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The Long Dark

GameBy Hinterland Studio Inc.

6 documents in the library are about The Long Dark, from writers such as GameDiscoverCo, Alinea Analytics and Game Developers Conference. Each has a summary and key insights with the page they come from.

Documents
6
newest 16 Oct 2026
Steam revenue
$94.1M
estimate, to date
Sold on Steam
5.8M
units

Connections

The documents about The Long Dark on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

Key figures from the reports

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue to date
$94.1M
Units sold
5.8M
Last 12 months
$5.4M
505K units
Price
$19.99
Positive reviews
89%
of 126K reviews
Peak players
14K
at the same time
Followers
505K
Average playtime
33 h
Revenue by year
YearShare of the best yearRevenueUnits
2019$9.0M503K
2020$13.5M704K
2021$11.0M577K
2022$8.6M402K
2023$4.2M298K
2024$3.5M288K
2025$4.7M401K
2026 so far$4.2M394K

On Steam since Sep 22, 2014 · Developer Hinterland Studio Inc.Steam store page

Documents about The Long Dark

Cover of What Other Devices Do PC Game Fans Play On?
Article

What Other Devices Do PC Game Fans Play On?

The analysis challenges the perception of the monolithic PC gamer by examining the multi-platform habits of core Steam users.

  • Among dedicated Steam users, 42.4% play exclusively on PC, while 57.6% engage in a multi-platform mix of PC, console, and mobile gaming.
  • Approximately 15.6% of surveyed Steam players are 'platform agnostic,' playing on PC, console, and mobile devices at least one hour per month.
  • PC and mobile is the most common cross-platform combination, representing 22% of the surveyed Steam player base.
GameDiscoverCoOct 2026
Cover of April 2025’s Top Steam Games by Copies Sold
Article

April 2025’s Top Steam Games by Copies Sold

The April 2025 Steam market analysis highlights a strong performance by indie titles, RPGs, and survival games, which collectively dominated the platform’s top 10 list by copies sold.

  • The indie title 'Schedule 1' led Steam sales in April 2025 with 4.7 million copies sold, reaching 7.7 million total units and $118.9 million in revenue to date.
  • The co-op horror game 'R.E.P.O' secured the second spot with 3.7 million copies sold in April, bringing its lifetime total to 13.4 million units and over $100 million in revenue.
  • The 'Elder Scrolls IV: Oblivion Remastered' sold 1.4 million copies in its launch month, with 56.5% of sales concentrated in the United States.
Alinea AnalyticsMay 2025
Article

How the Long Dark Scaled to 10 Million Players – and What's Next

This analysis examines the long-term commercial trajectory of the survival title The Long Dark, which has reached 10 million lifetime players and 1 million monthly active users.

  • The Long Dark reached 10 million lifetime players, with 4 million paid Steam users, 2.75 million on Xbox, 1.8 million on PlayStation, and 1.5 million via the Epic Games Store.
  • Subscription services are a primary driver of reach, accounting for 2 million Xbox Game Pass users and 1.3 million PlayStation Plus users.
  • Hinterland Studio is shifting its business model by unbundling Survival and Story modes to a $19.99 entry price and introducing a paid expansion pass to improve monetization.
GameDiscoverCoFeb 2023
Cover of The Long Dark Director Explains Why Indie Devs Should Educate Players About Healthy Revenue
Article

The Long Dark Director Explains Why Indie Devs Should Educate Players About Healthy Revenue

The director of Hinterland, Raphael van Lierop, emphasizes the necessity for independent developers to maintain transparent communication with their player base regarding the financial requirements of game development.

  • Hinterland transitioned The Long Dark from a single $34.99 purchase to a tiered model, offering the base survival mode for $19.99 and the Wintermute story mode as optional paid DLC to ensure sustainable revenue.
  • The Long Dark has reached over 10 million players since its 2014 Early Access launch, maintaining over 1 million monthly active users through consistent updates and strategic expansion.
  • Hinterland’s multi-platform distribution includes 4 million units on Steam, 1.5 million on the Epic Games Store, 1.3 million on PlayStation, and 750,000 on Xbox.
Game World ObserverNov 2022
Cover of Trend Watch: The Rise of Publisher as a Service
Article

Trend Watch: The Rise of Publisher as a Service

The emergence of Publisher as a Service (PaaS) represents a strategic shift in how independent PC and console developers bring titles to market.

  • The Publisher as a Service (PaaS) model allows independent developers to retain intellectual property and higher revenue shares by replacing traditional revenue-sharing deals with flat-fee or hourly-rate service structures.
  • PaaS providers, such as popagenda, offer comprehensive operational support including marketing, trailer production, social media management, and technical release tasks like console certification and porting coordination.
  • The shift toward PaaS is driven by increased availability of non-equity funding and greater industry knowledge regarding self-publishing, which helps studios reduce long-term overhead and burn rates.
GameDiscoverCoJun 2021
Cover of A Long Dark Road: Blending Player and Authored Story in a Sandbox Survival Game
62 min
Game Developers Conference62 min

A Long Dark Road: Blending Player and Authored Story in a Sandbox Survival Game

The development of The Long Dark illustrates the complex tension between authored narrative and emergent, player-driven gameplay within the sandbox survival genre.

  • Hinterland Games separated 'The Long Dark' into distinct sandbox and story modes to allow for an Early Access launch without spoiling narrative content, a strategy that resulted in 250,000 players in the first three months and 500,000 within the first year.
  • The long-term separation of sandbox and story modes created a dissonance in player expectations, as the sandbox community became accustomed to a non-narrative experience and resisted the shift toward a more linear, authored story.
  • Development of a narrative mode in a sandbox game should ideally integrate with existing systems rather than creating a split experience, as seen in titles like 'Subnautica' and 'The Forest' which successfully blended both approaches.
Game Developers ConferenceJun 2018