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How Far Will You Go to Survive? Imagine the lights go out, never to return. Bright aurora flare across the sky, and all humanity’s technological might is laid to waste, neutralized in a kind of quiet apocalypse. Everything that has shielded humanity from the disinterested power of Mother Nature is suddenly wrenched from us, dropping us a few links down the food chain. Food and water are scarce. The roads are no longer safe. And winter approaches...

Welcome to The Long Dark — an immersive survival simulation set in the aftermath of a geomagnetic disaster. Experience a unique first-person survival simulation that will force you to think and push you to your limits with its thought-provoking gameplay and mature storytelling.

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(please see this image for reference: Imgur.com)
The basic idea of the Neighbours mod is to make The Long Dark a share-able experience without making it multiplayer. Players survive in singleplayer the same as ever. What the mod would add--as I propose it--is a "drop box" (also called a "cache") inside the game world which is synchronized between two players across the internet. This allows the players to trade items with each other across game worlds.

This concept models two wilderness survivors who survive in the same area, but never meet each other because the woods are too large, and because they don't trust each other enough to cooperate substantially. They're not friends, they're neighbors. They only trust each other enough to trade items with each other via the dropbox.

The way this mod could function should be simple: each game client already relies on a save file which can be edited. The mod concerns itself with one--or maybe a few--"container" entities that exist in the save file data, which correspond to containers in the game world at some central location or locations.

When player A adds or removes items from the dropbox, the game client should then automatically save to the save file. The mod client then synchronizes that save file with the game server. The game server then reads that save file and synchronizes **only the dropbox data** with corresponding data in player B's save file. Then, at some point, player B synchronizes their game file with the server, and when player B loads into their game world, the world is the same as they left it, except that new items now exist in their dropbox. (see attached image for a graph!)

Obviously the first challenge is to logically order and restrict the synchronization so that the clients avoid duplicating or deleting items. This is up to the developer.

---That's the basic idea for the mod. There are tons of variations that could be built upon it. Here are some other ideas I had:

1. More than 2 players. Maybe 4, or more. All 4 could share 1 dropbox, or there could be some large number of dropboxes so that pairs of players within the "neighborhood" could have 1 dropbox that's exclusive to each other.

2. A separately run matchmaking service. The original idea is obviously that you could share playing The Long Dark with a friend you already have, but randomly pairing two people on the internet together and encouraging them to cooperate to survive would create a very interesting model of the real-life scenario where two strangers are surviving in the same post-apocalypse wilderness.
An extreme version of this would be to add a sort-of "dating app" element to it. The matchmaking service could put two people together, but refuse to share any identifying information between the people, or to allow them to communicate with each other other than the most basic "Request X number of M item." Instead, the players would both have to survive past maybe 50-100 days before the server would present them with the opportunity to communicate. No, I'm trying to create a dating app. This would model the process of building trust between people, and it would also create an intensely emotional incentive to survive and to help keep the other person alive.

---Concerns: Cheating. Aside from avoiding synchronization exploits that would allow for duplication, it would probably be good to find a way to make sure that the players weren't simply editing their own save files in order to survive.

for discussion, this essay is also posted on reddit, here: Reddit.com

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UMod TLD Full Version 1 comment

Hinterland ruined modding for The Long Dark... This here is the "Jump" part of the mod.

TLD Save Editor 2.14.2 (v1.50)

TLD Save Editor 2.14.2 (v1.50)

The Long Dark Save Editor 2 Archive Tool 41 comments

The Long Dark Save Editor lets you easily edit your game save. You can edit your inventory, skills, condition and much more.

Relentless Night v3.02 [1.44-1.47]

Relentless Night v3.02 [1.44-1.47]

Relentless Night v3.02 [Build 1.44+] Full Version

The earth seems to be slowing. Days and nights are getting longer. Every long night gets colder and harsher than the last. How long will you survive?

TLD Save Editor 2.13.3 (v1.44)

TLD Save Editor 2.13.3 (v1.44)

The Long Dark Save Editor 2 Archive Tool 61 comments

The Long Dark Save Editor lets you easily edit your game save. You can edit your inventory, skills, condition and much more.



UMod TLD Full Version 49 comments

Updated UModTld to work on newest version now that I'm back

TLD Save Editor 2.12 (v1.39)

TLD Save Editor 2.12 (v1.39)

The Long Dark Save Editor 2 Archive Tool 29 comments

The Long Dark Save Editor lets you easily edit your game save. You can edit your inventory, skills, condition and much more.


is there a version for Mac?

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hey man great work! are you planning to make this game multiplayer?

Reply Good karma Bad karma+2 votes

Isn't the game engine Unity instead of "custom built"?

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The Long Dark
Windows, Mac, Linux, XONE
Developer & Publisher
Hinterland Studio Inc.
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Latest tweets from @hinterlandgames

Our studio is growing and we're looking to add a technical gameplay animator to the development team creating… T.co

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Our #TheLongDark community captures such beautiful images while surviving the Quiet Apocalypse. Today's… T.co

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