Don't Starve has all-new content now available on Steam. To celebrate, the game is 50% off!*
Dont Starve is an uncompromising wilderness survival game full of science and magic. In a recent update, free to all owners, "The Screecher" mod has been added-- and just in time for Halloween!
You play as Wilson, an intrepid Gentleman Scientist who has been trapped by a demon and transported to a mysterious wilderness world. Wilson must learn to exploit his environment and its inhabitants if he ever hopes to escape and find his way back home.
Enter a strange and unexplored world full of strange creatures, dangers, and surprises. Gather resources to craft items and structures that match your survival style. Play your way as you unravel the mysteries of this strange land.
No instructions. No help. No hand holding. Start with nothing and craft, hunt, research, farm and fight to survive.
INTRODUCING STEAM WORKSHOP! We've been nothing but amazed by the player creations that have popped up since we introduced modding to Don't Starve. Now it's easier than ever to create and install mods for Dont Starve to change your game and share with the community.
What does that mean? Well, a lot of things. Add in custom characters, play with the world generation, create new creatures and items, or take your adventure in a whole new direction! Using our handy-dandy Mod Upload Machine you can put your mods directly onto Steam Workshop for everyone to download and enjoy.
MODDING SUPPORT: -Steam Workshop support has been added! You can install mods directly from Steam, and enable and disable them in-game. -Translations can now be distributed as mods. See sample mod at: http://forums.kleientertainment.com/index.php?/files/file/228-language-sample-mod/ -Many modding API additions including access to world gen, brains, cookpot recipes and more! There is a full list of these changes, as well as other mod-specific changes, over in the modding forum at: http://forums.kleientertainment.com/index.php?/forum/26-dont-starve-mods-and-tools/
WORLD GENERATION: -New Level: The Ruins! -The abandoned ruins of a once great civilization is now in the second level of the Caves. -Discover the cause of their demise while you explore five new areas within the ruins.
NEW CREATURES: -You will come across ancient clockwork monsters in the ruins. -The terrifying Ancient Guardian lurks within the labyrinth. -Beware of ambush! The Dangling Depth Dweller spider has been added.
NEW ITEMS: -New crafting tab: Ancients! Discoverable Items: -Thulecite -Slurper Pelt -Green Gems -Lichen -Broken Clockworks -Relics -Statues -Nightmare Lights -Ancient Pseudoscience Station -Pillars -Ornate Chests -Thulecite Walls -Wilds Pond -Craftable Items: -The Pick/Axe: Dual functionality! -Magiluminesense: Light the way while keeping your hands and head free for activities! -The Lazy Explorer: Don't like walking? This staff is for you! -Construction Amulet: See all the inefficiencies in your crafting. -Thulecite Medallion: Track the ebb and flow of ambient magic levels. -Belt of Hunger: Keep all that important food inside you! -Thulecite Suit: Protection from things hitting you. -Thulecite Club: Hit things!
NEW GAME SCREEN: -Keep track of your deaths in the new Morgue Screen. - See more at: http://www.dontstarvegame.com/blog/new-update-steam-workshop#sthash.o9JEpZhF.dpuf
NEW CREATURES: -The adorable Slurper is a glowing cave-dweller who is hungry for your hunger. -A new mechanical minion, the Clockwork Castle, has been seen stomping around Maxwells parts of the world.
MORE GEMOLOGY: -Yellow and Orange gems can now be found while spelunking underground. -Star Callers staff (yellow gem) - Summon your very own tiny star for light and warmth! -The Lazy Foragers amulet (orange gem) - Because bending over to pick things up is so beneath you! -Telelocator Focus - Use this construction to control the wild energies of your Telelocator Staff.
TUNING\FIXES: -Control customization! Change your control settings from the main menu. -The research system has been shuffled around to separate Magic and Science; build the new Prestihatitator to access the Magic side of research. -Splumonkeys will now pick up (and wear!) hats. Who doesn't love a monkey in a hat?
NEW THINGS TO DISCOVER: -Peaceful rock lobster herds roam the gloomy depths. -Bunnymen turn into beardlords when your sanity is low. -Ever wonder what's right below a tentacle? MORE TENTACLE! -The invasive Lureplant will taunt you with its delicious veggiemeat. -Eat exotic cave bananas! -Ferns! You can burn 'em! -More colourful mushtree varieties. -Stalagmites come in more varied shapes.
NEW THINGS TO CRAFT & USE: -The vampiric BatBat. -The marginally useful Compass.
NEW MAP GENERATION FEATURES: -Gaze into the abyss in the caves! -Cave walls are prettier. -Cave layouts are... caveier.
TUNING & FIXES: -Time passes aboveground and belowground, independent of your current location. -You can regenerate a cave from its entrance (just for testing!) -Crops can grow underground, if you keep them lit. -Added a proper "Always dark" preset to levelgen. -Equippable items remember which slot they are from. -Snurtle Shell Armour will now cause enemies to lose interest in you if you hide for over 5 seconds. -Plantables can't be planted on nonsensical ground types. -Added toggleable "notebook mode" and "small texture mode" options for lowspec machines. -Fixed some bad mip chains that were causing trouble for some graphics cards. -Fixed libegl crash that was happening for some old Intel cards. -Iceboxes can be place closer together. -Fixed pig torch crash. -Fixed spoilage stack exploit.
NEW MODDING FEATURES: -New sample mods, "sampleprefab" and "samplecharacter", which includes an art template for character skins. -Reworked the loading of textures and other assets so you no longer have to use package.path, LoadPrefabDefs, LoadPrefabs, or prefabs.xml -This does require the use of PrefabFiles and Assets in modmain.lua, see the sample mods for an example. -Can overwrite basically any asset just by putting it in the same relative path in a mod folder. -Lots of improvements to error reporting, and generally more helpful errors when something isn't working. -Crafting menu tab spacing is now dynamic, so adding a new entry to RECIPETABS will automatically align the tab bar. -Container widgets can have a custom background image specified. -World gen scripts can now be overridden from a mod. Time to make some crazy places! -Mods now have access to luasockets on windows. (dun dun DUUUUUN!)
Ever wonder what's going on below Wilson's feet? Wonder no more! This is the first in a series of updates to create a new explorable game area underground. While there are plenty of fun things to find and experiment with down there, please keep in mind that this is just an early version of the overall vision for the caves. As such, it's a bit sparse, and you may encounter bugs. We'll be fixing things and adding new monsters, objects, and mechanics down there for 3-4 more updates.
NEW FEATURES (78071): -We've added the first pass of the new Caves biome. We won't spoil anything by telling you what's down there. You should be able to find one cave entrance somewhere on Survival maps generated post-launch but before this update. Newly generated maps will have a handful of different entrances, all leading to different caves.
TUNING:. -Shift-click moves items between open containers. Ctrl-Shift-click manipulates stacks in the same way -Hammering is now a RMB action. -Bush hat hide is now a RMB toolbar action. -Minor UI revisions
BUG FIXES: -Abigail and Chester no longer trigger traps. -Chester's Eyebone will now properly show whether he is alive. -Saving the game now requires less system memory. -Fixed "You have Died" screen becoming stuck. -Customized world settings will remain set when re-entering the menu. -Bird Trap will no longer be disappearing under certain circumstances. -Krampus will no longer attack with weapons he picks up. -Harvesting Bee Boxes in Winter will no longer cause Bees to resume harvesting. -Fixed equipped item rendering when the Pan Flute breaks. -Improvements to Birdcage functionality. -Jerky will no longer be invisible on the Drying Rack. -Pigmen will no longer attack Abigail unless they are damaged first. -Linux language mods now working. -Fixed some sliders not functioning properly for Default Plus preset. -Background for Mod Confirmation screen now appearing again. -Walking stick effects will no longer be active when it is on the tool-tip. -Save/Load improvements to prevent loss of inventory after loading a new world. -Improved build stability. -Minor bug fixes.
New Features • Adventure mode is now integrated into survival mode. In a survival mode level, you can find a special portal that will take you to the start of adventure mode. If you die in adventure mode, you will wake up back in your survival level, outside of the portal. From there you can try again (restarting at level 1, of course). Dying in survival mode is still perma-death-fatal, and retrying a survival level will always generate a new one for you. Any existing saves that you might have from previous patches will be interpreted as survival levels - you should be able to teleportate out of them to get access to the new features. • New front-end screens for dealing with the save slots and the new game flow. • The adventure levels have been re-done to better match what their final structure will be. Theyre still a bit rough around the edges, but you can start to see the overall sweep of the game now. Please see the detailed descriptions at the end of the changelist.
New Craftables • Healing Salve - Made from crushed spider glands and ash - heals medium wounds • Lightning Rod - Protects bases against lightning, gives you a few nights of free light when struck. • Heat Stone - Place it near a fire to warm it up, and then carry it around with you to fend off the bitter frost. • Earmuffs - Made from rabbits, of course! • The Piggyback - A fancier, bigger backpack (that slows you down!)TOU
New Creatures • The Bishop - guards Maxwells structures with lightning shots
New Level Features • Chess biome! In adventure levels, Maxwell's influence has begun creeping into the environment. • Points of interest and traps - these are small, non-random areas that have good or bad effects. • Touchstones - these mysterious stones act as one-time-use meat effigies if you touch them. There are a handful generated in each survival level. • Maxwells door - leads to adventure mode. • Pleasingly-arranged mushroom rings • One-way wormhole (only in adventure mode currently) • Pig-head-on-a-stick - someones been busy!
Tuning • Compressed the XP track. You now earn 20xp per survival mode day at a flat rate, and unlock all the XP-unlockable characters a lot more quickly • Characters have a bit more health by default. This is to reduce the number of one-shot player deaths, and give you more of a chance to run away from danger. • The player now has 15 inventory slots • When you advance through the teleportato in adventure mode, you can only take four items with you. Choose wisely! • Sanity depletion in the rain is less harsh • The HUD is a bit smaller, to show more of the game world • Removed low-level farm plots. We really didnt need three versions of the same thing. • Deerclops, lightning and beefalo mating season are configurable through level gen parameters • Stepping on spider ground will trigger a response from the den • Tweaked mushroom spawn chances • Abigail has more health, but enemies will fight back against her
Bugfixes • Many new map icons, including backpacks and Chester! • Crock-pot fixes: mushrooms count as vegetables, fixed frogglebunwich recipe • You can no longer carry an extra backpack in your hands as you walk around. • Werepigs dont kite. They are too angry for that. • The death screen buttons should always work now. • RMB can be used to light things on fire when the torch is equipped (useful at night) • Added a default start node so that maxwell and wilson not occluded • Frozen ponds can't be fished anymore.. but you can walk across them. • MacTusk can miss you with his blowdart • Spiderhat / Miner hat show remaining fuel • Treeguards can be set on fire more than once • Lua console now supports arrow keys • Fireflies glow more reliably at the right times • Trap icons don't show up on the map when inside a container • Chester is immune to ghosts • Chester has much more health, and resurrects after only one day • Fix spider jump attack sometimes not actually jumping • Spider jump attack will not hurt Wilson when it misses • Birds that are flying away shouldn't re-start their fly-away animations mid-flight • Rabbits will try to avoid a player between them and their home • Fix to Abigail/ghost movement stuttering • Ghosts pathfind, but will go through walls or objects if needed • Abigail will show up at least every 3 nights • Abigail will spawn some distance away from Wendy • Wandering creatures will try to avoid walls and water • Fleeing creatures will try to avoid running into walls • Fix apparent duplicate item when dropping item on the ground and then into your backpack before the drop happens • Fix infinite bees spawning from beebox by repeatedly saving/loading game • When murdering an entire stack of helpless creatures in your inventory, loot is gained for each individual, not just once • Waking up sleeping hunting hounds at night will rouse the walruses from their slumber • Fixed a bug where you could use a sleeping bag or tent during the transition from night to day to skip an entire day.
Level Descriptions: The adventure levels are still being worked on and refined, but here's an idea of where the are right now and where we want them to be.
Level 1 Near-constant rain and frequent short winters take a toll on your sanity and your fires. You must survive in these more extreme conditions as you hunt for the teleportato pieces. When complete, this level should feel similar to a survival level, but with increased pressure on all your resources.
Level 2 This level is smaller and shorter than the previous level, but it is permanently winter! The aim is to survive the cold without any preparation time. When complete, this level should keep you moving quickly.
Level 3 The level features a resource-rich central island, surrounded by dangerous lands containing each of the teleportato pieces. Right now it's still fairly lush, but eventually the outlying islands should be quite inhospitable!
Level 4 Use the first land to stock up. Once you pass through the dying wormhole, you'll need everything you've got to survive. We're currently still working on the balance between the two lands.
Level 5 This level should put your survival skills to the ultimate test, not only will there be harsh weather and tough monsters, but resources will be extremely scarce. Eventually. Right now it's just been roughed in, but it's still got lots of badguys in it!
NEW FEATURES: -Rain comes during the summer to ruin your fires and dampen your spirits. Watch out for lightning strikes! -Sandbox custom mode sliders are all unlocked. You can make the game really, really hard now. -Pathfinding works over long distances. -Day length changes throughout seasons -Modders can now bring up an interactive lua console with the ~ key
ADVENTURE MODE: -Put in very rough sketches of the actual adventure levels. Its very rough at this point, and the story bits are missing, but the basic structure is in place. -Added lots of little setpieces using new objects that try to impede your progress.
NEW CREATURES: -Clockwork Knight -Merms -Guardian Pigs
NEW ITEMS TO BUILD: -Drying Rack and Jerky -Honey Poultice -Gunpowder -One Man Band -Purple Gem -Fire Staff -Shadow Manipulator -Rainometer -Umbrella -Ham Bat
NEW STUFF IN THE WORLD: -Mushrooms (3 kinds) -A bit of Maxwell ground is starting to creep into the world around some Teleportato parts -Pig Torches -Killer Bee Hives -Variant Berry Bush -(In)sanity obelisks that block areas when you are (in)sane -Hound Mound -Now two types of ponds - frog ponds and mosquito ponds -Marble pillars -Evil flowers and petals -Gears -Nitre -Eggs -Carpet Flooring -Marble Tiles -Treeguards drop special, magical wood that is used in some recipes
TUNING: -Magical recipes have mostly been moved the Shadow Manipulator -Icebox now require Gears to create -Tallbirds spawn more often -Ponds freeze in the winter, and stop spawning things -Beefalo mating season is shorter, and there are fewer babies -Ranged weapons actually shoot projectiles -Health and Sanity effects of foods have been reduced (you restore these by other means now) -Monster meat perishes faster -Blow dart causes more damage -Graves have gems, gears, and nightmare fuel in them sometimes
BUG FIXES: -You can kill small creatures directly in your inventory / toss them into fires -Season onsets work better in Adventure mode -AOE attacks cause area damage even if the targeted hit misses -Deerclops can not be stunlocked, and doesnt panic when he is lit on fire -Koalefants can no longer fly across water when you arent watching -Koalefant tracks point more accurately in the correct direction -Attempting to store a weapon in Chester no longer attacks him -Chester follows through wormholes when using a backpack -Right click an equipped tool with another item no longer destroys the tool -When wilson uses up a tool, he automatically equips a replacement if one is available -You can no longer light Beefalo (or other creatures) on fire by using a torch on them -Mandrakes get picked up properly when using Spacebar
WINTER: -Winter comes every 20 days or so, with snow and a new audio landscape. -Ambient air temperature is modelled, and Wilson will get colder the longer he stays out in the open. -Getting too cold for too long will cause freezing damage. You can extend your time away from the fire by wearing warm clothing. -Nights are longer, and vegetation does not replenish. -Bees and butterflies dont leave their houses in the winter.
IMPROVED MOD SUPPORT: -There is a new mod API that should make mods break less when the game updates, and allows multiple mods to work at the same time. There is some documentation on how to create a mod at: http://forums.kleientertainment.com/showthread.php?10817-TUTORIAL-Creating-a-Mod-using-the-Mod-System
-Language packs are now actually supported. The game supplies a 'strings.pot' template file with every update, and the game can load .po language files. This should make maintaining translations a lot easier, and allows the usage of industry-standard tools. For more info, go to: http://forums.kleientertainment.com/showthread.php?10819-TUTORIAL-Creating-a-translation-using-the-PO-Format
NEW CREATURES: -MacTusk the Walrus - Sets up camp in an igloo, and then hunt you with blowdarts and hounds. -Deerclops - Hes big, he likes to smash stuff, and hes really hard to kill. You should probably just run away. -Winter Koalefant - You can harvest his warm winter trunk. -Snowbird - A winter bird that drops a new type of feather. -Mosquitos - Spawn from ponds or Maxwellian traps. They eat too much and explode! -Ice Hound - Comes instead of the Fire Hound during winter.
NEW CRAFTABLES: -Ice Staff -Winterometer -Blow Darts (damaging) -Winter Trunk Vest
ADVENTURE MODE (CONTINUED): -This update continues the development of Adventure mode, and seeks to refine the difficulty curve. -Varying summer/winter lengths -Varying day/night lengths -New resource-starved worlds -Island chain worlds with lots of wormholes
SANDBOX MODE (CONTINUED): -Added a new world creation screen. There are only a couple of options enabled currently, but soon you will be able to unlock more!
SANITY TUNING: -From our testing, we determined that sanity was coming on too early for new players, but was also easily avoidable by established players. The intention is for sanity to be a long-term lurking danger, so this was the complete opposite of what we were going for. Here are some changes to help rectify this: -Vegetables, crock foods dont regen as much sanity. -Monsters cause more sanity drain when near. -Players Initial sanity is higher. -Pure darkness causes a large drop sanity (instead of a gradient around a light source). -Shadowbeasts show up later in the sanity curve, and are unattackable when you are not insane. -The crawling horror is weaker and the Terrorbeak is tougher. -The invisible monster deals sanity damage when he hits you. -The sanity effect jiggles more slowly, so as to be less nauseating.
TUNING/FIXES: -Rabbit traps work again -Maxwell leaves traps for you in adventure mode -Armour is less effective -Player attacks are less powerful -Pigs cant be stunlocked, have less windup animation before an attack, attack less often, have more health, take longer to respawn, and attempt to kite their targets -Bees run around between attacks -Meat healing and health values adjusted -Dead rabbits respawn slower -Beefalo drop fewer meats -Honey doesnt heal as much -Honey generates more slowly in bee boxes -Spider dens have more warriors, and cycle through levels faster -Spoilage is a bit faster in general -Stale food has less of a hunger penalty -Healing values are a bit lower in general -Ponds show up in more places -Eyebones turn to ash during teleportation even if you hide them in a backpack -Teleportato pieces are more scattered, and have little setpiece scenes surrounding them -Panflutes require a mandrake to craft -Darts shouldnt miss targets that are walking away -More effective bushhat
NEW FEATURES: -New Character: Wes - Do you think Dont Starve is too easy? Try playing as Wes, the mime! Hes not good at doing anything! -Save Slots - You can have up to four save games at once now. Your existing save will be imported into the first slot when you start the game for the first time. -Sandbox Mode - This is the game as you all know it. There will eventually be a customization screen before you start a level, but you just get the default generation for now. -Experimental Adventure Mode - When you start a new game, you can choose to play in adventure (ie story) mode. Currently, there are five levels of difficulty as you progress through the levels. This is an early test, so we have a lot of work to do to make these levels meaningful and fun. We also need to add the storys ending. This is for experienced DS players who want a taste of the future. -Pathfinding - Monsters and followers can navigate around corners and walls. -Mod Support - Modding is now allowed! Were distributing the source scripts with the game, so have a look in data/scripts, and see what you can do. There is an example (machine-translated) French language pack included with the game to get you started. See the modding forum for more details: http://forums.kleientertainment.com/forumdisplay.php?54-Don-t-Starve-Beta-Mods-amp-Tools
SANITY FEATURE: -The player character loses sanity when he is left alone in the dark, gets close to scary monsters, or does crazy things like eating monster meat or jumping through a wormhole. -Sanity can be regained through acts of dapperness, like wearing fancy clothes in the sunshine and eating candy. -Low sanity is not fatal, but strange creatures from another time and place are attracted to madness. -There are new, powerful items that can be built from the Nightmare Fuel that the strange creatures leave behind when killed.
NEW CRAFTABLES: -Bush Hat - Hide from your enemies in plain sight. -Night light - Light your nights with nightmare fuel. -Night Armour - Protects the flesh, but sacrifices the mind. -Night Sword - Live by the sword, go crazy by the sword. -Cobbles - Build your own roads. -Taffy + Pumpkin Cookies - New recipes! Mmmmmmm!
TUNING: -The Tent is now cheaper to make, and doesnt restore health any more. -Natural roads are curvy and look better. -There is a way for non-Wilson characters to find Beard Hairs in the wild. -Sometimes, when you find pig villages, they will have carrot and flower farms. -Lots of small, under-the-hood changes to the world gen. -Seeds now provide less hunger. -Birds now drop a Feather -or- a Morsel, never both. -Rabbits take longer to respawn. -Hounds drop teeth less often. -Traps and Toothtraps have slightly fewer uses. -Farms take a bit longer to grow. -Birds wont land on Seeds if you are standing too close to them. -Spider dens spit out less creep. -Creep without a spider den disappears. (As a side-effect, creep can no longer be picked up and placed.) -Walls have more health! -Torches cost more to build, but last longer. -Corpses are back!
FIXES: -There is much less mist in the graveyards, since it was causing performance and visibility issues. -Items that fall near the ocean shouldnt disappear anymore. -Stone walls dont take fire damage. -Hounds dont follow you through the teleportato. -You cant be killed while you are using the teleportato. -Tree stumps no longer rain from the sky on loading some games. -Rabbits no longer phase through obstacles. -Placers for campfires wont disappear into the night when trying to build them. -Mating beefalo wont go out of their way to aggro walls. -Spider Queens no longer give birth to unlimited spiders when they have a combat target.
DEPRECATIONS: -The old world gen and the old research system have been removed. If you have an existing save game that was using the old research system, you will have to build some science machines to unlock your recipes.
NEW FEATURES: -Food spoils over long periods of time. Stale and Spoiled foods are less beneficial. Rotten food is practically inedible, but can be used as fuel or fertilizer. -Crock pot foods are now stackable. -You can build a Ice Box now to mitigate spoilage. -New unlockable character: WX78, a robot who can eat spoiled food with no penalties, and who hates all living things. -Steam cloud can now be disabled. (details below) -New camera controls for streamers/YouTubers: CTRL+P will freeze the camera in place. CTRL+H will hide the hud. -Smallbirds now grow up to become angsty Teenbirds. Teenbirds will grow up to be Tallbirds and leave the player. -The mysterious Otto Von Chesterfield can be found in some swamps. (You will need to start a new map to find him) -Beefalo travel in proper herds now. Herds regenerate off-screen (currently with adults) -Beefalo herds become agitated when they go into heat, and will chase away the player if they are not wearing a beefalo hat. -Beefalo sometimes drop a beefalo horn, which can be used to move beefalos around. -The Spider Hat is no longer craftable - you just wear the Spider Queen's head directly. It also can't be used to steal spiders from an existing queen.
FIXES: -Health and Hunger values have been re-tuned across the board. Characters have a larger hunger buffer now. -Addressed minor spelling mistakes -Minor tweaks and fixes -Fixed various save/load issues
DISABLING STEAM CLOUD: Some people have reported save/load issues with Steam Cloud. We have added a workaround that will cause the game to save its files in your documents directory instead. To activate this mode, add the following two lines to your "C:\Program Files (x86)\Steam\steamapps\common\dont_starve\settings.ini" file: