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 (1,262) - 94% of the 1,262 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (12,121) - 95% of the 12,121 user reviews for this game are positive.
Release Date:
May 10, 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!

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 (33)

December 30, 2017

New VLOG post, finally! + Last chance for those (early)Early Access prices.

Hey there all,

We hope that you’ve had a great Christmas period and that you had the chance to take some time off to relax with family, eat a bunch of food and generally recover from 2017, another year filled with wild events and some really great games.

We couldn’t be happier to finish the year off at the top of RPS’ Advent Calendar and we’re really proud that we’ve come so far with all your help. Here’s a little of what the people across the pond had to say about Dead Cells.

Last chance to get Dead Cells at (early)Early Access prices!

We just wanted to stop by and reiterate that Dead Cells will be increasing in price early in the new year. We think that we’ve done the bulk of the risky part of the development now and that the trust so many of you have put in our team has paid off.

While we’re far from finishing the game and realizing our complete vision, anyone who jumps onboard now is going to be playing a very polished game with hours and hours of fun. For those of you who did take the plunge and put your faith in a first time Steam game team… Thank you!

We’d like to thank you guys for your ideas, your complaints, your rage, hell even your negative reviews in Chinese. We do our best to listen to each and every bit of feedback, and while there’s not a lot we can do to help the people leaving reviews like “For some reason, I keep coming back to life. Fradulent title. - Painkillers”, we do try to deal with the more reasonable complaints by making concrete changes to the game.

As we made clear right from the beginning, the price might rise and it’s time for that to happen. So let your friends know! Once the winter sale is over the game will jump up to 19.99USD/EUR and corresponding regional prices.

Our latest VLOG and last post for the year:

We found the time over the last few weeks to work across time zones and cobble together a little VLOG post for you to check out. It’s filled with stuffy nosed rambling about what we’ve done throughout 2017 as well as some info about what we’re planning for 2018. Check it out and feel free to ridicule the hopeless voiceover attempts. I was sick alright… ;p

Community highlights:

We really feel like we should do more of these, so here’s a couple of good ones from the talented people that like our hodgepodge mashup of a game:

Happy New Year everyone!
82 comments Read more

December 22, 2017

Update 5: The Foundry Update is live for everyone on Steam!

Happy Holidays all!

We hope that you’re enjoying some time off with family if you’re celebrating Christmas, or just taking advantage of the time off to relax and catch up as we hurtle towards a new year and a stack more deaths against all the new death traps we’re preparing for you…

Download the HD version here

The Foundry Update is here!

We’ve been crowing about it on the forums (over here and here) but we’re very pleased to announce that the last part of our major game rebalance and overall changefest, is here! The Foundry Update brings the remaining core features we absolutely wanted to implement in Dead Cells.

First, the addition of Mutations will let you choose between several contextual advantages while scaling on your level of Strength, Tactic, or Survival. Some provide flat bonuses which don’t scale. The point is to let you customize your progression to your playstyle and to your gear. Or strategically choose a set of mutations to help you overcome a specific challenge. As the idea is to leave you room to adapt, you can re-spec between each level… if you don’t mind spending some of your hard earned coin, of course.

The Custom Difficulty goes hand in hand with the new Weapon Upgrade system now available. Once you’ve beaten the game for the first time, you will be able to increase the difficulty up to three times, which will allow you to continue upgrading your favorite weapons. With tougher enemies and no health fountains, the hardest difficulty should provide a decent challenge for everyone, including the most skilled players. Improving your weapons is highly advised before diving in.

You can find out about everything that we’ve changed in the patchnotes here.

Trading Cards:

After a stack (and I do mean a stack) of demand we’ve finally gotten around to putting Steam trading cards and whatnot into the game. The ever adaptable Gwenichou put his head down and his bum up to not only bring you a stack of new levels, skins, and backgrounds, but 15 trading cards, a couple of different backgrounds, emoticons and badges!

We hope that you have fun collecting them and selling them to your friends for outrageous sums of money… Or you know.. A few cents.

Dead Cells is 25% off right now!

As you may have noticed Dead Cells is on sale! We’ll be at -25% off until the end of the winter sales, so tell a friend or just buy them a copy and send it off with a “ho ho ho, prepare to die” message of festiveness.

This is a particularly important sale as we’ll be increasing the price of the game in the new year to 19.99 USD/EUR with corresponding prices in other regions. We think that given the amount of content in the game right now we can push up the price as we have announced we will do since the beginning of the early access.

We feel like the long list of additions and improvements we’ve made to Dead Cells since May have considerably improved the experience. And, buying the game now is far less risky than trusting and supporting us with your money was when we launched.

You got behind us and got involved in a big way and we couldn’t have made the game what it is without your feedback, ideas, complaints and encouragement. It’s been awesome and we’re going to work even harder to make sure that 2018 is bigger and better.

As usual we welcome your feedback on the subject and look forward to hearing what you think.

Community Highlights

We should do it more often, you guys are awesome! Here are some recent artworks done by the community.

@Elkopolo reimagined Dead Cells as a first and third person game.. Seems awesome but a bit anxious with the like of the golems!

Elkopolo struck again with the help of redditor solsund for a dual monitor wallpaper. Get yours here!

The prisoners’cell by @EyeSiU

And finally, this beautiful piece by @Space_algae.

Merry Christmas!

The MT Team
126 comments Read more
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“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.”

“[...] 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).


  • 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

    • 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+
    • 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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