Dead Cells is a rogue-like, 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.
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Release Date: Spring 2017

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Available: Spring 2017

 

Recent updates View all (2)

March 12

Pax East and such...

Hey all!

As you may know from facebook and the interweb, we're at PAX East! Which is freaking cool, but outrageously busy! Haven't had two seconds to let you guys know what's been happening...

Basically we've been demoing the game to everyone we can and showing off some new features and levels. It's been heaps of fun!

Here's a little picture of the booth and we'll get you more info and another devlog next week!



Steve and the MT Team.

5 comments Read more

February 17

The first of the posts... And our first, vlog... Thing...



Hey there!

Thanks for all of your support during the greenlight! We were super stoked to see so much interest in the game and get so much positive feedback, big confidence boost.

I'm not going to spend a ton of time on this first post, as it's just that, our first post, on our very own Steam page... Now this is the stuff we lay awake at night imagining over and over, whilst scrolling through 9gag.

Ok, ok, enough excitement. TO BUSINESS. Here be our very first attempt at a Vlog. For those of you who don't know what the game is, check out the description (the first four bullet points should do it) and stay tuned as we'll be posting regularly about the game, its history and what we're up to.

For those of you who have been following along, here we'll take a look at the latest biome that we've implemented, the new tiles that will be appearing throughout the levels, as well as what we're ding this weekend.

https://youtu.be/l4z6N9JeLfc
Thanks again, hope to see you around!

Steve & the Motion Twin team.

14 comments Read more

Reviews

“There's a fluidity to the movement and animation that was tightly tied to the controls. It just felt satisfying to play, and that's particularly impressive considering how badly I was playing.”
Kotaku - Julian Benson

“...a beautifully colourful and detailed 2D roguelike that took level design tips from Castlevania and captured the combat feel of a Dark Souls or Bloodborne game.”
Let's Play Videogames - Laura Dale

“I know it’s been said a lot, about almost every game that’s a bit hard, but if you liked the way Dark Souls treated you, you’ll get a kick out of this, too.”
Rock Paper Shotgun - Kate Gray

About This Game

Features :



  • RogueVania: The progressive exploration of an interconnected world, with the replayability of a rogue-like and the adrenaline pumping threat of permadeath.

  • Souls-lite combat: Pattern-based bosses and minions, weapons and spells with unique gameplay. Make do with what you have and don’t forget to roll.

  • Nonlinear progression: Unlock new levels with every death and explore undiscovered parts of the castle as you prepare for the inevitable bosses.

  • Exploration: Secret rooms, hidden passages, charming landscapes. Death is the new backtracking.





Roguelike, Rogue-lite, roguelike-like, rogueschmike! No matter what you call them, the world could always use another! As such, we'd like to present for your consideration, the illegitimate child of the roguelike and the metroidvania, the RogueVANIA. Anywho, enough with the sales pitch, let’s take a closer look.

By metroidVania, we’re really talking about a fixed, hand designed, interconnected world. The game takes place on an immense island that never changes. All of the biomes, bosses and the paths between them are present right from the start. Getting to them is another story...

However, in Dead Cells, death replaces the traditional backtracking mechanic of a metroidvania. At first, seemingly unreachable areas will be strewn across your path, but answers to these riddles will appear as you explore the island. Be it a key, a new acrobatic skill or a forgotten spell. Once uncovered, this knowledge will stay with you, allowing you to unlock new paths to your goal. Sick of the stinking sewers? Head over the ramparts and take a breath of fresh air! It’s your skill, playstyle and of course the loot you find that will determine your path.

Furthermore, as the term "RogueVania" might (not so) subtly imply, we were also quite heavily influenced by the recent wave of roguelites. When there are no checkpoints to save you from your screw-ups, the adrenaline kicks in. And when you lose, you lose big, so you’ve got to make it out alive. Instead of relying on the classic formula of memorising the level design and enemy placement, procedural generation allows us to reward your instincts, reflexes and ability to adapt to evolving situations.

Having said this, we’re conscious that the words “procedural generation” conjure up images of crappy levels and uninteresting gameplay in a lot of gamers’ minds. So we’ve chosen a hybrid solution, with each run being a mashup of carefully designed “chunks” of level. The idea is to give you the feeling of meticulously handcrafted world, while making sure you have a new experience every time.

Don’t expect it to be a walk in the park though. Pattern based monsters and demanding boss fights will teach you to choose your battles and build your strength. Every weapon has its own unique feel and rolling and dodging will become second nature, as you learn to manage the mobs of monsters that will overwhelm the unprepared. We’re going after that “tough, but fair” feeling.

Tired of the violence and death? Explore a bit, take a stroll, enjoy the view from the ramparts, find a secret room. Thomas and Gwen, our graphic artists, never miss an opportunity to impress with their pixelart and shape a world worth exploring. You might even learn a little more about the lore of the place, who knows?

System Requirements

    Minimum:
    • OS: Windows 7+
    • Processor: Intel i5+
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX760+
    • Storage: 500 MB available space
    • Additional Notes: These are just made up... We have no idea yet...
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