

I played the preview version on Xbox One, and I loved it. I own it on PC though, so didn't buy it
I must say though, I found it difficult to get into. The game is not all that clear on exactly what you are supposed to do, so I just wander around the wasteland, collecting food and trying to find the elusive weapons the game promised it had. Each time I get attacked by a wolf, however, I shit myself, quit the game and stop playing games for like a few days. Scary shit that.
Also, here are some screenshots from my stint with the game on Xbox One:
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Don't really know anything about it but good to here there is a story mode coming soon.
Is it kind of like Rust, or something more like The Forest or so?
Awesome, maybe I'll give it a whirl. I liked playing Fallout on Survivor mode, so this might take it to the next level for me.
Currently there's no real objectives in the sandbox mode, besides to survive. My first attempt ended on day two or three. Though they have now added challenges, which are great, but dive into that without an understanding of how the game works first. Play sandbox for a while and get familiar with the mechanics.
Cool, thanks man. Will do, and I'll let you know if I get into it!
OT: Waar is jou profile pic? Ek dog ek het met jou gepraat hieroor!
Currently there's no real objectives in the sandbox mode, besides to survive. My first attempt ended on day two or three. Though they have now added challenges, which are great, but dive into that without an understanding of how the game works first. Play sandbox for a while and get familiar with the mechanics.
Dear Community,
It’s time to talk about Story Mode again. Since this is the last community update I’ll be posting in 2016, this is also a good time to reflect on the last year of development on The Long Dark. The two stories are connected.
2016 has been a challenging year for me, and for Hinterland. We opened the year with the plan of launching Story Mode this past Spring, but I just didn’t feel good about where things were at, given the compromises I felt we were making to do that. I wanted to push further, do more, with the game, knowing that after all this time of you waiting for Story Mode, it would have to be something truly groundbreaking to really live up to your expectations. And to live up to our expectations.
It’s been a constant balancing act between keeping our Sandbox players engaged and happy with updates, and also having the majority of the team working away on Story mode. Since it’s difficult to share Story progress without spoiling it, people sometimes feel as though we’re not working on it, which is frustrating for them, and for us. We deal with this by trying to stay focused on our launch and remember Miyamoto’s adage: “A delayed game is eventually good, but a rushed game is forever bad.†We appreciate all of you who continue to support us patiently.
In Story Mode, we’re introducing new regions designed to help present the backdrop of The Long Dark’s quiet apocalypse.
With the pressures of wanting to make significant progress on Story Mode without abandoning our players who mostly care about Sandbox, I grew the team to about 25 developers this year, with — at various points — most of them working on Story Mode content and systems, and either small “maintenance†teams working on Sandbox updates, or — depending on the complexity of the update — occasionally pulling a large portion of the team into helping finalize or test Sandbox mechanics (as we just did for our latest update). I’d say this has been the biggest challenge for our team, and for myself personally. I’ve led large game teams before — up to 150 developers — but in trying to stay lean on management overhead and also having a lot of the team being distributed (i.e. not everyone works in the same physical studio space), at some point we hit a size where things just became a lot more complex to manage and to move forward. We’re working through it and have taken steps to improve certain aspects — including opening up a second physical studio space to house about ⅓ of our development team who were all living in the same city but working apart — but to some degree these are challenges you solve while on the run, laying track while the train is running, and it’d be dishonest to pretend they don’t have an impact on development progress.
So that’s a lot of words but what you want to know is — where do things stand with Story Mode? Well as always, in the interest of withholding spoilers, I’ll keep things high level. We have about 6 hours of playable Story Mode gameplay, currently split into two episodes, and these are the episodes we will launch with. The first part serves as a prologue and sets the tone of the story and explains something about the world you find yourself in. The second part continues the story of Will Mackenzie, and what he encounters and learns about the quiet apocalypse of The Long Dark. Astrid’s story, unfortunately, will not be playable at launch, but her Episode will come soon after. We are still planning to release five episodes in Season One, all of which our Early Access/Kickstarter/Game Preview players will get automatically as they are unlocked, for the price they have already paid. We have some cinematic content, we have some in-game character moments, all the voice recording for Mackenzie and Astrid is done, as it is for most of the supporting characters (but not all). We’ve created two whole regions that are new to Story Mode (not counting the new Sandbox region we’ve just released, Forlorn Muskeg), one of them is finished and being polished, and the other is getting a bit of an overhaul for story reasons, but it’s close to being complete, and is pretty unique for our game. We’re about to start scoring the game — Cris Velasco, who I was fortunate enough to work with on Space Marine, will be composing the score for Story mode, to complement the beautiful work done by Sascha Dikiciyan in the Sandbox score. We’ll be starting that after the holidays. I have some more design work to complete on the remaining systems I mentioned earlier, and then we can finish those as well.
I bought it yesterday after you recommended it to me. I'm very keen to start playing it. In fact, it's going to mess with my backlog schedule a little bit but I'm thinking of maybe starting it next weekend. Will see how things go.
Here's the review by Rock Paper Shotgun that will probably convince most people to get it:
https://www.rockpapershotgun.com/2017/01/09/the-long-dark-sandbox-review/