dont-starve game sourced
Don't Starve
A survival sim in a procedurally generated wilderness where the player balances hunger, health, and sanity, crafts tools and light, and prepares for darkness, hounds, and seasons.
core loop
explore a generated world by day -> gather and craft tools, food, and light -> manage hunger, health, and sanity -> survive nights, hounds, and seasons -> build a base and stockpile for winter -> die and start a new world
design notes
Three meters interact: empty hunger drains health, and sanity falls at dusk and night and from unpleasant actions until, below 15% of maximum, shadow creatures attack, so the mind is a survival stock alongside the body. The 8-minute day is divided into day, dusk, and night segments whose split shifts with the season, and total darkness is lethal because Charlie attacks anyone without a light. Hound attacks escalate on a schedule tied to days survived, and death deletes the world except through rare resurrection items. Klei released it in beta in 2012 and fully on 23 April 2013.
relations
13 stored edgesDay-night cycle
A day lasts 8 real minutes in sixteen 30-second segments of day, dusk, and night; sanity drains 5 per minute at dusk and 50 per minute in total darkness, where Charlie attacks unless the player has light.
Hand crafting
Recipes combine gathered items into tools, light, shelter, and weapons; most must first be prototyped at a crafting station such as the science machine, though some characters bypass this.
Survival meters
Hunger, health, and sanity meters; default maximum hunger is 150 and drains 75 per game day, and at empty hunger health drains 1.25 per second until the player eats or dies.
Adaptive threat scaling
Hound attacks scale with days survived, from 2 hounds every 5-8 days early to 7-10 hounds every 11-16 days after day 100, with shorter warnings.
Spoilage
Food spoils over time; spoiled food restores less hunger and costs health and sanity.