Compara los precios de Don't Starve en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Klei Entertainment. Publicado por Klei Entertainment. Lanzado el 23/4/2013. Disponible en PC, Mac, Linux, Xbox. Géneros: Adventure, Indie, Simulation. Puntuación Metacritic: 79/100.

Permadeath, zero hand-holding, and a Tim Burton fever dream aesthetic: Don't Starve earns every hour it steals from you, but only if trial-and-error is your idea of a good time.

I respect games that treat death as a teacher rather than an inconvenience, and Don't Starve commits to that philosophy harder than almost anything else in the survival genre. You are Wilson, a gentleman scientist tricked into a procedurally generated wilderness with one measly tip about finding food before dark, and then the game steps back and watches you fail. The three-meter system sitting in the corner of the screen, tracking health, hunger, and sanity simultaneously, is the clearest signal the game sends you: manage all three or manage none of them, because they will spiral together when ignored. The crafting loop is where the depth lives. Early runs feel like scrambling for twigs and flint to assemble a basic axe or torch, but surviving long enough to build a Science Machine, and later an Alchemy Engine, opens a completely different tier of play. Recipes you could not even see before start unlocking, and the game quietly transforms from a panic-fuelled scavenge into something that rewards structured thinking about base location, resource routing, and seasonal prep. Winter is the wall that ends most early-game runs: temperatures drop, food sources thin out, and the sanity drain accelerates unless you have built toward thermal stone or warm clothing ahead of time. Planning for winter on day one is the mental shift that separates a 10-day run from a 60-day run, and the game never tells you that directly. The wiki exists for a reason, and using it is not cheating, it is the intended on-ramp for players who want to stop dying on day five. The Adventure Mode sits behind Maxwell's Door, a portal hidden somewhere in the procedurally generated survival world. Reaching it and stepping through exchanges the open sandbox for a structured gauntlet of five theme worlds, including a world trapped in endless winter and one with no sunlight at all. It is punishing in a way that makes standard Survival Mode look forgiving, and it is the closest the game gets to a traditional narrative endpoint. Completing it clocks in at a minimum of 20-plus additional hours on top of however long you spent dying in Survival Mode to find the door in the first place. The unlockable character roster, expanded across multiple DLC releases including Reign of Giants, adds meaningful replayability: Wickerbottom reads books to cast area effects, Wolfgang gains combat buffs by staying well-fed, Willow burns things when stressed. These are not just cosmetic swaps, each character restructures your priorities enough that a Wilson player and a Wes player are having categorically different games. The criticism that consistently surfaces, and it is fair, is that the early game loop can feel repetitive once you know it. The first 10 days of any new run involve the same resource gathering rhythm before the world opens up, and players who have died dozens of times will spend those opening minutes on autopilot. The world-generation customization screen helps here considerably: adjusting season length, resource density, and mob frequency lets you tune the starting experience without breaking the game. The Steam Workshop mod ecosystem extends this further, with quality-of-life additions that add map markers, interface improvements, and entirely new content without fundamentally destabilising the challenge. Klei also shipped a substantial Mega Update in April 2023 that backported quality-of-life fixes from Don't Starve Together into the solo game, so the version available now is meaningfully better than what critics reviewed at launch. For the strategy and sim audience, Don't Starve is fundamentally a resource management puzzle wearing a gothic survival costume. The decision-making density is real: every evening you are choosing between pressing further into unexplored map tiles for resources, consolidating at base to extend your fire and insulation, or hunting for seasonal food before stocks run dry. That tension does not resolve, it compounds. If you want games to tell you what to do, this will exhaust you inside an hour. If you want a game that hands you a systems-dense world and backs away, there are very few things in this genre that do it with this much style. Diego, Scout Team

Don't Starve

Don't Starve

23 abr 2013Klei Entertainment
GamerScout opina

Permadeath, zero hand-holding, and a Tim Burton fever dream aesthetic: Don't Starve earns every hour it steals from you, but only if trial-and-error is your idea of a good time.

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Acerca de Don't Starve

I respect games that treat death as a teacher rather than an inconvenience, and Don't Starve commits to that philosophy harder than almost anything else in the survival genre. You are Wilson, a gentleman scientist tricked into a procedurally generated wilderness with one measly tip about finding food before dark, and then the game steps back and watches you fail. The three-meter system sitting in the corner of the screen, tracking health, hunger, and sanity simultaneously, is the clearest signal the game sends you: manage all three or manage none of them, because they will spiral together when ignored. The crafting loop is where the depth lives. Early runs feel like scrambling for twigs and flint to assemble a basic axe or torch, but surviving long enough to build a Science Machine, and later an Alchemy Engine, opens a completely different tier of play. Recipes you could not even see before start unlocking, and the game quietly transforms from a panic-fuelled scavenge into something that rewards structured thinking about base location, resource routing, and seasonal prep. Winter is the wall that ends most early-game runs: temperatures drop, food sources thin out, and the sanity drain accelerates unless you have built toward thermal stone or warm clothing ahead of time. Planning for winter on day one is the mental shift that separates a 10-day run from a 60-day run, and the game never tells you that directly. The wiki exists for a reason, and using it is not cheating, it is the intended on-ramp for players who want to stop dying on day five. The Adventure Mode sits behind Maxwell's Door, a portal hidden somewhere in the procedurally generated survival world. Reaching it and stepping through exchanges the open sandbox for a structured gauntlet of five theme worlds, including a world trapped in endless winter and one with no sunlight at all. It is punishing in a way that makes standard Survival Mode look forgiving, and it is the closest the game gets to a traditional narrative endpoint. Completing it clocks in at a minimum of 20-plus additional hours on top of however long you spent dying in Survival Mode to find the door in the first place. The unlockable character roster, expanded across multiple DLC releases including Reign of Giants, adds meaningful replayability: Wickerbottom reads books to cast area effects, Wolfgang gains combat buffs by staying well-fed, Willow burns things when stressed. These are not just cosmetic swaps, each character restructures your priorities enough that a Wilson player and a Wes player are having categorically different games. The criticism that consistently surfaces, and it is fair, is that the early game loop can feel repetitive once you know it. The first 10 days of any new run involve the same resource gathering rhythm before the world opens up, and players who have died dozens of times will spend those opening minutes on autopilot. The world-generation customization screen helps here considerably: adjusting season length, resource density, and mob frequency lets you tune the starting experience without breaking the game. The Steam Workshop mod ecosystem extends this further, with quality-of-life additions that add map markers, interface improvements, and entirely new content without fundamentally destabilising the challenge. Klei also shipped a substantial Mega Update in April 2023 that backported quality-of-life fixes from Don't Starve Together into the solo game, so the version available now is meaningfully better than what critics reviewed at launch. For the strategy and sim audience, Don't Starve is fundamentally a resource management puzzle wearing a gothic survival costume. The decision-making density is real: every evening you are choosing between pressing further into unexplored map tiles for resources, consolidating at base to extend your fire and insulation, or hunting for seasonal food before stocks run dry. That tension does not resolve, it compounds. If you want games to tell you what to do, this will exhaust you inside an hour. If you want a game that hands you a systems-dense world and backs away, there are very few things in this genre that do it with this much style.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

Single-playerFull controller supportSteam Trading CardsSteam WorkshopSteam CloudRemote Play on PhoneRemote Play on TabletRemote Play on TVFamily SharingPermadeathRoguelike SurvivalBase BuildingSanity MechanicSeasonal ThreatResource ManagementTim Burton AestheticUnlockable CharactersAdventure Mode

Requisitos del sistema

Mínimos

Processor
1.7+ GHz or better
Memory
1 GB RAM
Graphics
Radeon HD5450 or better; 256 MB or higher
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
750 MB available…

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Reseñas y valoraciones

Metacritic
79

Información del juego

Desarrolladora
Klei Entertainment
Distribuidora
Klei Entertainment
Fecha de lanzamiento
23 abr 2013

Modos de juego

singleplayer

Idiomas

Audio (1)
English
Subtítulos (2)
EnglishSimplified Chinese

Características

Controller SupportCloud Saves

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¿En qué plataformas está disponible Don't Starve?

Don't Starve está disponible en PC, Mac, Linux, Xbox.

¿Cuándo se lanzó Don't Starve?

Don't Starve se lanzó el 23 de abril de 2013.

¿Quién desarrolló Don't Starve?

Don't Starve fue desarrollado por Klei Entertainment.

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Don't Starve tiene una puntuación Metacritic de 79/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.