
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.
Most likely between $35.3M and $100M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $19.99 | 89% | approximately $58.8M |
| Xbox | $34.99 | 86% | — |
| PlayStation | $34.99 | 88% | — |
| Nintendo | $34.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $8.96 on Steam · Ukraine (−55%). Compare 32 prices in 15 markets →
Reviews
Themes across 1800 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
ПРОСНУЛСЯ НАЛОМАЛ ДРОВ ВЫПИЛ КОФЕ ПОШЁЛ ОХОТИТСЯ НА МЕДВЕДЯ РУЖЬЁ РЕШИЛО ЗАКЛИНЕТЬ ИГРА СУПЕР 10 ЗАКЛИНЕННЫХ РУЖЕЙ ИЗ 10
Meiner Meinung nach eines der besten "Survival-Games" auf dem Markt, egal ob Story-Modus oder schlicht 'überleben'. Egal wie viele Stunden man in dieses Spiel steckt, es hat immer wieder Potential einen zu überraschen und die Spannung hochzuhalten. Zugegeben, die letzte Episode hat mir nicht ganz so sehr gefallen, die die vorherigen Episoden, da diese Episode gefühlt weniger "Bewegungsspielraum" geboten hat, aber ich fänd´s toll, wenn auch dieser Kartenabschnitt für den reinen Survival Mode irgendwann erscheinen würde, dennoch ist die Story das Games toll, die Charaktere haben alle ihren eigenen Charme, die Insel selbst ist wirklich liebevoll gestaltet. Persönlich finde ich es auch gut, dass das Game im Survival Mode einen kaum 'an die Hand' nimmt und man viele Mechaniken selber entdecken muss, das hat bei mir natürlich über lange Zeit hinweg den Spielspaß aufrecht erhalten, da man auch beim gefühlt hundertsten Durchgang noch etwas zu entdecken hatte. Ich freue mich auf Teil Zwei und hoffentlich weitere DLCs zu TLD. Tolles Game.
生存模式挺好玩的,但是制作武器之类的还是太少了
Игра скучная, однообразная. Весь смысл это ходить туда-сюда, постоянно перегружен и поэтому ходишь медленно. В общем, терпения не хватает дальше продолжать играть.
Игра не без странных решений, но именно многие потрясающие механики отсюда я бы хотел видеть и в других играх. Даже в ААА-продуктах. Условный Fallout или Сталкер были бы куда интереснее, если бы в них была похожая механика спавна предметов и порчи еды. Скайрим стал бы лучше, если бы в нём была именно ТАКАЯ механика замерзания. А реалистичная картинка хорошо смотрелась бы во всех остальных выживачах. Когда бредёшь после вылазки к своему домику и садишься греться у печки - это непередаваемо. Ощущение уютной и безопасной базы удалось на все 100%. И это тоже хотелось бы увидеть много где ещё...
Отличная игра с жанром выживания
Survival sandbox is awesome
As I write this I have 133.6 hours of game time. The main game, Survival Mode, is absolutely worth the price of admission. The survival mechanics are some of the best I've ever played. Managing hunger, thirst, fatigue, body temperature, clothing layers, fuel, calories, weather, and condition creates a constant balancing act where even routine decisions matter. You don't just survive the world, you learn to live in it. Every trip outside becomes a risk versus reward calculation. Do you burn precious calories climbing that hill? Do you carry more gear and move slower, or travel light and risk being caught short? The game constantly forces meaningful choices without feeling unfair. The atmosphere is fantastic. Blizzards are genuinely threatening, and few games capture the feeling of isolation as well as The Long Dark. When you're miles from shelter and the wind picks up, you feel it. The wildlife, however, is amazingly crap. Bears, wolves, and cougars are less interesting predators and more annoying obstacles. There are very few satisfying ways to deal with them. Most of the time your only real option is to avoid them or run away. If you do find deterrents, they usually just scare them off briefly before you're back to square one. For a game with such deep survival systems, the predator interactions often feel shallow and repetitive. Worse, if you do get into an encounter, you're usually left injured, bleeding, and with damaged clothing and equipment that took hours to repair, craft, or find in the first place. The attack itself often isn't what kills you. It's the spiral afterwards. Damaged gear, reduced warmth, infections, blood loss, and lost condition can easily turn a successful run into an early grave. Instead of creating interesting predator gameplay, the wildlife often feels like a tax on your progress. You can turn them off in settings for the main game, but in Wintermute they are always there. Wintermute Episodes 1 through 4 are well worth playing. They are engaging, suspenseful, and do a good job building mystery around the world and what happened. I was genuinely invested in where the story was going and wanted to see how it all came together. Episode 5 was not worth the wait. After such a strong lead-up, the ending is massively disappointing. The biggest offender is the number of unskippable cut scenes whose primary purpose is dumping exposition and backstory. I'm not talking about a couple of minutes here and there. Some of these scenes go on for fifteen to twenty minutes. At one point I literally went and made a coffee, was gone for around ten minutes, came back, and had missed nothing of significance. (Potential spoilers from here) The story exposition could have been distributed throughout the entire series via logs, journals, diaries, recorded conversations, or other collectables. It could have become its own exploration mechanic, rewarding curious players while keeping the story moving. Instead, the game suddenly parks you in a chair and lectures you about sailors and historical backstory that appears out of nowhere during the climax. After spending multiple episodes watching Mackenzie and Astrid survive impossible odds and scrape through one close call after another, you naturally expect a payoff. It also becomes surprisingly easy to lose track of who is carrying what. More than once I found myself thinking, "I'll just grab my flashlight," only to remember that no, the flashlight is on Astrid. The rifle is on Mackenzie. The medical supplies are somewhere else. Instead of feeling like two survivors working toward the same goal, it can feel like you're juggling two completely separate save games and trying to remember which inventory contains the item you actually need. Even worse, you can find yourself in a desperate situation thinking you have exactly the gear needed to get out of it, only to realize it's sitting in the other character's backpack three regions away. At that point the character switching stops feeling like a storytelling device and starts feeling like an inventory management headache. Then comes the finale. The heroine is in danger. The hero is nearby. Surely this is where everything finally comes together. Nope. Instead, a character who hasn't been relevant for multiple episodes suddenly appears in another cut scene and somehow takes down three dangerous convicts (in a 15x15 foot square room) with a bow. Multiple arrows fly into the main villain while his companions basically stand around in disbelief. It felt completely disconnected from the tension and realism the game had spent years building. Rather than a satisfying conclusion, it felt like someone needed to wrap things up quickly and picked the fastest route to the credits. WTH Hinterland? My honest impression is that the team was so eager to move on to their next project that they simply wanted Episode 5 finished and out the door. The ending feels rushed, disconnected, and nowhere near the standard set by the earlier episodes. To make matters worse, I don't even know if I'm going to finish the game now. After the convict encounter, control switches back to Mackenzie and I find myself across from the cabin with an objective telling me to take out the convicts or use stealth. Naturally I check my inventory to wield my shotgun. Six matches. No rifle. No revolver. No bow. No knife. No hatchet. Nothing. After five episodes of surviving brutal winter conditions, carefully collecting and maintaining knives, axes, rifles, pistols, shotguns, ammunition, clothing, and supplies, all of it suddenly vanishes. The game spends dozens of hours teaching you that preparation, resource management, and equipment are the keys to survival, then throws all of that out the window at the climax and expects you to suddenly become Sam Fisher. It doesn't feel challenging or clever. It feels like the game abandoned its own survival mechanics in favor of a forced stealth sequence. That's probably the most disappointing thing about Episode 5. The Long Dark's greatest strength has always been surviving through preparation, resource management, and hard-earned equipment. The finale abandons those strengths and replaces them with scripted encounters, long exposition dumps, and stealth mechanics that feel completely out of place. I was fully prepared to pre-order Hinterland's next game. Not anymore. Now I'll wait until it's heavily discounted. The survival experience in The Long Dark remains one of the best I've played, but after investing over a hundred hours into Wintermute, the ending felt less like a payoff and more like stepping off a cliff. Game recommended: yes, but stop playing after you get out of the mine on the way to the Suzuki Radio Telescope.
beautiful piece of art, fun and challenging game. great story.