Compare Don't Starve Together prices across trusted key stores and find the best deal. Developed by Klei Entertainment. Published by Klei Entertainment. Released on 4/21/2016. Available on PC, Mac, Linux, Xbox. Genres: Action, Adventure, Indie, RPG, Simulation, Strategy. Metacritic score: 83/100.

Surviving alone was already brutal - surviving with friends who make catastrophic decisions is another beast entirely. A deep, unforgiving co-op survival game that rewards patience, preparation, and someone on the team who knows what a Science Machine actually does.

I have a soft spot for systems that punish you just for existing, and Don't Starve Together has that quality in abundance. From the moment you spawn into the procedurally generated Constant with nothing but your wits and whatever your chosen character starts with, the clock is ticking on three interlocking meters: hunger, health, and sanity. Managing all three simultaneously while the day-night cycle compresses your planning window is the kind of tight resource loop I respect. Ignore any one of them and the game will kill you creatively - starvation is almost the boring way to go. The darkness alone, which lets the antagonist Charlie send shadow monsters after anyone caught without a light source, has ended more runs than any boss fight. The character roster is where the decision-making depth lives. Each of the 20-plus playable characters brings a distinct asymmetric profile - Wolfgang deals bonus damage at full hunger, Wickerbottom can prototype advanced items without a Science Machine but cannot sleep, Wormwood grows his own armor from brambles, Wanda manipulates time through her clockwork abilities. That asymmetry translates directly into team composition planning. A two-person group running Wolfgang and Wickerbottom covers combat output and research access simultaneously. A larger group can push one player toward dedicated farming and crock-pot cooking while another handles cave exploration. The seasonal pressure - spring floods disrupting farms, summer heat triggering spontaneous combustion, winter starving unprepared players of warmth and food - forces the team to rotate priorities across a long session in ways that feel genuinely strategic rather than random. Klei has continued updating the game for nearly a decade since its 2016 full release, adding content through free updates that have meaningfully expanded the world. The caves biome, accessible through sinkholes on the surface, layers in a whole separate resource economy with its own hazards. Boats unlock coastal and ocean traversal. The Steam Workshop support is a genuine strength here: Klei built the game with extremely open mod hooks, allowing the community to add new characters with custom stat spreads and abilities, new world generation rules, new biomes, UI overhauls, and entirely new game mechanics. If the vanilla game eventually plateaus, a few Workshop subscriptions can refresh it substantially. That said, I have to be direct about the ceiling issues. There is no tutorial worth the name - the game hands you nothing and expects you to fail, consult the wiki, and fail less next time. That philosophy works for some players and is a genuine barrier for others. Once a group masters the seasonal calendar and knows their boss rotation, late-game sessions can lose urgency; without a hard objective pulling toward an ending, some groups drift. The procedural map is also not infinitely large, and experienced players will have charted the full surface and cave layers inside a few focused sessions. The PvP mode exists but is a side note - this is fundamentally a co-op game, and playing it solo is measurably less interesting than with even one other person who knows what they are doing. For newcomers: set the world settings to reduce hound attack frequency and bump up resource amounts for your first few runs. The game permits this with adjustable difficulty sliders, and there is no shame in learning the seasonal rhythm before turning the screws back up. Think of that first run as a very punishing tutorial you write yourself. The strategic depth waiting on the other side - coordinated boss kiting, optimized crock-pot chains, cave spelunking with a dedicated sanity manager back at base - is worth the entry cost in time. Diego, Scout Team

Don't Starve Together

Don't Starve Together

Apr 21, 2016Klei Entertainment
GamerScout Says

Surviving alone was already brutal - surviving with friends who make catastrophic decisions is another beast entirely. A deep, unforgiving co-op survival game that rewards patience, preparation, and someone on the team who knows what a Science Machine actually does.

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About Don't Starve Together

I have a soft spot for systems that punish you just for existing, and Don't Starve Together has that quality in abundance. From the moment you spawn into the procedurally generated Constant with nothing but your wits and whatever your chosen character starts with, the clock is ticking on three interlocking meters: hunger, health, and sanity. Managing all three simultaneously while the day-night cycle compresses your planning window is the kind of tight resource loop I respect. Ignore any one of them and the game will kill you creatively - starvation is almost the boring way to go. The darkness alone, which lets the antagonist Charlie send shadow monsters after anyone caught without a light source, has ended more runs than any boss fight. The character roster is where the decision-making depth lives. Each of the 20-plus playable characters brings a distinct asymmetric profile - Wolfgang deals bonus damage at full hunger, Wickerbottom can prototype advanced items without a Science Machine but cannot sleep, Wormwood grows his own armor from brambles, Wanda manipulates time through her clockwork abilities. That asymmetry translates directly into team composition planning. A two-person group running Wolfgang and Wickerbottom covers combat output and research access simultaneously. A larger group can push one player toward dedicated farming and crock-pot cooking while another handles cave exploration. The seasonal pressure - spring floods disrupting farms, summer heat triggering spontaneous combustion, winter starving unprepared players of warmth and food - forces the team to rotate priorities across a long session in ways that feel genuinely strategic rather than random. Klei has continued updating the game for nearly a decade since its 2016 full release, adding content through free updates that have meaningfully expanded the world. The caves biome, accessible through sinkholes on the surface, layers in a whole separate resource economy with its own hazards. Boats unlock coastal and ocean traversal. The Steam Workshop support is a genuine strength here: Klei built the game with extremely open mod hooks, allowing the community to add new characters with custom stat spreads and abilities, new world generation rules, new biomes, UI overhauls, and entirely new game mechanics. If the vanilla game eventually plateaus, a few Workshop subscriptions can refresh it substantially. That said, I have to be direct about the ceiling issues. There is no tutorial worth the name - the game hands you nothing and expects you to fail, consult the wiki, and fail less next time. That philosophy works for some players and is a genuine barrier for others. Once a group masters the seasonal calendar and knows their boss rotation, late-game sessions can lose urgency; without a hard objective pulling toward an ending, some groups drift. The procedural map is also not infinitely large, and experienced players will have charted the full surface and cave layers inside a few focused sessions. The PvP mode exists but is a side note - this is fundamentally a co-op game, and playing it solo is measurably less interesting than with even one other person who knows what they are doing. For newcomers: set the world settings to reduce hound attack frequency and bump up resource amounts for your first few runs. The game permits this with adjustable difficulty sliders, and there is no shame in learning the seasonal rhythm before turning the screws back up. Think of that first run as a very punishing tutorial you write yourself. The strategic depth waiting on the other side - coordinated boss kiting, optimized crock-pot chains, cave spelunking with a dedicated sanity manager back at base - is worth the entry cost in time.

Diego
Diego · Scout Team

Strategy & simulation

Tags

Single-playerMulti-playerPvPOnline PvPLAN PvPCo-opOnline Co-opLAN Co-opFull controller supportSteam Trading CardsSteam WorkshopIn-App PurchasesAdjustable Text SizeCamera ComfortColor AlternativesCustom Volume ControlsAdjustable DifficultyKeyboard Only OptionMouse Only OptionPlayable without Timed InputSave AnytimeStereo SoundRemote Play on PhoneRemote Play on TabletRemote Play on TVFamily SharingAsymmetric CharactersSeasonal PressureCave ExplorationWiki-RequiredBoss KitingBase BuildingPermadeathSanity MechanicLong-Session Co-op

System Requirements

Minimum

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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Reviews & Ratings

Metacritic
83

Game Info

Developer
Klei Entertainment
Publisher
Klei Entertainment
Release Date
Apr 21, 2016

Game Modes

singleplayer
multiplayer
pvp
coop
online coop
Online Co-op

Languages

Audio (11)
EnglishSimplified ChineseFrenchItalianGermanJapanese+5 more
Subtitles (12)
EnglishSimplified ChineseFrenchItalianGermanJapanese+6 more

Features

Controller SupportTrading CardsWorkshop

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What platforms is Don't Starve Together available on?

Don't Starve Together is available on PC, Mac, Linux, Xbox.

When was Don't Starve Together released?

Don't Starve Together was released on 21 April 2016.

Who developed Don't Starve Together?

Don't Starve Together was developed by Klei Entertainment.

Is Don't Starve Together worth buying?

Don't Starve Together holds a Metacritic score of 83/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.