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About Corey

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Chester Kickstarter
  • Tweeted support for Chester
Chester Kickstarter
  • Supported Chester
Don't Starve Together
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    At the time the Pink Crabits and Blue Chester were made, we were just starting to experiment with digital items in game. Also since they are limited and not being made again, we didn't want to restrict those items to just those 400 or so units made. Moving forward, we'll be trying to put digital goodies on all future merch. They won't always be items that perfectly reflect the physical good, but I like doing it when we can.

    Something like that, yes. Basically we would negotiate with one or more shipping providers the minimum for a "bulk" flat rate with a provider, and once we had enough orders to hit that we would send it off and it would get distributed by the local post service once it arrives. We are talking to a few people to see if this is possible logistically and what package tracking / insurance situation would be for customers. It's promising if we can figure it out, we're talking to a few places now and are definitely exploring new options!

    Hey there, just wanted to reply to this. We're looking in to certain parts of Europe after some people have claimed this happened. If it's larger single items it can get expensive. From the time we closed the store to reopened it shipping prices went up again for us, which was a factor in changing to fulfillment by IndieBox. Unfortunately, the only absolute solution would be to operate international warehouses, which at our current size is just not realistic. We're working on some creative options like monthly pickup group shipping for ALL orders to international regions for people who don't mind very slow to save money. Depending where you live single item prices may not have changed much, or in rare cases increased which we can look in to. If you want to email the store at and let us know the specific order details, there's a chance it's an error and we need to fix it. When people now order multiple items, the cost is dramatically cheaper than our previous store, even when factoring in that postal rates simply have increased every year for the past 3 years. We will continue to find ways to further reduce and provide more options where we can. As the guy who runs the store, shipping costs are the bane of my existence. The postal rates we get as a shop are directly tied to the volume you sell, and must be individually negotiated annually. Combining with IndieBox allowed us to cut overall shipping costs by quite a bit, especially on multi orders. We've also started offering free shipping within the USA on orders over $50 because the volume of orders we get allows us to negotiate better rates in order to offer that. We are working to increase the shop to reduce rates to some higher priced regions, Especially Europe, but it's difficult when the volume doesn't support it yet. Long term, the partnership with IndieBox was made to increase our negotiation power with rate providers even more down the road, and I really hope this group shipping option we're exploring actually works logistically for our shop and our players, because the prices would be great. Hope that helps clarify, and I'm sorry to hear that shipping went up for your region when we were hyping everyone else up for their reduced fees. I will do my best to look in to this more, and I'd really appreciate if you could email and let them know the specific regions / items you're seeing this on so we can confirm it's not in error, and if it's correct use it as an example of where we can try to find new shipping options.
  4. Damn, you totally smashed KCDA. Great work man! fFKcAfn.png

  5. Never seen you before, thanks @ImDaMisterL.:wilson_ecstatic:

    1. ImDaMisterL


      I've heard he's the guy that deals with merch and all (among other stuff?). Might be wrong, might be right...

      He's a living riddle.

    2. minespatch


      That would probably explain why the store is quiet and down right now.

  6. Traps cone up empty

    He all, just wanted to let you know we're aware of this issue thanks to bug tracker reports, have reproduced it, and already submitted a fix / patch for this. The update process on console has to go through certification. We've already submitted and our console partners are working on expediting / prioritizing. Once it's fixed we'll tweet on @klei. Thanks for your patience and letting us know.
  7. We appreciate the enthusiasm, but just an FYI, this will actually reduce your chances of getting picked in the early stages. Everyone who submits will eventually get in. We just need to test the servers one step at a time. Thanks!
  8. Fun story, I may have not even known when you talked to me at PAX haha. The new hires were quietly working on the prototype for some time as a grand experiment to see what was possible. While I was away with the PAX crew they hit the point where they decided to reveal it as working and Klie had the first office wide test of it. They emailed me while I was in Boston to let me know it was fun as heck and actually being looked at seriously. We really look forward to the feedback and support for this. Don't Starve as it is right now would not be the same without the great community discussions.
  9. The plan is that things that can be cross modes, will totally be added and tuned for both modes when logically and technically possible. We have zero plans or desire to segregate content that would be awesome to play in both single player and multiplayer.
  10. To address the concerns over this affecting the single player game, it has zero impact. As mentioned in the OP we made this decision after developers in our studio took the lead and made a working prototype. As a result of that being insanely fun to play we decided to have those developers work on expanding it for release. We agree not every game should have MP just for the sake of having it, so they made a proof of concept, and after experiencing it, we were confident that we could do something we felt proud of and was interesting on its own. Most people did indeed want this, but that wasn't really the factor in releasing it. We have been firm in saying we didn't want to split our focus away from the single player game which was the promise we made. With our new hires, we have the resources to focus on this. We realize many people love our original vision of Don't Starve. That's why this is free to all existing players before the Alpha drops, will always be optional, and its own focus separate from single player.
  11. No prob! Prices will be dependant on where you're located with shipping etc. But the final ones will drop on Monday. We're still fine tuning it leading up to launch. I'm trying to make shipping as affordable as possible, even to people outside the USA.
  12. You are essentially pre-ordering. If the campaign raises enough money, we collect the money and order the toys. If not, no one is charged anything, and the project will end at the single prototype we made. *single tear* haha You can read more about how KickStarter works here:
  13. We're kind of testing the water with Chester. I can tell you that a Beefalo plush was tossed around as an idea. Pending on how Chester does we can look at other creatures and merch. Thanks for all the suggestions!
  14. Just thought I'd pop in to clarify, those are only our limited rewards shown. We have others, but decided to announce the limited ones specifically so everyone had a fair chance to get them. There is a hypothetically unlimited number of Chesters as we'll order them based on the demand when the campaign is done (and hopefully successful with your help!).