
THE LONG DARK is a thoughtful, exploration-survival experience that challenges solo players to think for themselves as they explore an expansive frozen wilderness in the aftermath of a geomagnetic disaster. There are no zombies -- only you, the cold, and all the threats Mother Nature can muster.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best RU #72, worst KR #81 · 2 markets collected
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 14.71/day in the week to Sep 1 → 21.57/day in the week after.
About


Bright lights flare across the night sky. The wind rages outside the thin walls of your wooden cabin. A wolf howls in the distance. You look at the meager supplies in your pack, and wish for the days before the power mysteriously went out. How much longer will you survive?
Welcome to THE LONG DARK, the innovative exploration-survival experience Wired magazine calls "the pinnacle of an entire genre".

THE LONG DARK is a thoughtful, exploration-survival experience that challenges solo players to think for themselves as they explore an expansive frozen wilderness in the aftermath of a geomagnetic disaster. There are no zombies -- only you, the cold, and all the threats Mother Nature can muster.
In THE LONG DARK, you are getting both the genre-defining Survival Mode, honed after years of open development and frequent updates, and the award-winning episodic narrative mode, WINTERMUTE.

THE LONG DARK: SURVIVAL MODE brings you the genre-defining Survival Mode, honed after years of open development and frequent updates. Widely considered the paramount Survival game of all time, SURVIVAL MODE gives you pure focus on THE LONG DARK’s Survival Sandbox -- the experience that started it all!


Included with both THE LONG DARK: SURVIVAL MODE and THE LONG DARK, Survival Mode is the free-form, non-narrative Survival Sandbox that has defined the genre since launching on Steam in 2014. After years of open development and dozens of major updates, THE LONG DARK now stands at the pinnacle of the entire genre. Survival is your only goal, and death your only end. Make your own survival story with every game.

The game that defined death for the survival genre. When you die in Survival, your save is deleted. Every decision matters.

The game challenges players to think for themselves by providing the information but never the answers. You have to earn the right to survive.

Monitor your Hunger, Thirst, Fatigue, and Cold as you struggle to balance resources with the energy needed to obtain them. Every action costs Calories, and time is your most precious resource. Choose your path carefully.

Over 100 gear items including Tools, Light Sources, Weapons, First Aid supplies, Clothing, and more.

Explore a 50+ square kilometer Northern Canadian wilderness spanning 12 major regions and all the zones that connect them in search of life-saving supplies. Distant mountains, coastal towns, mines, farmlands, and a huge expanse of brutal winter wilderness to test your survival mettle.

Hunt, fish, trap, climb, map, search for life-saving food and gear items, and try to avoid dying from the hostile wildlife, succumbing to hypothermia, frostbite, or dysentery (amongst other uncomfortable afflictions), find and maintain your life-saving gear. Hunt and be hunted by: Wolves, Bears, Moose, Rabbits, Deers, Crows, and more to come in future updates.

Four distinct Experience Modes let you find a challenge level you are comfortable with, such as Pilgrim Mode, which is meant to be quiet and pensive, all the way to Interloper Mode, where only the most experienced survivors have a chance to last a week. If none of the four Experiences suits you, use Custom Mode settings to tailor your Survival Mode game to your specific tastes.
Features the music of Sascha Dikiciyan.

Several standalone Challenge Modes offer objective-based experiences designed to last 1-3 hours each, such as Whiteout -- the race to gather enough supplies to prepare for a monster blizzard. Or Hunted, where you need to escape a murderous Bear. Complete them to unlock Feats that provide long-term gameplay benefits in Survival Mode. Additional Challenges include: Hopeless Rescue, Nomad, Archivist, As the Dead Sleep, and Escape the Darkwalker.

Included in THE LONG DARK The episodic story-mode for THE LONG DARK, WINTERMUTE, includes four of the five episodes that form WINTERMUTE. Episode Five is in development, and is slated for release at a later date. This will bring the WINTERMUTE storyline to its conclusion.
The first four episodes of WINTERMUTE represent approximately 30 hours of gameplay. Episode Five is included in the price of the game, and will be unlocked for free when it is released.


Bush pilot Will Mackenzie (player character) and Dr. Astrid Greenwood are separated after their plane crashes deep in the Northern Canadian wilderness in the aftermath of a mysterious flash of light in the sky. Struggling to survive as he desperately searches for Astrid, Mackenzie comes across the small town of Milton, where he begins to understand the scope of this quiet apocalypse.

Mackenzie’s search for Astrid takes him deeper into the savage Winter wilderness. A mysterious trapper may be the key to finding Astrid, but can he be trusted?

In the aftermath of events in Milton, an enigmatic stranger rescues Dr. Astrid Greenwood (player character) from near death. Facing the blizzards of Pleasant Valley, Astrid must bring all her skills as a doctor to bear on the survivors she encounters. But will she find Mackenzie, and get closer to the mystery that's taking them to Perseverance Mills?

A murderous gang of convicts has captured Mackenzie. Desperate to escape one of the darkest corners of Great Bear Island, he must somehow survive his fiercest enemy yet. Can Mackenzie recover the Hardcase, continue his search for Astrid, and also save the innocents caught up in this deadly confrontation?
NOTE: Unlike Survival Mode, WINTERMUTE does not feature permadeath. You can save your progress as you play.
Features performances by Jennifer Hale, Mark Meer, David Hayter, and Elias Toufexis (Episode Three), and the music of Cris Velasco.


In addition to releasing the remaining episode of WINTERMUTE, we intend to continue updating Survival Mode with limited free updates alongside our paid DLC Expansion Pass, TALES FROM THE FAR TERRITORY. This is on top of the over 100 updates we have made to the game over the past 8 years of open development. Keep in mind that your purchase of THE LONG DARK entitles you to all five episodes of WINTERMUTE without extra charge. For more information about the free updates coming to Survival Mode, please visit the Expansion Pass roadmap via our "Visit the website" link on the right of the page.



Hinterland is an independent video game developer and IP creator headquartered in Vancouver, British Columbia, Canada.
Established in 2012 by game director & writer, Raphael van Lierop, Hinterland is a multi-ethnic, international team united around a singular goal: to create thought-provoking, story-rich entertainment experiences set in compelling original worlds.
Our fictional settings -- our IP -- are conceived from the ground up to exist across multiple mediums. We believe that when people love a world, they want to experience it across as many platforms as possible.
Hinterland's first IP, THE LONG DARK, first launched on Steam Early Access on September 2014. The game's multi-platform 1.0 launched on August 2017. Today, THE LONG DARK has more than 10-million players around the world.
We aim for our games to foster a sense of social awareness, and we aspire to provide immersive, sophisticated worlds for anyone seeking a mature entertainment experience.
Join us on our journey.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 123.8Kreviews | 89% | — | $58.8M |
| $34.99 | 18.4Kratings | 86% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1698 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Welp,,, here goes probably biggest review i ever will write on Steam. Sorry if its a bit messy. (WARNING some minore spoilers of wintermute ig) I believe TLD was one of first pc games i ever experienced in my teenagehood. It was if not begining of my transformation into gamer, but at least close to it. About 9 years ago, i believe. First i watched letsplays of other people, then for many many years played it... illegally. Not because i didn't want to pay, but because of lack of money. And few years back my lover have given me game i was so passionate about... I believe TLD is my favorite game. Maybe it's not most exciting one for me, i don't start to shake from happiness when playing it (at least not often), but its like an old married couple love. I am very loyal to it, it makes me calm and relaxed. I can stop playing it for months, but sooner or later keep coming back and it keeps making me happy. I know too much information about this game, first 4 episodes of wintermute was living in my head rent free for years and i was explaining it to my friends as if it was actual history. So what i am saying this game means a lot to me. My opinion about original survival game is literally only positive. I look into my mind and can't find moment of it where i went "this feels not polished enough". I think everyone can agree that Hinterland treating TLD as beloved child and survival feels perfectly balanced in all ways. I do believe it may be not for everyone, after all not all people find comfort in micromanagement of inventory and long walks from one side of map to other. But if you do find that pleasant (i'm very softly trying to say that if you are on spectrum like i am-) it's best game for you. Wintermute dlc on other hand,,, may be seen a bit controversial and i, no matter that i don't regret a moment I've spend playing it, can understand people who was unsatisfied with it. My personal opinion why wintermute didn't work as well is just... Gameplay in which Hinterland team is good is not connected with way storytelling of wintermute at all. It never did, from very first episode, and stayed as disconnected during all of them. When your gameplay is based on long-term micromanagement, planing ahead on 100 days, counting calories and other stuff, it will NOT work with a storytelling where you need to get from one cutscene to other as fast as you can, sometimes game takes away your previously collected loot, or you just realize that you don't have that many "future" for which you need to collect it. So at some point player just losing motivation to explore and collect more than bare necessity to get to next story objective. I believe if wintermute gameplay was some,,, idk, puzzle game, or platformer or something, anything besides what original gameplay was it could have work better. AND i believe that in episode 5 creators did took it in consideration. Mine part was something close to puzzle, downloading signal as well, even some stealth in very end. Hinterland clearly tried, how good is another question... These parts do feel raw. They feel a little unfinished, and i don't know if it was from lack of experience in new gameplay mechanics, or pressure of deadline, or both... I do personally forgive this rawness because i TRUST Hinterland to get better, everyone is bad at something when they never did it before, but i can see why many may be disappointed. At some point you just want to run through all this "survival part" and get to next story cutscene, and if your game works like this... i think it would be better as a movie. For me all this gameplay issue have been worth it because of story. Guys your writer is the best i love em please make movies or books or whatever just CREATE ART YOU ARE AWESOME. Characters is great, i love em, i love way they talk, i like that we finally got all answers. MY THEORIES THEY ALL COMING TOGETHER HELL YEAH. Mathis is greatly written villain, Mackenzie is such a sweet teddy bear, Astrid is complex and cool and interesting, Gray mother made me cry real tears during her dialogues. Each character made me very emotionally attached. Both because of writing and great choice of voice actors. Guy on Mackenzie hell yeah! I guess your equipment got better too, but jump in your personal ability of acting is also great! You are epic! I enjoyed this story, i enjoyed characters, i don't regret experiencing it, but damn... ya do need to work on gameplay. (and get some more bugtesters like for real don't econome on these) Or... if we move in opposite direction, not changing gameplay, but changing way of story telling.... TALES FROM FAR TERRITORY DLC!!!! I think is greatly shows that Hinterland looked at wintermute, realized critical mistake and got BETTER. Far territory is must-have dlc if you find the original game enjoyable. This dlc is less focused on story (tho it is in there as well) and more,,, taking all good, and adding MORE. It doesn't add new game, but makes original better. More map areas, more mechanics, more things to look for. Want more enemies? Here you go switch that turns your game in a horror by adding a cat. Want more things to hunt? BIRBS! Wan't a friend....? SUTHERLAND MY BELOVED GOD I LOVE HIM SO MUCH HE IS BEST CHARACTER- just a baby girl with mental issues, beautiful litl thing, i play this game just looking forward for each radio call. We need Sutherland dlc /silly. (ALSO i lost my mind when i found out he is voiced by SAME PERSON who voiced Nick Valentine from fallout 4 who is my another comfort character! are all characters with hot voice is just same guy xd) If you don't like any of significant changes they are fully adjustable which is great (i dont like horror cat). dlc does add story, but you aren't forced to run for an ending, you can progress in your own temp, uncover what you wish to uncover when you want to uncover and it is working with gameplay MUCH better than way Wintermute was telling it's story. Story itself, back in a day when i finished it seemed to me,,, a little "to open" in its ending, as if you just didn't bother to properly explain rules of your world, but now i kinda realize that reason for it was that you was gonna answer all my questions in Wintermute episode 5 so it's fine. The Long Dark " made by people who care about their players and company that cares about it's people" or something like that, and hell ye, i look forward having 1000 hours in it and recommend it to all my friends to try! Thank you a lot for your work, Hinterland team!
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Russian, French, Spanish - Spain, Finnish, Japanese, Korean, Norwegian, Portuguese - Portugal, Simplified Chinese, Swedish +7 more
| $34.99 |
| 10.9Kratings |
| 88% |
| — |
| not modelled |
| $34.99 | — | — | — | $0 |
| $34.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我的人生从不做背包管理。 他们没什么用,我是知道的,可是我拥有的本就不多,又怎能忍心舍下呢。 五分钟之前我掐着表,给我渐行渐远的发小发送生日祝福表达了我想跟他“再续前缘”的希望。 他大概是拿AI生成了一些话回复我,说生活交集已经很少,顺其自然就好了。 我明白了,我明白的,我本来就明白的,我怎么会不明白呢。 一个早已不联系的儿时玩伴,莫名其妙地发一段“肺腑之言”正常人都会感到困扰吧。 食物不丢下,也会坏掉的;工具不丢下,也用不上了。那既然他们都会自觉地离我而去,干嘛要我主动舍弃他们? 这是物质世界的客观规律,我不是不能承受,可休想让我自己做出选择。我会背负着一切,等待。 我是自愿的西西弗斯。
Большие пустые локации, инвалиды за которых приходится играть, дико занудный и затянутый геймплей. На 3 главе выдохся, не осилил. Возвращаться к этому калу никогда не буду
Игру я купил 25 января 2016 года. Прошло уже 10 лет с того момента, как я впервые запустил эту игру. Еще тогда "сырая альфа" зацепила молодого меня своей атмосферой и интересным геймплеем. Но игру я тогда оставил, потому что из-за неопытности и неискушенности в играх такого жанра, даже на сложности "пилигрим" я постоянно проигрывал. Прошло 7 лет, в игру я вернулся уже с опытом выживания в сурвайвл играх. Разработчики тоже на месте не сидели и дополнили игру разнообразным контентом. И тут я с головой ушёл в этот мир, на тот момент наиграв, кажется, 100 часов в нее и остался под большим впечатлением. 1) В игре просто прекрасное звуковое оформление: музыка, звуки метели, готовки, отдышка персонажа,звуки выстрелов и даже подбора предметов, ведь для каждого из них есть свой уникальный звук. Ну и конечно вой, гавканье и преследование волков!) Ох, эти прекрасные божьи творения, в игре вы с ними будете встречаться чаще всего. но об этом позже. 2) Дизайн локаций и мира в целом. Природа в этой игре передана пусть и не реалистично, но у нее уникальный визуальный стиль, который невозможно перепутать ни с одной игрой. Снег под ногами, деревья, горы вокруг. Всё это выглядит прекрасно. Разработчики не ставили себе цель сделать ультра-современную графику, а сделали ставку на самобытность и неповторимость визуала и, по-моему, не прогадали. Когда наш персонаж дышит в помещении, из рта у него выходят клубы пара. В локациях типа дамбы в дневное время из окна исходят красивые лучи от солнца, а ночью в этих локациях вообще ничего не видно. Раз в какое то время ночью появляется северное сияние, из-за этого вся электроника вокруг начинает работать (не понимаю как это устроено, видимо это часть лора игры, в который я никогда не углублялся). Всё это работает на атмосферу и ещё больше погружает в игру. 3) Геймплей. В игре пожалуй самое сложное и интересное выживание в этом жанре. Мы попадаем на Аляску, где температура всегда ниже -30 градусов, без средств для выживания. Всё нам приходится искать по лесам и одиноким домам на локациях. Мешать нашему выживанию будут: холод, голод, ограниченность ресурсов как таковая, ну и конечно дикие животные. О них я хочу рассказать чуть подробнее, потому что они являются самым главным фактором нашего выживания. В игре есть всего--на всего 6 типов животных: безобидные кролики, которые чаще всего будут источником нашего пропитания, недавно добавленные куропатки, которых хрен поймаешь)) олени, пусть и пугливые, но иногда способные побадать нас, агрессивно настроеные волки, редко встречающиеся безбашенные лоси, ужасающие медведи и недавно добавленная имба… пума!) Кроликов мы будем встречать не так часто, на них особо не проживешь, куропатки вообще неуловимые, их легко спугнуть и сложно по ним попасть, оленей без оружия не поймать, что логично. Вот волки это вообще трындец. Пусть они и не самые сильные враги, но будут встречаться нам в игре чаще всего. Начну с того, что они странные, не такие как в реальности. В игре они почему-то ходят по-одному, не сбиваются в стаю. Если один такой вас встретит, то сядет вам на хвост и будет вас сталкерить. Если у вас в инвентаре есть мясо или туша, то он учует вас издалека и побежит на запах, что делает вашу с воЛками встречу еще вероятнее. Волк иногда бывает непредсказуем тем, что может появиться из неоткуда (хотя игра никогда никого не спавнит у вас за спиной, все животные именно перемещаются по карте), а иногда может вместо преследования сразу напасть. От волков у вас будет гореть долго, пока вы хорошо не освоитесь в игре. От них вы никуда не денетесь, будьте уверены. Невозможно выживать в этой игре, ни разу с ним не встретившись. Волки просто везде!) Также в игре есть лесные волки, они уже стайные и реализованы подобно босс файту. Если есть оружие--остреливаешь парочку, остальные разбегаются. Если нет оружия-- принимай поражение с достоинством. Медведь и лось это те противники, которых, по моему, можно легко обойти, они не идут на запах, не преследуют игрока. Медведь агрессивнее, чем лось. Лось не будет нападать, даже если вас увидит, а просто пригрозит ножкой. Медведь же побежит на вас сразу. Если нет оружия--обходишь стороной, если есть --убить не так сложно, главное не промахнуться, ведь цена ошибки в игре высокая. Вот касаемо пумы хочу сказать, что это прям боль и страдание. Пума не умирает от одного выстрела в голову, что по-моему нелогично, бегает оочень быстро, и не оставляет игроку шанс на выживание. Если пума зашла на нашу локацию, игра нас об этом предупредит. Пума это имба. Старайтесь не встречаться с ней, если это у вас получится, потому что ее сложно миновать. Если встретитесь с ней, то уповайте на бога, потому что убить ее крайне сложно. Хочу также отметить, что в игре очень интересная механика готовки еды, рыбалки, крафта одежды и собирательства. Тут подробно описывать не буду. Все это круто сделали. Вообще геймплей можно разделить на ранний и поздний этап. В раннем этапе вы ищете себе одежду, инструменты и минуете хищников. В позднем этапе вы будете выживать за счёт этих же хищников, меняясь с ними ролью, ведь когда вы найдете оружие, они станут вашими жертвами. С животных мы собираем много еды и их драгоценные шкурки, из которых будем делать имбовую одежду. Выживать на позднем этапе мы будем за счёт природных ресурсов, а не оставленных путешественниками злаковых батончиков и лимонадов. Этот переход тоже крайне любопытен и интересен как концепция игры. А еще в игре нет багов!!! Теперь я хочу обсудить некоторые минусы игры, которые, безусловно тут есть. 1)во-первых, мне не нравится то, как ведут себя животные в мире. Волки, которые ходят по одному и нападают тоже по одному (хотя в реальности это стайные животные и по одиночке никогда не нападают на человека), медведи, бездумно шатающиеся на одном месте, олени, которые также бесцельно бродят на пустых участках локации. дикая природа в этой игре не продумана до мелочей, она "неживая". Более-менее логичные в этой игре волки, пума, ну и может быть лось. Волки с пумой охотятся на оленей и зайцев, а лось вроде как ковыряет мох и желуди с деревьев. а еще они перемещаются по локации, в отличие от того же медведя. Миха прям разочаровывает своей бездушностью. Хотелось бы увидеть Более живую природу, какую-то хоть и небольшую, но пищевую цепочку и реалистичность. В игре на мой взгляд нехватает диких животных. По-моему, можно было бы добавить Белую (полярную) сову, которая, кстати, обитает на Аляске, хотя бы для вида, без возможности на нее охотиться, а просто для погружения. Белку, которая тоже живет на Аляске!!! Она бы бегала по этим деревьям, перепрыгивала бы с одного на другое, а волки бы скалились на них, пума бы пыталась залезть на дерево чтобы их поймать. Вообще птиц можно было бы побольше добавить. В игре есть только вороны, которые только летают над трупами либо иногда небольшим клином летят куда то. Лисиц, росомах, тюленей... Много кого можно добавить. Расширить этот дикий мир хочется, углубить. 2) Сюжет. Здесь для меня кроется главная проблема этой игры. Объясню почему. Наверное вы заметили, что в своем обзоре я ни разу не затронул его. Дело в том, что мне он никогда не был интересен. У меня нет просто никакого желания в него играть. Может я упускаю что-то интересное, важное, но мне в сурвайвл игре хочется выживать, а не бегать по сюжету непонятно куда и зачем, узнавать какую-то историю. Для чего? изначально игра на стадии альфы позиционировалась как "выживание в открытом мире", мне она такой и запомнилась и этим нравится. Я не хочу играть в другую игру. Причем судя по обзорам в стиме, сюжет глупый и неинтересный. Проблема то и кроется в сюжете. Многих механик за эти 10 лет разработки мы так и не увидели в сурвайвл режиме именно из-за того, что разработчики переключились на сюжетный режим и вкладывали силы в него. Мне, честно говоря, грустно с этого. Меня также настораживает продолжение ТЛД, которое они сейчас готовят-- BLACKFROST. Мне кажется, они будут делать сюжетно-ориентированную игру, а не "выживач", который я бы хотел увидеть.
''Mackenzie. My Love. Whatever you do. Wherever you have to go. Promise me one thing. You won't let this new world break you. And promise me. I will see you... again.''
难以想象,十年等待终成笑话,剧情毫无逻辑,人物塑造直接反转崩塌,最后的最后,结局居然是一坨巨大的shat。为了让麦肯齐作为第二部中游荡者出现,蠢驴ZZZ完全不顾剧情是否合理,就强行无脑推进剧情。第二章中敢与熊搏斗的麦肯齐到后面完全变成了鸡仔,任人羞辱宰割。且在终章能跑时不跑,居然强行在敌人眼皮子底下睡觉被抓!让我一度怀疑这是否是人类能写出来的剧情,最后直接与囚犯成为一伙或者说是成为囚犯的奴隶。最后,我个人建议不要掏钱吃shat,该玩盗的就去玩盗,一分钱也别给蠢驴ZZZ赚了。
满足了我对生存游戏所有幻想,就是没法联机
i played for like an hour. its way too hard i kept freezing to death it was the short dark for me
I buy a game released in 2017 during a sale in 2025. In 2026 I get to the point where I want to try a new game and so I boot it up. The first thing the game released in 2017 shows me is a boo hoo weepy message from The Raped™ telling me how they feel about generative AI. I do not care about your gay ass stance on gen AI. I do not follow your studio on twitter or bluesky or wherever else you go to cry about it. I do not give a ♥♥♥♥ about the things you have to say other than what is relevant to the product you have sold me, and you have obnoxiously inserted a topical message from current year in a game released nearly a decade ago. It would be bad enough if they added a main menu option; I would still consider that to be overbearing and poor taste. These ♥♥♥♥♥♥♥♥ have the audacity to make it the literal first thing I have to see upon booting this game up, every time. It's bad enough that basically all games released in the 2010s have hamfisted political stank smeared all over it, but the ♥♥♥♥♥♥♥♥♥ who made this had the audacity to retrofit the politisperging of their game with current issues. I have no idea if this game is good or not but I will never play it because the devs saw fit to hijack the Steam update service to deliver ♥♥♥♥♥♥♥♥ I didn't ask for or care about directly to my consumer eyeballs and I don't think that's an acceptable practice. I paid like two dollars for the privilege of getting lectured by them and I would demand my money back if I could.
I wish they stuck to making the main game better and not started making minecraft story mode because they felt like it. They also announced TLD2 before work had finished on the first game, which (rightfully) further pissed people off. Its a good game however. Tremendous atmosphere. If you like atmosphere stop reading and buy this damn game. No base building, no endline, just a slow snow covered crawl to the end of existence. Skip wintermute
Active players
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