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The Long Dark's getting paid DLC updates for survival mode




fter a successful Kickstarter, Hinterland Games released hardcore survival game The Long Dark via Early Access in 2014, hitting version 1.0 in 2017. It's continued receiving free updates since, both to its episodic story mode Wintermute and its survival mode, but as director Raphael van Lierop explains in this month's developer diary, that's going to change...
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The Long Dark is getting its first paid DLC later this year in the form of a "season pass"

Hinterland has announced it will release a paid season pass of sorts for The Long Dark later this year.

According to a rather lengthy developer diary posted to the game's Steam page and the official website, studio founder Raphael van Lierop - who also announced he was stepping down as project lead to work on new things - the team has "decoupled" Story Mode and Survival Mode making it easier to produce content for one without impacting the other.

Apparently, the interrelationship between mechanics and content between the two meant some updates the team would have liked to make in one area couldn’t be accomplished because of how they might impact the other.

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Survival game The Long Dark gets paid season pass this year

In its latest developer diary, Hinterland Studio says that a The Long Dark season pass is coming "later this year" - which will represent the first paid DLC for the popular survival game since it was released eight years ago in 2014, as the studio founder hands the reins to a new lead.


In a lengthy April update on Steam, Hinterland founder Raphael van Lierop talks about the future of The Long Dark and the changes coming to the open-world game - specifically, about the team's plans to "decouple" the sandbox survival mode and the story mode. He explains how The Long Dark has steadily "increased in scope and complexity" to the point where it has become "unwieldy".


Furthermore, the close connection between the two modes meant that certain planned updates for one mode "couldn't really be done because of how they might impact the other". However, the team is now at the stage where it can "update survival independently of story". According to Raphael, players can now expect "a whole new era of survival mode content updates that will bring new life and new energy back into The Long Dark".


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April Dev Diary

April Developer Diary -- The Future of The Long Dark

In a couple of months, it’ll have been ten years since I submitted the incorporation documents for Hinterland Studio Inc. and the company became a real business. I guess that milestone has me in a pretty pensive mood as I write this.

Ten years is a good amount of time for a game company to exist. I look back at photos of my basement home-office, to the various studio spaces we’ve grown into and then outgrown, to now looking around at my non-basement home office and big screens with 60+ people Zoom calls, and I reflect back on the journey that has gotten us to this point.

I look at the mix of faces I see looking back at me on that screen during our team Town Hall meetings. All kinds of different people with all kinds of different backgrounds. Every one of them a wonderful human being who is putting their heart and soul into Hinterland, to help create experiences for you, our players, and, in our own way, trying to shift the medium a little more towards thoughtfulness.

A ten-year anniversary seems like the right moment to talk about the future.

What’s Next for The Long Dark

For those of you who know your TLD (and Hinterland) history, you may recall we announced The Long Dark with a Kickstarter (one of the first to use CAD!) in the fall of 2013, and followed up with a Steam Early Access launch of our “sandbox mode” in September 2014. For the next few years, we continued to expand and evolve the “sandbox” portion of the game (adding Xbox via Game Preview in 2015) while we also slowly built out the first parts of WINTERMUTE, our story mode. We launched our TLD 1.0 with Episodes One and Two of WINTERMUTE in August 2017 (adding PlayStation), then re-released the “Redux” versions at the end of 2018, followed by Episode Three in 2019, Switch in 2020, and Episode Four in October of last year. In between, we continued to update the “sandbox” portion of the game, which we renamed to Survival Mode. Somehow, along the way, we managed to build a community of nearly 10-million players. Without you, The Long Dark, and Hinterland, would very likely not be here today.

When we launched our Kickstarter back in 2013, I promised that all backers would receive the five planned episodes of our story mode for the backing price, a promise we carried over to our Early Access and Game Preview backers. Meanwhile, our plan was to incrementally update the game’s foundational Survival Mode and align those updates (generally) with features and content we knew we wanted to include in later episodes (sometimes we did the opposite and introduced new features or content into Episodes which later found their way into Survival), and to keep players engaged in between the episodes. But this early 2013 backer promise meant that we have updated the game “for free” ever since we launched it, despite the fact that the game’s scope grew with its success and each episode represented a lot more effort and time than we had originally intended. (Keep in mind that our plan for TLD with the Kickstarter was a ~10-hour narrative-driven survival game and no freeform sandbox. Now, each of our episodes can be longer than 10 hours and the sandbox is now one of the biggest available within the entire genre of open-world games.)

Aside from the fact that it’s important to live up to your promises, I think this “free updates” paradigm has resulted in a lot of good will with you, our players, and has hopefully strengthened our relationship and your loyalty to us as a team and studio. So, we’re really happy about this initial promise and we’re happy to have been able to go above and beyond to deliver on this over the past several years.

But it hasn’t been easy. One of the challenges of supporting both Survival and Story modes in The Long Dark has always been managing our resources to sustain both. Delivering WINTERMUTE was a promise, an obligation, but continuing to support Survival Mode was a choice. We did it to ensure our Survival players didn’t feel neglected while we worked on the story episodes, but as a result, some of the “magic” that drove the early years of The Long Dark’s success, and the growth of the game and the community, was lost. We weren’t able to update Survival as frequently, as our studio focus was necessarily split between both modes, and these frequent updates were a big part of what helped the game take off.

Last year we ran a community poll, asking how you would like us to dedicate our focus for the future of The Long Dark. Amongst other bits of useful feedback, we discovered that nearly 80% of you wanted us to begin producing paid expansion content for Survival Mode. We’ve always felt fortunate that there’s been a core group of you that have been asking us to start charging for content for a while now, but this was the strongest indication of what our players wanted us to prioritize for The Long Dark.

Unfortunately, updating Survival mode with paid DLC is not that simple. Due to the decisions we made early in the project’s inception, the game’s survival foundation has been inextricably linked to the story mode, and the story mode has been completely dependent on the core survival game. This has meant that over time, as the game has increased in scope and complexity, with new mechanics, new regions, new challenges, and new episodes, the game has become...unwieldy. Every update requires the entire game to be re-tested. Systems, content, and code have their roots deep into both parts of the game. Our testing times have gone from maybe a week per update (in the project’s early years), to more than a month per update. The deep interrelationship between mechanics and content between the two “modes” has also meant some updates we would have liked to make in one area, couldn’t really be done because of how they might impact the other. In short, the game has just become too big for us to maintain well.

To address this, the team has been hard at work since we launched Episode Four, to decouple Survival and Story from each other. It’s been a huge amount of work, involving careful separation of content but in some cases also the wholesale refactoring of code and entire systems. The good news is that we are now at the point where Survival Mode runs as a standalone experience, with no linkage back to Story mode. What this means is that we can now update Survival independently of Story. Updating will be easier, and faster. Testing will be simpler and more streamlined. And it means we can make changes and improvements specifically for Survival, without any concern about how they might impact WINTERMUTE.

The opposite will also soon be true. The WINTERMUTE episodes will be completely separated from Survival, and when we update to Episode Five, we’ll be able to do that without concern for how it might impact (or be impacted) by Survival. This also means that the WINTERMUTE episodes can potentially receive targeted updates without concern for how those changes might impact Survival Mode.

This process has been a ton of work for the team, and unfortunately it’s all behind-the-scenes work to the extent that you are probably asking yourself “but how does this impact me?”

Well, how it impacts you is that the split opens the door to a whole new era of Survival Mode content updates that will bring new life and new energy back into The Long Dark. It doesn’t change anything about content you already own, and everyone who owns The Long Dark (on all our supported platforms) will still get Episode Five when it releases.

And this split means we can finally deliver on your request that we start producing paid content for Survival Mode. So that’s what we’re doing.

Later this year, we’ll be launching a paid update path for Survival Mode. This will be the first paid content we’ve added to The Long Dark (apart from our soundtracks) since we launched it nearly 8 years ago. We’re still working through the details of the roadmap and our release plans, but I can tell you this much with a high degree of confidence:

  • It’ll be some kind of “season pass”-type approach (actual name TBD), where we have a ~15-18 month campaign of updates that unlock for anyone who has purchased the pass. The updates will come on a regular cadence over the course of that period.
  • The pass will include a combination of content and gameplay system updates, including new regions, new challenges, new mechanics, etc., as well as general improvements and updates to core systems in the game.
  • Additionally, for anyone who doesn’t like the season pass style approach and prefers to only pay for content when it’s complete, we will re-package the season’s content into 3-4 individual paid DLC packages.
  • We’re still working on pricing, but the season pass will provide a discount on the combined price of the DLC, and each piece of paid DLC will be very fairly priced.
  • We want to make sure our existing players who choose not to buy any more content (or are unable to afford it) are still going to have a great experience of The Long Dark, and won’t feel left behind. So we’ll also continue to provide some free updates to the base Survival game, so anyone who doesn’t buy the pass will get something. These updates will generally be smaller, more modest improvements compared to what you will see being added to the paid content stream, which seems only fair.


I know that this is a big departure from our history of releasing major updates for free as part of the base price of the game, but we feel that after nearly 8 years of content updates it’s time for us to put a little more attention around ensuring the game continues to be financially self-sustaining, and the kinds of major improvements and content we want to add to Survival Mode are significant enough and require enough team effort that we just can’t justify giving them away for free anymore. We want to ensure The Long Dark can continue to be a vibrant game with a vibrant community, and we think this is a necessary and logical step to supporting that goal well into the future.

We also hope that our three-tiered approach will ensure that everyone can get something regardless of their financial circumstances or their comfort level with “season pass” type solutions. In a way, we see the paid stream almost behaving like a second Early Access, not in the sense that the content isn’t polished, but that it brings us back to a cadence of more frequent updates and faster evolution of the base game, without some of the constraints we’ve been fighting with for the past few years.

We’ll release more information about our plans, and provide some visuals to help communicate our planned roadmap and a simple product matrix well before we launch. There will also likely be a short pre-order period for the pass, on the platforms where such a thing is possible. Currently, we are targeting a launch of the paid stream for the second half of this year.

Leadership Changes

The Long Dark has sustained Hinterland for nearly a decade. I’ve worked on it for nearly a decade. Just like it’s time for the game to turn to new things, it’s time for me to do the same.

I’m handing leadership of The Long Dark to Katie Sorrell, who takes over as Project Lead. Katie is no stranger to TLD or Great Bear Island, having personally designed every region from Pleasant Valley onwards, and having led the development of all our WINTERMUTE episodes as Lead Designer. Not only is Katie a 30-year game design veteran, but she’s been my close design collaborator for the past seven years, and I can’t think of anyone more qualified, or more suited, to take The Long Dark into the future. I feel so fortunate to have such a strong partner in this game, and so grateful that under Katie’s leadership, The Long Dark will continue to thrive well into the future. Katie is supported by a fantastic team of leaders and creators on the team across all disciplines, many of whom have also worked on The Long Dark for years, and I know that under her leadership and their steadfast support, The Long Dark is stepping into a new era of exciting growth and innovation.

As for me -- it’s time to move on to new things. I’ve put more years into TLD than I initially expected, and while I love the game, its world, and its fans (and it will always occupy a special place in my heart), I need to flex my directing, design, and writing muscles by solving some new creative challenges for Hinterland. It’s time to create something new.

My final hands-on contribution to The Long Dark is the script for Episode Five, where the WINTERMUTE story is brought to its conclusion. Beyond that, I’m heading into a quiet, and hopefully fruitful, creative period so that I can attempt to come up with something that has even greater longevity and impact that The Long Dark has had on you and all of us during these past years. It will be difficult. I hope you will be there to see the results when I’m able to share more.

I promise this is not the beginning of the end, but the end of the beginning.

Despite this shift in leadership for TLD, I remain the creative director at the studio and I will always have a hand in reviewing and guiding the experiences we make, so this doesn’t mean I won’t still look at every bit of The Long Dark that goes out the door to you. It just means I won’t be driving it in the hands-on way I have been over the past several years. And I think this will be good for the game, good for the team, and allow Hinterland to evolve into a multi-project studio that can thrive and impact the medium positively well into the future.

I now turn my thoughts to new horizons, and the next Hinterland decade. Thank you for all the incredible years you have given me, and us, so far. And I hope that I, and the entire team at Hinterland, can continue to count on your support and your fandom, in all the current and future worlds and experiences we create for you.

In the next dev diary, we’ll share more details about our plans for the Survival Mode paid stream. Episode Five is also still firmly on our radar; I currently anticipate a 2023 release, but we won’t have much to say about that for the rest of this year. There’s a lot of story to tell, and a lot of threads to tidy up, before we close the chapter on the epic survival journey of Mackenzie, Astrid, and the other survivors of the Quiet Apocalypse.

Thanks for reading, and until next time, stay safe and see you out there in the snowy wilds of Great Bear Island, where I will be wandering, thinking, and looking to the future.

- Raph


Edit: Thank you for the feedback and response to this Diary. The term "Season Pass" is causing some confusion, and we are working on a more accurate name that properly encompasses the nature and spirit of our new update and DLC system. Some important things to note are:
  • You will not lose content you already own.
  • DLCs will not be mandatory.
  • Katie and the team are still working from a Roadmap that I developed with them, and I am still actively involved in reviewing and guiding this work. So while Katie is at the helm, I'll never be terribly far.
  • We will release more information before changes roll out.


We appreciate your patience and support. Thank you for your comments and feedback.

The Long Dark Updated to v2.00 [91441]

Hello Community,

We have released our v2.00 (91441) Quality of Life Update for The Long Dark. This update includes some significant bug fixes, along with game and performance improvements. Please note that it may take time to update across all platforms.

Thank you for your patience and support. Please remember to visit our Support Portal if you encounter any issues while playing the game, and visit our Forums for a list of Known Issues. For additional news and information about The Long Dark and Hinterland, please sign up for our newsletter and follow us on Twitter (Game | Studio).

A note about the Unity Upgrade:

This Quality of Life update includes a major update of the Unity Engine, to version 2019.4.34f1. Updating Unity touches every system we have in the game, and requires the entire game to be tested. Despite our best efforts, it is possible that such a major update to core technology may have unforeseen outcomes. If you experience any bugs or unusual behaviour that you think might be the result of this Unity update, please submit a Bug Report to our Support Portal.

Please note that this update will likely impact any mods you may have installed or have created. While we don’t provide any official support for mods, please feel free to visit our Mod Forum with any questions and we will monitor questions to help where we can.

GENERAL FIXES

  • [Update] Updated Unity to 2019.4.34f1
  • [Rendering] Fixed an issue that caused excessive Z-Fighting (flickering) to appear on numerous objects and the environment when playing the game on Linux.
  • [Rendering] Updated Linux builds to use Vulcan by default.
  • [General] Optimized save data to help reduce the overall size of save files.
  • [General] Fixed an issue that could cause stuttering or freezes when Lighting a Campfire or Torch.
  • [General] Fixed an issue that caused containers that the Player had already searched, to re-randomize their contents.
  • [General] Fixed the issue where explosion decals from Noisemakers disappeared between game sessions.
  • [Gameplay] Added measures to prevent Players from falling through objects when they wake after sleeping.


USER INTERFACE

  • [Map] Fixed an issue that caused the Prepper Caches to appear on the Map, even when the Player hasn’t Surveyed that area.
  • [UI] Blackrock Region: Fixed an incorrect button icon for the “Go Down” prompt when using the Elevator found in the Blackrock Mine.
  • [UI] Fixed an issue that caused some text on the Main Menu to render at a lower resolution than expected.
  • [UI] Fixed an issue that prevented Players from properly opening the Radial Menu when Steam Input was enabled.
  • [UI] Fixed an issue that caused the Crafting Filter to default to the Ammunition Crafting Filter for all benches, after interacting with the Ammunition Crafting Bench.
  • [UI] Fixed an issue that caused Subtitles and Closed Captions to no longer appear when the Voiceover audio level was set to 0.
  • [UI] Fixed an issue that would cause fuel to automatically be added to a fire when accessing the “Add Fuel” menu with an Xbox Controller.
  • [UI] Fixed an issue that caused item-related warning messages to appear underneath menus when attempting to use them.
  • [UI] Fixed an issue that caused some locations to report as newly discovered when they had already been discovered.
  • [UI] Fixed an issue where the Journal displayed the incorrect number of collectable Buffer Memories.
  • [UI] Fixed an issue where the Blackrock Region map was missing some roads.
  • [UI] Fixed an issue that would cause an empty UI box to appear if the Player pressed “Escape” when viewing the Cooking Slot menu.


ART FIXES

  • [Enviro] General art and environment polish pass on all Regions.
  • [Enviro] Fixed numerous locations where bushes and grass would clip through the environment or other objects.
  • [Enviro] Fixed a number of floating objects found throughout the world.
  • [Enviro] Fixed a small hole found on the interior geometry of cars.
  • [Enviro] Blackrock Region: Fixed an issue that caused light effects to appear in the Steam Tunnels during the Aurora, even if there are no electrical items in the area.
  • [Enviro] Blackrock Region: Fixed a misaligned water trigger so that Players will no longer drown before reaching the water below the Power Plant entrance.
  • [Enviro] Blackrock Region: Fixed numerous locations that provided Players with access to invalid areas of the Region.
  • [Enviro] Blackrock Region: Fixed many floating or misplaced objects.
  • [Enviro] Blackrock Region: Fixed many issues where items could fall through the world if dropped at certain locations.
  • [Enviro] Blackrock Region: Fixed many issues where players could become stuck or fall through the world.
  • [Enviro] Blackrock Region: Fixed many issues where snow wasn't being lit correctly.
  • [Enviro] Blackrock Region: Fixed an issue that caused some door frames to disappear, allowing Players to unintentionally see through them.
  • [Enviro] Blackrock Region: Adjusted the Level of Detail settings in a number of locations to prevent geometry from unsightly popping-in.
  • [Enviro] Blackrock Region: Fixed scaling issues with some of the rock facades found throughout the region.
  • [Enviro] Blackrock Region: Fixed an issue that prevented the Player from breaking down the Hand Truck found in the Prison Interior.
  • [Enviro] Blackrock Region: Fixed an issue that would cause some materials to float after breaking down an object when in the Old Substation.
  • [Enviro] Blackrock Region: Fixed a small hole found in the Steam Tunnel geo.
  • [Enviro] Blackrock Region: Replaced a static version of the Car Battery found in some vehicles with the correct (interactable) version.
  • [Enviro] Blackrock Region: Fixed an issue that would cause Players to sink through the planks found in the Mines if they saved the game and then reloaded while standing on the planks.
  • [Enviro] Hushed River Valley: Fixed various Birch Saplings that were placed too deeply in the snow.


SURVIVAL

  • [Gameplay] Mountain Town: Fixed an issue that would cause the Key for Paradise Meadows Farm to de-spawn, preventing Players from being able to retrieve it.
  • [Gameplay] Fixed an issue that caused pre-existing Carcasses to decay faster than intended. (Still investigating decay rates for animals killed by Players.)
  • [Gameplay] Fixed an issue that caused the Ballistic Vest’s buff to remain active even after the vest was taken off.
  • [Gameplay] Fixed an issue that prevented the Noisemaker from exploding if thrown at exactly the same time a struggle starts.
  • [Gameplay] Fixed an issue that would cause some items found in the Blackrock Mines to create new stacks when added to inventory, instead of stacking with existing items.
  • [Gameplay] Fixed an issue that caused Noisemakers to become unlit if lit before transitioning through a load screen, resulting in inconsistent fuse burn times.
  • [Gameplay] Fixed an issue where players could interact with containers while holding a lit Noisemaker.
  • [Crafting] Fixed an issue where Crampon Repair mistakenly required a Sewing Kit.
  • [Crafting] Crafting the Noisemaker will no longer increase your Repair Skill.
  • [Crafting] Fixed an issue that allowed Players to craft more Bullets then their current supply of Gunpowder would allow.


WINTERMUTE

** Please note that this section contains spoilers for WINTERMUTE. **

  • [EP 2] Fixed an issue that could prevent the Player from being able to open the gate to the Carter Dam.
  • [EP 2] Fixed missing dialogue audio when asking Methuselah about Wildlife.
  • [EP 4] Fixed a bug that could cause the game to hang or enter other incorrect states if an autosave occurred while a cinematic was playing. This addresses numerous issues including NPCs becoming stuck or the game loading to a black screen.
  • [EP 4] Fixed an issue that would cause Players to become stuck in the Suffocating state if they saved and reloaded while suffocating.
  • [EP 4] Blackrock Blues: Fixed an issue that prevented Players from being able to climb through the window leading to the Infirmary.


CUSTOM MODE

  • [Custom] Fixed an issue so that Voyager and Stalker default difficulty are now correctly set to “Random.”


CHALLENGE MODES

  • [Darkwalker] Fixed an issue that prevented Players from viewing the text warning "Cannot rest when Anxious/Afraid" when suffering from the Anxious/Afraid Affliction.
  • [Archivist\As the Dead Sleep] Fixed an issue that would cause locations to incorrectly appear as “Surveyed” at the start of the Challenge.
  • [As the Dead Sleep] Fixed an issue that would cause the Journal to appear corrupted if the challenge ended while the Journal was open.



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