r/thelongdark Apr 08 '26

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

130 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 5h ago

Gameplay I did it

Post image
72 Upvotes

I finally did it. Always been a voyager player. Dabbled in stalker. Never interloper (except for the achievement). This was easily the hardest thing I've done in this game. Going from voyager to misery was one of the most brutal things I've done. I tried nearly 20 different runs before finally getting it. And even then, I barely got it. I was hanging on by a thread there at the end and got lucky that a deer and wolf spawned close enough together that I had a free meal for the rest of the run. Thinking I might start playing interloper or maybe just misery. The challenge is addicting

Also, if anyone's wondering my strat (simplified version) was:

Spawn --> birch forest --> town --> barn --> farm --> signal hill --> ML transition (make sure to grab lots of coal)

Collected as many plants/rabbits/sticks as possible in between while also looting

After getting to ML

Dam --> office --> Trappers cabin

Went back and forth collecting sticks/rabbits/cat tails/bird (idk how to spell it) and did a lot of cooking

Decided to head to CH on a whim

Barely made it

Found hacksaw

Made a bunch of fishing hooks with the guts from the rabbits + metal from salvaging

Based in the Quonset Garage and alternated between fishing and baiting wolves into killing deer

Never made a bow. Never made animal clothing.

This is absolutely NOT a fool proof strategy and i know there are WAY better ways, I just couldn't be asked to go through all the regions for forging so I played it safe and used the game knowledge I know and after many tries, i finally got it. My biggest tip to someone starting misery would be to get comfortable being low health and cold all the time. Its just going to happen


r/thelongdark 8h ago

Short video clip posting the long dark vistas until Blackfrost release day 155

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87 Upvotes

r/thelongdark 9h ago

Short video clip Whoops

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39 Upvotes

Was just trying to scare the little guy


r/thelongdark 3h ago

Discussion I'm stuck on day 18 and feel no interest in the game.

9 Upvotes

Hey there, I am kind of looking for a piece of advice. It is now 18 days in my world (Stalker), and I hava little to no motivation to do anything. I mean, I have lots of food, all the clothing/tools I may need, the logical thing to do would be to just stay at home. Any of you guys hit this wall. I've quit the game a year ago for the same reason. It feels like after a certain moment exploring is no longer needed. Just kill a dear every 3-4 days and your are fine


r/thelongdark 18h ago

Gameplay I actually did it!

120 Upvotes

Years of playing, countless runs, 1,983 hours on steam. And I finally got it! I was heading to the summit on my newest stalker run, saw a rabbit and thought "Eh, why not, I've tried to get this achievement so many times, what's the harm in tossing a stone at that rabbit over there?" And i actually did it!!!!


r/thelongdark 12h ago

Glitch/Issue PLEASE HELP

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34 Upvotes

The only damn weapon I have is my flair gun, and for some reason its ads is broken, somebody tell me what's going on/how to fix it 😭


r/thelongdark 3h ago

Let's Play The Bleak Inlet Expedition - Also Cougar question.

6 Upvotes

Currently on day 220 something in Interloper (longest run so far), and I'm currently on a mission to find all the bunkers from the tales in lower great bear.

Turns out I explored most of Lower Great Bear so far into my game, except Bleak Inlet, since I never needed to. But now one of the bunkers is hidden in that region, so knowing of the weather and roaming timberwolves, I prepared an extensive expedition; from my safehouse in the mystery lake cabin and Forlorn forge, I forged spare tools, 2 dozen arrow heads, I even brought the body armor back which I had left in Mountain town from my first cougar kill months prior, with the idea of setting up a proper base in the Cannery, from which I would not only seek the bunker, but properly scour the region as I hadn't done so far and hoard extra supplies in case of anything.

And what a challenge it was. Timberwolves that don't die from arrows immediately tend to run away with them, so after a while I had to frustratingly retreat to craft new arrows. Region is freezing cold and too windy to use torches to stay warm, making long travels risky.

And above all, the main problem is that a cougar's territory was right above the bunker which I knew from a previous game on Stalker, was underneath its paws. And I'm not waiting for an aurora to face him since he'll be extra tough, best to deal with him first in broad daylight.

So after painstakingly scouring the whole region, finding the vista, and setting everything up, I was ready. I killed 2 cougars before, one time completely unexpectedly, so if I'm prepped with body armor even, should be fine, right?

Well I get to its territory, it's bright in the afternoon, and two things happen; a blizzard, within seconds, no build up whatsoever. And as I hear the charging growl, I also realize I completely forgot to stock up on bandages and antiseptic. Too late now, the cougar attacks.

3 charges, I land an arrow each time, but he still strikes. Thankfully I'm armored up to 90% damage reduction. But on the 4th charge, even though I land another shot, he jumps me. Big struggle, deep lacerations, clothes all torn up, and I wake up in the blinding blizzard with hypothermia risk, half my condition redded out, and completely out of stamina. Pissed at my resolve, the cougar charges one last time and I can't even see him. By some miracle I turn at the last second, and shoot him for the last time.

With the cougar defeated, the way to the bunker is open, but it's still afternoon, and I'm a wreck. I resolve to hide in a nearby cave, patch myself up. I only had 1 bandage, though thankfully no blood loss, just infection risk, for which I had just enough antiseptic to deal with. I decided to hunker down in the cave and hope the storm calms down, the way to the bunker opens with an aurora the very night, and I either find the critical meds I need in there before the wounds open up again, or immediately retreat back to Mystery Lake after searching the bunker before the wounds open up again.

The night passes, the blizzard doesn't stop, the aurora never happens. It's so freezing I can't even risk harvesting the cougar for the hide or the claw.

I look at the map, 2 new cougars spawned; one by the lake near the cannery, the other down by the rope climb. I had the meds in the cannery, but now I either have to fight through another cougar to get to them, or circle around to the edge of the map, risk hypothermia in the process and more timberwolves. I can't wait for another aurora before the wounds open up and I have nothing to deal with them, so I had no choice but to retreat back to Forlorn. I was hoping to find clothes in Forlorn to craft bandages, but I stripped the region clean. So I went back to the Mystery Lake cabin.

Here I decided to wait for the lacerations to heal, craft new arrows, repair my clothes, with the idea that once I've fully recovered and restocked, I can head back to the cave to Bleak Inlet, and wait for another aurora to FINALLY get to the bunker. All told, my expedition in Bleak Inlet + retreats and resupply is lasting a full month.

But now I also looked up online and it says if you leave the region completely, the cougar can respawn in 5 DAYS. If I'm not on the 5th day since retreating, I'm likely on the 5th right now. So basically once I head back, even recovered and resupplied, I might have to fight him AGAIN. Which if I get jumped again, even if I supply with meds properly this time, could still risk me getting killed.

Just wanted to share my story thus far. Anyone can confirm the 5 day respawn?


r/thelongdark 23h ago

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

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209 Upvotes

RIP buddy.


r/thelongdark 27m ago

Discussion The definitive guide to bases with see-through windows: Find your forever home

Upvotes

In my opinion, the best bases in the Long Dark have windows you can see through. The atmosphere of this game is taken to another level when you can chill inside and both hear AND see the weather. You better can plan your adventures without leaving the comfort of home.

With that being said, I have been struggling with what I would consider the best of these options. “Best” may be subjective due to the difficulty you’re playing on, available resources, vibes/aesthetics, etc.

For this guide, I’m going to take the perspective of a Pilgrim player. We are not worried about predators here. The following is my review of these types of bases in a world where there is little to no danger.

Ash Canyon: N/A

Timberwolf Mountain: This is an easy one. The Mountaineer’s Hut is iconic for a reason. You can see outside through the hole in the door, as well as a small window. It’s a small base, but extremely effective. There is a cool little hatch in the floor perfect for storing wood or other supplies. There is a 2 burner fireplace inside (which is rare for see through-window bases, we’ll get to that). There is still room for decoration and design opportunities. A fishing hut literally right outside the front door. Plentiful sticks and wood surrounding the cabin. Plentiful animal spawns. A gorgeous view of the mountain. This is an amazing place to call home. The downside is the distance from trader, forge, and milling machine (if you’re in to those gameplay elements). If you’re not, and you just want to survive in a remote place for a while, you would be hard pressed to find a better option that checks all the boxes. Pleasant Valley is pretty close to bring back any other supplies you want. Ash Canyon js too, but much more scarce building-wise than PV.

Desolation Point: Honorable mention is the Lighthouse. You can get on top of it and see the surrounding area for some absolutely gorgeous views, especially during an aurora. However, this requires a loading screen to access the outside, even though you’re still technically “in” the lighthouse itself. I won’t get into this one too much. Another iconic Long Dark location and a really cool place to live. Beachcombing available. Forge available. It has everything you could need. Ultimately you still have to deal with loading screens but it deserves a nod.

Coastal Highway, Bleak Inlet, and Mystery Lake:
The Fire lookout towers. If you don’t mind the trek every time you leave and come back, the towers have immaculate views and vibes. Mystery Lake tower is special because it has a 2 burner stove, while the others have a potbelly. The most efficient might be Coastal Highway. You can get down the ropes pretty quickly to access everything CH has to offer, which we all know is probably the best area in the game as a whole. Bleak Inlet is also fairly accessible down a rope climb to fishing and the cannery. Mystery Lake has the longest trek but arguably feels the coolest due to this, and the 2 burner stove is a plus. They are small spaces but still decoration and design opportunities. Being inside one of these with a fire going in a blizzard is so incredibly cozy.

Pleasant Valley: N/A

Broken Railroad: N/A (the maintenance shed is too “wide open” for my taste, not really a cozy place to watch outside)

Blackrock: Just my opinion, but Bricklayer’s retreat feels like a worse version of the Mountaineer’s Hut. I’ve only been here briefly, so I can’t review this too well, I’m sorry. I know a lot of people enjoy it, so definitely check it out for yourself. But with how out of the way Blackrock is, and Timberwolf Mountain is already out of the way too, the mountaineers hut seems way cooler to me.

Also in Blackrock is the warden’s office and various prison rooms with windows. Pretty sweet spot if you can make it work. The prison is a little overwhelming for me to call home, but it does indeed have the glass windows and could make for some very interesting design opportunities if you’re willing to put in the effort.

Forlorn Muskeg: N/A

Milton Town: N/A

Hushed River Valley: N/A

Transfer Pass: We are getting into the Far Territories and the see-through windows shine here. Vacant Depot is such a cool-looking base as an old train station. It has a nice looking 2 burner fireplace between bookshelves for those cozy nights watching blizzards. It is a step up in terms of space compared to the previously mentioned bases so more room for decorations. There is an abundance of resources here… except for fishing. Fishing is going to be very challenging if you’re not further into the far territories or willing to journey for fishing trips. Other than that, it is a good hub location to go to the other regions. And it’s pictured on the Survival Home Screen with some cool design inspirations!

ZOC: There is a lot of hesitancy about living in this region and that is fair. However, we aren’t worried about predators and we can walk around the poison clouds. The Idle Camp is a really interesting base opportunity. The main mess hall you can see outside and it is the biggest see-through base space wise. Even more, it has a 6 burner stove, the only one of these bases with that much cooking opportunity. Good layout to put in a lot of decorations and storage space. You can even use the other 2 cabins for additional storage space, or live in those if you want. There are resources around, but fishing is again a bit of a journey to the other end of the map past the pipeline. This is also probably the worst views of any option, which is disappointing considering the size and stove. Ultimately, if you value customization and decorating the most, you have the best available space here if you want to sacrifice what I mentioned.

Forsaken Airfield: This region is the holy grail of see-through bases. First, let’s mention the air control tower. I don’t see it discussed much but what a cool home this could be. Great views especially when the aurora lights up the airfield. You also have the building beside it with all the luggage. Which now as I’m typing this also has a lot of space for decorating. It could rival Idle Camp in this regard. Lots of storage opportunities between these buildings, not to mention the forge is right next door and decent resources around.

The mindful cabin at the very top of the region. Mindful indeed! Amazing place for reflection and contemplation. Jaw dropping views. Extremely remote, and a bit of a climb or hike for fishing, but decent hunting around and lots of wood. It’s a little on the small side, but I’m a sucker for A-frames and it would be a nice little retirement spot if you work to decorate and lug everything up there. However, it is inferior to the last base on our list, in my opinion, in pretty much every way.

Drift Island Cottage. My all time favorite along Dark base. Secluded on its own island with 2 fishing huts close by, and easy to navigate from in blizzards. The dock and cove walking up to the base is really cool as your “driveway”. A moose spawns right there in the cove. There are rabbits and ptarmigan right outside the cottage. There is a cool little 3-walled shed with a workbench and a place to put a fire that is almost entirely wind proof. The cabin itself has a wrap around porch, you can walk right on the deck for some breathtaking views. I even placed a coffee cup on the railing that I never drink, I just leave it there for the aesthetic of enjoying coffee on the porch. The inside of the cabin is small, but still enough storage and decorating opportunities to really liven it up. I love looking through the windows standing at the kitchen sink. There is only a pot belly stove here, but it is still extremely cozy with a fire going while the wind howls and the snow blows. I am currently living here in my 1000 day playthrough and couldn’t be happier. Every time I leave, especially for long adventures, I can’t wait to come back home with all of my goodies.

Sundered Pass: N/A (mentioned below)

I hope this helped some people find what they are looking for. There are some places like the cannery/maintenance shed with outside beds and broken walls or open concepts. Not a big fan of these. The weather station is insanely cool, and you technically have the garage and radar building that are open to see outside, but it doesn’t have the same feel for me as the glass windows enclosed all around.

If I’m missing anything, please let me know. Thanks and good luck on all of your journeys. Have fun and best wishes in finding your forever home!!!


r/thelongdark 7h ago

Gameplay Misery mode day 12, this game is not treating me well

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10 Upvotes

Just got cabin fever, not sure what to do now as the temperature sits around -40 and -30 on a good day, and I haven’t been able to find any good clothes. Currently in mystery lake trying to survive, but there aren’t many sources of food that haven’t already been found 🥲


r/thelongdark 16h ago

SPOILERS - Ep5 Just Finished TLD Chapter 5 & Am Crashing Out Spoiler

32 Upvotes

I started playing TLD in 2023. I caught up very quickly with everyone, and bought the DLC as well. I waited with everyone else for the final chapter and have super mixed feelings on a lot of it. Let's start with the good.

I really loved the new mechanics introduced in Chapter 5- despite having to replay the choo-choo train segment a few times bc I kept overusing coal for the achievement, that part was actually a lot of fun since we haven't had any sort of vehicle in the game thus far. Although I was annoyed af during the timed segments (moving between substations, and defeating the cougar), it provided a much needed challenge at the end of what was a pretty linear chapter compared to those we've had.

But man, the very lengthy explanation of what the meaning of Wintermute actually WAS was a bit convoluted and didn't make much sense. Atwood, despite losing her reputation and basing the vast majority of her studies around the aurora and the geothermal goings on seemed like she had no idea wtf Mackenzie was talking about when he first brought it up, and then went into such a long and somewhat dull monologue that my controller timed out.

The graphics and imagery during that part were cool, but I really wish that the information given- that we are likely at the start of a potentially 400 year apocalypse, was delivered in a different way. It felt "off".

My huge gripe though was the ending. We have two people who faced past trauma together, but are clearly still in love, and are constantly moving apart, then closer together, and then finally they are able to connect and safely go to the Suzuki Tower just for Mackenzie to be like "Lemme just go record a quick message while I am completely unarmed and a bunch of murderous convicts are traipsing around trying to murder us."

There couldn't have been a better time to do that? Maybe snatch up some of your buddy Jerry's weapons, of which he had a few? That was very frustrating, especially after playing as Mackenzie for years, in a game where every little choice you make can end things for you. It seemed like a lot of dumb choices were made by our heroes in this chapter.

And to have Mathis parade Mackenzie up to the tower just to have this big scene where Mackenzie does one final act of sacrifice for the ones he loves? Logically there were several moments that Mathis no longer had the knife up to his throat, and you better believe someone like Jeremiah who faced a gynormous bear and lived to tell the tale wouldn't let some idiot like Mathis live through that. He had a clear shot several times. Most of those convicts had been discretely talking about getting away from Mathis since Chapter 4 and 5 bc he constantly makes these narcissistic decisions and doesn't care if they get killed in the process.

It would've been WAY more satisfying if their humanity prevailed over their blind loyalty, and they took Mathis out from behind, freeing Mackenzie who then pleads to let them into the facility.

I mean, I could think of so many better scenarios this chapter could have ended. Why would Mathis have humored Mackenzie to go trek out to bury Greymother?? I was really touched by that scene, but if we are staying true to Mathis's character he would've taken Mack out right when that facility door closed.

I am just frustrated that after so many years of working towards bringing Astrid and Mackenzie together that they get a whole 5 minutes or less together before they are ripped apart by dumb decisions that weren't necessary to the storyline. After investing so much time and emotion into playing The Long Dark, I felt like we truly deserved a good ending for them, despite the world not having a good ending whatsoever. Like a "despite the world ending, it will end with us together."

I got emotional when I saw Molly and Jermeiah had crawled out of their isolated holes bc both Astrid and Mackenzie had brought them back from the brink with their care for the everyman. Both of their lives were touched when Astrid and Mackenzie entered them, and it was very nice. But to have the ending be what it was right after all that was really a bummer and I will be stewing on that for a bit.

Will it stop me from going for game completion in survival and playing the dlc I put down for a bit? No. But it feels like a bit of a let down after such a long build up towards chapter 5.


r/thelongdark 21h ago

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

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82 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 1d ago

Discussion Copia de the long dark?

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109 Upvotes

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


r/thelongdark 15h ago

Glitch/Issue Forlorn muskeg cache

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20 Upvotes

Anyone help me with this memento cache. I’ve looked everywhere.

Edit: found it thanks for the help.


r/thelongdark 4h ago

Gameplay lost in sundered pass cave

2 Upvotes

it sounds like this is a common problem, but unfortunately none of the previous posts I looked at were able to help me find a way out.

I completed the 5th Last Horizon objective and started to climb down. I goated down a path and got a bit lost. I ended up finding a cave entrance which I think was probably cave entrance D. I seem to keep going in circles but the cave system map I looked at didn't seem to help. If anyone has any tips on ho to get out of this maze it would be really appreciated!

Edit: the place where I entered the cave had a burned out campfire and a short hallway leading to a rope dropping down.


r/thelongdark 34m ago

Advice Expansion

Upvotes

I've been running without Far Territories and I plan on downloading it soon, am I going to have to start a new run or will my save file be able to make the jump?


r/thelongdark 6h ago

Discussion a wee conundrum

4 Upvotes

Just curious for some takes of what to do in my situation: I am standing in the No. 3 mine starving getting ready to bail on DP back to CH and I just realized that I appear to have dropped my rifle the last time I was attacked by a bear up by the bear cave at the other end of the region. I have only explored ML, CH, and DP so far (and the connector regions, kind of.) My question is, given the situation (no food on hand except for some natural remedies, tea, and coffee, and a few wolf carcasses scattered across the landscape in various states of harvest) would you go back for the rifle? for further context I have a bow with 1 real arrow left, a fairly well-ammo'd revolver, and the flare gun with a few shells. I tagged the bear that attacked me with an arrow but have not confirmed it dead and there is a moose in the region that could also wreck my s***. What would YOU do?


r/thelongdark 1d ago

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

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218 Upvotes

r/thelongdark 9h ago

Advice does your backpack disappear after a while if you cheat death?

2 Upvotes

i have a lot of stuff a died because one of those electrical storms or whatever set off a wire i was on while i was away for a moment and forgot to pause, i'm relatively new this is the farthest i've gotten and i'm playing on pilgrim

edit: if anyone knows any promising spot to find a hacksaw near the ravine, dam or costal highway that would be appreciated to know i died trying to get one


r/thelongdark 20h ago

Gameplay PSA: Meat Curing Box

15 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 1d ago

Gameplay Blind playthrough, Day 100

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59 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 13h ago

Modding Aim toggle mod?

2 Upvotes

I'm dealing with an old mouse that is having issues holding it's buttons, and it's making me unscope in critical moments.

This could be solved by simply making aiming a toggle instead of holding.

Kinda wish there was something similar to the bow, aiming instead with right click and shoot with left click.


r/thelongdark 20h ago

Discussion I think I won the jacket jackpot.

8 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?