
Fight, Farm, Build and Explore Together in the standalone multiplayer expansion to the uncompromising wilderness survival game, Don't Starve.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Fight, Farm, Build and Explore Together in the standalone multiplayer expansion to the uncompromising wilderness survival game, Don't Starve.
Enter a strange and unexplored world full of odd creatures, hidden dangers, and ancient secrets. Gather resources to craft items and build structures that match your survival style. Play your way as you unravel the mysteries of "The Constant".
Cooperate with your friends in a private game, or find new friends online. Work with other players to survive the harsh environment, or strike out on your own.
Do whatever it takes, but most importantly, Don't Starve.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 3363 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
в целом игра хорошая, но душная, можно просто каждый день заходить и награды за красивые глазки забирать
kült oyun bro
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best KR #96, worst BR #100 · 6 markets collected
Reviews, worldwide (the counter carries no country): 55.29/day in the week to Sep 1 → 57.57/day in the week after.
Of the 2 markets with a position on both sides, 2 climbed and 0 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, French*, Italian*, German*, Japanese*, Korean*, Polish*, Portuguese - Portugal*, Russian*, Spanish - Latin America*, Traditional Chinese**languages with full audio support
Hours played at review time, across 3.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩
I starved.
评分:7.1/10 说实话,如果只打暗影线的话,饥荒是一个流程和体验都让人觉得刚刚好的游戏。无论是食物工厂还是武器盔甲,打完boss都还有很多库存。值得沙盒三巨头的美名。 但是,当你开始碰天体线以后,就会有无穷无尽的前置内容来恶心你。 第一,从老奶奶的10好感内容游戏拖拉的情况就开始初见端倪了,好感任务不仅对天气和季节都有要求,还要搞一堆稀奇古怪的材料来解锁另一个又臭又长的主线。(不看攻略谁能知道) 第二,月亮风暴的内容过于死木,基本无引导,如果不看攻略基本要在给博士递工具那里卡很久。(不看攻略二审) 第三,联机卡顿,谁教科雷地上和地下分为两个服务器的?是人想出来的吗。 第四,跑图太麻烦了,不装木牌传送的纯净玩家有多难受我不敢想。 第五,食物一直做一直烂,种地玩家基本就在家一直种地出不了门。玩家既要探索又要注重生存,流程拖拉得不行。 第六,到启迪头冠之前地图照明都挺磨叽的,搞个永亮光源像要你命一样。 第七,背包/项链/盔甲居然占同一个格子。别说游戏特色,纯粹为难而难,科雷小时候穿个项链发现自己果体了? 第八,到天体英雄之后又是一坨更臭更长的主线,等变异化boss又要等一年(指完整的一年四季),然后还要抓一堆灵魂来充电,最后再打两个数值和机制都很猎奇的boss通关。 本质上是因为饥荒的游戏风格就不适合做这种长线的流程,学习泰拉瑞亚的长线风格结果学到了糟粕:那就是【线性流程】,在天体线中,你只能打完这个boss才能去打另一个boss,不然就会有知识锁,让你在无尽的等待中刷手机看攻略然后变得很煎熬。 第九,整个游戏在打天体线以后就是一场大型的服从性测试。 跑图,攒材料,mod崩溃,掉线,被不明的AOE攻击打死,地图回档但角色没回档,下洞掉线,唯一性物品损毁,地图上有一万头发情的牛和一万个正在旅游的蜘蛛女皇,再次跑图,回地面掉线,跑图路过敌对生物怪群被十几次不间断攻击导致你的甲和科雷木琴一起爆炸,家里起火,掉落物起火,打boss团灭,收材料时去世,再再次跑图,冰箱里食物全腐烂,食人花农场被温蒂队友失手杀光,农作物忘记收获全腐烂并爆出一大堆敌对果蝇,强制攻击锁到格罗姆,火狗把尸体一起烧了。 如果你是M的话你应该会很喜欢这个游戏。 如果你想几个萌新朋友一起开荒,不装辅助mod会非常、非常难受,不是刷攻略就是在刷攻略做流程的路上。 要用一个字来评价这个游戏的话,我的评价是:熬。 如果是重度基建玩家想体验轻度战斗,打暗影线就行,想打天体线的话别来。 二编: 我看了一堆饥荒测评视频以后还是有点生气,再过来骂一下。 本人也算得上是一个比较能赤石的玩家了,泰拉瑞亚的get fixed boi难度我都能笑着玩。到饥荒完全就是负反馈,负优化,打到后面真是困得不行了,完全没有玩下去的欲望。 游戏真的很卡,设计师真的眉目,点名jason设计的傻比巨大蠕虫,傻比亮茄,傻比暗影大怪,没有专属掉落还全是击飞。击飞击飞击飞,就端着你这个勾巴机制一直用吧,巨大蠕虫初见能被当成羽毛球打,月后怪的熊大能给我一直扇巴掌扇到大兴安岭去。 设计远程武器很难吗? ok,有了位面抗性以后为什么不做新武器? 觉得自己的亮茄/秃鹫群/加强青蛙雨/裂隙/暗影三基佬这些随机恶心事件很好玩很有趣吗? 以及打到快毕业了角色也只是个扛着剑走A的家伙,想做战斗的纵深又没那个能力,你是生存游戏不是策略战斗游戏,能不能搞清楚定位。 你把月亮和暗影生物群系单独塞到两个维度里我半个屁不会放,做那么多屎怪和事件,有对得起它难度的资源和奖励么?纯粹塞大便,又臭又长。 最后别抄泰拉瑞亚体系了,你搞不来。
Launching Server . . . . . . . . . . . . . . . . . . . ...
Don't Play This Game.
it can run on a 1gb graphics card , highly recommend for mellow times
饥荒牛逼饥荒牛逼饥荒牛逼饥荒牛逼饥荒牛逼饥荒牛逼饥荒牛逼饥荒牛逼
很有意思的一款游戏,就是萌新时期比较难活下去,可以去看一看网络上的教学视频,皮肤价格也都很良心
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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