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2013 video game developed by Klei Amusement

2013 video game

Don't Starve
Don't Starve cover.jpg

Logo, depicting Wilson, one of the playable characters

Programmer(s) Klei Entertainment
Publisher(due south) Klei Entertainment
Composer(s)
  • Vince de Vera
  • Jason Garner
Platform(south)
  • Android
  • iOS
  • Linux
  • Microsoft Windows
  • Bone 10
  • PlayStation 3
  • PlayStation four
  • PlayStation Vita
  • Wii U
  • Xbox Ane
  • Nintendo Switch
Release

April 23, 2013

    • Linux, Microsoft Windows, OS 10
      • WW: Apr 23, 2013
    • PlayStation iv
      • NA: Jan 7, 2014
      • EU: January 8, 2014
    • PlayStation Vita
      • NA: September 2, 2014
      • European union: September 3, 2014
    • Wii U
      • NA: May 28, 2015
      • European union: June 4, 2015
    • PlayStation iii
      • NA: June 23, 2015
      • EU: June 24, 2015
    • iOS
      • WW: July 9, 2015
    • Xbox One
      • WW: August 26, 2015
    • Android
      • WW: October 20, 2016
    • Nintendo Switch
      • WW: April 12, 2018
Genre(s) Survival
Mode(southward) Unmarried-player, multiplayer

Don't Starve is a survival video game developed by the Canadian indie video game developer Klei Entertainment. The game was initially released for Microsoft Windows, OS X, and Linux on Apr 23, 2013.[1] A PlayStation 4 port, renamed Don't Starve: Giant Edition, became available the following yr (with PlayStation Vita and PlayStation iii versions released on September 2014 and June 2015 respectively, and an Xbox One version released in August 2015).[2] [3] Don't Starve for iOS, renamed Don't Starve: Pocket Edition was released on July nine, 2015.[4] An Android version was released on October xx, 2016. Downloadable content titled Reign of Giants was released on April thirty, 2014, and a multiplayer expansion called Don't Starve Together became gratuitous for existing users on June 3, 2015.[five] On Steam, this game is able to be purchased with a free copy for a friend.[6] A Nintendo Switch port came out on April 12, 2018.

The game follows a scientist named Wilson who finds himself in a dark, dreary parallel world known as the Constant and must survive as long as possible. To this stop, the player must proceed Wilson alive, fed, and mentally stable as he avoids a diverseness of surreal and supernatural enemies that will try to impale and devour him. The game's Chance mode adds depth to the sparse plot and pits Wilson confronting the game's supposed adversary, Maxwell.

Don't Starve was Klei's first foray into the survival genre. Conceived during the summit of a game industry trend of dropping players into a globe with few instructions and a goal of survival, the game was influenced by Minecraft which spearheaded this trend every bit well every bit past filmmaker Tim Burton. The game received positive reviews from critics, commended for its original fine art mode, music, and variety of ways for the player to dice, although its high level of difficulty and implementation of permanent death were less warmly received.

Gameplay [edit]

Don't Starve is an activity-hazard game with a randomly generated open world and elements of survival and roguelike gameplay.[7] [8] [9] [10] Combat is handled by pointing and clicking with the mouse,[8] or past using "forcefulness assault" (ctrl+f), while other activities are controlled by the keyboard, or using the inbuilt gamepad support to play using a controller, giving it a console-similar gameplay feel.[eleven] The goal is to survive as long as possible, and a count of the number of days the player has survived is shown onscreen, equally well as the season. The game keeps few records of actor progress besides the full number of experience points and the playable characters unlocked. Wilson is the default playable character, unlocked upon purchase of the game, but the next character, Willow, can be unlocked with 160 experience points. Woodie, the terminal character unlockable with experience, requires the game's limit of 1,600.[8] [12] Each grapheme has a perk that is specific to them, as well every bit a disadvantage. The player earns 20 experience points each in-game 24-hour interval and receives them afterward dying. As is mutual amid roguelikes, decease is permanent, barring the employ of several rare or expensive items like the MeatEffigy, Touch-Stone, and Life-Giving Amulet.[12]

The game relies on a solar day/dark cycle that causes meaningful fluctuations in gameplay style. During the mean solar day, the thespian spends most of their time exploring the world: gathering nutrient, firewood, and other resources, discovering crafting recipes to combine available items, and avoiding enemies. With nightfall comes unsafe monsters and an invisible menace, Charlie, who attacks the player when the screen is dark. A player must have a light source or night vision to prevent Charlie from attacking.[9] Crafting from recipes allows the role player to build shelter, weapons, and tools like axes.[10] Almost all tools will interruption after running out of durability, past using them, with exceptions such equally Woodie'southward Axe. Players tin fodder and farm plants equally well as hunt animals for sustenance, with several characters having dietary perks or restrictions.[12] Food can spoil, however, so the player cannot keep information technology for too long. Eating spoiled nutrient results in a loss of health, sanity, and a reduced increase in hunger restoration relative to that provided by fresh nutrient.[13] Each in-game day takes viii minutes of real time.[ten] The length of day and dark varies across the seasons, with day being shorter and night longer in winter.

Wolfgang, an unlockable character, runs from a cadre of spider queens and their immature at dusk, next to spider-dens.

Death can occur in a variety of ways. The player has three gauges displayed on the game'south head-upwardly brandish, which respectively track hunger, health, and sanity. Hunger diminishes by default, being replenished with food. Sanity decreases during the dusk and night or as a consequence of specific unpleasant actions, such as robbing graves or being virtually monsters; it tin can be replenished through mentally stimulating activities, such as sleeping, picking flowers, and wearing fashionable article of clothing. When the hunger meter reaches naught, information technology begins to chip away at health, which volition somewhen result in the player's death. A large variety of creatures tin can attack the player,[12] including giant one-eyed birds, tree monsters, tentacles whose owners are non shown,[8] and fifty-fifty small, weak frogs that will withal try to accost the player. When attacked by a frog, the histrion will drop a random item in their inventory.[9] Additionally, when a grapheme'south sanity is beneath 15% of their sanity limit, figments of the character'due south imagination become corporeal and able to assail the player. Some creatures, such as pig-similar creatures often establish in tribes, brainstorm as neutral to the player (excluding the Reign of Giants character Webber), but the player'south actions may pb them to be allies or hostile foes, such as attacking ane.

The bulk of the game is played in Sandbox Mode, but in that location is a 2d way, Take chances, which the histrion can access by finding a landmark called Maxwell's Door. Chance serves as the game's entrada, consisting of 5 levels that pit the histrion against Maxwell, the antagonist of Don't Starve. The role player loses all items and recipes upon entering, and can merely option four items to continue upon completion of each chapter. Death or the end of the five sections returns the actor intact to Sandbox Style.[12]

Plot [edit]

Characters [edit]

Wilson, a admirer scientist, is the protagonist of Don't Starve. While Wilson has no special abilities across growth of "a magnificent beard",[14] which slows the speed of freezing in winter and accelerates overheating in summer, other playable characters exercise: Willow, a firestarter, has a unique lighter[ clarification needed ] and is immune to fire damage, only will start spreadable fires on the ground when she has low sanity.[15] A daughter named Wendy receives visits from her deceased twin sister Abigail when summoned, who can help her attack monsters.[xvi] The strongman, Wolfgang, has high health and pregnant offensive capabilities that grow better the more his hunger meter is full, but he starves faster and loses more than sanity when near danger.[17] WX-78 is an android who all the same needs to consume, sleep, and stay mentally stimulated, but does non become sick from spoiled food, can increase their maximum health, hunger, and sanity with gears (reset to the original maximum later dying and respawning; the corpse leaves behind a portion of the used ones), and takes damage from rain (which causes sparks brilliant enough to ward off Charlie). Being made of conductible material, WX-78 too attracts lightning that surrounds them past a glow that gradually dies downward as time passes and refills their wellness, simply also lowers their sanity.[18] Wes is a mime with fast depleting hunger and low damage. His maximum health and hunger are lower than virtually characters and he cannot talk, making him unable to warn the histrion of condition ailments or incoming enemy waves. His sole merit is the unique ability to make balloons (which can human action as diversions). Other characters include Wickerbottom, an insomniac witch writer and librarian who doesn't crave a scientific discipline machine to craft many items considering of her advanced intellect and who takes greater penalties from spoiled food; and Woodie, a Canadian lumberjack accompanied by a talking axe named Lucy and who has the nighttime secret that he turns into a werebeaver under the full moon.

The game's supposed antagonist is Maxwell. Maxwell is described as a puppet master who is dapper and frail in stature.[19] He is part-demon and transforms incrementally as his anger at the player increases over the five chapters of Adventure.[twenty] He is the concluding unlockable character, obtained afterwards completion of the story rather than with experience points. The graphic symbol version of Maxwell starts with a Dark Sword, Night Armor, Royal Gem, 4 Nightmare Fuel and the Codex Umbra, a book that when activated uses 2 nightmare fuel, depletes 15 health, lowers maximum sanity by 55, and spawns a shadow clone of himself that aids him in battle, mining, and wood chopping. Shadow Puppets take 75 health and deal forty harm with each assail. When they dice, they disappear and return Maxwell's lost maximum of sanity. A maximum of 3 puppets tin exist spawned at once, and each will disappear 2.5 days afterward it is spawned if it doesn't die earlier. The secondary adversary in all games, and the master antagonist of the multiplayer sequel § Don't Starve Together (DST), is Maxwell's old magic assistant Charlie, the Night Monster. Charlie'due south sis, Winona, is unique to DST; and so far, she is the only other character to know the true identity of the Nighttime Monster (and the merely one theoretically able to survive 2 hits from her, at base health).

Story [edit]

The game opens with Maxwell snidely commenting on the player'due south gaunt appearance and includes little further story.[8] [21] The game's setup is told further through its trailer: on a dark and stormy night, in his business firm deep in a mountainous woods within New England, Wilson appears to be getting nowhere in a chemistry experiment until he is startled by his radio speaking to him. It reveals that information technology has noticed his trouble and has secret cognition for him. When he eagerly agrees, a flurry of equations and diagrams encircle him and fill his head. Using white rats, a typewriter, and his claret amidst other tools and materials, Wilson creates a giant machine. The radio commends his work and tells him to pull the motorcar's switch. He hesitates, but at the radio's insistence, he does so. The machine rattles violently, and a pair of ghostly arms whisk him into a different world while an apparition of Maxwell cackles.[22]

Every bit Wilson (and indeed the other characters who were lured into Maxwell'southward door) survives, he finds that the Constant, despite at first glance resembling the existent world, is not a normal plane of reality, as information technology is infested with not only creatures different from their real earth counterparts, but overall hideous monsters that are unrecognisable from annihilation found in the existent earth, and worst of all, shadow creatures materialise whenever he is feeling afraid, and deep within the caves on the mainland, Wilson is able to find the ruins of a technologically advanced race of arthropod creatures who were in one case the dominant species of the Constant, but destroyed themselves with the overuse of nightmare fuel that these creatures are equanimous of.

During the Chance mode, at the start of each chapter, Maxwell appears and comments. At commencement, he seems impressed at the role player's hardiness;[23] [24] he and then becomes irritated and urges the player to turn back.[25] He offers the player a truce merely, upon its decline, becomes enraged.[twenty]

At the end of Take chances mode, the actor reaches an island called Maxwell's Island with a hall belonging to Maxwell on it. The player finds Maxwell trapped in a throne encircled past short rock pillars. Information technology is implied that this is a fate worse than death, and Maxwell was trying to kill the player to prevent them from meeting the same fate he has. The player is at get-go unable to complimentary him[26] but finds a keyhole[27] and a primal nearby.[28] The thespian sets Maxwell free, but he turns into a skeleton and disintegrates as he stands upward. The ghostly arms from the trailer then catch the player and ensnare him in the throne. An epilogue implies that the player will have on a villainous role similar to Maxwell'south using newfound powers given past the throne simply will still be trapped forever.[29]

Development [edit]

Conception and design [edit]

Don't Starve was developed and published past indie studio Klei Amusement. The game began development as part of a 48-hour game jam in 2010. The team liked the idea only shelved it until two years after, when they had the time to flesh information technology out.[30] Full development commenced in 2012, while Klei was nearing the cease of the development process of Mark of the Ninja.[31] This was during the rut of an industry trend of creating games in which players are dropped into a globe with few instructions and a goal of survival. The torch of this movement was held by the 2011 sandbox game Minecraft. Member Kevin Forbes stated in an interview that Minecraft was ane of the team's biggest influences, particularly its exploration elements.[31] Nonetheless, as the game was conceived as a "weird experiment",[32] the team'due south main goal was to innovate in terms of gameplay and aesthetics, specifically by calculation a layer of emphasis on characterization and themes. Some other influence was the 2005 Nintendo DS title Lost in Blue, which contains similar supernatural elements and a solar day/nighttime cycle.[31]

The game's dark and supernatural yet cartoonish art style was influenced by the work of filmmaker Tim Burton,[31] to which it has been frequently compared,[9] [10] and by writers Edward Gorey and H.P. Lovecraft. Forbes noted the team'south ambition of creating something "dark and creepy." After conception of the basic game setup, Forbes penned a backstory influenced by steampunk and horror, and lead creative director Jeff Agala added comic strip-like art elements.[31] To farther the game's atmosphere of loneliness and directionlessness, Klei decided firmly against multiplayer gameplay.[ commendation needed ] Nevertheless, in December 2014, later on numerous requests, Klei finally released the multiplayer version of the game titled "Don't Starve Together" on Steam Early on Admission later on an initial closed beta release.

Development was marked by a few changes to the game's formula that would be reverted. Virtually notably, at 1 point during development, Klei wanted to add quests to the existing open up gameplay. Klei shelved this idea when they realized that "having external goals is extremely counter to what is fun virtually the game." Nevertheless, Klei co-founder Jamie Cheng has emphasized that Klei values the freedom to try dissimilar approaches that being tied to a major publisher would non beget them.[thirty]

Cheng related in an interview that Don't Starve 's development taught Klei a considerable amount about the nature of the emergent gameplay that was endemic to its open and random earth;[32] Klei tries to experiment with a new genre with each project and prefers not to create sequels to any of its games.[7] [thirteen] These lessons would later be used to balance the mechanics of Klei'southward upcoming projection Invisible, Inc. [32]

Releases and updates [edit]

Klei employees argued at length about whether to release Don't Starve as a gratis-to-play game. Forbes stated that he "wouldn't rule it out equally a business model" but that the team was non ready to make such a decision.[31] It was, yet, free in the early on days of beta testing.[30]

Don't Starve was released in beta form in 2012, a move that Klei decided on to find out "what aspects of the game players are actually responding to, and [nip] usability issues in the bud."[31] Klei's Cory Rollins has stated that he finds that most developers' beta periods but serve as an early on release of the game and consequence in few glitches being fixed, and wanted to make more than apply of the strategy.[13] Added benefits the team discovered during beta testing were that it forced them to brand important decisions about the game'south upcoming release well in advance, and that it solidified a player base.[31] In improver, Klei added the power for food to spoil during this time, inspired by a forum thread about such possibilities.[13] Cheng plant Don't Starve to have "ended up a way better game because of the community."[31] It spent a few months in beta testing, and Klei continued to give updates for months after its release.[12]

In June 2013, shortly afterwards the game's principal release, a PlayStation 4 version was announced; it would non be released until January of the following yr.[33] In a January 2014 interview, Rollins mentioned internal discussions of creating a PlayStation Vita version of Don't Starve, citing massive customs interest in playing it on the PlayStation 4 remotely. An iOS edition[34] was released in July 2014. The visitor is also because other mobile phone adaptations,[7] besides as a potential sequel,[13] but is non prioritizing them.[vii]

Don't Starve Mega Pack [edit]

On September 13, 2016, a Don't Starve-related bundle titled Don't Starve Mega Pack was released for PlayStation four including Don't Starve: Console Edition, Don't Starve: Shipwrecked Console Edition, Don't Starve: Reign of Giants Panel Edition (DLC), Don't Starve Together: Panel Edition, and fall PS4 Themes.[35] On Apr 20, 2018, the bundle was also released for Microsoft Shop.[36] A Don't Starve MEGA PACK PLUS that contained Don't Starve, Don't Starve: Reign of Giants Edition, Don't Starve Together, Don't Starve: Shipwrecked and Don't Starve: Village was also released on Steam.[37]

Don't Starve: Reign of Giants [edit]

Don't Starve: Reign of Giants, the game's first paid downloadable content expansion, was announced on January xviii, 2014. Three cryptic teasers were released, each named later a flavor of the year. The first, "Fall", shows a badger-like creature, while "Winter" adds an unlockable arachnid character named Webber and "Spring" a furry leg accompanied past a hatching egg.[38] The expansion was made available equally early access on Apr 2 and was released on May 1. It contains new items, characters, and environments.[39]

Don't Starve Together [edit]

On May 7, 2014, Klei appear that a free multiplayer expansion, Don't Starve Together, would exist coming later that twelvemonth.[forty] As they had initially decided not to create multiplayer, Klei antiseptic on their forums that they originally had non been "confident that it would actually work both in concept and implementation" only had changed their minds in response to popular need and bringing in new assist.[41]

Don't Starve Together made its debut on Steam's Early Access programme on December 15, 2014. Information technology supports up to six players at a time, who tin can be either existing friends or strangers and can play in public or private games. The expansion contains almost, if non all, features of the single-player game, but with ongoing balance patches being made for multiplayer.[41] The game was released out of early admission on April 21, 2016. If the game is purchased, by itself, two copies are given: ane for the purchaser, and i stored equally a souvenir for a friend.

Soon, this is an altogether separate game from Don't Starve itself: similar the single-actor game and some of its associated DLC, DST boasts some unique characters of its own (thus far, Winona, Wortox, Wurt, Walter and Wanda); withal, the DLC for Don't Starve is not compatible with its multi-player counterpart, and vice versa, although some of the NPCs included in the Don't Starve DLC do appear in DST.[ citation needed ] Additionally, the DLC for this game is predominantly graphic symbol skins[42] [ non-main source needed ] that could be caused by other means as well, similar acquiring enough spools (an in-game currency used to purchase sure clothes) to build them.

Don't Starve: Giant Edition [edit]

A PlayStation Vita port of Don't Starve titled Don't Starve: Behemothic Edition was announced on August 25, 2014 and was released on September 2, 2014 in North America, and September 3, 2014 in Europe.[43] This was too announced to be released for the Wii U via the Nintendo eShop on March iv, 2015.[44] Wii U Specific Features: Relish Off-TV Mode! Employ companion map via the Wii U GamePad to navigate around the globe "Reign of Giants" DLC available at launch.[45] Giant Edition was released in North America on May 28, 2015 and in Europe on June four, 2015.[46] A PlayStation three port was adult by Abstraction Games and released in Due north America on June 23, 2015, likewise as in Europe on June 24, 2015. An Xbox I version was released on Baronial 26, 2015.[2]

Don't Starve: Shipwrecked [edit]

Don't Starve: Shipwrecked, co-developed past Super Time Force studio Capybara Games, was released on PC on the first twenty-four hour period of December 2015 in early access.[47] This expansion includes 4 new characters, new biomes, new creatures, and new seasonal effects. These Characters include Walani a surfer chick, Warly a professional chef, Wilbur the monkey King, and Woodlegs the pirate captain. [48] [49]

Don't Starve: Pocket Edition [edit]

Don't Starve: Pocket Edition was released on July nine, 2015,[four] for iOS and includes the Reign of Giants DLC.[50] The Android version was officially released on Oct 20, 2016.

Don't Starve: Village [edit]

Don't Starve: Hamlet was announced on September thirteen, 2017 and an Early Access version was released on Nov 8, 2018. On May 15, 2019 the DLC left Early Access.[51]

Future [edit]

The game made a crossover with the video game Terraria in December 2021.[52]

Reception [edit]

Don't Starve received "generally favorable" reviews, according to video game review aggregator Metacritic.[54] The game sold 1 one thousand thousand copies by the stop of 2013.[65] Don't Starve was a finalist for the one thousand prize and "Excellence in Design" subcategory at the 2014 Independent Games Festival awards anniversary. It also received honorable mentions for "Excellence in Visual Fine art" and "Excellence in Audio."[66]

The game'due south art way was critically acclaimed. Summarizing that the "distinct art style and atmosphere set a cool vibe," GameSpot'southward Nathan Meunier commended the atmosphere and visual design.[8] Marty Sliva of IGN claimed an "immense appreciation for the paper-cutout graphical style and whimsical presentation", going on to praise the threatening qualities bestowed upon mundane objects by the "gothic-inspired look."[9] Game Informer writer Jeff Marchiafava stated that "the cartoony art mode makes exploring your massive, randomized world a joy."[11] Writing for the newspaper Toronto Sun, Steve Tilley called the art "whimsical and wonderful" and the presentation in general "captivating."[63] Reviewing the PlayStation 4 version specifically, Jordan Devore of Destructoid said that it looked and played very well on the console, though he did annotation some pixelation effects when the screen zooms in on the inventory. He also plant that the gamepad controls, while less efficient than a keyboard, were similarly enjoyable.[67]

The music was generally well received. Sliva compared it to carnival music and chosen information technology "immediately catchy" though lacking in variation.[9] Giancarlo Saldana of GamesRadar chosen it "eerie [all the same] calming" and praised its office in complementing the simultaneously lonesome and dangerous globe.[sixty]

Critics universally acknowledged but gave mixed opinions on the game's high level of difficulty. This sentiment was captured past Sliva'south comment that "Don't Starve volition never, ever hold your hand, and I both honey it and hate it for that." For case, he felt some of his deaths were unfairly caused past the game's photographic camera arrangement obscuring needed objects.[ix] Meunier stated that "survival doesn't come easy, but in that location'due south an undeniable thrill to the challenge," merely too placed the high difficulty in his list of the game's cons.[8] Leon Hurley of Official PlayStation Magazine claimed that "learning is half the fun and even the smallest victory makes you experience similar y'all're winning with a capital FU."[62] Reviewers likewise felt that players' levels of satisfaction would depend heavily on their levels of commitment to survival.[10] [eleven] [sixty]

The lack of a permanent saving mechanic and permanence of death were criticized. Marchiafava, while normally a fan of permadeath in games, constitute it problematic in Don't Starve because, dissimilar other games such as The Binding of Isaac and Spelunky, Don't Starve is much longer and so death felt like more than of a loss.[eleven] Meunier noted that the novelty and thrills of each new run wear off somewhat "when you're stuck tackling the same menial tasks over and over over again to regain lost footing."[8] Sliva expressed disappointment at being given "nearly no recognition from Don't Starve itself" upon beingness killed past a frog, and reported existence bored for roughly 30 minutes at the overly familiar starts of after playthroughs.[9] Brown idea similarly, besides calling the early game in detail "a scrap tiresome."[10] Saldana, however, reasoned that "you at least gain some knowledge of how things piece of work" and would brand incremental, enjoyable progress.[lx]

The variety of unusual, numerous, and frequently placed ways for the player to die were singled out for praise. Focusing on the harm caused by subzero temperatures during wintertime, Meunier constitute that "these interesting wrinkles add together depth and additional difficulty to the already challenging survival mechanics at play."[viii] Jessica Conditt of Joystiq praised the loftier number of ways to die and the game's efficient, piece of cake-to-understand brandish of the player's health, hunger, and mental stability.[12] Saldana noted that the unfamiliarity of some monster designs would help to continue the player wary.[60]

The Pocket Edition was nominated for "Adventure Game" at the 2019 Webby Awards.[68]

See likewise [edit]

References [edit]

  1. ^ "Don't Starve on Steam". store.steampowered.com . Retrieved 2016-06-xvi .
  2. ^ a b "Don't Starve: Giant Edition". store.xbox.com . Retrieved 2016-06-16 .
  3. ^ "Don't Starve: Giant Edition". Metacritic . Retrieved 2016-06-16 .
  4. ^ a b "Don't Starve: Pocket Edition". Metacritic . Retrieved 2016-06-16 .
  5. ^ "Don't Starve Together now costless for existing Don't Starve owners". PC Gamer. 4 June 2015.
  6. ^ "Don't Starve Together on Steam". shop.steampowered.com . Retrieved 2019-05-17 .
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  8. ^ a b c d east f g h i j Meunier, Nathan. "Don't Starve Review". GameSpot . Retrieved January 29, 2014.
  9. ^ a b c d e f chiliad h i Sliva, Marty (May i, 2013). "Don't Starve Review". IGN . Retrieved January 29, 2014.
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  12. ^ a b c d due east f m h Conditt, Jessica (May 24, 2013). "Don't Starve review: Exit the light on". Joystiq. Retrieved May 24, 2013.
  13. ^ a b c d east Donato, Joe (March 24, 2013). "PAX East 2013: Don't Starve interview details continued support and collaborative development". GameZone. Retrieved February xx, 2014.
  14. ^ Klei Entertainment. Don't Starve. Biography: The Admirer Scientist / 'I will conquer it all with the ability of my Listen!' / *Grows a magnificent bristles
  15. ^ Klei Entertainment. Don't Starve. Biography: The Firestarter / 'Things are so much prettier when they burn down.' / *Allowed to fire damage *Lights fires when nervous
  16. ^ Klei Entertainment. Don't Starve. Biography: The Bereaved / 'Abigail! Come back! I'm non done playing with you! / *Haunted past her twin sister *Comfortable with darkness *Doesn't striking very difficult
  17. ^ Klei Entertainment. Don't Starve. Biography: The Strongman / 'I am mighty! No one is mightier!' / *Gets stronger with a full belly *Is agape of the night and monsters
  18. ^ Klei Entertainment. Don't Starve. Biography: The Soulless Automaton / 'EMPATHY MODULE NOT RESPONDING' / *Not a picky eater *Charged by lightning, damaged past rain *Can upgrade with gears
  19. ^ Klei Entertainment. Don't Starve. Biography: The Boob Master / 'Freedom!' / *Is dapper but frail *Can fragment his mind *Brings his own sword
  20. ^ a b Klei Entertainment. Don't Starve. Maxwell: Say. pal. Permit'due south make a deal. You can stay here. Settle down, even. I'll give you lot food, gold, pigs, whatever you need. All I want in return is a truce.
  21. ^ Klei Entertainment. Don't Starve. Maxwell: Say, pal, you lot don't look so good. You improve observe something to eat earlier night comes!
  22. ^ Don't Starve – Origin Trailer (YouTube). GameSpot (user GameSpotTrailers). 2013. Retrieved January 31, 2014.
  23. ^ Klei Entertainment. Don't Starve. Maxwell: Well, would you look at that, you survived. One down, four to become!
  24. ^ Klei Entertainment. Don't Starve. Maxwell: What? You're however hither? Impressive, only you should probably terminate while y'all're alee.
  25. ^ Klei Entertainment. Don't Starve. Maxwell: Say, pal. You're actually pushing your luck. Turn back now, or I may have to resort to drastic measures.
  26. ^ Klei Entertainment. Don't Starve. Maxwell: The throne won't allow that. I've tried.
  27. ^ Klei Amusement. Don't Starve. Player: Looks almost like a keyhole.
  28. ^ Klei Entertainment. Don't Starve. Alarm: Take pity? The fundamental looks like it volition fit. You can gratis Maxwell, but I incertitude his captors will be pleased.
  29. ^ Klei Amusement. Don't Starve. Epilogue: The Terminate. And so the bicycle continues. Will [graphic symbol'due south proper noun] ever escape? Perhaps [he or she] too volition tire of this wretched place, and use [his or her] new powers to tempt the unsuspecting.
  30. ^ a b c Weber, Rachel (Jan 24, 2013). "Don't Starve: Klei's grand experiment". GamesIndustry. Retrieved February 20, 2014.
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  32. ^ a b c Grayson, Nathan (July two, 2013). "Don't Starve Dev On Its 'Espionage XCOM' Incognita". Rock Paper Shotgun . Retrieved Jan 30, 2014.
  33. ^ Cheng, Jamie (June x, 2013). "Don't Starve on PS4". PlayStation Weblog. Retrieved June xi, 2013.
  34. ^ "iOS version". iTunes.
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  36. ^ "Don't Starve Mega Pack kaufen – Microsoft Store de-DE". Microsoft Shop (in German). Retrieved 2019-07-21 .
  37. ^ "Don't Starve MEGA PACK PLUS on Steam". store.steampowered.com . Retrieved 2019-07-21 .
  38. ^ Senior, Tom (February 18, 2014). "Don't Starve's Reign Of Giants DLC gets diminutive new teaser". PC Gamer . Retrieved Feb xx, 2014.
  39. ^ Sliwinski, Alexander (May i, 2014). "Don't Starve: Reign of Giants officially out now on PC". Joystiq. Retrieved April 30, 2014.
  40. ^ "Don't Starve Together - Multiplayer Officially Coming Summer 2014". Klei Entertainment. May vii, 2014. Retrieved May 8, 2014.
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External links [edit]

  • Official website

bierhadly1979.blogspot.com

Source: https://en.wikipedia.org/wiki/Don%27t_Starve

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