Survival Basics covers the confirmed survival pillars of Don't Starve Elsewhere. Hunger and sanity are both confirmed as things the world takes from you, and they sit alongside a new set of traversal hazards introduced by the move into 3D movement. The studio has summarized the survival challenge with three directives: do not fall, do not linger in the Fog, and above all else, do not starve. New arrivals should also read the Overview and the Getting Started primer.
The Three Failure States
The reveal frames survival around three independent ways for a run to end. Each ties to a different pillar of the design.

Failure State | Linked System | Player Directive |
|---|---|---|
Don't Fall | 3D movement, elevation | Falling damage is a new lethal risk created by the move into 3D. Watch your footing on cliffs and plan descents instead of dropping blind. |
Don't Linger in the Fog | Fog System, sanity | The Fog drains sanity the longer you stand in it. Brief incursions can be worth it; staying inside is not. |
Don't Starve | Hunger, food, cooking | Starvation remains the namesake threat. Keep food coming in faster than your hunger meter falls. |
Hunger
Hunger is the pillar the game is named after, and Klei's third survival rule is simply not to starve. Gathering, farming, and cooking are all named by the studio as things players do here: its own description of the game has survivors craft, farm, build and explore, and the reveal stills show three survivors digging clams on a tidal shore. How hunger is presented to the player has not been published. Whether it is a numbered bar, a ring, or something read off the world is unknown, and the earlier games' layout is not evidence for this one. Drain rates, food types, satiation values, cooking stations, and recipe lists are all undisclosed.
Sanity
Sanity is confirmed for Elsewhere by the studio directly, in the question it poses about the Fog: run from it, or risk your sanity to explore its secrets. That establishes sanity as a resource the player spends and the Fog takes, which is as far as the published wording goes. It has not been described as a gauge, given a scale, or shown on screen in any released material. In Elsewhere it is closely tied to the new Fog System, which drains sanity while the player is inside it. Fog exploration is framed as a deliberate sanity tax: the Fog conceals secrets and resources, but extracting them costs sanity that has to be recovered elsewhere. Specific thresholds, penalties, and recovery sources have not been disclosed.
Traversal Hazards
The shift to 3D movement adds a risk category the earlier games did not have. Falling damage is a real failure state, and elevation is now a survival variable on its own. The world is built as a multi-tiered world that stacks mountains, plateaus, cliffs, rivers, seas, and cave systems on top of each other.
Climbing exposes you to height, and a wrong jump can kill on impact.
Bridges, ledges, and cliff edges are failure points, especially during weather or at night.
Caves and high-altitude regions add their own creatures and conditions on top of the height threat.
Climate and Biome Hazards
Each biome has its own climate behavior layered on top of the shared survival meters. The reveal calls out two examples: redwood forests come with relentless rainstorms, and high-altitude regions are cold enough that exposure becomes its own risk. Other biomes are confirmed to exist but their specific climate effects have not been detailed.
Storms appear to carry more than rain. The high country is described in terms of territorial creatures trying to bring down the thunder, and official reveal imagery shows a lightning strike setting a tree alight during a downpour. Fire spreading in wet weather would be an unusual pairing, so treat lightning as a confirmed piece of the world's weather imagery and its exact effect on the player as undisclosed.

Crafting and Base-Building
Crafting and base-building are confirmed pillars. Players harvest materials, craft tools and equipment, and build out a defensible base to support longer expeditions. Specific recipes, structure types, tech-tier progression, and unlock requirements have not been disclosed.
Tools and Light in the Reveal Stills
None of the following has been named or explained, but all of it is visible in official material and it is the only concrete look at what a survivor actually carries and builds.
Fire. A lit campfire burns outside a door on the plateau, a second campfire burns in the fogged forest during a fight, and Wilson runs through the ruined courtyard holding a lit torch. Carried light and placed light both exist.
A lantern on a post. A wooden post on the tidal shore carries a hanging lantern, which is a light source that stays put without being a fire.
Barrels. Wooden barrels and crates sit on the sand above the tide line. Whether they are storage, loot, or scenery is not stated.
Shellfish. Clams are dug straight out of the wet sand, which makes shore gathering a confirmed way to get food.
Swimming. One survivor is in the water up to her shoulders on that same shore, which matches the studio's line about swimming across rivers and seas.
Co-Op vs Solo
Both multiplayer co-op and solo play are supported. In co-op, players share resources around a common base and can divide up survival roles. Solo runs use the same world systems and meters.
What Has Not Been Confirmed
Treat the items below as open until the studio confirms them.
Specific stat values for hunger, sanity, and health meters.
Hunger drain rate per in-game minute or activity.
Sanity thresholds at which negative effects begin and how severe they get.
Temperature mechanics, including how cold and rain modify other meters.
Whether nightfall introduces a distinct creature roster or different rules from daytime survival.
Day-night cycle length and how it interacts with the survival meters.
How hunger, sanity and health are presented on screen, if they are shown as gauges at all.
What the barrels on the shore contain, and whether containers can be placed by the player.