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  1. [SPOILERS for Survival Mode Gameplay!] Below you'll find a list of locations in The Long Dark's Survival Mode. We hope these might be useful to you in completing the Faithful Cartographer Achievement. NOTE: In v1.19 of The Long Dark, we've released a fix for an issue with the Faithful Cartographer achievement that was keeping it from unlocking for many players. The fix is retroactive but may require performing one mapping action per region to update the Achievement “checklist”. *** In the list you'll see two categories - Icons and Location Triggers. Icons: Major Locations and Region Transitions that you will see on your in-game map, when zoomed in or zoomed out. Location Triggers: These also appear on your in-game map, but as text-only when zoomed out. As an example, we've cleared a portion of the Mystery Lake Region map to illustrate this for clarity: Mystery Lake Icon - Camp Office Icon - Carter Hydro Dam Icon - Forestry Lookout Icon - Trapper's Homestead Icon - Leave Mystery Lake Location Trigger - Unnamed Pond Location Trigger - Train Loading Area Location Trigger - Rail Tunnel Location Trigger - Frozen Creek Location Trigger - Derailment Location Trigger - Lake Trail Location Trigger - Dave's Quiet Clearing Location Trigger - Ice Fishing Huts Icon - Leave Mystery Lake Location Trigger - Logging Camp Location Trigger - Carter Hydro Dam Location Trigger - Max's Last Stand Location Trigger - Lake Overlook Location Trigger - Trapper's Homestead Location Trigger - Destroyed Lookout Location Trigger - Clearcut Location Trigger - Deadfall Area Location Trigger - Alan's Cave Coastal Highway Icon - Abandoned Mine Icon - Abandoned Lookout Icon - Quonset Garage Location Trigger - Rabbit Grove Location Trigger - Bear Creek Campground Location Trigger - Log Sort Location Trigger - Coastal Townsite Location Trigger - Commuter's Lament Location Trigger - Train Unloading Location Trigger - Fishing Camp Location Trigger - Silent Clearing Location Trigger - Jackrabbit Island Icon - Leave Coastal Highway Icon - Leave Coastal Highway Location Trigger - Abandoned Lookout Location Trigger - Misanthrope's Homestead Location Trigger - The Tooth Location Trigger - Rockfall Location Trigger - Waterfront Cottages Pleasant Valley Icon - Abandoned Mine Icon - Signal Hill Icon - Barn Icon - Three Strikes Farmstead Icon - Leave Pleasant Valley Icon - Farmhouse Location Trigger - Point of Disagreement Location Trigger - Burned Ridge Cave Location Trigger - Pensive Pond Location Trigger - Heartbreak Bridge Location Trigger - Long Curve Location Trigger - Upper Falls Location Trigger - Picnic Spot Location Trigger - Derelict Cabins Location Trigger - Hilltop Cave Location Trigger - Misty Falls Picnic Area Icon - Leave Pleasant Valley Location Trigger - Lower Falls Location Trigger - Rural Crossroads Location Trigger - Skeeter's Ridge Location Trigger - End of the Road Location Trigger - Pleasant Valley Outbuildings Location Trigger - Three Strikes Farmstead Location Trigger - Pleasant Valley Farmstead Location Trigger - Cascading Falls Location Trigger - Lonely Homestead Location Trigger - Contemplation Bridge Location Trigger - Signal Hill Desolation Point Icon - Stone Church Icon - Hibernia Processing Icon - Lonely Lighthouse Icon - The Riken Icon - Leave Desolation Point Location Trigger - Blocked Highway Location Trigger - Waterfall Location Trigger - Stone Church Location Trigger - Hibernia Processing Location Trigger - Broken Bridge Location Trigger - Little Island Location Trigger - Matt's Truck Location Trigger - Katie's Secluded Corner Timberwolf Mountain Icon - Mountaineer's Hut Location Trigger - Mountaineer's Hut Icon - Wing Icon - Tail Section Location Trigger - Landing Gear Icon - Wing Location Trigger - Echo Ravine Location Trigger - Secluded Shelf Location Trigger - Echo Peak West Location Trigger - Engine Location Trigger - Engine Location Trigger - Andre's Peak Location Trigger - Crystal Lake Icon - Leave Timberwolf Mountain Location Trigger - Eric's Falls Location Trigger - Deer Clearing Location Trigger - Summit Location Trigger - Echo Peak East Forlorn Muskeg Icon - Shortwave Tower Location Trigger - Bunkhouses Location Trigger - Poacher's Camp Location Trigger - Shortwave Tower Location Trigger - Muskeg Overlook Icon - Leave Forlorn Muskeg Location Trigger - Old Spence Family Homestead Icon - Leave Forlorn Muskeg Location Trigger - Hat Creek Location Trigger - Marsh Ridge Icon - Poacher's Camp Location Trigger - Waterfall Broken Railroad Location Trigger - Locomotive Engine Location Trigger - Rickety Foot Bridge Icon - Leave Broken Railroad Region Icon - Maintenance Shed Location Trigger - Hunting Lodge Icon - Hunting Lodge Location Trigger - Landslide Location Trigger - Broken Bridge Location Trigger - Maintenance Yard Location Trigger - Hunter's Blind Mountain Town Icon - Paradise Meadows Farm Location Trigger - Spruce Falls Bridge Icon - St. Christopher’s Church Location Trigger - Graveyard Location Trigger - Paradise Meadows Farm Icon - Orca Gas Station Location Trigger - Wood Lot Location Trigger - Milton Park Icon - Leave Milton Region Icon - Leave Milton Region Location Trigger - Town of Milton Location Trigger - Radio Tower Icon - Spruce Falls Bridge Location Trigger - Wood Lot Icon - Crashed Plane Location Trigger - Picnic Area Location Trigger - Orca Gas Station Location Trigger - Wood Lot Location Trigger - Rocky Refuge Icon - Hermit's Cabin Location Trigger - Crashed Plane Ravine Icon - Leave Ravine Location Trigger - Raven Falls Trestle Icon - Leave Ravine Location Trigger - Ravine Basin Crumbling Highway Icon - Leave Crumbling Highway Location Trigger - Road Collapse Location Trigger - The Arch Location Trigger - Abandoned Harris Home Icon - Leave Crumbling Highway Winding River Icon - Cave Icon - Carter Hydro Dam
  2. The Long Dark Hotfix to version 1.19 [33943] on STEAM Note for GOG Users: GOG has the Update to 1.19 as well, and is performing their own internal QA, which is typical procedure. As soon as they are complete, the Update will be live for you as well. When it is, you will be on full parity with every platform. Includes the following fixes: * [Survival] Fixed the Faithful Cartographer achievement. Fixes are retroactive but may require performing one mapping action per region to update the Achievement "checklist". * [Survival] Fixed issue with stored loot being reset in the Pleasant Valley Farmhouse. Previous loot should now be restored. * [Wintermute] Fixed issue where player could end up with second, untreatable "Plane Crash Injuries" due to conflict between manual save and checkpoint. * [Both] Fixed crash on 32-bit Windows XP systems. * [Both] Fixed crash when changing resolution on DirectX 9 systems. ### End of Release Notes ###
  3. Hello community, We’ve just updated The Long Dark to version 1.19 [33943] on PS4 and Xbox One, introducing our first major update to Survival Mode since we launched WINTERMUTE on August 1st. Please check out this update video. Full Release Notes available below: WARNING: There may be story spoilers in these notes. RUGGED SENTINEL Release Notes NOTE: Users on XBox Play Anywhere (Windows 10 UWP) versions will be able to play the update, but save games won't carry over between platforms until we are able to align each certified version next week. Thank you for your understanding. Version 1.19 [33943] NEW! * Added the Moose to all Survival Mode regions. * Added the Broken Ribs Affliction. * Added the Moose-Hide Cloak gear item. * Added the Moose-Hide Satchel gear item. * Milton is now playable in Survival Mode, as “Mountain Town”, including a full Loot and Wildlife pass. * New Save System for WINTERMUTE. * New Experience Modes for WINTERMUTE: Green Survivor, Capable Survivor, Hardened Survivor * New Custom Experience Toolbox for Survival Mode. * New Worn Clothing Weight Modifier. * Added Aurorified Lighting to all regions; these appear when the Aurora is active at night. ART * General texture clean-up. * General art optimizations to improve performance. * Reduced opacity of nighttime breath effect. * Additional beautification around Coastal Highway Quonset * Additional beautification around Pleasant Valley townsite. * [Wintermute] Added missing texture to chair in cinematic. * Fixed floating bones in Forlorn Muskeg Bear Den. * Fixed floating Wood object in Mountain Town. * Fixed the sun position in all regions to ensure it rises in the East and sets in the West. * General clean up on “out of bounds” areas. GAMEPLAY * [Survival] Fixed the Faithful Cartographer achievement. Fixes are retroactive but may require performing one mapping action per region to update the Achievement “checklist” * [Wintermute] Fixed issue where player could end up with second, untreatable “Plane Crash Injuries” due to conflict between manual save and checkpoint. * [Survival] Fixed inaccessible loot in Turbine Room of Carter Hydro Dam. * [Survival] Fixed inaccessible loot under bed in the Coastal Highway Quonset. * [Survival] Fixed inaccessible loot in Cave in Mountain Town. * [Survival] General loot tuning for Broken Railroad region. * [Survival] Fixed inactive container item in Hunting Lodge basement. * [Survival] Fixed missing corpses and containers in Broken Railroad region. * [Wintermute] Fixed progression blocker related to Wood Bin and Flashlight in the Hunting Lodge. * [Survival] Milton is now accessible from both Forlorn Muskeg and Mystery Lake regions. * [Wintermute] Fixed missing translated strings for “Lake Gunshots” side mission. * [Wintermute] Current episode progress (% Completed) is now displayed as part of Save Game information. * [Survival] Fixed issue where player could get into a half-buried car on Coastal Highway. * [Survival] UI updates to clarify Encumbered and “buffed” carrying capacity states. * [Survival] Loot updates to Pleasant Valley to reflect additional beautifications. * [Both] Added numbering to Afflictions in the First Aid UI to make it easier to treat when there are multiple instances. * [Both] Fixed some inconsistencies in UIs that presented “cancel” options where that functionality did not exist. * [Wintermute] Added some failsafe logic to ensure the Old Bear doesn’t get stuck and prevent completion of the Bear Hunt mission. * [Both] Reduced Deer carcass quartering time to 60 minutes, to improve balance against Bear and Moose quartering times. * [Wintermute] Modified aurora appearance timings after the player completes the Bear Hunt mission in Episode Two. Aurorae should appear more frequently now. * [Both] Controller bumpers can now be used to toggle between Harvesting and Quartering interfaces. * [Both] Fixed issue where lit Lantern would be dropped during a Struggle, and end up back in the player’s Backpack without being extinguished, thereby using up all the fuel. Lit Lanterns will now be dropped in a Struggle. * [Wintermute] Fixed issues where items returned from a Trust interaction might not appear correctly in the player’s Backpack. * [Both] Fixed issue where player camera would be inside the Bear mesh during carcass harvesting. * [Wintermute] Fixed issue where player would take no damage when standing inside Grey Mother’s fire. * [Survival] Fixed an issue where a few tunables in Interloper were defaulting to Stalker settings. Interloper should be more challenging now, as a result. * [Both] Fixed some bugs with the Struggle system which could sometimes result in the player losing control. AUDIO * Several UI audio elements fixed. * [Wintermute] Fixed bug where lit Flare audio could carry into cinematics. * Moved triggers for “night is coming” gameplay VO to ensure they happen before it gets dark at dusk. * Modified frequency of exploration music in Timberwolf Mountain region. * General audio fixes for Grey Mother’s House (Milton). Post Office (Milton), and the Hunting Lodge (Broken Railroad Region) GENERAL FIXES * [Both] General navmesh updates. * [Survival] Added more backer info to Cairns. ###END OF PATCH NOTES ### We’re continuing to fix additional issues as quickly as we can. Thank you for your patience. – The Hinterland Team
  4. Hello community, We've just updated The Long Dark to version 1.16 on STEAM, introducing our first major update to Survival Mode since we launched WINTERMUTE on August 1st. NOTE: Updates to Xbox One and PS4 versions of The Long Dark will be certified, and along with GOG versions, are expected to release next week. Please check out this update video. Full Release Notes available below: RUGGED SENTINEL Release Notes Version 1.16 [33814]NOTE: We are still investigating some issues with the Faithful Cartographer achievement; we hope to have it fixed soon and will update shortly. NEW! * Added the Moose to all Survival Mode regions.* Added the Broken Ribs Affliction.* Added the Moose-Hide Cloak gear item.* Added the Moose-Hide Satchel gear item.* Milton is now playable in Survival Mode, as "Mountain Town", including a full Loot and Wildlife pass.* New Save System for WINTERMUTE.* New Experience Modes for WINTERMUTE: Green Survivor, Capable Survivor, Hardened Survivor* New Custom Experience Toolbox for Survival Mode.* New Worn Clothing Weight Modifier.* Added Aurorified Lighting to all regions; these appear when the Aurora is active at night. ART * General texture clean-up.* General art optimizations to improve performance.* Reduced opacity of nighttime breath effect.* Additional beautification around Coastal Highway Quonset* Additional beautification around Pleasant Valley townsite.* [Wintermute] Added missing texture to chair in cinematic.* Fixed floating bones in Forlorn Muskeg Bear Den.* Fixed floating Wood object in Mountain Town.* Fixed the sun position in all regions to ensure it rises in the East and sets in the West.* General clean up on "out of bounds" areas. GAMEPLAY * [Survival] Fixed inaccessible loot in Turbine Room of Carter Hydro Dam.* [Survival] Fixed inaccessible loot under bed in the Coastal Highway Quonset.* [Survival] Fixed inaccessible loot in Cave in Mountain Town.* [Survival] General loot tuning for Broken Railroad region.* [Survival] Fixed inactive container item in Hunting Lodge basement.* [Survival] Fixed missing corpses and containers in Broken Railroad region.* [Wintermute] Fixed progression blocker related to Wood Bin and Flashlight in the Hunting Lodge.* [Survival] Milton is now accessible from both Forlorn Muskeg and Mystery Lake regions.* [Wintermute] Fixed missing translated strings for "Lake Gunshots" side mission.* [Wintermute] Current episode progress (% Completed) is now displayed as part of Save Game information.* [Survival] Fixed issue where player could get into a half-buried car on Coastal Highway.* [Survival] UI updates to clarify Encumbered and "buffed" carrying capacity states. * [Survival] Loot updates to Pleasant Valley to reflect additional beautifications.* [Both] Added numbering to Afflictions in the First Aid UI to make it easier to treat when there are multiple instances.* [Both] Fixed some inconsistencies in UIs that presented "cancel" options where that functionality did not exist.* [Wintermute] Added some failsafe logic to ensure the Old Bear doesn't get stuck and prevent completion of the Bear Hunt mission.* [Both] Reduced Deer carcass quartering time to 60 minutes, to improve balance against Bear and Moose quartering times.* [Wintermute] Modified aurora appearance timings after the player completes the Bear Hunt mission in Episode Two. Aurorae should appear more frequently now.* [Both] Controller bumpers can now be used to toggle between Harvesting and Quartering interfaces.* [Both] Fixed issue where lit Lantern would be dropped during a Struggle, and end up back in the player's Backpack without being extinguished, thereby using up all the fuel. Lit Lanterns will now be dropped in a Struggle.* [Wintermute] Fixed issues where items returned from a Trust interaction might not appear correctly in the player's Backpack.* [Both] Fixed issue where player camera would be inside the Bear mesh during carcass harvesting.* [Wintermute] Fixed issue where player would take no damage when standing inside Grey Mother's fire.* [Survival] Fixed an issue where a few tunables in Interloper were defaulting to Stalker settings. Interloper should be more challenging now, as a result.* [Both] Fixed some bugs with the Struggle system which could sometimes result in the player losing control. AUDIO * Several UI audio elements fixed.* [Wintermute] Fixed bug where lit Flare audio could carry into cinematics.* Moved triggers for "night is coming" gameplay VO to ensure they happen before it gets dark at dusk.* Modified frequency of exploration music in Timberwolf Mountain region.* General audio fixes for Grey Mother's House (Milton). Post Office (Milton), and the Hunting Lodge (Broken Railroad Region) GENERAL FIXES * [Both] General navmesh updates.* [Both] The game will now automatically detect Polish and Italian text based on system language settings.* [Survival] Added more backer info to Cairns.NOTE FOR LINUX USERS: Some Linux users may need to manually install SDL2. This can be done by running 'sudo apt-get install libsdl2-2.0-0' in your terminal### End of Release Notes ###
  5. A note from The Long Dark’s Creative Director, Raphael van Lierop *** Hello everyone, The team’s hard at work on finalizing the (still un-named) December update and with a bunch of new players joining us thanks to the Steam Autumn Sale, it seems like a good time to preview a few of the treats we have in store. Mooooose! First off, you’re all waiting to hear more information about the Moose. The model, animation, audio, and core behaviour is all finished. We’ve populated the world with Moose — it’s a pretty rare animal so don’t expect it to be easy to find — and we’re now just tuning the AI behaviour and some of the Moose’s unique capabilities to make sure it feels balanced. This guy does not look happy to see you. Keep your eyes for these scratches on the tree bark; this might indicate Moose are in the area! We have some other fun updates to Survival Mode coming in December, but I’d like to talk about a couple of things we’re doing for Story Mode in the December update. WINTERMUTE Experience Modes A common piece of feedback we received after launching WINTERMUTE was that the first two episodes were far too easy for our experienced Survival Mode players. This made the introductory segments feel slow-paced and too “tutorial-y”, and yet these sames parts could be quite punishing for players who didn’t know anything about the game. It was challenging to balance Episode One for brand new players, and also players who had put 1000s of hours into the Sandbox, and we were reluctant to add the notion of “difficulty modes” for the Story experience, because we wanted everyone to share that experience the same way. Also, having multiple “difficulties” would create a ton of additional tuning and bug-fixing overhead for us while we were trying to finalize our first two Episodes, and we were nervous about taking that on in addition to all the other finaling tasks on our plates. However, we really want everyone who plays WINTERMUTE — new or veteran — to have a great experience with this narrative mode, and we were sad to hear so many veteran survivors just didn’t enjoy Episode One as much due to the level of challenge, so in December we’ll be rolling out three new Experience Modes, specifically for WINTERMUTE. These loosely map to “difficulty”, and are similar to how we tune our Survival Mode Experiences, but to be clear, these are specifically tuned for WINTERMUTE (i.e. they are different from the Survival Mode experiences of Pilgrim, Voyageur, etc.). Three new Experiences should provide a good range of choices for WINTERMUTE players, from the Greenest to the most Hardened survivors. This should give both the newest, and most veteran player of The Long Dark, a little more control over the type of experience they have when playing WINTERMUTE. (Please note the new Experience Modes for WINTERMUTE will only work on games started *after* the December update.) WINTERMUTE Save System Another issue we encountered, post-launch, were challenges around our implementation of the Save system for WINTERMUTE. Unlike Survival Mode, which is Permadeath (i.e. once you die, we delete your game), WINTERMUTE has a two-slot save system. Saves were triggered using the Bedroll or resting in a Bed (as in Survival Mode), and also by Autosave (as in Survival Mode), but we found that this introduced too many restrictions for players, discouraged experimentation, and also often resulted in players getting “stuck” between two bad saves, sometimes in an irrecoverable situation. This was terrible for some people, and we feel really bad about it. So with the December update, we’re rolling out a completely overhauled Save System for WINTERMUTE. You can now save pretty much anywhere, with between 20-25 save slots (depending on platform) shared between WINTERMUTE, Survival Mode, and Challenges. We also let you reload from an Autosave, or a Checkpoint (these are triggered by mission progress), so between those systems, we feel that players will have LOTS of choices in terms of how often or how rarely they want to save, and will have a much better chance to recover from a bad situation, or create their own “branches” when they want to experiment with different things in a given Episode. For anyone that already has Saves for WINTERMUTE, this revision doesn’t change anything. You’ll find your existing saves in the list, and you should be able to create new saves using the revised system. And to be 100% clear — WE HAVE NOT CHANGED THE WAY SAVES WORK IN SURVIVAL MODE (or the Challenges). Both are still permadeath experiences. In addition to Milton being playable in Survival Mode in December (mentioned in our October Dev Blog), we have some other cool stuff we haven’t shared yet – we still want you to be surprised! — but hopefully this outline gives you a bit of a better idea of some of what you can look forward to in the December update. Thanks for reading! We’re really excited to see how you like the December update, and to all the players who are joining us for the first time — Welcome to the Quiet Apocalypse! Raphael
  6. The Steam Autumn Sale is now live! You can save 60% on both The Long Dark and its Official Soundtrack. Check it out! http://store.steampowered.com/app/305620/The_Long_Dark/
  7. Save 20% right now on all official Hinterland Merchandise! From now through November 30, simply enter the following discount code when checking out from the Hinterland Store: TLDWINTER17. Please note, the discount code can only be used once per customer. And if you are looking to pick up some gifts in time for the holidays, please be aware our shipping deadline is November 30 for North American orders. For orders outside North America, we can't at this time guarantee delivery prior to the holidays. www.hinterlandstore.com
  8. Four Days of Night is back this Halloween! Join us for some lighthearted fun in The Long Dark's Survival Mode. This is a Steam-only event. Four Days of Night starts Friday, October 27th at 11 pm PST, and ends Tuesday, October 31st, at 11 pm PST. In Four Days of Night, you'll experience: * Perpetual darkness -- the sun will not rise * Light sources (ex. Lanterns) last twice as long as usual * "Demon" wolves * Strategically located Pumpkin Pies with Warming and Wildlife Deterrent capabilities! * High-calorie value snacks in Candy Bowls * Jack-O-Lanterns that mark the location of rare Loot Participation is completely optional - after the event begins, right click on The Long Dark in your Steam library, go to Properties>Betas and enter the following code to gain access to a special branch of the game: FourDaysofNight Note: The Aurora is disabled during Four Days of Night. We also recommend starting a new Survival Mode game save during the event - progress you make won't carry back over to the regular, main branch of the The Long Dark after Halloween. Good luck, and we hope you enjoy it! - The Hinterland Team
  9. The Road Ahead Hello, all. It’s been a little while since you heard much from me. August was our launch month, and kept us quite busy with post-launch support (patching, mainly). Most of the team took September off to rest up, apart from a contingent who worked on some platform support tasks, and now most of the team is back at work and it’s time to fill you in on our plans for The Long Dark, moving forward. While there were a lot of things to celebrate about our 1.0 launch, one thing it showed us was how 100+ updates to The Long Dark while in Early Access and on Game Preview, didn’t fully prepare us for the challenges of a full 1.0 launch on multiple platforms (including two consoles). Launching a game “for real” involves a lot of extra steps as compared to releasing an update, and while we understood this intellectually, it was only in the last few months of the project that we fully comprehended the scope of the challenge we’d taken on for ourselves. I think that in many ways, we bit off quite a bit more than our small team could handle, and that showed in the first couple of weeks of our launch. As you might recall from my last devblog post, I wasn’t very happy with the state of the game we launched and while we’ve been able to address most of the launch issues, we can’t erase any good-will we lost from the community due to the imperfect launch. This weighs heavily on my mind, as we move forward. In order to avoid this situation in the future, we’re building up an internal platform and publishing team that will focus on all aspects of getting the game into your hands, including testing, localization, certification, and the promotion and marketing of our updates and future content work. While we’re still sorting out the structure and needs of this team, we’ve already made the first steps towards this plan, and I believe that this approach will help ensure our future launches are as smooth as they should be. This is just the “cost” of self-publishing games, when you are an independent studio. In terms of the game itself — although our plans for Episodes One and Two were always that they be introductory to both gameplay and worldbuilding, our approach to releasing an open-world game in episodic format was always very experimental. Having been able to better gauge response to this approach, we can see that many of you didn’t like the more constrained approach we took with our Story mode, compared to the free-form, self-directed openness of Survival Mode. Development of The Long Dark has always been iterative, and we see no reason why this approach shouldn’t also apply to helping us make better and better episode content. While we’re still committed to our episodic structure — as it lends itself well to certain storytelling conceits (ex. playing two different protagonists) and certain production methodologies (ex. we can continue to build the game and world in incremental steps, which means we can remain a small studio) — I think we need to bring our narrative mode more in line with the core experience of Survival Mode. This means, a new approach to how we present story and characters, more variation in our mission type and structure, and more freedom in how you can overcome the various obstacles we throw in your way. This increased freedom means we have to revisit some of the tools and tech we set up for Episodes One and Two, and we also need to rethink our approach to how we create mission content, and how you experience it. I’d also like to fix some of the areas of criticism in Episodes one and Two, relating to how experienced players found the opening sections of Episode One to be too much of a tutorial, the linearity of missions, the lack of full voice acting in our dialogue sequences, and the over dependence on “fetch” quests. While the fundamental building blocks of The Long Dark’s gameplay do depend on acquiring resources, and those resources take on new meaning in a world where you have to think about people other than yourself, we realize that for some of you, the lack of choice in when and how you approached certain missions detracted from the freedom you expect to find in our game. It’s never good when a game sets certain expectations in one mode, that aren’t fully paid off in another, particularly if players don’t understand this. Although we tried to educate our players around how our Story mode content would differ from Survival mode, it’s impossible to reach everyone, and certainly many players came into the episodes with certain expectations that we just didn’t meet. I’m not yet fully sure how we will do all these things, but my aim for The Long Dark is to ensure that by the time we launch Episode Three, not only is that Episode a much stronger expression of The Long Dark as a narrative survival experience, but that Episodes One and Two have also been substantially improved. All of this is going to take a lot of work, so I don’t want to set the expectation that it will happen quickly. We won’t be launching Episode Three this year. We won’t announce a launch date until it’s ready to go. In the meantime, as we had to put Survival Mode aside while we finished Episode work for launch, we now want to get back to it. We’re working on a big Survival Mode update to launch some time in December. This update will add a few things we know you’re waiting for — for example, Milton as a Survival Mode region, the Moose — as well as a few things you may not be expecting. We’ll share more about the December update as we get closer to launching it. It’ll be a pretty substantial update to Survival mode. I’d also like to try to find a way to balance our resources so that we can get you more frequent Survival Mode updates in the future — it’ll likely mean smaller updates that come more regularly. With Hallowe’en around the corner, there have been a lot of questions about if we’ll reprise last year’s “4 Days of Night” event. We’re worried about 4DON interfering with other work we’re doing in the game right now, so we *are* going to run the 4 Days of Night event again, but it’ll be in a separate branch of the game. This way, we can roll it out without it derailing our December update. Unfortunately, there’s no way for us to run multiple branches of the game on Xbox or PS4, so this will be a Steam-only event. But we think “live” events could be a fun way to create some shared experiences for you, so we’ll be investigating ways we can support more of these types of community events — across all our platforms — in the future. I’ll also do my best to publish a devblog update more frequently moving forward, to keep you in the loop about what the team’s working on. Thanks for your ongoing support! – Raphael
  10. Attention Survivors! Looking to pick up some Hinterland merchandise in time for the holidays? Please note these important holiday shipping deadlines when ordering from our official store, www.hinterlandstore.com. · For customers outside North America, please complete your orders by October 27 · For customers inside North America, please complete your orders by November 30 To check out our current inventory of art, apparel, and gear items, as well as complete sizing and shipping information, please visit www.hinterlandstore.com.
  11. V1.15 of The Long Dark has been released on Xbox One and is expected to be available for download by all players within the next few hours. This patch includes the all changes from both v1.15 and v1.14. Combined change list below: WARNING: There may be story spoilers in these notes. Fixed collision issue in Dam that could cause player to fall out of the world. Improved screen flow leading to Episode Two once Episode One credits are complete or skipped. Episode Two: Fixed issue preventing Jeremiah's Flare Trust mission from triggering correctly. Episode Two: Fixed issue that could prevent Old Bear from progressing to next waypoint in Bear Hunt mission. Episode Two: Fix for Lake Cabin key using the incorrect key asset. Episode Two & Survival Mode: Added Rope Climb to River area in Broken Railroad region. Survival Mode: Tuned Aurora frequency values to make it more rare. Fixed issue where Flashlight pick-up "hot spot" was awkwardly large. Fixed issue where Backer text appeared as "N/A" instead of the correct English text in translated versions; this text is meant to be left untranslated in all languages. Fixed issue with duplicate Bears spawning in the Challenge: Hunted, Part Two Fixed issue with duplicate Jeremiah Knives spawning in Episode Two. Fixed issue with being able to get past the collapsed bridge in the Broken Railroad region. ### END OF PATCH NOTES ### Thank you for your patience and support as we work to grow and improve the game. - The Hinterland Team
  12. Patch Updates The Long Dark to v1.15 (32681) WARNING: There may be story spoilers in these notes. Fixed issue with not being able to ascend rope in Broken Railroad region. Fixed collision issue in Dam that could cause player to fall out of the world. ### END OF PATCH NOTES ### We're continuing to fix additional issues as quickly as we can. Thank you for your patience. - The Hinterland Team
  13. The Long Dark hotfixed to v1.15 (32683) on STEAM V1.15 has now been re-released. Thanks again to everyone for your patience while we fixed these bugs! --- FYI: We've since rolled back this hotfix due to the UI bug noted below - the current Steam version is v1.14, until we re-release the hotfix. Thanks for your understanding. --- ***NOTE: We're aware of a new issue with Mouse UI interactions when performing some menu actions, such as Harvesting or Cooking/Boiling Water/Adding Fuel. You can still navigate the menus using WASD and Enter, or with a Controller. And Mouse inputs can still be used to change between Fuel/Food/Water, for example. *** Thanks for your patience as we work to resolve this issue. *We'll have hotfixes up for additional platforms, as they become ready for release.* * Fixed issue with not being able to ascend rope in Broken Railroad region * Fixed collision issue in Dam that could cause player to fall out of the world. * Fixed issuse with gamepad and Start Fire UI ### END OF PATCH NOTES ### We're continuing to fix additional issues as quickly as we can. Thank you for your patience. - The Hinterland Team
  14. Steam and PS4 editions of The Long Dark are now updated to v1.14 (32663)) *Patches for other platforms are currently in testing and will follow when they are ready for release.* WARNING: There may be story spoilers in these notes.* Improved screen flow leading to Episode Two once Episode One credits are complete or skipped.* Episode Two: Fixed issue preventing Jeremiah's Flare Trust mission from triggering correctly.* Episode Two: Fixed issue that could prevent Old Bear from progressing to next waypoint in Bear Hunt mission.* Episode Two: Fix for Lake Cabin key using the incorrect key asset.* Episode Two & Survival Mode: Added Rope Climb to River area in Broken Railroad region.* Survival Mode: Tuned Aurora frequency values to make it more rare.* Survival Mode: Fixed duplicated gear items in Trailer.* Added scrolling for Journal text that won't fit entirely on screen.* Fixed issue with gamepad controls when viewing Journal Notes.* Fixed issue with Back button returning to Main Menu instead of previous screen when viewing Journal Notes from the Main Menu.* Fixed issue with Cairn and Note collectibles not saving to Journal after death.* Fixed issue where Flashlight pick-up "hot spot" was awkwardly large.* Fixed issue where Backer text appeared as "N/A" instead of the correct English text in translated versions; this text is meant to be left untranslated in all languages.* Fixed issue with duplicate Bears spawning in the Challenge: Hunted, Part Two* Fixed issue with duplicate Jeremiah Knives spawning in Episode Two.* Fixed issue with being able to get past the collapsed bridge in the Broken Railroad region.### END OF PATCH NOTES ###We're continuing to fix additional issues as quickly as we can. Thank you for your patience.- The Hinterland Team
  15. Hello Community, Our latest Dev Diary is now live. In it we take a look at our launch and what's in store for The Long Dark going forward. http://www.thelongdark.com/news/dev-diary-september-2017/ Please also note the information at the bottom of the post regarding studio and community activity during the month of September. Thank you! - Hinterland Team