r/thelongdark Apr 08 '26

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

131 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 Apr 01 '26

Episode 5 Bugs Megathread Ep5 Bugs Megathread -- Just to help the dev team a bit...

69 Upvotes

Hey thanks -- I know it's a lot to ask, but if you don't mind posting your Ep5 bugs in one place (could be this thread), or even if you link to your other bug posts in this thread, that will help our Support and Test team a TON as it'll make it easier for us to track and log issues, see what's showing up as common, and maybe we can even ask questions to get more info that will help us fix things faster.

We have these Technical/Bugs buckets on Steam and the official forums which makes it a lot easier to keep track of things, but obviously Reddit is set up a bit differently.

If you find bugs and don't want to post about them here, but would like to help us out, it'd be great if you can take a few minutes just to log a ticket at our Support Portal: hinterland.com/support

Again, no expectations at all, the team is going through all the reports and as many bug posts as they can find, but it's just a little trickier here in the sub as things tend to get spread out a bit more.

ALSO, please remember spoiler tags.

Thanks in advance for your help!

- Raph


r/thelongdark 4h ago

Screenshot/Art Is this the long awaited Wizard of Oz collab I've heard so much about?

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107 Upvotes

RIP buddy.


r/thelongdark 5h ago

Discussion Copia de the long dark?

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56 Upvotes

Vi este juego hace poco, chequeé los gameplays y me recordó mucho a the long dark.... Nose, que opinan?


r/thelongdark 3h ago

IRL Long Dark The old bear is a local legend where i live

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26 Upvotes

I just learned of a big old grizzly that roams near where i just moved in in great northern Canada his name is the beast and he’s been hit by a train sometime in the past and survived it. It was also told that he had a tracking collar on him from parks Canada….that he tore off, he roams around where i live and he’s often seen just minding his own business and also that he’s HIGHLY aggressive


r/thelongdark 14h ago

Short video clip posting the long dark vistas until Blackfrost release day 154

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187 Upvotes

r/thelongdark 10h ago

Gameplay Blind playthrough, Day 100

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51 Upvotes

Shortly after buying and trying the game I knew how I wanted to play it - blind, but with a good understanding of the mechanics. I had only seen Mystery Lake at the time that I had this realisation so I decided to stay there and learn the mechanics. I played several games on Voyager and several more on Stalker, always starting in ML, each time deleting my save once ML was fully explored. I learned what I could from Reddit and the wiki, being careful to avoid information about the world. I know timberwolves are in the game but I don't know where (except, presumably, Timberwolf Mountain). I know there are 9 prepper caches and six are empty, but I only know the location of the one in ML. I know there are forges and ammunition workbenches out there somewhere but I don't know where. I did look up the location of the trader lock box and the garage in CH, as trade would be impossible without the former and very difficult without the latter.

Eventually, I was ready. Started in ML on Stalker and this time I wasn't going to stop. Objective: explore the whole island. I know you lopers think Stalker is easy mode, but it can be quite dangerous when you're caught in a blizzard in a place you've never been and you have no idea where shelter can be found! Exploration has been cautious and slow, but exciting.

Got half lucky half unlucky in ML. Prepper cache is stocked! I know from previous runs that I don't need it, but it sure makes things easier. Unfortunately, no Vaugn Rifle in the dam and NO FUCKING CLOTHES. Never had a run with so few damn clothes. No aviator cap in the camp office, no mulkins (or whatever they're called) in the trappers home. No leggings at all, no good shoes. Had to craft a wolfskin coat and deerskin boots and hope for the best.

At day 100 I'm doing much better. I've explored part of FM (close call there when I fell through the ice, luckily the weather was VERY warm by TLD standards), all of the ravine (great place to go when you have cabin fever), all of CH, all of BH, all of DP. Close calls include: several times getting caught in a blizzard and almost not finding the last shelter I noted; trying chemical boots to see if they let me walk through the electric water in the abandoned mine - no they fucking don't; walking straight into a bear who apparently likes to walk along one of the roads in CH; and Timberwolves. Just a few days ago I entered PV for the first time. I thought wow, this is easy mode. Nothing threatening here. Lots of loot. Nice weather. I walked straight into them. I didn't even have scent I was just too busy looking at the scenery. This whole time I have been carrying a single blue flare everywhere because I saw somewhere that Timberwolves don't like them. That flare saved my life. Well, that and the 40 revolver bullets I had on me.

I hope you enjoyed reading, and I hope you'll wish me luck for the next 100 days, and please DO NOT post tips or spoilers or locations of note. 🙏


r/thelongdark 21m ago

Gameplay Help.

Upvotes

I’m wanting to get back into The Long Dark but I’m not sure what challenge or goals I should try achieving. Can someone help me out? Btw I’m still a new player with around 100 hours or so in the game.


r/thelongdark 2h ago

Gameplay PSA: Meat Curing Box

6 Upvotes

Last night, as I'm playing Long Dark with my mom, I took a good number of jars of salt back to Mystery Lake from Coastal Highway. I figured it'd restock my curing box and let me get some dried meat for Pemmican Bars.

It was something close to 10lbs of Salt, when all was said and done, and I figured I'd have enough for one round of curing.

And then it hit 5.5lbs (2.5kg) left.

And all of the meat stalled at 66%.

I get to looking, and it turns out that curing stops with 2.5kg left in the box, even though it keeps eating away at the salt. There was no indication of this anywhere, it just... Stopped.

So tonight, as I prepare to leave out for Coastal Highway once again, I have a Travois and will bring back at least 4 bags of Salt once I get my next Trader mission.

Let this be a PSA to any who make a Salt Box: It's a wonderful piece of furniture, but it only uses ¾ of the total salt (17.63lbs/7.5kg) you can put into it.


r/thelongdark 1h ago

Discussion I think I won the jacket jackpot.

Upvotes

On Coastal Highway I found two Expedition Parka's one in the garage and the other in one in the neighboring area. What are the odds of that happening on Voyager?


r/thelongdark 16h ago

Discussion What are your pet peeves with this game?

48 Upvotes

I know the game isn't intended to be realistic, but sometimes I wonder why some more logical things we would do in a situation like this aren't a thing in the game.

For example, the tins of sardines, I understand they can give food poisoning because probably they are expired or something.

But why can't we lower the risk by, I dunno, fucking boil them of fry them? Or let us cook food with them! We don't have to eat them straight out of the can!

Also, it bothers me that, we are apparently the only person who ever thought of making a travois, or a transport designed for snow?

And, why nobody thought of getting a bicycle? I know cars were the better option before the flare, but I feel like it would make sense some people would have one for running around when you need to save gas.


r/thelongdark 55m ago

Glitch/Issue Really inconsistent frame times

Upvotes

Playing on 2.02, and have capped my fps to 60 through rtss. No matter what I do the frame times spike in the exact same intervals. Any advice?

Rx 9070, 5800x


r/thelongdark 13h ago

Discussion New Save

13 Upvotes

Am I the only one who starts off in Ash Canyon to check one bunker, get the crampons and technical backpack and possibly a moose hide, as moose always seem to spawn in Ash Canyon before hiking it to wherever you're gonna set up that save Lmao

Like what's usually your start and game plan?


r/thelongdark 5h ago

Let's Play Weird encounter. Bug?

3 Upvotes

So I played The Long Dark for more than 6 years, and something weird happened that I have never seen before (difficulty: interloper, platform PS5). 
I was in Timberwolf Mountain hunting the deer to the right of the mountaineer's hut. I know the bear can visit this place now. But instead I heard a cougar. Loud. I guess she was just on the other side of the hill. For me, it usually walks around near the wing of the plane. 
So I harvest the deer and make a quick run into the hut, with all the meat and guts. I place it all inside and close the door. The scent signal is gone. Important note: the roof is still not fixed. 
And while I chill in the house, I start hearing wolves. I check outside and see 2 wolves walking a bit from behind the hut (that's where I came from) in a straight line in direction of the hut. Really near. I thought they may be attracted to meet and guts on the floor, so I hid them in the shelf. And thought that they should be gone after I slept for 10 hours.
Spoiler. They weren't! 
In the morning, I light a torch, there is no wind. They were still in the same place. Walk near the wolves but not too close. I try to light a fire, but it flails. Torch in my hands is still burning. And 1 of the wolves charges me. Not caring for the torch at all! And I was at full health, fully rested, and fully fed. WTF. 
So I survive the first attack. This wolf runs off. I grab the torch, and the second charges me! I barely survive this attack and just run into the hut.
They both died a few hours later from blood loss. 
The main question. Why didn't they care about the torch? Why did they theoretically stop only for a proper fire? Why were these 2 wolfs where behind the hut? It was not their route at all. They should have come from the lake in front. Why were they not moving from the spot? 
Did something like this happen to any of you? If yes, what do you usually do in this situation?


r/thelongdark 11h ago

Glitch/Issue Can't Place Workbench

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7 Upvotes

Reaching out my feelers to the whole community for help!

I've already reported this through the official support site, but I wanted to ask the community to find out if this was a known issue/bug and how to resolve it, if there's a quick fix - I searched and couldn't find any relevant results, either on here, or on the support site.

So, after 3000+ hours in survival not trying to get into the more "advanced" systems like the crafting system, I finally survived long enough to feel comfortable with attempting it. So, I tear down the workbench in the Broken Railroad warehouse, gather the cedar, build the Furniture Workbench, place it, get more cedar, build the regular replacement Workbench. Then, I go into the Furniture Workbench's Container to "deploy" the workbench, and when I do that, it brings me back to the Safehouse Customization screen as if it wants me to place the workbench somewhere. Great!

The only problem is - there's no workbench to place. I have the interface, but see no "red" or "green" workbench to place anywhere! I click anywhere onscreen, and it makes the "plop" noise as if I had placed it, but it's not anywhere. Then, when I go to check the Furniture Workbench container - it's back in there!

Please see the video below, and ignore the audio, my mic was bad and I was just saying what I wrote here already.

So... is this a known bug/quirk? If so, is there a workaround, or do I need to wait for support to get back to me to resolve it!


r/thelongdark 1d ago

Gameplay Hopeless Rescue done, without coffee!

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226 Upvotes

It wasn't the first time I attempted it, but I didn't have much luck with wildlife spawns and weather during my other tries. A lot of guides online advise to look for coffee, but I didn't find any before basically hitting CH, so literally the end (lol). And I was surprised to know it's perfectly doable without even if you gotta time carefully your rest!

I completed it in 4 days 13 hours, which isn't as bad as I thought! The "always keep walking" tip was indeed the best advice, since walking doesn't drain your meter as much as running. Here's the route I took, with the little misfortunes along the way.

- Day 1: Trip from Hunter's Cabin to Molly's Farm in one go. I only stopped to loot Camp's Office, Carter Hydro Dam and Pensive Pond. Cooked a bunch of stuff on the six stoves, mended some clothes, then spent the night there.

- Day 2: Molly's Farm to Deer Clearing. Walked through the plane crash, onto the Bunker by TWM rope to take a quick nap against the cold. Fog sadly went up, causing me to take detours to avoid the wolves in Crystal Lake and a break in Mountaineer's Hut. Sadly one of the wolves by the rope to Deer Clearing jumped at my throat despite me firing the gun, leaving me seriously bleeding. I use a flare to scare the wolf and climb the rope, painfully dragging myself to the cave to patch my wounds and treat the infection. Luckily, I survived that and spent my night there.

- Day 3: Conquering the summit. The weather cleared a bit, but it wasn't that good. I take the usual route to the summit, and avoid the first wolf at the summit to avoid being caught off guard again. Little did I know there was a second wolf hiding in the tail section that absolutely attacked me too, while I was still recovering from my first attack. This time I draw the hatchet and manage to repel the wolf, but the bleeding forced me to abandon looting the summit. I only take the flare gun and find refuge in the small area with the corpse beneath. Fog doesn't go away, so I have to sleep there and pray not to freeze to death.

- Day 4: Summit to some cabin in CH. I wake up early and almost freezing, then mountain goat down the path and return to PV easily. Luckily the fog finally clears on the way. I have a break in Mountaineer's Hut and then the Bunker again. I avoid wolves on the way to the mine quite easily and go down the path to one of the cabins in CH. It's already dark, so I loot the place and go to sleep.

- Final hours: Cabin to Lighthouse. That was quite straightforward from here. I only stop at one or two houses around Quonset's Garage to refill my water, before going for the final stretch. Luckily I was packed with flares so I avoided the wolves in CrH and shot to scare the one blocking the way to the lighthouse. I used my flare gun in the middle of the night, marking the end of the adventure!

That was a fun challenge! (Except for the two wolves who threatened to kill my run but I still made it, at least I didn't get mauled by a bear nor stomped by a moose). TWM was definitively the trickiest part because the weather was horribly foggy and made it hard to see predators. I wonder how I could have worked it if I had coffee!

Which is your personal record on this challenge? Did you use any coffee, stims or Go drinks or just, walked it?


r/thelongdark 1d ago

Short video clip Just about shit my pants

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161 Upvotes

r/thelongdark 2h ago

Discussion Frozen Ship

0 Upvotes

I need someone from this group to buy Frozen Ship on Steam and report back if it's just as good as TLD. I don't trust any other reviews.


r/thelongdark 16h ago

SPOILERS Survival Old bear - The Hunted, Part Two Spoiler

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13 Upvotes

After a few attempts to kill the old bear regularly, I had to try something. Obviously using the console.


r/thelongdark 1d ago

Short video clip Bonk

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62 Upvotes

r/thelongdark 23h ago

Discussion Ok Interlopers, I see you

35 Upvotes

I posted the other day and asked for advice for starting interloper and got some really great advice(I am a voyageur veteran 🦉). So far I've died twice. 1st run I got to day 4. I started in DP, but couldn't find any tools except 2 pry bars, a bedroll, and a lantern, and I made it all the way to CH and was exploring jackrabbit island. I died from food poisoning from straight chowing on raw rabbit to stop dying from starvation and I was going to counteract it with my prepared reishi. The problem was I had not made the tea yet and was going to make it afterwards while trying to wait out a blizzard in the cabin. But I left my recycled cans on a campfire near the watchtower. So in a mad sprint across the ice, I made it halfway up the hill before succumbing to the snow.

My 2nd run death is way more dumb. I survived 7 days from AC to PV (barely). AC started off alright, I found matches in anglers den and I felt really good. I gathered some wood and made a fuckload of torches and set off to get the backpack. No real trouble, it's just cold. Spent a couple days there but didn't find anything except a pry bar, some food here and there. I did find the memento for the box of fish which came in really handy. I spent 4 days there then headed to the mountain. Got to mountaineers and 2 wolves followed me and decided to just hang out right next to the door all night. The next day I found the hammer in the fishing hit which was a big morale booster. I wanted to try to make a run at the so I went through the cave and realized I didn't have any place to rest on the mountain because I hadn't found a bedroll yet. So I decided to head to PV. Got some good rest and was full of cattails and rabbits. I made it all the way down the rope and got inside the little abandoned house next to the bunker. I was lighting a fire and all of a sudden a wolf was right behind me, even with a lit torch, and took me down instantly, even with about 70% condition.

This difficulty is not for the faint of heart, even for someone who has 1700 hours in the game. It really makes me think of the show Alone, which I enjoy. I'm gonna keep trying at it, I think little milestones are important and I really appreciate everyone's advice.

But for now I'm gonna take a break and finish up the challenges.

Cheers survivors.


r/thelongdark 1d ago

Advice Is Spelunker's Lantern brighter than Storm Lantern?

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77 Upvotes

All sources say that Spelunker's Lantern is more fuel efficient but is dimmer:

Look at my two first screenshots, in the cave. Same position, same angle, and the Spelunker's Lantern is clearly brighter.

Is it because of time of day? Or because it's a cave?

On the two screenshots outside it's clear that Storm Lantern is brighter and has bigger radius. But it's almost sun rise - I slept between the first and second pair of screenshots.


r/thelongdark 11h ago

Discussion additional challenge modes?

3 Upvotes

I’d love to see some more of the official challenges added, what are some ideas of ones that could be implemented?


r/thelongdark 1d ago

Discussion Food storage is an inexplicably underutilized design space

83 Upvotes

Title. For a game that includes fifty mechanics related to wind, TLD’s utter disregard for such a fundamental part of wilderness survival has always struck me as odd. Especially because it seems like it’d be so easy to improve upon.

- Meat stored in piles outside should attract scavengers. If you don’t want players abusing this mechanic to bait animals into walking right up to their base, then just have it only occur when the player isn’t around. Explain it in-game as being due to unseen foxes, rodents, etc. that otherwise avoid you.

- Needing to protect stored meat would add a much-needed puzzle to the midgame. Right now, once you’ve got weapons, you can just go hunting once a week or so and easily survive hundreds of days on any difficulty below Interloper. Survival is solved. The only puzzle left to solve is my own IRL boredom. Make me painstakingly hang my meat from trees. Or smoke it. Make jerky. Can it. Anything to make it so the ideal strategy isn’t to just sit on my porch cooking from day 25 to infinity.

- Craftable storage solutions that decay over time would add variety to the gameplay loop.

- The ability to cure/smoke/dry/preserve meat would make long journeys a goal that you need to prepare for. Right now, traveling is just something that will always suck and is never necessary, so you don’t so much work up to it as you just bite the bullet and leave safety behind once you get bored.

Am I missing something? Admittedly, I’m a casual player who never watches streamers or uses Discord or forums. Why are the devs so uninterested in this design space?


r/thelongdark 1d ago

Short video clip posting the long dark vistas until Blackfrost release day 153

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157 Upvotes

what da bear doin? 🐻