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.
User reviews:
Overall:
Overwhelmingly Positive (3,081 reviews) - 95% of the 3,081 user reviews for this game are positive.
Release Date: 10 May, 2017

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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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Buy Dead Cells

$16.99 USD
 

Recent updates View all (9)

15 May

What we're up to: First content update and critical bugs.


Hey there!

This week has been outrageously busy, but also exciting and far beyond all of our hopes! A great big thank you to everyone who has trusted us and chosen to support us. With your help we’ll be able to make Dead Cells into everything that we want it to be. We’ve already made it to Steam’s top sellers list, which is a huge achievement for us, but we’re not done yet...

We’re currently focusing on two major areas. Fixing critical bugs preventing people from playing the game and the first content update.

First Update:
The first content update will happen close to the end of the month and will include a mix match of new things:
  • Weapons and items!
  • NPCs - More of the little chaps hanging around taking the mickey...
  • Achievements - We hear you like achievements...
  • Stats - Now you'll be able to measure, compare and brag all you want.
  • Lots of balancing - Bleed damage we're looking at you...
  • A new monster - Kill or be killed!
  • Music is coming - Yoann is hard at work, doing stuff.
  • New mechanic: Use the elements to turn the tide in your favor!






That’s the exciting stuff, but our real priority these last few days and for the rest of the week is getting on top of some of the critical bugs we’ve seen.

Critical Bugs:
  • OutOfBounds Issues
  • Stuck into walls and floors
  • Crash when entering in a new level (seems especially happening with the Prison depths)
  • Fog Fjord unreachable exit on some seeds - We've already fixed a number of issues in the Fog Fjord with the most recent patch, but some may have been left out.
  • Improvement of the Watcher (root, stun and frost work properly)
  • Blue/disappearing background - sadly, this is a problem with how Xsplit supports OpenGL. So eventually once we support DirectX this should get better, but it's not going to happen quickly.

Fortunately for us and you, these critical bugs don't seem to be impacting too many people. However, these are the ones that we've seen popping up the most frequently on the forums and they're behind the majority of people who haven't been able to have fun with the game.

The uncaught exceptions, access violations and nul access related crashes are caused by many different factors and in each and every case they require a good deal of time to track down and fix. So we will have to ask for your patience on these ones.

As for the smaller less critical bugs, we'll be fixing them little by little with each patch during the early access, but the priority is anything that stops people from playing.

New Game/New Run and losing progress:
We've noticed that a good deal of people are afraid to start a new game for fear of losing their progress (unlocked runes/health flasks/weapons etc)... So we wanted to clarify. CHOOSING NEW GAME WILL NOT RESET YOUR PROGRESS. It will only restart a new run. The only way to reset a save slot entirely is by going to the save slot and selecting 'RESET'.

This is a little UX issue that we will fix ASAP.

OpenGL and Intel HD cards:
If you're having a problem with OpenGL or your Intel HD card. That might be because you're using unsupported equipment. Remember that we only support more recent Nvidia and Radeon graphics cards and we require i5 processors or better.

We're working on improving this and we will only increase compatibility during the early access. You can fins out a little more here.

Once again, many thanks for your support, ideas and of course, bug reports!

Cheers!

336 comments Read more

10 May

Dead Cells is AVAILABLE NOW! Hype hype hype!


The title says it all! You can now buy Dead Cells on Steam so get in there!

What's in the game?
  • 11 levels - Each with a variation of enemies, design and ambience.
  • 20 monsters - More in fact, but there will be plenty of ways for you to die.
  • 50 items - Tons of weapon, active skills, traps, amulets and so on to experiment with!
  • 1 fluid fun combat system - Wait to you get to explore. It feels pretty nice.
  • Hours and hours of gameplay - anywhere from 10 to 30 hours or more depending on your skill level.


Streamers
If you’re a streamer then feel free to reach out to us through Keymailer. You’ll find Dead Cells in there and we would love to work with you! A little note though, we will be focusing on people with 1000 plus followers.



Bugs and forums:
We've put a system of forums in place here on Steam. You will be able to give us feedback on critical bugs, small annoying ones, suggestions for weapons, monsters, new worlds... Anything you can think of.

69 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

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

Features :



  • RogueVania: The progressive exploration of an interconnected world, with the replayability of a rogue-lite 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: 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+
Customer reviews Learn More
Overall:
Overwhelmingly Positive (3,081 reviews)
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