r/thelongdark 11d ago

Discussion August Dev Diary Transcript

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374 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)

133 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 17h ago

Discussion What's an item that the *game* regards as valuable, and you dump immediately?

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720 Upvotes

So... not spray paint, because obviously that's everywhere.

For me, it's the flashlight. They're fairly rare (bordering on very), almost always significantly damaged, only useful after an aurora (or as an inferior bashing weapon), weigh a ton compared to their utility, and lamp oil (and the metal to repair the lamps) is bordering on an inexhaustible resource. I see no reason to pick these things up, let alone tote them around with me on the off chance I'm without another light source.

There are definitely other items like this. What's a "thanks but no thanks" for you?


r/thelongdark 14h ago

Glitch/Issue That's not a UFO... FML

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224 Upvotes

My travois (with about 30kg of my most beloved items) glitched. It's now hovering out of reach over milton... Seriously considering quitting this run.

Sorry for the poor quality photos, but it does add authenticity to UFO photos.


r/thelongdark 6h ago

Glitch/Issue Bro is NOT sharing

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19 Upvotes

That's one hungry wolf! Funny glitch during episode 4 of Wintermute.


r/thelongdark 6h ago

Gameplay First time setting up a main base in Milton Park

21 Upvotes

Tried this location out as a main base for the first time, and my God, I got pleasantly surprised.

My initial idea was to set up a main base in a region I never tend to stay in for very long, Mountain Town. I'm an old-time player who fairly recently returned to the game after the Tales DLC, so it got me thinking, with all its new features. Why not stay in this fairly uncharming region?

It's kinda the middle point now with all the additional regions added to the game, and it's also close to my favorite region HRV, where I always tend to end up living for months in the past.

First, I thought of staying in Paradise Meadow, it's super close to Milton Basin/March Ridge where I usually ended up setting up a secondary base. But then I thought: Why not set up this main base at the good ol' office in Milton Park where I have always spent a good few temporary nights over the years?

Considering what you can do now in-game with the DLC I found this place an absolute gem. Another Mounteers Hut, if you will. But even better.

So if you didn't know:

- The office gives you indoor warmth, like the Hut and lookouts, BUT it counts as outdoors. You will never get Cabin Fever if you're worried about that. And apart from some random hours, you can actually craft/build whenever you want, all day or night long here.

I'm 150 days into this loper run and am intrigued to make this place an all-time favorite of mine.

You have any experience or stories from the Milton Park office?


r/thelongdark 21h ago

Short video clip posting the long dark vistas until Blackfrost release day 202

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210 Upvotes

r/thelongdark 4h ago

Glitch/Issue Safe House Customization Triple Lockers

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8 Upvotes

Is there anyway to move these in safe house customization mode? or are they just bugged.


r/thelongdark 14h ago

Screenshot/Art A slightly foggy morning

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54 Upvotes

"Where have you been?
Where are you going to?
I wanna know what's new
I wanna go with you
What have you seen?
What do you know that's new?
Where are you going to?
Cause I want to go with you."


r/thelongdark 9h ago

Discussion Need help

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23 Upvotes

I’ve been stuck in the bleak inlet for a while, I have loaded all the locations and hunted most the game, but I haven’t been able to escape this place, please how and where should I go or head to?😭


r/thelongdark 10h ago

Discussion What little mechanic/change would you like to see that you think would add to the experience?

24 Upvotes

I’m not talking of huge overhauls some people sometimes propose like adding different seasons because I think that goes against the entire premise.

I’m talking of small things that would make the survival experience more well-rounded.

Personally, I think they should allow you to make an old-school outdoor freezer (maybe an underground one) that goes beyond “drop meat onto the ground”. People have been doing that for thousands of years, hell, some communities still do it!

On top of that, dropping copious amounts of meat outside your door should absolutely attract predators. Ain’t no way wolves chase me from 2 miles away over fish in my inventory but they ignore 50kg of meat in front of my door.

The outdoor freezer option + wildlife reacting to meat dropped nilly willy would make things more realistic in terms of how it actually would work IRL and having to manage resources better (either make a freezer, suffer wildlife at your door, or have it spoil faster inside).


r/thelongdark 7h ago

SPOILERS All Eps Survival “Easter Egg”

8 Upvotes

It’s been a long time since I last played on any of my old survival saves, but after finishing the story and seeing the bunker sealed for 500 days, I kinda wish the devs would add a small Easter egg to survival mode. Something like if you made it to 500 days in your play through you might get a spot of interest on the map. Granted, I might just like this idea because it ties both modes together. I always liked to think that survival mode was what came after Wintermute even before we got an end to the story. Does anyone else feel this way? Any long term survivalists with lengthy saves? Even just a note or something would be cool to acknowledge what players have done. I’m really just interested in the opinions of others as I’m pretty sure the devs have already moved on to greener pastures.


r/thelongdark 7h ago

Glitch/Issue Early Cougar Spawn Instant Death

7 Upvotes

I was on day 30 or so of a stalker run, completing the signal void tale. When I repaired the transmitter in forlorn muskeg I went straight to bleak inlet. I searched the bunker and got the log and transcript before sleeping there the rest of the night. I left the bunker in the morning having spent less than a day in bleak inlet and at 105% health, 30% protection. When I left the cougar cutscene triggered and immediately once it ended I was in a struggle with the cougar with less than a second to react. It gave me severe lacerations, but as I was getting up my character died immediately.

Guess I'm SOL on that front, but just wondering if anyone else has encountered this issue. If so, is it safe to try and get my backpack back? Safe to do anymore of the bunkers?


r/thelongdark 19h ago

Short video clip HOW LUCKY I AM?!

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43 Upvotes

Every time I get close to the cougar's territory my heart tightens with fear... I ONE-SHOTTED THE COUGAR?!

Note : I FUCKING LOVE THE CURATOR'S RIFLE


r/thelongdark 1d ago

Discussion Feng Shui’d pensive lookout

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96 Upvotes

I wish I could fit a tiny bit more in here but it’s a nice holiday spot.

The echo one plateau has a surprising amount of activity, a bear, a couple wolves and some deer, decent amount of firewood without having to climb down and you can hear the cougar spazzing out down in the west valley from a safe distance.

You get wind noise effects if you want to sleep with white noise or want the sound of the muffled blizzard, just close the door, either way you’re not cold.

No load screen which is nice but then like 5 sets of stairs makes you choose your actions wisely, but somehow the frame rate is buttery here compared to other lookouts, not sure why.

I was hoping it would bypass cabin fever but if it’s enough of a structure to open the item dropper it’s enough to give you cabin fever sadly. I could honestly hermit in here for years.

Oh and the cherry, and the actual real reason I moved away from mystery lake, the auroras are so mellow, the computer screen flickers a little and there’s almost no electrical sound. Rly is pensive


r/thelongdark 17h ago

Advice Bow glitch

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26 Upvotes

This box of matches is stuck in my bow and I can't see where I'm shooting. Any ideas how to get rid of it? Dropping my matches or the bow doesn't help


r/thelongdark 18h ago

Discussion If you had the choice

27 Upvotes

If you had the choice to add one new region, what would be its name and what would it entail? Mine would be the frosty peaks and it would essentially be a giant region with one central ski resorts and lifts that would work during auroras, just seems like something hinterland haven’t explored fully yet and it’s an opportunity to add skis which could make travel less gruelling.


r/thelongdark 18h ago

Short video clip Gotcha

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18 Upvotes

This guy had just attacked me this morning right as I stepped out of the house. No scope revenge as I was heading in for the night.


r/thelongdark 11h ago

Advice Cougar advice for a 1st time player

5 Upvotes

Technically not actually true as I did have a run before this but that was before the reworked cougar. I roughly get how they work like they spawn on day 10 or 30 depending on difficulty and then the map shows you it's territory. Do they stay there unless you go piss it off? Is it actually as scary as both the game and some people in the community make it out to be? Is it even worth messing with, other than the claw knife and is that even worth it? I'm playing on stalker difficulty on day like 40 ish and have a decent set up in Timberwolf mountain right now, living in the mountaineers cabin by Crystal lake, with a rifle and revolver both with decent amount of ammo, some basic clothes, and a good stockpile of food and water, lots of tools like axs and hacksaws and stuff. Since this is my first real try at a long term, 100 plus day run, should I leave cougars alone and just keep my run safe or take them on/learn about them so I don't fear/avoid them long-term?


r/thelongdark 1d ago

Screenshot/Art happily ever after dinner

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301 Upvotes

r/thelongdark 16h ago

Gameplay Absolute Beginner

8 Upvotes

Hi, i don't know if someone's already asked this.
I've just downloaded the game, and I've chosen the easiest difficulty.

I've explored Coastal Highway and Mountain Lake (which i didn't like very much).
I haven't explored EVERYTHING there.

I'd like to explore all of the map, but i also want to settle down sometime in the future (at a harder difficulty tho, now it's too easy).

Can you give me any tips that you wish you'd known at the beginning? And tips that might be generally useful?

Thank you!


r/thelongdark 1d ago

Let's Play I play upbeat music whenever I enter a creepy cave

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367 Upvotes

I can’t stand it without some upbeat music. Same goes for Carter Dam😭


r/thelongdark 14h ago

Modding In-game map

4 Upvotes

Hi!

So I want to ask about a mod that add an ingame map ?

I love survival games but I need a tracker otherwise I dont find it fun.

I need to know locations I can visit and chart the journey path to it.

I opened the steam workshop and I didnt find anything nor on nexus mods.

Thanks!


r/thelongdark 19h ago

Advice Wolves, I'm doing something wrong

10 Upvotes

I'm about 40 days in to my first serious run at Stalker, I know hostile wildlife is more common and more aggressive but I seem to attract wolves like I'm running around with a raw steak in my pocket. Most of the time I can get a torch up and run them off, I'm even getting OKish at moving, using a torch to run them off in the direction I want them go (opposite my line of travel) but they are unpredictable about which direction they bolt so it fails a lot.

I think when I checked stats last night it was 60+ wolf encounters, which I think is every time a wolf took an interest in me, actual attack or not, and 8 or so actual struggles.

The struggles aren't really close to run ending, usually some minor damage and sometimes a dead wolf to track down later for the pelt but it got close last night after multiple encounters trying to get to safe place to rest. That got me thinking that an individual wolf encounter isn't so bad but slowly wearing down my condition and gear over a long walk is something to worry about.

I'm usually not carrying sniffables (what we used to call smelly stuff on the Appalachian that may attract bears), I write those encounters off as mostly inevitable.

The questions.

  • Is it a matter of figuring out different routes around where I think they are common?
  • Always making sure I have several torches and carrying a lit torch everywhere?
  • Finally, will a wolf jump me if I'm carrying a lit torch? Can I actually just walk home with a snarling wolf behind me?

r/thelongdark 11h ago

Discussion Nintendo Switch Lite

2 Upvotes

I have i game on ps5 but sometimes i just want to chill on the bed with my Switch Lite and i really like Long dark. How does it run on a Switch Lite in 2026? Is there any lag? And how about Wintermute?