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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.

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  1. When I bought the game I got an extra copy and after I've asked all my friends and none of them wants it (anymore), I decided to trade it here. I don't really want any specific game, so just offer what you'd be willing to trade for it. Doesn't have to be anything special, although gift-versions would be nice instead of just codes.
  2. who wants a multiplayer for don't starve ? a multiplayer mode for "do not starve" would appeal to many and the sales figures upward push up... this would very funny for two, three, four friends. "This is why we are not planning on adding multiplayer or co-op to Don’t Starve." single player is good but not on the duration ! after time, every single player boring.
  3. Bug Submission Please choose a category [Graphics] Platform Steam Chrome Version Number ????? Issue title Overall brightness/contrast Steps to reproduce Load game and play Describe your issue Since the most recent update it seems the overall contrast and brightness of the game has changed dramatically. Now at dusk it seems extremely dark and when night falls (even with a rock fire pit) it is much darker than it was before the update and very difficult to see anything unless it is within the second shade of light around the fire. I have not touched any graphics settings and this change in brightness can be noticed on any system I play on. If I adjust my graphics settings to compensate for this change I must raise the brightness to 100% then reduce it again after playing as it causes my desktop and browsers etc to be obscenely bright and difficult to look at. Basically prior to the update, with the rock fire pit fully stoked, the lighted area was about 3 or 4 "rings" and with the new update the rock fire pit fully stoked gives a lighted area of about 2 "rings".
  4. Okay - Here goes the hard part. Confessing that when ask here what my all time favorite game has been is to respond - Myst. Yes, it's true. Here's the thing. I want a game that: allows me to use my mind rewards my curiosity is sometimes easy and simple enough that it's not a version of "farm" but I can at least go for a stroll and not have to worry that I will always have to be alert for a fight or some weird unexpected creature that will kill me, or that winter will suddenly descend and it's all about hard scrabble not to starve or die some painful in the dark kind of death. What's wrong with being a survivor / explorer/ inventor in Dinatopia or the Land that Time for got? Look how cool the Galapagos were to explore and Darwin didn't have to worry about getting eaten by a giant turtle. Even though on good Sci-Fi fashion there were plenty of never before seen colonies of subspecies of Giant Turtles. And iguanas that specialized in living in volcano craters... What I don't want in a game: I am trying to avoid for me is simple - too much adrenaline and the testosterone of first person shoot'em ups. And the tedium of the endless "time management" games But really, can't you choose to live in peace and safety for a while? I LOVE the idea that being "dapper" will keep you clinging to sanity. Frankly, it is my gestures of being "civilized" that keep me grounded in an otherwise uncivilized world. It also takes a sense of humor, and an appreciation of whimsy and the absurd. So can we also have more discovery? Myst like. Riddle solving (not always hard as hell) also Myst like. Speaking to the point that some people are surviving or moving through the levels too quickly. I need to do that especially at first or frankly - I'm outta there - again too much stress when what I am doing is allowing myself a break to de-stress by playing the game. What about an opportunity to go "back" to easier levels when we need that break - don't humans do that naturally? Some people chose to be cowboys in New Mexico, live as their ancestors did in the Everglades, or move from a cozy friendly part of New York City to Alaska. While others move to where the grass really is greenier, or there is an opera house, or they can walk around in sundresses and improve their beach volley ball game. Another related thought -- Let the people that want to move on in the game deal with winter -- those of us who need a quiet day or week of game play -- let us migrate to Florida, er, a warmer place to stay for as long as we like. Sure maybe we wouldn't get more points, move to new levels, whatever, but sometimes that's just fine. I am guessing that this is the antithesis of people who usually sign up for game forums (my own sterortype I agree) but I would bet that there are plenty of my friends that could like and by your game if a level of survival was possible and creativity and fun rewarded. Thanks - love to hear some like minded comments. I certainly don't feel like I am preaching to the choir after reading through the forum. @MadelineHere
  5. First off, i'd like to say that I absolutely love this game, make no mistake of that, and understand that it is still being developed. With that being said, there are a few things that can really gut at the core of this game, and with some retooling, can be very effective at making the player fear for survival. 1. It's way too easy to farm pig camps by hugging them away from their cluster. They should not move when you get close to them. This doesn't mean it's impossible to get pig meat, it simply means that you'll have to kill one at a time quickly (sometimes foregoing meat), and then build your own pig house, thus heavily limiting the game breaking pig camps (atleast early on). Seriously, it takes about 2 days to have the proper equipment to start farming them for 8 whole meat a day. 2. Grass tufts and saplings are too easy to collect at the very beginning, making a base in 2-3 days with replenishing supplies. Both of these should need to be fertilized with manure, like with berry bushes (exact same mechanics should apply, with 3 replenishes for each before needing to fertilize). This makes farming more difficult, and manure much more important (thus making competing needs with both berry bushes and veggie farms). 3. Pigs sure are a lot of fun to control, and taking down a tentacle or lv 3 spider den without them is pretty damn near impossible. They make getting the ultimate weapon and silk a bit too easy, though. It shouldn't be too often, but having them have a slight chance of not helping you will make it more challenging to effectively attain these two important resources. Also, on the same note, having pigs help you cut down trees saves you too much time too easily (which should be a scarce and precious resource). Having them need to be fed after every 4-5 trees will limit the ease of stacking such a key resource. 4. Oh those tricky toads. They may have a small hit box, but they're far to easy to farm for a fancy feast. There is the argument that the abundance of tentacles already make the resource tough, but there are plenty of ponds usually spawning along the road for easy meat grabs. Simple solution, have two toads at each pond, making it more difficult to kill a toad without talking a hit. 5.Random nighttime visitors sure aren't welcome. The hounds were an amazing addition that really made nighttime more eventful (hellhounds particularly were brilliant in burning down the super common tree forts(a great balancing idea that I truly loved and applauded (along with aggroing tallbirds, another good one), but protecting yourself with forts allow people to breathe easy (which I know you devs don't want). Easy solution, introduce a random ghost spawn that lasts the whole night (thus making people on edge and having them always keep a torch handy), which could also lead to the deliciously double-cruel death via spiders, random hound spawn, or loss of light. Now, this may seem to be too cruel for newer players, so the most balanced way to implement this would be to have them spawn after day 30, or randomly spawn after a grave has been dug up (thus making those grave loots a tough decision). This will also lead to mining hats being more necessary, since they're the only tool that can effectively let you fight and run away in the dark (they also last all night). This will make fireflies all the more necessary. 6. Gold tools are an golden gift. Golden tools should be much more difficult to get than they are, since they pretty much last for months. The patch having only some rocks with gold bits was good, but they're still too common considering the amount of rocks in any given map. The chances should be smaller. Also, with the above fixes to the pig farming, giving meat to the pig king will be a much more painful choice. 7. Resurrection insurrection. I love the meat effigies and the amulets, their implementation is awesome (since you've gotta wait as wilson to shave your beard for the resources, and having an amulet on means no chest-piece, making it a difficult decision as to putting it on), but making more than one effigy is just too over-powered. Having a run to grab all your fallen loot should be tense, not annoying. Your safety-net being taken away isn't to terrifying when there's another 3 safety nets. And amulets are way too common, bye the bye. 8. I sure do love berries, and those gobblers can be pesky. Once again, another awesome idea in an attempt to balance the game, but I believe Kevin stated himself that they just wind up as another food source. Simple solution, make them take more than one hit to kill, and have the random chance that a new mob appears which attacks the player. And there you have it. I am all too aware that this is a monster of a post for a first post, but this is more for the developers than my fellow(very adventurous and intrepid) forumites. I don't demand of or expect anything, as I love the game going into my hundredth and some day of collecting maximum of all stackables and finishing the last hat for a complete collection, but I do hope the developers implement some of these ideas (since it seems they're very active within the community (which is very promising)), as I believe they will make a fuller experience closer to what i'm sure the devs have in mind. And for any forum members able to read the wall of text without losing interest, i'd love to hear your ideas for making the move past 30 days into a true feat of skill.