Skip to content

Wilson with torch Don T Starve Character

3D model description

Wilson with torch Don T Starve Character

Don't Starve
From Wikipedia, the free encyclopedia
Jump to navigationJump to search
Don't Starve
Don't Starve cover.jpg
Developer(s) Klei Entertainment
Publisher(s) 505 Games
Composer(s)
Vince de Vera
Jason Garner
Platform(s)
Android
iOS
Linux
Microsoft Windows
OS X
PlayStation 3
PlayStation 4
PlayStation Vita
Wii U
Xbox One
Nintendo Switch
Release
April 23, 2013[show]
Genre(s) Action-adventure, survival
Mode(s) Single-player, multiplayer
Don't Starve is an indie open world sandbox survival action-adventure video game developed by the Canadian indie video game developer Klei Entertainment. The game was initially released via Valve Corporation's Steam software for Microsoft Windows, OS X, and Linux on April 23, 2013.[1] A PlayStation 4 port, renamed Don't Starve: Giant Edition, became available the following year (with PlayStation Vita and PlayStation 3 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 9, 2015.[4] An Android version was released on October 20, 2016. Downloadable content titled Reign of Giants was released on April 30, 2014, and a multiplayer expansion called Don't Starve Together became free for existing users on June 3, 2015.[5] 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 world and must survive as long as possible. To this end, the player must keep Wilson healthy, fed, and mentally stable as he avoids a variety of surreal and supernatural enemies that will try to kill and devour him. The game's Adventure mode adds depth to the sparse plot and pits Wilson against the game's antagonist, Maxwell.

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

Contents
1 Gameplay
2 Plot
2.1 Characters
2.2 Story
3 Development
3.1 Conception and design
3.2 Releases and updates
3.2.1 Don't Starve Mega Pack
3.2.2 Don't Starve: Reign of Giants
3.2.3 Don't Starve Together
3.2.4 Don't Starve: Giant Edition
3.2.5 Don't Starve: Shipwrecked
3.2.6 Don't Starve: Pocket Edition
3.2.7 Don't Starve: Hamlet
4 Reception
5 See also
6 References
7 External links
Gameplay
Don't Starve is an action-adventure 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] while other activities are controlled by the keyboard, or using the inbuilt gamepad support to play using a controller, giving it a console-like gameplay feel.[11] The goal is to survive as long as possible, and a count of the number of days the player has survived is shown onscreen. The game keeps few records of player progress besides the total 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 last character unlockable with experience, requires the game's limit of 1,600.[8][12] The player earns 20 experience points each in-game day and receives them after dying. As is common among roguelikes, death is permanent, barring the use of several rare or expensive items like the Meat Effigy, TouchStone, and Life-Giving Amulet.[12]

The game relies on a day/night cycle that causes meaningful fluctuations in gameplay style. During the day, the player spends most of their time exploring the world: gathering food, firewood, and other resources, discovering crafting recipes to combine available items, and avoiding enemies. With nightfall comes dangerous 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 player to build shelter, weapons, and tools like axes.[10] Players can forage and farm plants as well as hunt animals for sustenance, with several characters having dietary perks or restrictions.[12] Food can spoil, however, so the player cannot keep it for too long. Eating spoiled food results in a loss of health, sanity, and an increase in hunger.[13] Each in-game day takes 8 minutes of real time.[10]

Wolfgang, an unlockable character, runs from a cadre of spider queens and their young at dusk.
Death can occur in a variety of ways. The player has three gauges displayed on the game's head-up display, which respectively track hunger, health, and sanity. Hunger worsens by default, being replenished with food. Sanity decreases during the dusk and night or as a result of specific unpleasant actions, such as robbing graves or fighting monsters; it can be replenished through mentally stimulating activities, such as sleeping, picking flowers, and wearing fashionable clothing. When hunger gets too low, it begins to chip away at health, which will eventually result in the player's death. A large variety of creatures can attack the player,[12] including giant one-eyed birds, tree monsters, tentacles whose owners are not shown,[8] and even small, weak frogs that will nonetheless try to accost the player and steal from them.[9] Additionally, at low enough sanity, figments of the character's imagination become corporeal and able to attack the player. Some creatures, such as pig-like creatures often found in tribes, begin as neutral to the player (Excluding the Reign of Giants character Webber), but the player's actions may lead them to be allies or hostile foes.

The bulk of the game is played in Sandbox Mode, but there is a second mode, Adventure, which the player can access by finding a landmark called Maxwell's Door. Adventure serves as the game's campaign, consisting of five levels that pit the player against Maxwell, the antagonist of Don't Starve. The player loses all items and recipes upon entering, and can only pick four to keep upon completion of each chapter. Death or the end of the five sections returns the player intact to Sandbox Mode.[12]

Plot
Characters
Wilson, a gentleman scientist, is the protagonist of Don't Starve. While Wilson has no special abilities beyond growth of "a magnificent beard",[14] which slows the speed of freezing in winter and accelerates overheating in summer, other playable characters do: Willow, a firestarter, has a unique lighter[clarification needed] and is immune to fire damage, but will start spreadable fires on the ground when she has low sanity.[15] A girl named Wendy receives visits from her deceased twin sister Abigail when summoned.[16] The strongman, Wolfgang, has high health and significant offensive capabilities that grow better the more his hunger meter is full, but he starves faster and loses more sanity when near danger.[17] WX-78 is an android who nonetheless needs to eat, sleep, and stay mentally stimulated, but does not become ill from spoiled food, can increase its maximum health, hunger, and sanity with gears (reset to the original maximum after dying and respawning; the corpse leaves behind a portion of the used ones), and takes damage from rain (which causes sparks bright enough to ward off Charlie). Being made of conductible material, WX-78 also attracts lightning that surrounds it by a glow that gradually dies down as time passes and refills its health, but also lowers its sanity.[18] Wes is a mime with fast depleting hunger and low damage. His maximum health and hunger are lower than most characters and he cannot talk. These characteristic give the players huge disadvantages for a more difficult play experience.[citation needed]. Wes has the unique ability to make balloons (which can act as diversions).[19] Other characters include Wickerbottom, an insomniac witch writer with a higher intellect and refined tastes;[clarification needed] and Woodie, a Canadian lumberjack with a dark secret and a unique axe.[clarification needed]

The game's antagonist is Maxwell. Maxwell is described as a puppet master who is dapper and frail in stature.[20] He is part-demon and transforms incrementally as his anger at the player increases over the five chapters of Adventure.[21] He is the final unlockable character, obtained after completion of the story rather than with experience points. The character version of Maxwell starts with a Dark Sword, Night Armor, Purple 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 have 75 health and deal 40 damage with each attack. When they die, they disappear and return Maxwell's lost maximum of sanity. A maximum of 3 puppets can be spawned at once, and each will disappear 2.5 days after it is spawned if it doesn't die earlier. The secondary antagonist in all games, and the primary antagonist of the multiplayer sequel § Don't Starve Together (DST), is Maxwell's old magic assistant Charlie, the Night Monster. Charlie's sister, Winona, is unique to DST; so far, she is the only other character to know the true identity of the Night Monster (and the only one theoretically able to survive two hits from her, at base health).

Story
The game opens with Maxwell snidely commenting on the player's gaunt appearance and includes little further story.[8][22] The game's setup is told further through its trailer: on a dark and stormy night, Wilson appears to be getting nowhere in a chemistry experiment until he is startled by his radio speaking to him. It reveals that it has noticed his trouble and has secret knowledge of him. When he eagerly agrees, a flurry of equations and diagrams encircle him and fill his head. Using white rats, a typewriter, and his blood among other tools and materials, Wilson creates a giant machine. The radio commends his work and tells him to pull the machine'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.[23]

During the Adventure mode, at the start of each chapter, Maxwell appears and comments. At first, he seems impressed at the player's hardiness;[24][25] he then becomes irritated and urges the player to turn back.[26] He offers the player a truce but, upon its decline, becomes enraged.[21]

At the end of Adventure mode, the player reaches an island called Maxwell's Island with a hall belonging to Maxwell on it. The player finds Maxwell trapped in a throne encircled by short stone pillars. The player is at first unable to free him[27] but finds a keyhole[28] and a key nearby.[29] The player sets Maxwell free, but he turns into a skeleton and disintegrates as he stands up. The ghostly arms from the trailer then grab the player and ensnare him in the throne. An epilogue implies that the player will take on a villainous role similar to Maxwell's using newfound powers given by the throne but will nonetheless be trapped forever.[30]

Development
Conception and design
Don't Starve was developed and published by indie studio Klei Entertainment. The game began development as part of a 48-hour game jam in 2010. The team liked the idea but shelved it until two years later, when they had the time to flesh it out.[31] Full development commenced in 2012, while Klei was nearing the end of the development process of Mark of the Ninja.[32] This was during the heat of an industry trend of creating games in which players are dropped into a world 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 one of the team's biggest influences, particularly its exploration elements.[32] However, as the game was conceived as a "weird experiment",[33] the team's main goal was to innovate in terms of gameplay and aesthetics, specifically by adding a layer of emphasis on characterization and themes. Another influence was the 2005 Nintendo DS title Lost in Blue, which contains similar supernatural elements and a day/night cycle.[32]

The game's dark and supernatural yet cartoonish art style was influenced by the work of filmmaker Tim Burton,[32] to which it has been frequently compared,[9][10] and by writers Edward Gorey and H.P. Lovecraft. Forbes noted the team's 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.[32] To further the game's atmosphere of loneliness and directionlessness, Klei decided firmly against multiplayer gameplay.[citation needed] However, in December 2014, after numerous requests, Klei finally released the multiplayer version of the game titled "Don't Starve Together" on Steam Early Access after an initial closed beta release.

Development was marked by a few changes to the game's formula that would be reverted. Most notably, at one point during development, Klei wanted to add quests to the existing open gameplay. Klei shelved this idea when they realized that "having external goals is extremely counter to what is fun about the game." Nevertheless, Klei co-founder Jamie Cheng has emphasized that Klei values the freedom to try different approaches that being tied to a major publisher would not afford them.[31]

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 world;[33] Klei tries to experiment with a new genre with each project and prefers not to create sequels to any of its games.[7][13] These lessons would later be used to balance the mechanics of Klei's upcoming project Invisible, Inc.[33]

Releases and updates
Klei employees argued at length about whether to release Don't Starve as a free-to-play game. Forbes stated that he "wouldn't rule it out as a business model" but that the team was not ready to make such a decision.[32] It was, however, free in the early days of beta testing.[31]

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 really responding to, and [nip] usability issues in the bud."[32] Klei's Cory Rollins has stated that he finds that most developers' beta periods simply serve as an early release of the game and result in few glitches being fixed, and wanted to make more use of the strategy.[13] Added benefits the team discovered during beta testing were that it forced them to make important decisions about the game's upcoming release well in advance, and that it solidified a player base.[32] In addition, Klei added the ability for food to spoil during this time, inspired by a forum thread about such possibilities.[13] Cheng found Don't Starve to have "ended up a way better game because of the community."[32] It spent a few months in beta testing, and Klei continued to give updates for months after its release.[12]

In June 2013, shortly after the game's main release, a PlayStation 4 version was announced; it would not be released until January of the following year.[34] In a January 2014 interview, Rollins mentioned internal discussions of creating a PlayStation Vita version of Don't Starve, citing massive community interest in playing it on the PlayStation 4 remotely. An iOS edition[35] was released in July 2014. The company is also considering other mobile phone adaptations,[7] as well as a potential sequel,[13] but is not prioritizing them.[7]

Don't Starve Mega Pack
On September 13, 2016, a Don't Starve-related bundle titled Don't Starve Mega Pack was released for PlayStation 4 including Don’t Starve: Console Edition, Don't Starve: Shipwrecked Console Edition, Don’t Starve: Reign of Giants Console Edition (DLC), Don’t Starve Together: Console Edition, and autumn PS4 Themes.[36][citation needed] On April 20, 2018, the bundle was also released for Microsoft Store.[37] 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: Hamlet was also released on Steam.[38]

Don't Starve: Reign of Giants
Don't Starve: Reign of Giants, the game's first paid downloadable content expansion, was announced on January 18, 2014. Three cryptic teasers were released, each named after a season 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 by a hatching egg.[39] The expansion was made available as early access on April 2 and was released on May 1. It contains new items, characters, and environments.[40]

Don't Starve Together
On May 7, 2014, Klei announced that a free multiplayer expansion, Don't Starve Together, would be coming later that year.[41] As they had initially decided not to create multiplayer, Klei clarified on their forums that they originally had not been "confident that it would actually work both in concept and implementation" but had changed their minds in response to popular demand and bringing in new help.[42]

Don't Starve Together made its debut on Steam's Early Access program on December 15, 2014. It supports up to six players at a time, who can be either existing friends or strangers and can play in public or private games. The expansion contains most, if not all, features of the single-player game, but with ongoing balance patches being made for multiplayer.[42] The game was released out of early access on April 21, 2016. If the game is purchased, by itself, two copies are given: one for the purchaser, and one stored as a gift for a friend.

Presently, this is an altogether separate game from Don't Starve itself: like the single-player game and some of its associated DLC, DST boasts some unique characters of its own (thus far, Winona and Wortox); however, 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. Additionally, the DLC for this game is predominantly character skins[43][non-primary source needed] that could be acquired by other means as well, like acquiring enough spools (an in-game currency used to purchase certain clothes) to build them.

Don't Starve: Giant Edition
A PlayStation Vita port of Don't Starve titled Don't Starve: Giant Edition was announced on August 25, 2014 and was released on September 2, 2014 in North America, and September 3, 2014 in Europe.[44] This was also announced to be released for the Wii U via the Nintendo eShop on March 4, 2015.[45] Wii U Specific Features: Enjoy Off-TV Mode! Use companion map via the Wii U GamePad to navigate around the world "Reign of Giants" DLC available at launch.[46] Giant Edition was released in North America on May 28, 2015 and in Europe on June 4, 2015.[47] A PlayStation 3 port was developed by Abstraction Games and released in North America on June 23, 2015, as well as in Europe on June 24, 2015. An Xbox One version was released on August 26, 2015.[2]

Don't Starve: Shipwrecked
Don't Starve: Shipwrecked, co-developed by Super Time Force studio Capybara Games, was released on PC on the first day of December 2015 in early access.[48] This expansion includes new characters, biomes, creatures, and seasonal effects.[49][50]

Don't Starve: Pocket Edition
Don't Starve: Pocket Edition was released on July 9, 2015,[4] for iOS and includes the Reign of Giants DLC.[51] The Android version was officially released on October 20, 2016.

Don't Starve: Hamlet
Don't Starve: Hamlet was announced on September 13, 2017. The single-player DLC was expected to be released in December 2018.[52] And The Early Access Version was released on November 8, 2018.

Reception
Reception
Aggregate scores
Aggregator Score
GameRankings XONE: 81%[53]
Metacritic PC 79/100[54]
PS4: 78/100[55]
WIIU: 75/100[56]
iOS: 87/100[57]
NS: 78/10058 PS4: 82/100[59]
Review scores
Publication Score
Destructoid 8.5/10[10]
Game Informer 7.5/10 [11]
GameSpot 7/10[8]
GamesRadar+ 4/5 stars[60]
IGN PC: 7/10[9]
PS4: 7.5/10[61]
Joystiq 4.5/5 stars[12]
OPM (UK) 9/10[62]
Toronto Sun 3.5/5 stars[63]
TouchArcade iOS: 5/5 stars[64]
Don't Starve received "generally favorable" reviews, according to video game review aggregator Metacritic.[54] The game sold one million copies by the end of 2013.[65] Don't Starve was a finalist for the grand prize and "Excellence in Design" subcategory at the 2014 Independent Games Festival awards ceremony. It also received honorable mentions for "Excellence in Visual Art" and "Excellence in Audio."[66]

The game's art style was critically acclaimed. Summarizing that the "distinct art style and atmosphere set a cool vibe," GameSpot's 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 style 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 note some pixelation effects when the screen zooms in on the inventory. He also found 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 called it "immediately catchy" though lacking in variation.[9] Giancarlo Saldana of GamesRadar called it "eerie [yet] calming" and praised its role in complementing the simultaneously lonesome and dangerous world.[60]

Critics universally acknowledged but gave mixed opinions on the game's high level of difficulty. This sentiment was captured by Sliva's comment that "Don't Starve will never, ever hold your hand, and I both love it and hate it for that." For example, he felt some of his deaths were unfairly caused by the game's camera system obscuring needed objects.[9] Meunier stated that "survival doesn't come easy, but there's an undeniable thrill to the challenge," but also 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 feel like you’re winning with a capital FU."[62] Reviewers also felt that players' levels of satisfaction would depend heavily on their levels of commitment to survival.[10][11][60]

The lack of a permanent saving mechanic and permanence of death were criticized. Marchiafava, while normally a fan of permadeath in games, found it problematic in Don't Starve because, unlike other games such as The Binding of Isaac and Spelunky, Don't Starve is much longer and so death felt like more of a loss.[11] 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 again to regain lost ground."[8] Sliva expressed disappointment at being given "nearly no recognition from Don't Starve itself" upon being killed by a frog, and reported being bored for roughly 30 minutes at the overly familiar starts of later playthroughs.[9] Brown thought similarly, also calling the early game in particular "a bit dull."[10] Saldana, however, reasoned that "you at least gain some knowledge of how things work" and would make incremental, enjoyable progress.[60]

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 winter, Meunier found that "these interesting wrinkles add depth and additional difficulty to the already challenging survival mechanics at play."[8] Jessica Conditt of Joystiq praised the high number of ways to die and the game's efficient, easy-to-understand display of the player's health, hunger, and mental stability.[12] Saldana noted that the unfamiliarity of some monster designs would help to keep the player wary.[60]

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

See also
Video games portal
Crashlands

in:
Lore, Puzzles, Supplemental material
Cyclum Puzzles
EDIT

COMMENTS (95)

SHARE
Cyclum

The Cyclum Puzzles are a set of comic panels that explain the gap between the events of Maxwell's freedom and the events of Don't Starve Together. Starting from April 21, 2016 until the 29th, the Cyclum web page would update daily revealing a new piece of the comic and puzzle. In some cases the page may also require participation from the page visitor to advance further.
Reaching the last step of the puzzle would reward players with the Tragic Torch cosmetic Skin for use in Don't Starve Together. For the purposes of saving a participant's progress and rewarding them with the torch, it is required for the user to log into Steam to advance the puzzle.

As of 05/16/2016 the Tragic Torch no longer can be unlocked by completing the puzzle - however, as of 4/10/2017, the puzzle is once again (and is probably temporarily) available to be completed and upon completion, grants players the Torch skin. The skins unlocked before 05/16/2016 are upgraded to timeless quality while the newer ones earned at the time of the Metheus Puzzles are given in Loyal Quality.

Contents[show]
The PuzzlesEdit
First Puzzle(Page 1)Edit
Submit: Infirmus

This word is hidden in the trees in the 11th panel.

After entered, shadow creatures will be revealed chasing and surrounding Maxwell

Second Puzzle (Page 1) Edit
The Garland Edit
Collect all the 11 flowers on the ground and Maxwell's Rose on the last panel

Third Puzzle (Page 1)Edit
The Camp in the center of the focus

On the last panel of page 1, click in the base of the smoke, it will reveal Wilson's camp.

Fourth Puzzle (Page 2)Edit
Submit: PULVIS ET UMBRA SUMUS

(We are but dust and shadows.)

Words Ode, Book and Line were hidden in the page.

In the bottom of the page, there was a hidden ASCII art of Maxwell Statue, on it there was one of the numbers 4, 7 and 15, varying between users.

The words led to Horace's Odes:

Book 4

Ode 7

Line 15

This puzzle will unlock Page 3, the Ragtime will start playing in the background

Fifth Puzzle (Page 3)Edit
The Kabobs

Click the elements in any order:

The stick Wilson is holding in the first panel
The fallen trap in the very right of the second panel
Both berry bushes on the third panel
The firepit in the third panel
The Crock Pot in the third panel
This will unlock the rest of the page 3 and also make the page 2 full of roses, part of the sixth puzzle

Sixth Puzzle (Page 2)Edit
H.E.I.R.- Morse code hidden in the static played after the Ragtime stops playing (only happens after the fifth puzzle)

After clicking on all the roses of the panels in each letter of the hidden ChARLIE name, found earlier written in black-red in the borders in page 2, in the same order of H-E-I-R, a secret video and page 4 will be unlocked.

HEIR roses
The StoryEdit
The story was split into 4 pages plus a secret video. It starts with Maxwell falling out of a portal and being dropped into his own world. After recovering from his fall, a Spider approaches him with aggressive intent. Maxwell raises his hand to attack the spider using shadow magic, but nothing happens. Realizing he lost his powers after being freed, Maxwell flees from packs of Hounds and spiders.

After escaping, Maxwell experiences the effects of Insanity and is surrounded by Shadow Creatures, to which he then puts a Garland on his head to drive them away. As nightfall approaches, Maxwell notices a bright light and smoke in the distance and begins to walk towards it to escape the dangers of darkness. As he approaches it, Maxwell discovers Wilson eating a carrot he just finished roasting in a fire pit. Curious, Maxwell watched Wilson in secret while hiding behind a berry bushes. Suddenly, Wilson is startled by the sound of Maxwell stepping on a stick. Soon, Wilson grabs his axe and goes to investigate.

When Wilson realizes it was Maxwell sneaking into his camp, he drops his axe and rolls up his sleeves to personally confront Maxwell with his fists. While Wilson was distracted by his fight with Maxwell, a night hand appears and extinguishes the fire protecting them both from the darkness. After seeing this, they both stop fighting and rush to re-fuel the fire pit just in time to escape the impending darkness. When they recovered, the two look at each other realizing they're both in the same position and must deal with each other to survive.

Wilson and Maxwell survive together for several days, seemingly doing nothing other than staring at each other near their fire pit. Eventually, Wilson notices Maxwell grabbing his stomach out of starvation. So, he cooks up a Kabob and offers it to Maxwell, much to his surprise.

That night, Wilson and Maxwell begin to talk to each other about the current situation. Wilson asks Maxwell how he is still alive after witnessing him turn into a skeleton and fade away after being freed from the Nightmare Throne. Shrugging the question off, Maxwell then asks Wilson why he isn't trapped on the Nightmare Throne. Maxwell glares at Wilson for an explanation, to which Wilson then tells his story.

Don't Starve Together - A New Reign Cinematic-0
Don't Starve Together - A New Reign Cinematic-0

The "A New Reign" cinematic video depicting Wilson being freed by Charlie.

After Wilson explained how he was sent back to the islands after being freed by Charlie, Maxwell searches through Wilson's chest the following morning and finds a blueprint, to which Wilson snatches away from him. Maxwell then pulls out the Codex Umbra, showing his own blueprints within the book.

Wilson and Maxwell spend the next day working together to build the contraption, the final product of which is the Jury-Rigged Portal. After a familiar situation where Maxwell tells Wilson to pull the lever on the portal, it activates and becomes operational. As Wendy, Wolfgang, and Wes emerge from the portal, rose bushes suddenly erupt from the ground, tearing down the portal while replacing it with the Florid Postern. A faint image of Charlie is seen in the sky by everyone.

  • 3D model format: STL

Tags

Creator

License

CC BY

Related contents


Add a comment