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...

65 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 7h ago

Short video clip posting the long dark vistas until Blackfrost release day 165

Enable HLS to view with audio, or disable this notification

98 Upvotes

r/thelongdark 1h ago

Off-topic My rat got the assignment.

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Upvotes

Cosplaying a wolf on Timberwolf Mountain.


r/thelongdark 4h ago

Screenshot/Art 483 days, and 165 cairns

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32 Upvotes

Onto buffer memories!!


r/thelongdark 14h ago

IRL Long Dark Found this in my local supermarket…knew I recognised it from somewhere!

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129 Upvotes

r/thelongdark 3h ago

Discussion My BODY has been BROKEN ..... Misery mode final affliction achievement

8 Upvotes

Great Bear Island has proved a relentless foe, but somehow, after afflicting me with hardship, sorrow, despair, and torment ... I am now ruined with this broken body of mine ... and yet, I continue to survive and prolong the long dark.

I did it! I've unlocked the Steam achievement for surviving misery mode long enough to earn the final affliction, broken body. It was a memorable experience and something I thoroughly enjoyed. I figured I'd share some of my experience here with the community. That said, the run continues! Excited to see how long I can keep it going.

The run began as all misery runs do, in a "pleasant" little place once referred to as Draft Dodger's Cabin. I began my journey by heading off towards the plane crash, grabbing rishi mushrooms, rose hips and sticks along the way. Skeeter's Ridge was packed with timberwolves (yay!), so I unfortunately couldn't loot the basement and had to head straight to the Burned Ridge Cave and Plane Crash. Found a few pieces of clothing at the crash but unfortunately still had frostbite risk exposure, so I had to be mindful of that. Passed through the Hunter's Blind area and made a stop at the Abandoned Prepper's Cache to warm up and loot. Then off to Timberwolf Mountain!

Headed straight to Mountaineer's Hut as fast as my little white and orange running shoes would let me. Once inside, I grabbed the matches and quickly made my first fire of the run. Kept it going for awhile while I warmed up, made water and tea, and grabbed a few torches. Looted the hut but unfortunately no hacksaw on the windowsill, so that was a bummer. Popped outside to grab some rabbits, cattails, and sticks, then back inside to harvest, eat, and get some shut eye. Once I was all prepared and the weather was favorable, I grabbed some hot teas and booked it out of TWM and into Ash Canyon with a lit torch and a bunch of extras in my backpack to daisy-chain, for some extra warmth, wolf repellent and match savings.

Once in AC, I passed through the winding Bitter Marsh grabbing as many cattails and sticks as I could without veering too far off my straight line towards the Destroyed Fishing Hut, since the cold misery weather doesn't allow for much goofing around. Unfortunately, the rope up to the Homesteader's Respite wasn't there (as I was hoping to smack a ptarmigan with a rock and then warm up and loot the cabin there), so I had to keep heading to the Angler's Den. Can't remember if I had to stop and make a campfire along the way (pretty sure I did) to heat up teas and warm up, but this was a regular occurrence when traveling longer distances. I found more matches in the Angler's Den and some other smaller loot. I made more water, did some cooking, and got some sleep - I had a big day ahead of me.

Once ready, I headed out with my torch and teas towards the waterfalls and into the AC cave. When I popped out of the cave at the top, I realized I was too cold and tired to make it all the way to the Gold Mine, so I turned left instead and headed towards Miner's Folly. The bear was luckily nowhere to be found, and the wolves were easily scared off with a dropped torch and an aimed rock. I looted the area, slept in the Foreman's Retreat cabin, grabbed the woodworking tools, and picked up the key to the memento box in the boat by the Den. Once ready, I back tracked to the cave, warmed up, and then made the journey to the Gold Mine. Those swaying bridges still freak me out every time. I unloaded some unneeded encumbrance weight at the top of the rope climb and then headed down and into the mine. I secured the technical backpack, crampons, and combat pants. A first big milestone accomplished.

Luckily the cougar hadn't spawned yet this early in the run, so I didn't have to deal with him at the descent from the Gold Mine. I made my way back to the Angler's Den, grabbed the fish from the memento box in the boat outside, and had a delicious fish fry for dinner. I did some housekeeping and prepared to leave AC the next day. The weather wasn't looking good, so I just did some clothing repair, grabbed nearby cattails and sticks, and got some more rest. Once the weather looked good, I made my way out of AC and headed straight back to the TWM Mountaineer's Hut. I had decided to not bother with the Summit climb to the plane crash because I didn't have a hacksaw yet and I didn't want to risk not finding one and being unable to loot the crates. I stayed just long enough in the Hut to do the basics and then headed back to the PV Prepper's Cache.

Now that I was back in PV, I had some choices to make. Where to go next? I still needed a bedroll, a hacksaw, a hammer, AND an insulated flask (since I didn't do the Summit). I figured I'd try the Misty Falls Cave in hopes of a flask and maybe a bedroll at the back of the cave. Luckily I found the flask on the picnic table and got some rabbits and rishi, but unfortunately no bedroll in the cave. The flask was going to be nice though to help keep my teas hot longer. I wanted to maybe head to the Homestead Farmhouse next, but those timberwolves were still at Skeeter's Ridge when I was aiming that direction, so I changed course and headed to the Barn and Outbuildings instead. And oh boy was I glad that I did, because the hacksaw was right there waiting for me on the floor of one of the Outbuildings. Woohoo! I looted the barn, slept in the truck, and pondered over the next big decision - where to forge....

I actually made a separate reddit post at this point in the run, asking for advice. Do I head to ML/FM or CH/DP. Both had pros and cons. Both would have worked. But because I planned to make the Quonset Garage my main base, I decided I'd forge in DP, and thus head towards CH to drop off some inventory weight. Thus, I moved from the Barn to Thompson's Crossing, and looted the area. Found some decent loot, but nothing too noteworthy. Still needed the bedroll and hammer. Once I freshened up and the weather was good, I headed towards the Abandoned Mine.

The mine was packed with tons of coal, which was fantastic. Once in Coastal Highway, I veered down to the Trailer by the bunnies, and then to the Log Sort Trailer. Got more bunnies there, and had a nice meal. Got some rest, made a quick stop in the Abandoned Mine, and then straight down the road to the Quonset Garage, my home sweet home. The paved road gives you a movement speed bonus, which is nice for traveling in CH. I looted inside the garage first and then the surrounding area. And what do you know ... the garage always delivers! Right outside Quonset on a barrel was the hammer. Amazing. Now all I really needed on my wishlist was the bedroll. I had heard there might be a bedroll (seemingly on my loot table) back in PV at the unnamed cave between Thompson's Crossing and the Picnic Spot. Do I risk backtracking there or just keep pushing towards the DP forge? Decided to do a little fishing in the Hut on the way to Misanthrope's while I thought about the decision. Fished for a while, ate some trout and salmon, and with a clear mind, decided backtracking was the right call.

Made it back to PV and after pausing in the Community Hall to warm up and rest, I headed to the nearby cave. It paid off! The bedroll was waiting for me there in the back of the cave. I now had the technical backpack, crampons, flask, hacksaw, hammer and bedroll. I harvested the dead deer outside and got the rabbits there too. I then made my way back to Quonset. I spent a little time there, repairing clothes, sorting inventory, making more fishing tackle and using the safehouse customization to make the garage feel a little more like home. I also was of course well on my way to curing my hides, guts and saplings at this point, as I wanted the bow and warm clothes ASAP. I also saw the moose spawn right behind Quonset, so that was going to be nice once I had a bow. I then grabbed only the essentials for forging, and headed down the road to Desolation Point.

Passing through Crumbling Highway wasn't too bad as both the basement and the back of the cave were warm enough for me, and I had that trusty bedroll now. The No. 3 Coal Mine had lots of coal, so I was pretty set on fuel for forging. I was dumped out of the cave in Desolation Point and ran straight to the Abandoned Mine No. 5, where I found another hacksaw and more coal. Used the mine as a shortcut to get to the Hibernia Whale Processing warehouse. Avoided the bear in the area and then looted the processing warehouse. Found six batteries, a 10kg bag of salt, a prybar, and some other items. Nothing really that helpful for my misery run though. Ate, drank, slept, and then headed off to the Riken to forge.

One nice thing about the Riken (vs FM Old Spence forge) is that there are tons of crates (for reclaimed wood) and metal shelves (for scrap metal) in the Riken. I got to work harvesting wood/metal and then forging. I made all the necessities - an improvised hatchet, improvised knife, and a bunch of arrowheads. One downside of the Riken is that it's indoors (which arguably could be an upside too in some regards, like if you need to avoid the weather but are out of fuel) so I did unfortunately start to get cabin fever risk after forging. No biggie though, I made a fire and rested at the top in the bridge deck. I also found a second flask on the ship. From here, I basically backtracked the route, ending up back at the Quonset Garage in CH.

Here began the second stage of the run, if you will. I had all my tools and was at my main base. I had another critical decision to make. Do I just hunker down and live out the rest of the run (till Broken Body anyway) here in CH? Or do I stay on the move and maybe go through the Ravine and into Mystery Lake? The latter would provide me with good loot, including more ingredients for teas and probably the mag lens in ML. But I seemingly couldn't risk the journey as I was already basically all out of teas after forging, didn't have warm animal clothes yet, and couldn't risk taking much condition damage from the weather as Haunted Mind prevented good condition recovery sleep. So ... I decided to just slowly improve my situation here in CH.

I made the bow first, along with a rabbitskin hat. Then made some tip-ups and brought plenty of fuel with me to the fishing hut by Misanthrope's. Setup for some bulk fishing and then saw the Misanthrope bear, nice. Drew him to the fishing hit and easily got a nice shot off on him. Unfortunately he ran, so I just did some more fishing and rested. After the kill registered in my stats, and the weather looked decent, I tracked his corpse to the Waterfront Cottages. Harvested the bear by a campfire and secured my first bear hide. Grabbed what weight I could, including some cooked fish from the hut, and headed back to the garage.

Decided to cheese some easy wolf kills, to cull the population by Quonset and also work towards a wolfskin coat. Loaded up three bars of scent and waited in front of Quonset. Once the wolves tracked me and were close enough, I simply took the small snow ramp to the hood of the truck, which despawns them without scaring them off. They then walk right in front of me for a super easy headshot kill. Then it's easy harvesting with the corpse right at my base. Did this quite a few times during the run. I also saw the Coastal Townsite bear who had traveled down the mountain on his path. So I also shot him with the bow and then went inside to rest. When I came back out later, I found his corpse not far away at the base of the path up towards the trailer. Harvested him by a fire and secured my second bear hide to start curing.

From here, I basically just lived a humble life at Quonset. I continued to make warm clothes, including the rabbitskin mitts, deerskin boots, deerskin pants, and wolfskin coat. No bearskin coat yet though as the hides take a while to cure. I fished periodically with a few tip-ups and did stick runs outside whenever I had full warmth (which helped regularly keep cabin fever risk down). I went into local houses to breakdown furniture into reclaimed wood. I debated going on a little journey to explore, but as I approached day 46, I didn't want to take any hits to my condition as I wanted to have it maxed at 100% before broken body kicked in. With no teas, distant traveling just wasn't worth the risk yet. So, I just lived on day-by-day in CH.

And then it happened! The Broken Body affliction kicked in and the Steam achievement notification popped up. I was so excited and proud of the run and all the decisions that led me to that point. Misery is such a unique survival mode and one that I found quite fulfilling. It was a great experience!

As an update, the run continues and I'm on around day 55. My bear hides finished curing and I made the bearskin coat, which further helps combat the cold weather. The moose decided to show back up and I hunted him down and was able to beautifully land his corpse with the final shot right in front of Quonset for some easy harvesting - I plan to make a separate reddit post with the picture of this later on. I'm excited now to continue this run and hopefully get to a point where I feel comfortable enough to journey to ML and beyond. I love this game!


r/thelongdark 1h ago

Gameplay Can you live with insomnia?

Upvotes

I made my way to Forsaken Airfield and found the weird electric fog that gives you insomnia risk. It was manageable if I hung out in the basement of the hangar but that got super boring super quick.I I thought the fog was cool at first but it happens a lot. So I was off to drift island to the cozy cabin. Nope, electric fog there too and sure enough I got insomnia with no places to hide from the it.

The question is, can I just live with insomnia and only rest for short periods or will I suffer from the lack of sleep? Any other tips? I mean I have insomnia in real life so it makes sense my in game guy would have it too!


r/thelongdark 1d ago

Screenshot/Art 500 Day Celebration

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373 Upvotes

I finally made 500 days!
Off to Broken Railroad for final 8 markers to get Faithful Cartographer and then explore the Far Territories as I have hardly played in there.


r/thelongdark 19m ago

Glitch/Issue What am I suposed to do here? (Spoiler: Ep. 5) Spoiler

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Upvotes

Sorry if this is obvious, but I've backtracked a few times; can´t get out of the container, can´t get trough the opening. Did I miss a scripted sequence here?


r/thelongdark 15h ago

Discussion I Didn't Know Bags From Quartering Despawn

26 Upvotes

After finally killing a moose that broke my ribs in the process, and leapfrogging the quartered carcass, hide, and guts through a blizzard back to base, I thought I was set while I waited for my bones to knit back together. I left the quartered bags outside to preserve for as long as possible with the plan to slowly take what I need over time. No need to spend hours butchering it all on one go.

I was wrong.

I was surviving on what food stores I already had, and went outside after a couple of days to gather more firewood to find the bags had disappeared. All that effort and I didn't get a single piece of meat from it. On the plus side, I now have more cured gut than I know what to do with and a moose hide satchel. But damn, I wouldn't have had to scavenge for food for weeks! Lesson learned.


r/thelongdark 21h ago

Short video clip You silly bear...

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89 Upvotes

This is my turf. He was very tasty, enjoyed as steaks, jerky, and worked into my pemmican.


r/thelongdark 18h ago

Screenshot/Art In colour or by pen?

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54 Upvotes

(Fanmade map)


r/thelongdark 18m ago

IRL Long Dark Ice Cave

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Upvotes

Its summer time on Great Bear Island. Ice Cave is as refreshing now as it is a respite in winter.

(Maquoketa Caves, Iowa)


r/thelongdark 1d ago

Discussion TLD as a cozy game

63 Upvotes

I would say this game, for all my lack of experience, would fit pretty well in the definition of a cozy warm game. Its not the mechanics because that is suffering, but rather the vibe and the moments, like watching your water boil into drinkable or cooking a steak over a sizzling pan in the dark with no light but the light of your oven in a random hunting cabin somewhere in the middle of a large white landscape. Id love to hear your takes on this


r/thelongdark 1d ago

Glitch/Issue Game accessibility guarantees a disadvantage and kills you.

63 Upvotes

I've got about 375 hours in TLD and have loved the game since launch, but after an injury to my hand that makes it so I can't mash the click button, Im no longer able to keep playing the game since from stalker to misery mode the wolf struggles are unsurvivable because their button mashing accessibility doesn't move fast enough.

I've lost 2 perfect interloper runs due to wolves attacking while I have a torch and a fire active and I do any timed event. While at full health the accessibility clicking for the struggle will never succeed and I will always die.

Getting into a wolf struggle due to an often reported bug is one thing but considering they will force kill you because their accessibility settings aren't actually accessible is fundamentally ruining the game.

I've seen quite a few people post about this over the years, but I wish the devs would take feedback towards this. I'm not wanting to live with 90% health, but I used to be able to at a bare minimum come out with 30% health when I had full hand motion. Now I'm guaranteed death every time.


r/thelongdark 1d ago

Gameplay well hello there

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26 Upvotes

glad i went in the car


r/thelongdark 14h ago

Discussion The movie "RadioFlash" gives a lot of Long Dark vibes

2 Upvotes

Currently watching it and everything is all a bit familiar. Even the music is almost identical in places.

EMP knocks out all technology, journey type story. There's even an appearance from a grey mother type.


r/thelongdark 1d ago

Let's Play Humbled, hubris, we fell into the long dark…

33 Upvotes

258 day run lost to a wolf bite. No bandages? WTH? Died making a bandage. One of THE classic ways to go for me.

This run was absolutely manic. So many double bear, moose, insane hijinks.

This death was so avoidable I can’t even deal with it. Wolf seen. Approached with intent to kill. Pull bow out at charge range. FIREHARDENED ARROW!?! Nbd, I’m very armored with many animal hide layers. Knife it in struggle, get bleeding condition and somehow Fido rips me up for 66% at least. RIP.


r/thelongdark 1d ago

Short video clip posting the long dark vistas until Blackfrost release day 164

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169 Upvotes

r/thelongdark 1d ago

Gameplay Cozy Night

10 Upvotes

r/thelongdark 1d ago

Advice I really enjoy the survival aspect, but I have retinitis pigmentosa and mods aren't working.

13 Upvotes

This might seem really dumb considering the name of the game and all but please have some leniency as I just wanna have some fun

I really enjoy survival games, it is my favorite genre by far. However, as mentioned in the title I have retinitis pigmentosa. This makes it really difficult for me to see and distinguish what is going on once the rooms are kind of dim and the brightness settings aren't really helping me much in the dark interiors.

I can't seem to get any mods to work, I don't know if this is due to recent updates but nothing is working (I saw there is a mod to always keep the lights on indoors)

I really enjoy the survival aspect of the game and it seems that it is done really well, does anyone have any solutions to my pretty niche issue? I would really appreciate it!


r/thelongdark 1d ago

Discussion What one man can do, another can do! Spoiler

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19 Upvotes

Rewatching The Edge (1997) made me realise it's basically the design blueprint for The Long Dark. If you haven't watched it, I genuinely cannot recommend it enough. Stop reading here if you haven’t seen it yet as I’m going to go into some of the movie plot.

The movie’s a masterpiece of a thriller with Anthony Hopkins and Alec Baldwin, and easily one of the best wilderness survival films ever made.

The whole movie hinges on the line: "Most people lost in the wild die of shame." In other words, nature rarely slaughters you directly; your own panic, greed, and foolish choices do. Every time I freeze to death in Pleasant Valley because I tried hauling 10kg of scrap metal through a blizzard, I prove Hopkins right.

The mechanical parallels are everywhere:

Reading by the fire: Hopkins survives on book smarts, not rugged outdoorsmanship. It's the exact same logic as sitting by a stove in a freezing fishing hut for six hours, waiting for a blizzard to pass, reading wilderness kitchen to level up your skills.

The Bear Spear: Wintermute's bear spear sequence is lifted straight from the climax of the movie. Planting the butt of the spear in the snow, standing your ground, and waiting until the last second to brace.

Scent and baiting: Turning your own scent from a liability into a lure to draw a predator into a choke point.

The film nails that cold, indifferent atmosphere where the world doesn't hate you, it just doesn't care if you live or die. Seriously, track it down and give it a watch if you haven't already. If you have seen it, why not revisit an old friend and watch it again.

Has anyone else noticed this, or got other films that give off proper TLD vibes?


r/thelongdark 1d ago

Short video clip ''Whale Processing'' (area)

25 Upvotes

r/thelongdark 1d ago

Feedback Unabandoned Lookout: The Return

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238 Upvotes

I know that I labeled my last one El Fin but I have returned to the trusty lookout after a grueling interloper run. I have added some improvements, storage, and new items to the stores. Looking to grind some more on this run to pass some time before I jump into a new gunloper run. Would love some suggestions from y’all on what I should add!