Don't Starve Together began as a near impossibility and now thanks to the fans of Don't Starve; it has has made it's way through Early-Access and has landed squarely into the realm of full release.
With the release version of DST, in addition to reaching content parity with the original game we have added a few new fun things for you. Maxwell makes his long awaited debut, resource variants have been introduced to add a little spice to your life; and of course, more bug fixes and tweaks -- and maybe some other surprises. You can check out the recent update notes.
That doesn't mean the end of more content for Don't Starve Together. We still have a bunch of cool new things we want to bring you in future content updates. Check out info on our upcoming plans here and here.
Truly, Don't Starve Together could only exist because of the fans. All of us here at Klei send out huge thanks to everybody who participated in the Early-Access and another thank you to everybody who dropped by with their suggestions and feedback. We couldn't have done it without you!
Don't Starve Together began as a near impossibility and now thanks to the fans of Don't Starve; it has has made it's way through Early-Access and has landed squarely into the realm of full release.
With the release version of DST, in addition to reaching content parity with the original game we have added a few new fun things for you. Maxwell makes his long awaited debut, resource variants have been introduced to add a little spice to your life; and of course, more bug fixes and tweaks -- and maybe some other surprises. You can check out the recent update notes.
That doesn't mean the end of more content for Don't Starve Together. We still have a bunch of cool new things we want to bring you in future content updates. Check out info on our upcoming plans here and here.
Truly, Don't Starve Together could only exist because of the fans. All of us here at Klei send out huge thanks to everybody who participated in the Early-Access and another thank you to everybody who dropped by with their suggestions and feedback. We couldn't have done it without you!
Default for "Changing Resources" has been changed to "none", so in a default world, the starting selection of Alternate Resources will remain for the whole game.
Fixed berrybushes missing from near goosemoose nests.
Starting Resources world customization now works when set to "classic".
Frozen Beefalo can no longer be mounted.
Juicy Berries can now be added to the Crock Pot.
Fixed rare crash when loading a world with burnt Twiggy Trees.
Edit: Hotfix - 174230 Added 04/19/2016
Fixed crash with existing worlds from before the update
174200 - 04/19/2016
Changes
Inspecting Player Skeletons will now display details about their character from just before their death (Only applies to new skeletons spawned after the update)
Type /bug in chat or press the new button in the Pause Menu to quickly get to the Bug Forums
If you ever end up in the ocean for some reason, type /rescue in chat to teleport yourself back onto land
Added the Resource Variant system (for newly generated worlds) that adds random variety to the world: - New Grass variant: Grass Gekko - New Twig variant: Twiggy Tree - New Berry Bush variant: Juicy Berry Bush - New Rock variant: Petrified Tree
Character portraits are now dynamically loaded to save memory
Credits screen animations are now dynamically loaded to save memory
Bug Fixes
Fixed bug where rain sounds under tree cover were not being affected by Ambient volume setting
Fixed bug with selecting clothing options in the Lobby screen when the sim is paused
Fixed crash when loading some mods on the Server Creation screen
Default for "Changing Resources" has been changed to "none", so in a default world, the starting selection of Alternate Resources will remain for the whole game.
Fixed berrybushes missing from near goosemoose nests.
Starting Resources world customization now works when set to "classic".
Frozen Beefalo can no longer be mounted.
Juicy Berries can now be added to the Crock Pot.
Fixed rare crash when loading a world with burnt Twiggy Trees.
Edit: Hotfix - 174230 Added 04/19/2016
Fixed crash with existing worlds from before the update
174200 - 04/19/2016
Changes
Inspecting Player Skeletons will now display details about their character from just before their death (Only applies to new skeletons spawned after the update)
Type /bug in chat or press the new button in the Pause Menu to quickly get to the Bug Forums
If you ever end up in the ocean for some reason, type /rescue in chat to teleport yourself back onto land
Added the Resource Variant system (for newly generated worlds) that adds random variety to the world: - New Grass variant: Grass Gekko - New Twig variant: Twiggy Tree - New Berry Bush variant: Juicy Berry Bush - New Rock variant: Petrified Tree
Character portraits are now dynamically loaded to save memory
Credits screen animations are now dynamically loaded to save memory
Bug Fixes
Fixed bug where rain sounds under tree cover were not being affected by Ambient volume setting
Fixed bug with selecting clothing options in the Lobby screen when the sim is paused
Fixed crash when loading some mods on the Server Creation screen
A new release has arrived! This is primarily a batch of bugfixes and small improvements across a variety of areas in the game, as well as some modding updates. Enjoy!
Changes
Increased War Saddle attack bonus from 15 to 16.
Beefalo get a stomach cramp if you feed them bad food.
Magiluminescence can now be refueled with Nightmare Fuel.
Updates to worldgen data that affect worldgen mods. As well, modded game modes can now specify a level type. Please see this thread for details.
Worldgenoverride.lua format has changed a bit. It should be fully backwards compatible, but for more info read this thread.
Players with their Steam UI language set to other languages now are prompted if they would like to view translation mods for their language.
Autumn night colour cube adjusted to retain some brighter reds.
Bug Fixes
Fixed various HUD scaling and positioning bugs.
Fixed bug where sanity ambient sound could not be heard by clients.
Fixed bug with rain ambient sounds when walking in and out of tree cover.
Fixed bug where Pig Men were never refusing food from Players.
Fixed missing snow symbols in Shadow Manipulator animations.
Fixed emote and shock effects layering and positions for standing and mounted animations.
Beefalo play the correct death animation if you kill them via food.
Beefalo orneriness actually increases while attacking now.
Magiluminescence light can now be seen by all clients.
Crafting tabs will now always indicated with a blue highlight if you have a structure built but not placed yet.
Fixed bug where torch fx were getting culled too soon.
Hotfix 172924
Fixed OSX build
Hotfix 172979
Fixed missing in-game music
Fixed crash when upgrading save data for some people
Hotfix 172998
Fixed missing Credits screen music
Fixed another crash when upgrading save data for some people
Hotfix 173098 - 04/08/2016
Fixed crash when loading some custom presets.
Fixed missing server tag for Caves servers.
Correct server config options are loaded when custom presets are loaded in the front end.
A new release has arrived! This is primarily a batch of bugfixes and small improvements across a variety of areas in the game, as well as some modding updates. Enjoy!
Changes
Increased War Saddle attack bonus from 15 to 16.
Beefalo get a stomach cramp if you feed them bad food.
Magiluminescence can now be refueled with Nightmare Fuel.
Updates to worldgen data that affect worldgen mods. As well, modded game modes can now specify a level type. Please see this thread for details.
Worldgenoverride.lua format has changed a bit. It should be fully backwards compatible, but for more info read this thread.
Players with their Steam UI language set to other languages now are prompted if they would like to view translation mods for their language.
Autumn night colour cube adjusted to retain some brighter reds.
Bug Fixes
Fixed various HUD scaling and positioning bugs.
Fixed bug where sanity ambient sound could not be heard by clients.
Fixed bug with rain ambient sounds when walking in and out of tree cover.
Fixed bug where Pig Men were never refusing food from Players.
Fixed missing snow symbols in Shadow Manipulator animations.
Fixed emote and shock effects layering and positions for standing and mounted animations.
Beefalo play the correct death animation if you kill them via food.
Beefalo orneriness actually increases while attacking now.
Magiluminescence light can now be seen by all clients.
Crafting tabs will now always indicated with a blue highlight if you have a structure built but not placed yet.
Fixed bug where torch fx were getting culled too soon.
Hotfix 172924
Fixed OSX build
Hotfix 172979
Fixed missing in-game music
Fixed crash when upgrading save data for some people
Hotfix 172998
Fixed missing Credits screen music
Fixed another crash when upgrading save data for some people
Hotfix 173098 - 04/08/2016
Fixed crash when loading some custom presets.
Fixed missing server tag for Caves servers.
Correct server config options are loaded when custom presets are loaded in the front end.
It’s finally time to announce that we are going out of Early Access. Our official launch day is April 21, just 2 weeks away!
As we discussed in our last update in December, we are finally at content parity with the base game. Maxwell is on his way, the mandrake is in, caves are hostable without jumping through fiery hoops -- we now feel the game is ready for the general public and we’re ready to tell everyone.
This has been our longest Early Access yet (and we’ve done 3 full games and 2 expansions through early access). Both integrating Reign of Giants and Caves were undertakings, and we really appreciate the patience you’ve had with us. Thank you!
Through the Ages
Many moons ago, we discussed launching Through the Ages, and it got waylaid by getting to content parity. We felt strongly that getting to parity at our quality standard was the most important priority, and it took much longer than expected. We’re finally here, and we are now actively working on new content. The team is breathing a sigh of relief that we get to build brand new content again.
I’m going to leave Ipsquiggle to talk about Through the Ages as it evolves, but the first step of it is coming to at Launch: we’re putting in small variations to the basic biomes so that every generation feels a bit different, and these will transition over time as you play through the seasons.
As a refresher, the focus of TTA is the evolution of your world over a longer period of time, and more variation between worlds. This will take time to develop, and we will keep you in the loop both in beta branches and through our Rhymes With Play twitch stream, and of course right here in the forums. I’d say this is going to take about 6 months to develop, but uh, I’ve been off before.
And that’s a (Early Access) wrap!
Thank you all so much for joining us on this Early Access journey. It’s always an adventure to evolve a game with the players, and we have a ton of fun doing so. For Don’t Starve Together, launch is just signalling that we’ve achieved that first step of bringing Don’t Starve to be a full-fledged multiplayer experience.
We get that there’s still a lot more to develop -- from longer play sessions, to better modding tools, to improving the state of PvP and exploring the lore -- there’s always more to do than we have hands, but thankfully we’re here for the long haul, as long as you are, too.
We don’t have any concrete plans right now. Shipwrecked was built without DST in mind, and we’re going to need to evaluate how much is needed if we were going to do this. We would all love to go sailing with our friends!
What about PS4?
It's in the works! Console development often takes longer than one would hope, but the good news is that we’ve been continually merging in the changes from PC, and the game is coming along well. We'll update you the moment we have more info.