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:
Recent:
Very Positive (2,108 reviews) - 94% of the 2,108 user reviews in the last 30 days are positive.
Overall:
Very Positive (7,055 reviews) - 94% of the 7,055 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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Recent updates View all (18)

22 July

Third update is imminent for Beta branchers!


Hey there everyone!

As promised, a little more info on what should be an update for next week.

We heard you like competition...
Ever since the EGX in in Birmingham last year we've had people telling us that we need a daily challenge mode, or a leader-board or some way for people to show off their mastery of the game and of course relentlessly punish their less accomplished mates...

So we're working on a little something something for your amusement. As you probably know, we love teasing, so that's all i'm saying for now. We will of course have much more info and full patch notes as soon as we are ready to push out our first tentative to the beta branch.

The Dead Cells economy and balancing:
We've been listening to the concerns of the community about gold accumulation and you would have noticed that we've been slowly tweaking the balance of the game with each update and hot-fix.

These have all been band-aid solutions and we've been thinking hard about how we can better balance the game to make the runs more interesting for advanced players who have already cleaned the place out dozens of time.

So we'll be wanting your feedback on that once we go live.

Movement
One of the things that everyone loves about Dead Cells is the movement of the main character, the feeling of speed and power that you get when you start to know you're way around... There are still however some of those wtf moments, like when you're running for your life with a bunch of phasers on your behind and your little gaseous hero decides that it's a good idea to grab a ladder... For now reason, he just felt like climbing... Aaaand you're dead!

Well keep your eyes peeled for a bigger update to the beta branch, because we're working hard to get rid of those rage inducing, controller breaking moments.

Holidays:
July/August is the time of year in France when a lot of people take some much needed time off, and we're no exception to that rule. After a massive launch, more gaming events than you can poke a stick at, 2 major updates (with a third in the making) and a bunch of patches, we're a bit pooped.

I personally am in Australia as I type this update, and Joan is off exploring the mountains of Transylvania, which means that updates, replies too messages and facebook posts may be few and far between for the next week or two.

The rest of the team will be off intermittently, but we're stil making sure that you get what you need (more updates to Dead Cells) as soon as we can push them out.

Anyway, thanks for your understanding if we're a little slow to reply over the next few weeks.

That's all she wrote:
That's about it for today, but I'll be back next week with patch notes and an update for you (if all goes according to plan and the kangaroos stop chewing through my ADSL cable over here).

Hope you're all enjoying your summer in the north and that it's not too cold in the south.

Steve and the MT Team.

49 comments Read more

14 July

What we’re up to: Working on the next update, available at the end of the month (hopefully)



Hey there,

After one week of beta and two weeks on the standard branch watching the community discover the new biome and changes, we’re pretty satisfied with the current state and balance of the game for the “Hello Darkness” update.

For those who don’t know, we pushed a patch three days ago which tweaked the balance of the number of power scrolls available in the shops and the rest of the levels. This was a direct response to the concerns of the community, we also feel like it was the right move for the game, even if further changes will come sooner or later to address the gold not being relevant after a certain number of runs.

So, if you haven’t tried the game since the release of the Darkness update, we suggest you give it another go and send us feedback on the forums. We’ve also recently created a new forum section allowing to track more easily the patchnotes here, check it out and let us know what you think.

We will make an announcement next week with more info on the content of the upcoming update, but I can already tell you it will offer some challenge to the most skilled of players! Without breaking the game for the others, don’t worry. We’re hoping to have it ready to update the beta branch around the end of July.

In the meantime, we’re thrilled to announce our participation to the Indie Arena at Gamescom next month! If you’re in Cologne between the 21 and 25 of August, we’re counting on you to come along and have a little chat with us!

https://www.youtube.com/watch?v=MgGYLV-A24U&feature=youtu.be
(Last year trailer)


If you’re interested in a “behind the doors” look at Dead Cells, Gamasutra recently published an article on the design of the weapons of the game. Another article was published a while before, if you’re also interested in the creation of our levels and how we handle the procedural generation.


See you soon,

The MT team.

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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

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
Recent:
Very Positive (2,108 reviews)
Overall:
Very Positive (7,055 reviews)
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