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The Long Dark Updated to version 2.36

Hello Community,

We have just released our v2.36 (149072) Hotfix for THE LONG DARK (including Survival Edition), TALES FROM THE FAR TERRITORY, and WINTERMUTE updated to v2.12 (148383).

This Hotfix addresses multiple issues introduced in the v.2.33 update for TALES FROM THE FAR TERRITORY.



[h3]Bug Fixes[/h3]

This Hotfix includes fixes for the following issues:

[h3]CRASHES[/h3]

* Fixed an issue on Mac that could result in the application freezing when transitioning between load zones (interior to exterior, or between regions).



[h3]GAMEPLAY, UI, CONTROLS
[/h3]


Additions and Changes

*[Holiday Cheer] Added a Festive Sweater.
*[Holiday Cheer] Added two new Festive Light Decorations that can be found in various locations across Great Bear Island and can be used in Safehouse Customization. 
*[Holiday Cheer] Added festive touches to multiple locations around Great Bear Island.
*Added stacks of additional Batteries to the following locations, to account for long-running games that had harvested Batteries before the Trader was added to the game: Prison Interior (Blackrock Region), Main Hangar (Forsaken Airfield Region), and Hibernia Processing (Desolation Point).
*Added an additional description to the interface of the Furniture Workbench to indicate that in progress and finished Furniture can be found in the "container" portion of the Workbench.
*Temporarily removed Cougars from Coastal Highway until we can ensure the spawn regions do not conflict with common player routes required for Trading.
*Tuned values for Vagabond Soup, Porter Soup, Last Resort Soup, and Pemmican Bars.
*Tuned the Camera so that it no longer inherits the weight of Film loaded into it.
*Tuned multiple Trade exchange requirements with an emphasis on reducing the cost of trades involving Batteries.
*Tuned Timberwolf spawn values to reduce the chances of their appearance in Regions where they are able to spawn.
*Tuned multiple Decorations, Tools, and objects which had excessive Destroy time and weight.
*Tuned multiple items to allow for their use as Decoration items in Safehouse Customization.
*Adjusted Broken Soda Machines to allow them to be destroyed.
*Adjusted Stanchions to allow them to be destroyed.
*Adjusted the "Big Cat Killer" Feat description to clarify it can no longer be unlocked and is a legacy Feat.


Cougar

*Fixed an issue where the Cougar would sometimes incorrectly engage the Survivor in a Struggle after being shot.
*Fixed an issue where dead Cougars could replay their death animation and sound effect after a player transitioned to and from an interior.
*Fixed an issue when choosing a "Close Risky Respawn" that could result in the Survivor spawning into active Cougar Territory.
*Fixed an issue where Aurora Cougars incorrectly continue to glow after being harvested.
*Fixed an issue where the Cougar could be toggled on in Challenge saves created prior to first installing Tales From the Far Territory.
*Fixed an issue where the Cougar could be toggled on in Pilgrim and Misery Experience saves created prior to first installing Tales *From the Far Territory.
*Fixed an issue that could result in the Cougar being present even when toggled off.



Safehouse Customization

*Fixed an issue that prevented multiple wall-mounted Decorations from being placeable on walls.
*Fixed an issue with overlapping interface elements when attempting to Repair certain Safehouse objects.
*Fixed an issue where Junk could be seen overlapping objects during placement.
*Fixed an issue with Campfires which allowed Decorations to be placed intersecting and within them.
*Fixed an issue where destroying certain objects or Decorations could result in parts of the object remaining floating in that space.
*Fixed an issue where Ruined Fish could incorrectly be used to craft Mounted Fish Decorations.
*Fixed multiple issues that allowed some objects and Decorations to be placed through walls.
*Fixed an issue that caused some shelving to be oriented incorrectly against walls in placement mode.
*Fixed multiple issues with objects and Decorations which intersected improperly with the surface upon which they were placed.
*Fixed an issue that resulted in wall-hung Decorations shifting slightly after exiting and re-entering an interior.
*Fixed an issue where certain wall-hung lamps could be incorrectly collected and moved.
*Fixed an issue where certain Workbenches would yield two Vices when broken down, instead of the intended one.
*Fixed an issue where some fallen Ceiling Panels could not be destroyed.
*Fixed an issue with flag Decorations which made them difficult to place and prevented rotation in placement mode.
*Fixed multiple placement issues with Plates that allowed them to be attached to walls, and positioned under floors.
*Fixed an issue with the orientation of Horseshoe Decorations when mounted to walls.
*Fixed an issue that resulted in objects and Decorations becoming invisible when stacked or placed too closely together.
*Fixed an issue with Stage Curtains that resulted in them being difficult to orient and place.
*Fixed an issue with Stage Curtains that incorrectly allowed players to put them in their Backpack.
*Fixed an issue with Steamer Trunks that prevented them from being placed.
*Fixed an issue where some Soda Display Refrigerators could not be placed.
*Fixed an issue where Safehouse Customization could become unavailable to a player if they attempted to carry an item outside of the customization zone.
*Fixed an issue where Safehouse Customization could be toggled while using the Trader Radio.
*Fixed an issue where an incorrect axe icon was present in the "Break Down" and "Destroy" options for Workbenches in Safehouse Customization.
*Fixed an issue in one of Mystery Lake's Cabins where a shelf was incorrectly oriented and could not be interacted with via Safehouse Customization.
*Fixed an issue where choosing to "Break Down" specific Drawers had no effect.
*Fixed an issue where plastic Milk Crates could unintentionally only be placed on walls instead of surfaces.
*Fixed an issue with multiple Signs and Picture Frames where debug text could be seen when looking at the Decoration.
*Fixed an issue where certain shelves would drop to the floor after exiting and re-entering an interior.
*Fixed an issue that resulted in bloody bandages remaining after choosing to Clear Junk.
*Fixed an issue that resulted in multiple objects highlighted in Safehouse Customization mode not being interactable.
*Fixed an issue that resulted in certain doors incorrectly allowing players to place, move and destroy them.
*Fixed multiple issues in Blackrock Prison's Barracks with objects and Decorations that could not be placed after being picked up.
*Fixed an issue in Blackrock Prison Interior where objects and Decorations could not be placed on the floor of the workshop.
*Fixed an issue with the Moosehead Trophy in Pleasant Valley Community Hall which prevented it from being moved along with its mount.
*Fixed multiple issues in Forsaken Airfield's Hangar with containers which could not be searched or used as storage.
*Fixed multiple issues in Forsaken Airfield's Hangar with objects and Decorations that could not be placed after being picked up.
*Fixed multiple issues in Forsaken Airfield's Hangar with objects and Decorations that could be incorrectly mounted on walls.
*Fixed an issue in Forsaken Airfield's Terminal building where wall-hung objects would be difficult to place, and oriented incorrectly when placed.
*Fixed multiple issues in Zone of Contamination's Idle Camp where items could not be moved or placed in Safehouse Customization mode.
*Fixed an issue in Zone of Contamination's Concentrator which prevented many objects and Decorations from being placed on the walls and floor.
*Fixed multiple issues in Mountain Town's St. Christopher's Church with objects and Decorations that could be incorrectly mounted on walls.
*Fixed multiple issues in Mountain Town's St. Christopher's Church with objects and Decorations that could not be placed after being picked up.
*Fixed an issue in Mountain Town's Park Hut where objects and Decorations could not be placed on a certain section of the floor.



Trader

*Fixed an issue where the Survivor could fall through the ground immediately after exiting the Bunker during the Trader's fifth Special Request.
*Fixed an issue where the Hatch Wheel could disappear from the Survivor's backpack during the Trader's fifth Special Request, making it incompleteable.
*Fixed an issue where the Trader's first line of dialogue can be heard twice when first contacting them.
*Fixed an issue that resulted in the Trader's fourth Special Request being incompletable. The request can now be completed on new and pre-existing save files.



General
    
*Fixed an issue in Coastal Highway near the Southwestern bridge where players could get stuck.
*Fixed an issue in Pleasant Valley's Farmhouse Barn where a player could get stuck trying to drop down past the ladder.
*Fixed an issue where Notes found in the Blackrock Prison Interior were missing icons in the Survivor's Journal.
*Fixed an issue where “Fluffy” could incorrectly spawn in the Bleak Inlet Workshop when the player revisits this location.
*Fixed an issue where the number of Ptarmigan killed was not displayed in Journal Statistics.
*Fixed an issue where the Heatpad warmth bonus could be lost when swapping between multiple activated Heatpads.
*Fixed an issue where Heatpads were too large when displayed in the Inspect interface.
*Fixed an issue where Inspecting a Film Pack resulted in the item being scaled and positioned in a poor initial state.
*Fixed an issue where a "Deploy" option was present when viewing the contents of containers.
*Fixed an issue where interacting with a repairable object while holding a Lantern resulted in being unable to extinguish or stow it.
*Fixed an issue that resulted in a missing "Required Material" icon when attempting to repair an item that required more than one Material.
*Fixed an issue that resulted in unlocking the "Something Warm to Drink" achievement after finding only one Insulated Flask.
*Fixed an issue that resulted in unlocking the "To the Teeth" achievement after finding only one firearm variant.
*Fixed an issue with the Nomad Challenge where time spent in the Stone Church was not registering, rendering the Challenge incompletable.
*Fixed an issue that resulted in an "Attempt to SAVE game failed." error message when moving Decorations stored in the Travois.
*Fixed an issue that resulted in items stored in the Travois disappearing after transitioning.
*Fixed an issue that resulted in Vagabond and Last Resort Soup sharing the same icon and model in the Recipe Book interface.
*Fixed an issue that resulted in Cooking Oil and Broth sharing the same icon in the Recipe Book interface.
*Fixed an issue where the Vitamin-C benefit of Recipes viewed in the Recipe Book was overlapped by the Recipe name.
*Fixed an issue that resulted in Cured Meat and Fish causing Food Poisoning at much too high a rate.
*Fixed an issue that allowed players to pass through walls using object placement and collision.
*Fixed an issue that resulted in stuttering when exiting to Pleasant Valley from any interior.
*Fixed an issue that prevented Fish from being caught in Custom Survival games.
*Fixed an issue with a rug in the Pleasant Valley Community Hall which caused it to flicker during and after being placed.



[h3]ART & ENVIRONMENTS[/h3]

* Fixed an issue that caused incorrect and inconsistent exterior lighting when moving in and out of caves.
*Fixed multiple locations where Cougar claw marks on trees were stretched or warped.
*Fixed an issue in Sundered Pass where a Deer Carcass was incorrectly placed beneath terrain.
*Fixed multiple locations in Zone of Contamination where Pallets, Metal Sheets, and debris would appear and disappear when approached.
*Fixed multiple issues in Pleasant Valley, Forsaken Airfield, Broken Railroad, and Zone of Contamination where objects could be collided with, but were not visible.
*Fixed an issue in Sundered Pass which resulted in Aurora Wildlife glowing too brightly.
*Fixed an issue where Aurora effects took precedence over placement and Safehouse Customization effects.
*Fixed an issue where equipping a Bow and Tactical Gloves resulted in the Survivor's right hand appearing much larger than normal.
*Fixed an issue in Forsaken Airfield where an Oil Tank would become invisible when approached.
*Fixed an issue where the Pemmican Bar Recipe Card incorrectly referenced "Orca Bar".
*Fixed an issue in the Ash Canyon transitional Cave that caused a visible seam in terrain.



[h3]AUDIO[/h3]

* Fixed an audio issue with multiple Signs and Picture Frames where the wrong sound played when Destroyed.



### END OF RELEASE NOTES ###

The Long Dark 2 announced with co-op multiplayer, new urban areas and sanity system


The Long Dark creators Hinterlands have announced The Long Dark 2, another helping of open-ended wilderness survival. Actually titled Blackfrost: The Long Dark 2 - a travestying of naming conventions that is surely more harrowing than any post-apocalyptic winter - it's out in early access in 2026, and introduces urban environments together with a "Will to Live" sanity system and co-op multiplayer. Here's the trailer.

Read more

Announcing BLACKFROST: The Long Dark 2

Today we share the first glimpse into the future of THE LONG DARK.

After 10 years of developing the first game, this is a big moment for the team. While we complete the final episode of our WINTERMUTE story mode slated for release in 2025, we wanted to use the platform of the The Game Awards as an opportunity to share our vision for the future of survival games.

We call it BLACKFROST, and it’s the sequel to THE LONG DARK.

Years ago, I asked myself what the future of THE LONG DARK could look like. Despite pouring everything we have into that game, I still felt there were things I wanted to do with the setting, the mechanics, but also things that just aren’t possible within the current game. I knew we would have to build something new, with foundations that could support our grand vision. When we started THE LONG DARK, we had no idea we’d be building it and supporting the community for 10 years. With BLACKFROST, we asked ourselves -- what if we *started* a project as though we knew it would last for 10 years, or even longer? What different decisions might we make?

BLACKFROST builds on a decade of construction, experimentation, and community-informed development of an experience we love dearly. It expands beyond the ego-centrism of THE LONG DARK and asks you, not how far you will go to survive, but how far will you go to survive for others?

The “others” could be other players in co-op, but also other survivors in the world. NPC communities hiding out from the dangers of the aurora, the radioactive “black frost”, and a whole host of new threats they experience in the city of Harmont and the vast wilderness surrounding it. What new scenarios, gameplay mechanics, and stories could such a setting inspire?

We aren’t saying too much more about BLACKFROST at this point, as we are focused on completing our obligations around THE LONG DARK 1. But we hope this early look is compelling and exciting for you. We hope to enlist you in the coming months and years, in helping us build the future of survival games.

BLACKFROST won’t launch until 2026, so this is a very early moment in time for the project. And for those of you who have grown up with THE LONG DARK over the years, BLACKFROST is not the end. It is only the beginning of the next chapter. We see both THE LONG DARK 1 and BLACKFROST co-existing for a long time, with each game having a distinct point of view around the ‘Quiet Apocalypse’. They will be complimentary, preserving the investment of time and money you have put into TLD over the years.

But with BLACKFROST, we are pushing our philosophy and vision for survival forward in ways we could have never believed possible when we first launched TLD back in 2014. We can’t wait to show you more of what we are building. We hope you are as excited as we are!

For now, please take a moment in your busy day to enjoy this view into the new world we are creating for you. I think it is as beautiful as it is dangerous, full of adventure, mystery, and opportunity. A place you want to survive in.

[previewyoutube][/previewyoutube]

Live together, or die alone. Welcome to the world of BLACKFROST.


Raphael van Lierop

Creative Director
Hinterland

For Media Queries: [email protected]

Media Kit here.

New Bundle! FROSTPUNK + THE LONG DARK: SURVIVAL MODE



We're thrilled to partner with our friends at 11 Bit to bring you the new FROSTPUNK + THE LONG DARK: SURVIVAL MODE bundle. Anyone who currently owns THE LONG DARK, or THE LONG DARK: SURVIVAL MODE, can use Steam's "Complete the Bundle" logic to get FROSTPUNK 1 at a great discount, just in time for the holidays.

[h2]About Frostpunk[/h2]

Frostpunk is the first society survival game. As the ruler of the last city on Earth, it is your duty to manage both its citizens and infrastructure. What decisions will you make to ensure your society's survival? What will you do when pushed to breaking point? Who will you become in the process?

Check out the bundle, which is currently discounted!

https://store.steampowered.com/bundle/20572/The_Long_Dark_Survival_Mode_x_Frostpunk/

91% rated survival game classic The Long Dark explodes on Steam after big update

Between Rust, The Forest, Sons of the Forests, and dozens of others, I've played a lot of survival games in recent years. But The Long Dark sticks in my memory the most vividly. Hinterland has created something that truly combines brutality and beauty. As much as it's a cruel, often violent battle to stay alive, The Long Dark can be peaceful, meditative and serene - the small moments where you're finally safe in a cabin somewhere, sipping on the remnants of your stove-brewed cup of coffee, have more power because you've had to earn them and fight for them. First released all the way back in 2014, The Long Dark has come a long way, and now it's blowing up on Steam thanks to a transformative new update.


Read the rest of the story...


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The Long Dark Episode 3 arrives soon, but its director doesn't "expect all of you to like it"