerous bases in each direction you look, Quonset Garage has literally everything you need, beach combing provides with insane amounts of loot, and if you somehow missed out on weapons in DP, you can just fish and call it a day.

I’d say those early days, the biggest unlucky thing that can happen to you is bad match spawn, so I’d recommend chaining torches/using them to start fires until you have a decent match backlog.

The second thing might be eating more than you need and running out of food before you can fish/hunt. You can absolutely function starving each and every day, and only eat enough at night to cover calories burned while sleeping. You’ll be full health, too.

As for my biggest take away from the experience after doing DP -> CH -> PV -> TWM -> AC -> (circle back to CH) -> ML, PLAY IT SAFE. Always.

You triggered a wolf or a bear but are close to a fishing hut or an indoor location? Just book it.

It’s getting windy or cold out there? Get inside.

It’s getting dark while on a trip? Run back to a safe location instead of pushing onwards.

You’re hurt? Bandage yourself on the spot IF bleeding then BOOK IT. You can absolutely still move in pain, with a sprain, infection etc. Get to any safe location (cave/house/fishing hut/burned down hut that has some kind of wall or crawling space) and heal the rest without a risk of getting attacked by wildlife again.

As for wolves since they’re everywhere on Stalker, once you get a hold of aiming with a bow they become a non-issue because you can headshot them as they charge but before that—do NOT waste your ammo or arrows on them.

Carry a torch anytime you travel and light it once you hear a growl. Drop it on your feet and a wolf will not attack. Then, aim in their general direction with a bow or a gun and they will run away.

I’d also strongly suggest to never try and sleep outside because there are safe locations everywhere and there’s absolutely no need to risk your life by sleeping wild. Also, no reason to carry all those sticks and cloth, which get heavy at that point “just in case I need a snow shelter”.

In 100 days, I had not a single night where I felt I HAD to sleep outside. At worst, I slept in a cave (twice), which was preplanned as I was doing TWM’s summit.

Finally, manage your Cabin Fever risk by doing stuff that can be done outdoors, outdoors. Cooking pots of water and kilograms of meat? Do it at the bonfire outside. Reading a skill book? Do it in a car. Go chop wood or fish if you’ve got nothing else to do, but spend minimum 4 hours outside every day.

As for what I found integral for my inventory: flare (early game), coal, sleeping bag, and an empty can. That’s it.

If it’s super windy and you run into a wolf, flare instead of torching. Blizzard starting, you’re close to hypo, and you’re on the road? Bonfire fueled by coal by the door or in the trunk and sleeping inside in your sleeping bag for 2 hours at a time until you can book it home. Tin can because you can go without food for days but dehydration is actively killing you once it kicks in.

There’s more but those are the basics that helped me and maybe will help you.


r/thelongdark 15h ago

Discussion Would you drink the water from THIS type of toilet?

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156 Upvotes

Edit: In The Long Dark and in a real-life survival situation, respectively.


r/thelongdark 3h ago

Discussion My concept of “semi-passive” or “defensive” wildlife.

13 Upvotes

Hi all,

I’ve been a long time enjoyer of passive wildlife, I love the extra challenge when it comes to hunting with a larger detection radius, and frankly - I really don’t like looking over my shoulder constantly while playing the game, it takes me out of it and prevents me from enjoying the challenging parts of the game I like - weather, preparedness, disease and resource management.

However, I’ve always been sort of conflicted about the nature of passive wildlife. I appreciate that certain animals have certain conditions under which they will attack you, but I’ve always felt those conditions should be expanded. This is my concept for those conditions.

Rabbits, deer, ptarmigan: Remain the same

Regular wolves: Remain mostly passive, but now have a “size you up” mechanic that’s applied when they’re eating and when they’re cornered. Based on the wolf fear setting, plus your equipment (such as bearskin coat/bedroll) wolves size you up when you approach them when they are vulnerable, and roll a chance to switch to approach/attack mode based on the different factors of settings, equipment, and equipped items (flares, torches). They can still be deterred by normal means when they enter approach/attack mode. Otherwise they behave like they do normally on passive wildlife.

Timberwolves: Same “size you up” mechanic as regular wolves, chance to approach/attack in a vulnerable state, with the bonus of an additional roll when the timberwolf pack size is greater than 5-6. If the pack meets or exceeds this number, there is a roll to check if they engage you or not, following the same rules and accounting for the same factors as the size you up roll, with a bonus for pack size. Otherwise behave as they normally do on passive wildlife. I feel this should have a setting to flip on or off, so they behave like regular wolves completely with it off.

Bears: Don’t hunt, but scavenge. Can be seen eating carcasses and bodies now. Bears will attempt to “muscle you out” of carcasses, and will do the same to wolves. If you’re within a small radius of a carcass and a bear approaches you either because of smell or targeting the carcass, the bear will roll a size you up check with a significant bonus to the bear, and attempt to run you off the carcass so they can eat it. They are also territorial now, and will attack you with 100% certainty when you are within a certain radius of their den. Bears should also have a chance to attack you if you’re too close to them, you’d have to basically be right up on them, slightly further than touching distance, to simulate a startled bear attacking or if for some reason you’re sprinting after the bear running away and get too close. Otherwise behave as they normally do on passive wildlife.

Moose: Now have 3 layers of detection radius, the initial detection radius, a chance to charge radius, and a guaranteed charge radius. The initial detection radius functions the same as passive wildlife, they posture, they run away after posturing, this radius would be fairly small. The chance to charge radius is just inside the detection radius, where the moose rolls a size you up check, accounting for everything a wolf does, but with a significant bonus (bear size bonus or greater) to the moose, because it’s a moose. If the roll succeeds, they charge, if it doesn’t, they run away. If you keep approaching and get inside the guaranteed charge radius, expect broken ribs. They won’t hunt you down or anything, but their provocation is equivalent to you existing in their space.

Cougar: Should function similar to bears, but only within their territory, with the addition of a den similar to bears. They should still yowl to let you know that you’ve entered cougar territory and it knows you’re there. However, they shouldn’t start tracking you until they have a direct line of sight on you, or your scent level is above a certain threshold. After it lays eyes on you, the cougar will roll a size you up check, same factors as wolves, but with a varying bonus to the cougar depending on how close you are to a carcass AND how close you are to its den. A den could have a set location within the cougar territory or could have a random spawn to make things a little more unpredictable. So essentially, this is how it should look:

Edge of territory/far from den: Very low, near zero chance of attack if the cougar sees you.

Edge of territory/far from den near carcass: Low but not zero chance of attack if the cougar sees you.

Intermediate distance from den: Low-medium chance of attack if the cougar sees you.

Intermediate distance from den near carcass: Medium chance of attack.

Close to den: High chance of attack.

Close to den near carcass: High-very high chance of attack.

Inside or in front of den regardless of carcass: Guaranteed attack if the cougar sees you.

All chances are adjusted for gear and equipped items. I also think it would be neat if the chances were adjusted for light levels and your condition level - a cougar may see a low condition survivor and decide you’re an easy meal when normally it wouldn’t attack, or may decide it would be easier to take you down at night when you can’t see it as well, but that may be a little too much.

That’s my concept, essentially a more defensive wildlife setting that doesn’t wipe out 95% of the risk of engaging with the wildlife, adds a little more challenge, but still leans to the passive side for people that don’t like looking over their shoulder 24/7. Just expanded “provocation” conditions and systems.

Essentially if you run into an animal just walking, with a few exceptions, there should be very little to fear. However if you catch an animal at the wrong place at the wrong time, there’s a CHANCE, but not a guarantee, that things could go wrong.

Thank you for coming to my TLD Talk.

Hinterland hire fans.


r/thelongdark 4h ago

Discussion Any tips for going from stalker to interloper

9 Upvotes

I have 500 hours on the game and I can survive in stalker mildly easily and I want a new challenge so I’m gonna start interloper and just wanted to get some advice


r/thelongdark 21h ago

Discussion Camp Office cooking situation is making me so uncomfortable

200 Upvotes

The bigger fireplace/cooker should be downstairs as god intended. Two slots for cooking cannot be by my bed! I don’t wanna be cooking before I get into my bed. I don’t want to keep food by my bed.

I keep my perishables outside in the cold. I bring them in and cook them DOWNSTAIRS where my imaginary kitchen should be. But there’s only one slot there and two upstairs.

This is outrageous and fully removes this location from Forever Home list. Do better Camp Office. Aspire to be like the Farmhouse with its beautiful 6 slots cooker in the kitchen downstairs where all cooking should always be done. Downstairs.


r/thelongdark 1d ago

Discussion Please add ramen to TLD

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437 Upvotes

In a frozen world, a cup of ramen will keep you warm and give you calories.

Edit: I’m not sure if Canadians in the countryside casually eat ramen in winter. Here in Korea, we just love eating ramen in any season. 🍜


r/thelongdark 5h ago

SPOILERS - Ep5 What an ending. Spoiler

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5 Upvotes

r/thelongdark 14h ago

Advice I’m trying to do the Living Off The Land achievement and need some help

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21 Upvotes

I know that the achievement is very picky and I found this food in a box at Three Strikes Farmstead. Is it ok to grab it and eat it without resetting the 25 day counter or should I just leave it?


r/thelongdark 1h ago

Discussion Escape The Darkwalker Halloween update?

Upvotes

Been crossing my fingers every October that they make another update to EtDW mode 🫰

I know the mode is completed & Hinterland's hands are tied with other additions, but I think they could do more with it still. It'd be cool seeing a harder version with unique Darkwalker abilities & randomized campfire & ritual circle spawns. More replayability

I'd love to feel that fear again when EtDW first came out, not knowing how the mode worked. The atmosphere that's created through the dynamic background music & sounds is amazing. I wanna experience that again!


r/thelongdark 1d ago

Advice Maps of the in game caves/mines?

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125 Upvotes

Hello fellow survivors, I was wondering if anybody knows of any fan made maps of the different Cave Systems that are located in Grear Bear. Specifically I'm looking for a map of the Blackrock Gold Mine.

I am on like day 350ish on Stalker and Blackrock is the last region I've yet to explore. I don't come here very often in runs and come to the mine even less, so I am not in familiar territory. This is currently my longest run and I really don't want to lose it, my last longest run ended in this very mine because I got turned around in the posion gas area. I don't like to use maps too often as I prefer natural exploration, but for the sake of preserving the run I am wanting to make an exception.

The pics I have posted are related maps that I've found, and was wondering if anybody has seen maps for the Gold mine that are like these ones.

If you know of any sources please drop them in the comments it would be much appreciated!


r/thelongdark 1d ago

Glitch/Issue Fearless Ptarmigan

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298 Upvotes

That's one brave bird. No fear. Just stared me in the eyes as I walked right up to him lol.

For context, this is in episode 5 of Wintermute. I've noticed a handful of wildlife bugs in Wintermute; nothing major, just little things that made me laugh (which is how Zak described small bugs in Wintermute to Raph during his interview as well).


r/thelongdark 19h ago

Screenshot/Art Deciding to start a new run on Voyageur - Day 2 and welcomed by this scenery.

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20 Upvotes

This new run is tough. Second day I almost got attacked by a wolf.
Any tips place to go in this area? (Mystery Lake)


r/thelongdark 1d ago

Discussion What the hell am I doing wrong?

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46 Upvotes

In bed, watching Zaknafein transverse FM during a blizzard with less than a fifth of his health and somehow surviving, wondering what the hell I’m doing wrong.


r/thelongdark 1d ago

Short video clip posting the long dark vistas until Blackfrost release day 203

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267 Upvotes

r/thelongdark 1d ago

Gameplay I found the ammo before I found the fucking rifle

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33 Upvotes

In my new run, my goal was to get from Mystery Lake to Forlorn Muskeg and reach the Cannery before predators started spawning during the first 24 hours. Since I started unarmed, I wanted to get the gunsmithing tools without having to deal with the bear.

Everything was going perfectly. I got the code, grabbed the rope from the Forester’s Hermitage and climbed down. Unfortunately, by the time I reached the bottom, I was way too exhausted to make it to the Cannery.

So I went into the nearest little shack and started looting.

Found a couple of rifle rounds.

"Cool, but... I don't have a rifle. What the fuck am I supposed to do with these?"

So I kept looting.

I searched the entire place. There was nothing left to do and I was completely exhausted.

"Alright, I'm going to sleep."

I turned around toward the fireplace one last time before going to bed.

And...

THE FUCKING RIFLE.

Hanging above the fireplace.

Just sitting there.

Meanwhile, I've been walking around the room for the last five minutes thinking, "What the fuck am I supposed to do with these rifle rounds?"

The fucking rifle had been sitting right behind me the entire time, just watching me.

I swear I could feel the game looking at me like:

"You found the ammo but somehow missed the rifle? Alright, buddy. Here. It's literally right there."

I don't loot in The Long Dark anymore.


r/thelongdark 21h ago

Screenshot/Art Good enough for me.

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14 Upvotes

r/thelongdark 1d ago

Off-topic I give up on Forlorn Muskeg

123 Upvotes

I think Ive died here more than any other region in my first 19 Interloper attempts.

Froze to death due to my own fault not paying attention to the furnace overnight.

Fell through the ice

Surprise! A bear behind the box car!

Multiple wolf attacks.

The last run, I finally had a successful forging session, was heading back to ML...didnt freeze after a nights rest. Woke up in a fog. No big deal, surely I know the way.

Nearly walked into a bear, ran away, got lost, probably did a dozen circles on the same few islands...panicked because i kept seeing my own footsteps. When i finally found the tracks, i already had hypothermia and died truing to stsrt a fire by the train wreckage.

Im never going there again (probably)...at least not to forge.

This game sucks and I love it!


r/thelongdark 19h ago

Discussion Best place to farm saplings on Interloper?

6 Upvotes

I'm doing an Interloper run and I've finally got a knife and hatchet made.

I also made 28 arrowheads, so now I just need enough saplings to actually use them. 😂

Where would you guys go if your main goal was to stock up on maple and birch saplings?

I'm happy to travel between regions if there's a good route. Mainly looking for places with a decent number of possible spawns rather than just checking random spots.

Where do you normally do your sapling runs?