Update log
Full The Long Dark update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- UI and audio
An Episode Five post-launch status update from our founder and creative director.
Hello players!
We’re about 48 hours after the release of Episode Five, and I just wanted to give you a quick update on what’s been going on.
LAUNCH SUCCESS
The team was thrilled to watch the launch live at 10AM Pacific Time, along with our players. We had a successful trailer watch party on YouTube with over 3000 fans logging in to watch and participate in chat, and then we quickly overcame our historical Steam CCU peak and hit the highest concurrent player count on Steam since our launch back in 2014 -- 14,878 concurrents, and we think we might break 15,000 this weekend.
This means that across all our platforms, we’ve had hundreds of thousands of players playing Episode Five. We’ve even had over 500,000 new Steam players join the community in the just the past month! We’re excited to see so many of our players jumping in to see how the WINTERMUTE story resolves. Thanks for making the time to experience this last part of the story!
BUGS
Unfortunately, we’ve also discovered new bugs that weren’t found before launch. This is, sadly, what often happens when you have 1000s of people playing through the episode at the same time. New player patterns and issues with hardware appear, and new glitches that didn’t show up with a test team of 6-7 now become apparent. Our players are no stranger to bugs, and we’re glad to see that a lot of people have made it through the episode without any issues, but of course we’re not happy for any of the players who have hit progress blockers along the way.
The Test and Development teams have both been working hard in the lead-up to launch and since launch to prepare a hotfix, which is currently slated for release next week, April 8th (Pacific Time). This hotfix will include about 300 fixes (yes it’s a big number, but most of them are minor environment bugs like floating objects, etc.), and should address some of the more frequent major issues with Episode Five that some players have encountered, specifically:
Multiple issues with progression and UI objective text in Suzuki
Perseverance Mills objective confusion
Multiple crashes/progression blockers involving checkpoint/autosaves in Part 2
Unexplained deaths during gameplay
Jace issues while traversing the Mine
Players getting stuck or able to go out of the intended play area
Shotgun adjustments
Certain trailers trapping players
I also wanted to share this personal message from Andrew, who heads up our Launch team and is responsible for Test. It’s important that you know there are humans on the other side of these bug reports you send in, who work hard to make the game as good as the team can make it:
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[c] We are thrilled that many of you are enjoying Episode 5, but we are also aware that many of you are encountering issues that detract from the experience we intended Players to have. [/c]
[c] To that point, the team is currently working on a bug fix release that will contain a myriad of fixes for bugs that Players are encountering on Episode 5. The last thing we want to do is rush this hotfix out without proper verification and validation against issues reported by the Community. We are working as fast as we can to get this hotfix to our players with a target to release on Steam for Wednesday, April 8th, with consoles to follow ASAP. [/c]
[c] Please continue to post issues in
Source
