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:
Very Positive (297) - 94% of the 297 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (8,637) - 95% of the 8,637 user reviews for this game are positive.
Release Date:
10 May, 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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Includes 2 items: Dead Cells, Dead Cells - Soundtracks

Downloadable Content For This Game

 

Recent updates View all (27)

2 November

Beta available: Update four is ready for bug testing.


Update 4 is in beta right now if you're game:

Given that this is a beta update, we’re not going to make a big song and dance of it, most of you probably just read the patch notes when you want to know something anyway… Instead, below you’ll find the link to said patch notes and a brief overview of what you can expect to find if you have followed the instructions on how to access the beta here.
Check out the patch notes here.

So what’s going on here anyway?

The world has changed:
We’ve moved the bosses around and added in a new one! There are still more changes to come, so the final showdown will come later.

On top of that there are now two new levels for you to explore and take on.

New tier system:
We’ve updated the tier system to make your build choices more interesting. We’re trying to give you a real sense of control and strategy when you choose the tier that you want to upgrade. Each category; Brutality, Tactic and Survival will impact a different and disparate set of items. Some weapons and skills will cross both groups, this is where we hope things will get interesting.

As usual we’ll be counting on your feedback to help us balance out the new system. Bring us your ideas, you criticisms and don’t hesitate to let us know what you like.

Stats and affixes have been tweaked:
Now when you pick up items there will be a real choice for you to make instead of just taking the one that gives you +1 to Strength or whatever. Those kind of items will be much rarer, you’ll have to earn them and amulets will become much more powerful.

The Collector:
The upgrade system has been an issue for a while, so we’re canning it. The collector is now only there to unlock items. Something or someone new and more interesting will follow along real soon.

New way to unlock rare items:
It’s a process that you might be familiar with, but it will allow you to catch ’em all when it comes to those pesky hard to find blueprints. No more wading through long grass getting ticks and sacrificing your time to the grind obsessed gods of RNG.

Shield rework!
This has been on the cards for a while. You’ve been letting us know that the shields are a cool idea, but that we can do better… So here’s round two… Fight!

All right that’ll do for the big stuff. Check out the full details here.

Accessing the Beta:
To access the beta 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 "beta - "
Click close and wait for the upload to finish downloading
Start playing.

WARNING:
If you play with your save files in the beta version, you will not be able to use them in the stable version, until we push the beta branch out to the public.

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

You can have one save slot dedicated to the beta branch and one to the old branch simultaneously, but you must revert to the stable branch to be able to use it.
Thanks!
103 comments Read more

28 October

Coming Soon(™) Part 3 - New Scroll/Tier System + 15% off for Halloween!


Hey there,

Welcome back to our (almost) regular series about what’s coming in the next update. Today we tackle the revamp of the whole scroll system!

We’ve been thinking about tweaking this for a while now, but there are 3 main ideas behind the revamped mechanic:
  • Making builds other than "STRENGTH EVERYWHERE" more viable.
  • Ensuring that the tanky builds are more interesting and enjoyable to play.
  • Bringing in a tad more reflection to your choice of scroll, instead of it just being "GIMME STRENGTH".
Therefore, the old tier system (ie. Strength/Skills/Health) has been replaced by a newer more interesting successor, that is: Brutality / Tactics / Survival. These tiers are represented by colors:
  • Brutality - Red (includes all weapons except shields): Raises all red items' damage, reduces all red items' cooldowns, adds +10% life.
  • Tactic - Purple: (includes all active skills): Raises all purple items' damage, reduces all purple items' cooldowns, adds +10% life.
  • Survival Green: (includes all shields): Raises all green items' damage, reduces all green items' cooldowns, adds +30% life.



As you can see, each item in the game now belongs to a color. Some items (weapons or skills) might even have *dual colors*, which means they will be impacted by 2 different stats, and use the highest value. You may also find random Colorless items which will always use your best stat. The colorless items are currently only available through loot boxes cursed chests!

We can’t wait to hear what you think of it controller in hands!

Our first trip to China!
In other news, we're in China! Or at least our chief bullsheet artist is... We're down there participating in the WePlay event in Shanghai, so come say 你好 if you're in the neighbourhood, it's a great chance to let us know what you think we can do better, or just what you like about the game.

Aaaand we're on sale because Halloween.
We know you're probably sick of hearing about it, but if your friends haven't got the game yet we'll be -15% of for the duration of the Halloween sale!

82 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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