you and your friends have one job
Passing through the great survival game floodgate of 2013 and 2014, Don't Starve was all about teaching kids a great life axiom: do not plunge into hunger and die. The parent game was met with critical acclaim with lauding comments such as "You will die," "A game where poop is more important than gems," and "I WORE A MELON ON MY HEAD AND DIED OF STARVING. BEST GAME EVER." However, the greatest sanity-draining-melon-hat simulator on Steam did not have multiplayer, which many players found odd. A survival game with crafting but no multiplayer? What is this? So amidst the historical 2014 cries of "༼ つ ◕_◕ ༽つ VOLVO GIFF DIRETIDE", the team behind Don't Starve decided to tap the multiplayer potential of Don't Starve.
First off, I want to express how glad I am that Don't Starve Together has its own server hosting. No need to tangle with port forwarding if you aren't familiar with it. Games like Terraria, Risk of Rain and, for the longest time, Hammerwatch simply did not have its own server hosting capabilities. Hosting and connecting is simple and quick in Don't Starve Together.
If you've read my first impression experience with Unturned, another survival game that came through the 2013-2014 game industry floodgate, you wouldn't be surprised if I told you that I didn't plunge into the multiplayer experience alone on a random server. I gathered up two other well-fed friends, Ben and Mark, who were willing to starve with me and together, we made a pact to not starve. Random servers have PvP settings and likely more griefing and hostility between players which I did not want to dabble in. Throwing ourselves into Maxwell's nightmare dimension that is the world of Don't Starve, we were confident that we would forge the great state of Camp Carlos for the Oncadorian nation.
the melon is a historical symbol of power
Backed by fantastic art direction, sound work, and an eclectic cast of player characters each with their own unique abilities and drawbacks, the gameplay is relatively simple and easy to pick up on. Survival consists of three aspects: Hunger, Sanity, and Life Points. The early days will be spent collecting basic resources and exploring the lay of the land and players will find themselves in a relatively cosy encampment. A variety of odd flora and fauna dot the different biomes you will come across. Resources can be crafted into tools which advance players towards better structures, tools, and equipment. But be wary: you will most likely die before you can starve as the trial-and-error process takes its toll. You'll soon learn that darkness is fatal, frogs are assholes, and that a lush farm of reeds conceals something terrible (HINT: It's your death).
Although exploration and experimentation are the keystones of what makes a survival game (aside from crafting and never leaving Early Access), a majority of quality of life information is hidden from players, specifically tool-tips for items. Axes are no good for combat and log suits actually block 80% of physical damage. You will most certainly be tied to the Don't Starve Wiki to figure out a vast majority of the intricate mechanics at work—which isn't a bad thing, it's just that newer players may find themselves frustratingly lost without much direction from the game. However, there is an abundance of content to uncover, from cave systems to an Adventure Mode, provided you don't starve in your journeys.
You'll most likely not starve but instead die a painful death brought by some strange beast. Combat in Don't Starve Together is similar to its parent game's system heavily involving kiting and exploiting the environment. It's rather mechanically simple but not as intricate as other mechanics found in the game. Fights are rather lackluster and involves watching for animation cycles and striking at the right time; a spear and log suit are dire necessities in fights. Some encounters can also take a long time as you kite a single mob out of a horde as dealing with multiple enemies is suicidal as they will stun-lock you with their attacks. Ranged weapons are scarce and difficult to come by in the early game, resulting in a rather underdeveloped and dull set of combat mechanics. Later on, players will gain access to magical abilities to set enemies on fire or freeze them, but these abilities and items take quite a long time to obtain.
Although straight brawling mechanics are dull, environmental solutions can be creative and interesting. Should enemies chase you, one option is to run into a small pig village where the hostile mobs may fight the pigs instead. Setting a forest on fire to reenact the Vietnam War can also get you out of a tight pinch. Piles of gunpowder can be strategically placed to blow up slower foes. A corridor of traps can also be created to halt advancing enemies before they reach the Alamo to eat you and your friends. However, don't be surprised if you find yourself out exploring and get quickly dispatched by some ridiculous nightmare being. Beware of being too cozy in your Alamo: larger boss monsters can often force players to relocate to another camp, ever increasing the sense of urgency and dread.
Weather and seasonal effects are also present and affect gameplay. Days are divided into three portions: Day, Dusk, and Night. The length of daylight changes with seasons as do mob behaviors and properties. Learning about how mobs interact with the environment and player can be very handy in learning the ropes of the game. Autumn, Winter, Spring, and Summer all bring their own unique mechanics such as freezing and overheating that must be overcome if you are to continue to survive.
If you die, I hope you at least didn't die hungry. Don't worry, death in Don't Starve Together isn't permanent; the dead player will return as a ghost player, but its presence negatively affects everyone on the server through a global sanity drain. Ghost players can haunt anything in the world environment for a variety of effects both helpful and detrimental. There are numerous ways to bring back dead players and if you're playing on the more relaxed Endless game mode, players can resurrect at the spawn point for a minor health penalty.
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let's poke it
Although straight brawling mechanics are dull, environmental solutions can be creative and interesting. Should enemies chase you, one option is to run into a small pig village where the hostile mobs may fight the pigs instead. Setting a forest on fire to reenact the Vietnam War can also get you out of a tight pinch. Piles of gunpowder can be strategically placed to blow up slower foes. A corridor of traps can also be created to halt advancing enemies before they reach the Alamo to eat you and your friends. However, don't be surprised if you find yourself out exploring and get quickly dispatched by some ridiculous nightmare being. Beware of being too cozy in your Alamo: larger boss monsters can often force players to relocate to another camp, ever increasing the sense of urgency and dread.
noot noot
Weather and seasonal effects are also present and affect gameplay. Days are divided into three portions: Day, Dusk, and Night. The length of daylight changes with seasons as do mob behaviors and properties. Learning about how mobs interact with the environment and player can be very handy in learning the ropes of the game. Autumn, Winter, Spring, and Summer all bring their own unique mechanics such as freezing and overheating that must be overcome if you are to continue to survive.
If you die, I hope you at least didn't die hungry. Don't worry, death in Don't Starve Together isn't permanent; the dead player will return as a ghost player, but its presence negatively affects everyone on the server through a global sanity drain. Ghost players can haunt anything in the world environment for a variety of effects both helpful and detrimental. There are numerous ways to bring back dead players and if you're playing on the more relaxed Endless game mode, players can resurrect at the spawn point for a minor health penalty.
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"GOLD!" Mark cried out. "MORE GOLD! I WILL BUILD MY CITY ON A HILL WITH GOLD! NOTHING BUT GOLD! I AM WEARING A MELON ON MY HEAD." Ben and I both knew the melon was draining his sanity, but the promised Golden Age of Camp Carlos arrived with our combined efforts and we prospered together for awhile.
Lead on by visions of melon hats and the beacon of the golden shovel, Camp Carlos slowly grew until illiteracy took Ben's life as he failed to recognize what the big zero hovering over his hunger meter meant. The quest to revive Ben was long and trying, but our Pyrrhic victory over our challenges left us weak and insane. Pecked apart by the world, at the very least we didn't starve together. We only horribly descended into insanity to be eaten by our own nightmares together.
Lead on by visions of melon hats and the beacon of the golden shovel, Camp Carlos slowly grew until illiteracy took Ben's life as he failed to recognize what the big zero hovering over his hunger meter meant. The quest to revive Ben was long and trying, but our Pyrrhic victory over our challenges left us weak and insane. Pecked apart by the world, at the very least we didn't starve together. We only horribly descended into insanity to be eaten by our own nightmares together.