I love videogames that manage to create atmosphere, and to make feel the player certain emotions. This is one of these games, and it's beautiful. I like the combination between the desire to explore and the struggle to organize the scarce resources at hand - decisions and risks and dangers: this is the core of a survival game, and The Long Dark has a great potential. So, kudos to the developers. Now, my two cents: - NAVIGATION: since a compass is useless (because of the geomagnetic event), it could be useful to resort to nature itself. I was thinking about moss on trunks, or using the stars (real starfield) to look for the North, when there isn't the sun as reference. - FOODS: looking at the tea i was thinking about other hot meals, like bouillon - you need water and meat after all, but I don't know if wolf meat or deer meat is useful for this. - DARKNESS: in the deep of the night the interiors are pitch black. Maybe the player sight could adjust after a while, with a blue filter (i'm thinking about Amnesia: The Dark Descent). Just a little more visibility. Or introduce candles: you can consume a match to light them, and they behave exactly like a match, but have a different duration, like 1-6 hours, and you can use them multiple times to light a fire, or carry them with you (but winds turn them off). - WINDOWS: most interiors are separated from the outside world, so the windows are opaque. I would like to "use" them to check the weather outside - I presume the noises reflect the current weather, maybe using a window the player could see a text message that hints even at the current temperature, so I haven't to exit, check the temperature and hurry inside after a second. - WOLVES: if a wolf is standing outside the house, the player should hear its footsteps or its breathing. Simple audio cues to understand if the wolf is still there or not. - RUNNING: I don't know if there is a limit for running (especially with high fatigue), but I would like to hear heavy breathing sounds (there's already something when the player walk on a slope it seems). And to add more troubles, running while fatigued could consider as a rare event tripping on the ground and standing up again in a few precious seconds. - PHYSICAL NEEDS: I agree with another poster who suggested this. I think that the interface allow to implement these needs in an elegant and non-graphic style. And it's another risk, because the player has to exit outside. Furthermore I remember that eskimos bring a torch with them to warm the body during the "activity", exposing private parts in such a cold environment is a great risk. - RANDOM MAPS: This would be great. It doesn't need to be randomized to the maximum detail - maybe it would be already enough to set several "spawn points" for the cabins/houses etcetera, and choose a different location every time (maybe use 20 spawn points to generate 14 building, and leave empty the rest or put burnt houses). I have read great suggestions in the other threads, as I was saying, there is great potential. The only thing I hope is that the developers keep that feeling of vulnerability, the struggle between man and nature. This game doesn't need a victory condition - surviving is a already a prize. Thanks for reading.