Dead Cells is a rogue-lite, metroidvania action-platformer. You'll explore a sprawling, ever-changing castle... assuming you’re able to fight your way past its keepers in 2D souls-lite combat. No checkpoints. Kill, die, learn, repeat.
Recent Reviews:
Overwhelmingly Positive (2,115) - 95% of the 2,115 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (10,800) - 95% of the 10,800 user reviews for this game are positive.
Release Date:
May 10, 2017
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

TLDR: Dead Cells is lots of fun right now, Early Access will make it even better. It'll last about 8 - 12 months. We will try to double the content. Right now you have about 16 - 20 hours on average for one playthrough. The price will probably increase during/after the EA. We will work very closely with the community to improve the game.

Now the full version:


Early access is a fantastic way for us to put what is already a fairly solid game in your hands and take the time to turn it into something really special. The Steam community is loaded with experienced rogue-lite fans and we don’t want to miss out on taking advantage of your feedback, suggestions and ideas.

In its current state, the concept and mechanics are definitely far enough along to give the community a good idea about what we want to do with this title. However it’s still early enough for us to catch any mistakes that we might have made, or to take on board new concepts and propositions. This is why we think now is the right time to be part of Early Access.

Fresh perspectives from what we hope will be a bunch of qualified and implicated players? That’s how you take a step back and improve your game, beyond what you could have done all alone in your studio.

Dead Cells is currently in Beta, which means that while it is relatively bug free and feature complete, we’re planning on breaking things and trying out new ideas. Get involved if you like what you see, bring us bug reports, ideas, complaints or cookies.”

Approximately how long will this game be in Early Access?

“We will need at least 8 months to implement everything that we already have planned. Taking into account community feedback and requested features, we could go up to 12 months or even more.

We feel like this is a reasonably accurate estimation of the time we'll need, as we've been working on this iteration of the game for a bit over a year now, starting from the ground up. Of course this is early access, anything could happen and our crystal ball refuses to be drawn on the result of the French elections or the exact date we'll leave Early Access.”

How is the full version planned to differ from the Early Access version?

“Ultimately we would like to come near to doubling the currently available content. So that means more; levels, enemies, items, bosses and meta skills. The core of the game right now is very fun, the combat is tight and punchy, the difficulty is pretty well balanced and there is a solid amount of variation in monsters and levels.

However we plan to iterate over every aspect of the game until it is as close to perfect as you can get. That means everything is subject to change, we might add; new locked areas that need new powers to access, new weapon classes, new meta game systems, new skins for monsters, basically if it’s not 150% awesome and you let us know, we’ll make it better.”

What is the current state of the Early Access version?

“At day one of the Early Access we have:

  • 11 Levels - Each one with varied monsters, level designs and secrets to discover.
  • 2 Bosses - We're really hoping to do these guys right, so go forth and destroy them.
  • 50 or so weapons and skills
  • 2 special powers, for unlocking new areas (metroidvania gear lock items)
  • 1 Complete, fluid and fun to play combat system
  • Hours of fun (depending on your skill, anything from 10 to 30 hours or more)
  • A few rage-quits

In practical terms Dead Cells is an attempt at combining the progressive exploration of a Metroidvania, with the high stakes replayability of a Rogue-lite. Special powers that unlock new areas and paths, secret rooms, big boss battles and character progression, with randomised loot, permadeath, fast paced punishing combat and massive replayability.

On the game design side of things, we've got the monsters, combat and loot system down. All of this takes place in hand designed levels that are proceduraly assembled each run, meaning you never know where the secrets are or exactly where you're going. However we're still building the world you'll be exploring, so you'll be playing regular updates with new levels, bosses and ways to explore the levels and progress through the game. Meaning that the game will only reach its full potential as we keep adding content.

But don’t worry, what you see here is well and truly enough for you to risk losing your job because: “one more run”.”

Will the game be priced differently during and after Early Access?

“Yes. We will probably increase the price during or after the early access based on the amount of content available and feedback from the community.”

How are you planning on involving the Community in your development process?

“We're looking forward to working with the community on a number of fronts:

Balancing the game:
We want a tough but fair experience. Unjust situations should be hunted down and eliminated. We’re aiming for that sweet spot between a (very) challenging game and a broken controller and we’re counting on the community helping out alot with this.

Suggestions and ideas:
We actively encourage members of the community to contribute their ideas on how to improve the game with new content or design ideas. We have a pretty clear vision of what we want to create, but we'd like to be able to incorporate any awesome ideas we receive from you where possible.

Bug hunting:
We’ve done our best to provide as bug free an experience as we can. However, there will inevitably be crashes or performance issues. Whether they're caused by thousands of players with thousands of different rigs and a gazillion configurations, or just us having a brain fart while coding, we want them bugs! I gotta get me my bugs Morty! I need my bugs MORTY!

Translation:
We are currently investigating ways of letting the community help us translate the game and bring Dead Cells to as many people who want to get involved. More to come on this.

Test Branches:
During the Early Access, two versions of Dead Cells will be available to players. A beta branch will allow the most hardcore of the hardcore to come and test out our latest ideas. It’s here that we’ll do most of our patching and fixing. Once it passes muster we’ll push it to the rest of the community and then clean up any mess that we made coding without coffee.”
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Recent updates View all (30)

December 1

Updated scroll system and tons of balance changes on the new Alpha Branch


I can do that aaaaalllllll day, Golem.

TLDR; New Alpha branch opened with the level up system 2.1 /!\ Beware, it’s far from being finished at this stage. New forum subsections available to help us sort the feedback for each branch. A news box is now shown on the home screen of the game, to keep you up to date on the latest changes.

Evolved Tiers system available on the new Alpha branch. Feedback welcomed!

Hey there!

How’s everyone doing today? We hope you’re having fun exploring the new levels, finding new ways to get OP and of course, being crushed by the outrageously unfair traps and OP enemies in the Clock Tower.

At Motion Twin HQ, we’re continuing our quest for an improved level-up system on the foundations laid out by the 4th Update. We may break a few things in the process, filling some wastepaper baskets with discarded ideas or threatening violence when internal feedback from colleagues range from “I didn’t know we were developing a kid’s game” to nothing but salty tears and death stares...

As a consequence, we’re officially inviting those of you who really want to get a “behind the scenes” look at what we’re working on and how we iterate over Dead Cells, to join the early access of a beta of an early access game, our beta-est beta, the “alpha” branch!

So, how does it work?

Currently, the beta branch is a way for us to get help hunting bugs, finding and fixing crashes and balancing and polishing what is essentially a “release candidate”. The Alpha branch aimed at bringing us closer to the community and exposing issues earlier.

Now before you rush off to try said Alpha Branch, a few things to consider:

  • As you can imagine, the Alpha build WILL be highly unstable. So, don’t panic if you don’t like what you see there, this is very much a behind-the-scenes build so it will probably feel unfinished compared to the more complete builds you’re used to seeing.

  • Moreover, your progression won’t be transferable to your main save. When you launch the Alpha build, you will be able to either start from a fresh save or import your progression from one of your 3 slots. From there, you can continue unlocking things in the Alpha branch, but your progression will be erased each time the Alpha build is updated and you won’t be able to export your alpha saves to the other public builds. Basically, this allows you to start fresh or with your previous unlocks, while never jeopardizing your main branch saves.

Please note, that the Alpha branch is making an appearance now so that we can test specific ideas relating to the new leveling system. We may use it again later down the road, but we’ll cross that troll infested bridge when we come to it.

A word about the new level up system.

The main idea behind this design is to let players customize their playstyle through mutations, each mutation being linked to and scaling with your level of Brutality, Tactics or Survival. Some mutations don’t scale and as such aren’t linked to a specific color. Alpha testers will have access to all perks to give us feedback but some will have to be unlocked on future builds, making the progression a little less dense.

One of the other issues we’re trying to solve in this new design is the survival build. In Dead Cells, being tanky has always come with the trade-off of taking an eternity to kill an enemy. Adding green weapons just made the survival build outrageously OP by giving players health AND damage at the same time… So, we’re moving away from the old “give ‘em more life” fix and trying out something new. Now you’ll have an easier time recovering health with new ways of getting it back. Plus you won’t feel like you’re trying to “bite the monster’s bloody legs off!”



Damage scaling has also been reduced in order to better balance the game. We’ve notably reduced the amount of health that you get from each scroll of the same color, making single-stat builds truly risky. On the contrary, going hybrid will give you a little more wriggle room and offer up more variety in the choice of equipment.

Finally, the patch, of course, comes with heaps of balancing fixes to go along with the new changes.

Read the full Alpha Build patch notes here.

Now all of the fun stuff has been said, we’re also opening two new subsections in the forums, one for the feedback regarding the alpha branch and one dedicated to the beta branch. This is for obvious organisational reasons, but it’s something that we hope will give you a clearer idea of where to post when you’re raging about that new feature that nobody else seems to know about yet...

Last but not least, you may soon notice a news-box on the Dead Cells’ home screen in game. The idea is to make sure you’re notified when we push a new update, rather than finding out halfway through a run, that you ain’t in Kansas anymore...

Well, that’s all for today. Don’t hesitate to tell us what you think about all this change in the comments. Again, thank you all for your continuous support!



How to access the Alpha branch:

Hey all this is the ALPHA Branch forum. Here we'll be collecting information and feedback about the SUPER UNSTABLE and very unbalanced ALPHA version of the game. Don't be coming in here and complaining about how "it's not good/finished/perfect/whatever" we know, that's the whole point.

Please do be coming in here and saying things like "Hmmm, this mechanic X seems cool, but have you thought about what would happen if this was the case?" or, "I've tried out the new feature X, but I didn't like it because of Y and Z"

This kind of feedback will be invaluable for us! Thanks guys!

How do I get in?
To access the ALPHA follow these instructions:
Go to your Steam game library.
Right click on Dead Cells and click "properties".
Select the tab "Betas".
In the first dropdown box select "Alpha - Not for the faint hearted".
Click close and wait for the upload to finish downloading.
Start playing.

WARNING:
In this version of the game you will lose your save every time we push an update, which could be pretty often! This will not impact your old save files. You will be able to import the old ones in to this version, but not export them. This way you can play with everything you've already unlocked, without fear of frying your saves.

If you are still worried about losing you save then feel free to head over here: "steam\userdata\<ID>\588650\remote" and copy the files somewhere safe.

There is a special slot only for saves from this version that will appear. It's pretty self explanatory, but feel free to ask questions. :)

Thanks!
57 comments Read more

November 14

Brutal Update is Live... The Race is ON! + Patchnotes and More upcoming changes.


Cry me a river...


Hey there

The Fourth “Brutal” Update is now live for everyone. Aaaaaand we had a little trailer done to celebrate! https://www.youtube.com/watch?v=MpvSOxQ_orA
This update brings A LOT of changes to the Pre "Brutal" Dead Cells era, so we kinda need you to get in there, beat the crap out of it and give us some feedback.



What’s new?

Duel in the clouds
A new boss has arrived… Be polite and don’t let her wait around for you too much.

Explore and survive two new biomes:
  • The Slumbering Sanctuary will need to be awoken before it will allow you to pass. However, its inhabitants might not be too pleased to see you hanging around in their domain. Can’t really blame them though...Who likes to be disturbed during a quick nap?



  • You will need to climb to the top of The Clock Tower to ring the Bell of the Awa… sorry, wrong game. So yeah, climb to the top, if you can, because it’s more booby-trapped than a Mayan temple, with little room to fight in and full of teleporting monsters. But, hey, the view is incredible.




A whole new Scroll System! The Strength Meta is dead, long live the Survival Meta! Well, no, not really. It’s gonna be balanced… or… you know… killed.

Anyway, more about the new system here or in the full patch notes here.



Experiment with new means to kill! 10 new weapons/spells/shields/skills. Choose your weapon, chaps.



Parry your way through the island! Shields have been fully reworked and should be way more enjoyable to use. You can now hold it up to get a guaranteed damage reduction or risk a parry for a sweet effect and bonus damage. Also, they can send back arrows and projectiles. So. Dope.



New Foes! Why not invite them over for a tea, just to get to know them?



Walljump/grab/climb!


Yeah, I know I could have just double jump. Can't you be more supportive for once?

The Island has changed again! Biomes may not be where you’re used to finding them, and even the Watcher has been moved (against its will) from its “final-boss” position. It'll always remember these good ol’ days as the peak of its career.

A New UI has been implemented to accompany the whole scrolls/ weapons rework.

The most loved feature of Dead Cells now comes with even more choice! (I’m obviously talking about letting the player choose their diet)

Less placeholder skins: the various zombie hosts had a facelift.

And much more... Full patch notes here

Coming up:

Just so you know, the next update should come (unless we change our plans, which, can happen) with a new difficulty customization system as well as a meaningful way to spend your hard-earned cells. Also, balancing. Lots of balancing...


Beta testers, please read!

Hey friends. Thanks for the essential and continuous feedback you keep, well, feeding us... Two things are happening right now:
  • We’re gonna keep experimenting and iterating with the new scroll system, so expect the game to be broken, very broken.
  • We’re creating a “beta” forum subsection to centralize your thoughts on the latest builds.

Well, that's all for today. We hope you all have a great time discovering all the changes!

See ya!


Concepts by Gwen for the 4th Update vignette.
119 comments Read more
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Reviews

“Dead Cells may be the most fun I've had in a game all year.”
9/10 – Polygon

“[...] The game smartly dissects what’s so exciting about Metroidvanias (exploring labyrinthine levels packed with variety, unlocking new abilities that re-contextualize areas you already passed through) and reassembles those things around a compulsive roguelike core.”
Kotaku

“[...] Dead Cells is worthy of its own invention. It’s not just a roguevania – it’s a damn good roguevania.”
Rock Paper Shotgun

About This Game

Roguelite? Metroidvania? Roguevania!

You grew up with the roguelikes, witnessed the rise of the roguelites and even the birth of the roguelite-lites? We'd now like to present for your consideration our RogueVania, the illegitimate child of a modern Roguelite (Rogue Legacy, Binding of Isaac, Enter the Gungeon, Spelunky, etc.) and an old-school MetroidVania (Castlevania: SotN and its ilk).

Features:


  • RogueVania: The progressive exploration of an interconnected world, with the replayability of a rogue-lite and the adrenaline pumping threat of permadeath.
  • 2D Souls-lite Action: Tough but fair combat, more than fifty weapons and spells with unique gameplay, and of course, the emergency panic roll to get you out of trouble.
  • Nonlinear progression: Sewers, Ossuary or Remparts? Once unlocked, special permanent abilities allow you to access new paths to reach your objective. Opt for the path that suits your current build, your play style or just your mood.
  • Exploration: Secret rooms, hidden passages, charming landscapes. Take a moment to stroll the towers and breath in that fresh sea mist infused air...

Interconnected levels and progressive unlocking of access to the island provides you with a real incentive to explore your surroundings. Add in a degree of evolution for your character and permanent weapon upgrades and you can see where Dead Cells borrows from the long line of MetroidVanias that precede it.

At the end of the day though, it’s YOUR skills as a player that matter most! Roguelites are about constantly getting better, until what was an insurmountable obstacle becomes a walk in the park. Unforgiving combat wed to the absence of any kind of safety net makes for an adrenalin pumping ride each and every run and unrivaled replayability.

Dead Cells is currently in Early Access and comes with:


  • 11 Levels - Each one with its own atmosphere, foes and secrets to discover.
  • 2 Bosses - Made by the most sadistic of the devs, raised on the salt of the testers.
  • 50 or so weapons and skills - Spears, swords, bows, freeze blast, etc.
  • 2 special powers, unlocking new areas and paths (metroidvania gear lock items).
  • 1 epic responsive, fluid and fun to play combat system.
  • 1 Daily Run Mode Complete with leaderboards for lording it over your mates.
  • Hours of fun (depending on your skill, anything from 10 to 30 hours or more).
  • A few rage-quits, Ok a lot of rage quits… But you’ll git gud… Eventually.

System Requirements

    Minimum:
    • OS: Windows 7+
    • Processor: Intel i5+
    • Memory: 2 GB RAM
    • Graphics: Nvidia 450 GTS / Radeon HD 5750 or better
    • Storage: 500 MB available space
    • Additional Notes: OpenGL 3.2+
    Recommended:
    • OS: Windows 7+
    • Processor: Intel i5+
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 460 / Radeon HD 7800 or better
    • Storage: 500 MB available space
    • Additional Notes: OpenGL 3.2+

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