Hey everyone! We’re happy to announce Don’t Starve: Shipwrecked is getting ready to set sail into the wild waters of PlayStation! In our first announcement we had estimated an ambiguous target of “spring.” We know lots of people have been patiently waiting and wondering where it is (Especially since it’s summer now…). Well, we’re able to confirm that the wait is almost over and on August 2 it will hit PlayStation Store with a 10% launch discount!
Before we sign off for the year, we wanted to celebrate the creators who make not only PlayStation.Blog, but this industry in its entirety possible. It’s these studios who create the worlds we yearn to escape to, who write the stories upon whose every word we hang. It’s thanks to them that we can do what we love to do.
In case you didn’t know, our newest title, Shank 2, launches today on PSN for $9.99! This game is a huge improvement over the original Shank — the controls are far tighter, we’ve added new moves and nuances to give you greater control and options to combat, and in general the experience is the best we’ve done so far. I really hope you’ll give the demo a shot and support a friendly developer!
Today, I’m going to talk a bit about strategy in Shank 2’s new Survival Mode. In Survival Mode, you team up with a friend (local or online), earn cash, buy upgrades, defend your base, and survive for as long as you can.
Trust me, you really have to pay attention and choose your strategy in this mode — let’s just say that to this day, I have to be on my game in order to complete the entire 30 waves. But before you begin, you select one of three different maps, each with their own play styles. Then, select your costume:
Hello! I’m here to talk a bit about our newest PSN title — Shank 2! Honestly, it’s been a fantastic journey. We bet everything on the first game, and the fans both supported us and gave us meaningful feedback on the game. The encouragement has not only allowed us to survive and thrive, but gave us a huge reason to take a look at the game and make big improvements. I’m here to talk a bit about what we’ve been working on.
Let’s start with the art. As you may know, our entire art team consists of professional animators and painters from the 2D animation industry, and again Jeff Agala directed the visuals. The goal here was to blow away our previous fidelity and set a new bar for ourselves. To do that, we doubled the resolution of all the source character art to push the graphic novel style, adding a huge amount of extra detail to the environment and even doubling the amount of animation in the game.
Hello again, everyone! I’m Jamie, co-founder of Klei, doing one final PlayStation.Blog post before the game launches on PSN tomorrow! You can see my previous articles on the PlayStation.Blog, and watch the Shank launch trailer below. Over the last few days, we’ve been announcing the Shank Costumes over at the official Shank blog, and divulging […]
Hey everyone! I’m Jamie, co-founder of Klei and writer of “The Challenges Behind Shank’s Co-Op Campaign” post, and of course the official Shank blog. Recently, I decided to have a little fun with the game and record some of the combos we came up with using the standard-issued weapons. Below is the result: a vignette […]
Hey everyone! I’m Jamie, co-founder of Klei and I’d like to share our journey leading up to our decision to include a co-op campaign in our new title, Shank – and why we felt so strong about creating it as a separate mode altogether. When Shank was shown at PAX 2009, there were two questions […]
Would you be willing to answer a few brief questions about PlayStation.Blog?