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 (342) - 92% of the 342 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (8,460) - 94% of the 8,460 user reviews for this game are positive.
Release Date:
May 10, 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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Recent updates View all (25)

October 14

Coming Soon(™) Part 2 - New Biome revealed and TwitchCon 2017!



Hello friends,

Continuing with our ongoing series on the fourth update, we wanted to introduce the next biome to be implemented in the game.


The Awakening of the Dreamless...


Initial concept of the new biome

The extraordinary composition of this place contrasts with all the rest of the Island… as it doesn’t pertain to this place or time. The combination of tight corridors and spacious, open sceneries, come together to form an unusual architecture, seemingly defying gravity itself.





(actual ingame screenshots)

Aesthetically, Gwen chose analogous tints for the palette of this level. Warm colours are omnipresent in the close quarters, while open areas, get some blueish nuances mixed in.

Ruin has come to this place but the ever-glowing engravings may well be the sign that there is still something left here, waiting to be found... or awoken.

(Wasn’t that end a bit, like, overdramatic?). Anyway, let’s move on to things actually happening soon.


Dead Cells at TwitchCon 2017!
We’re busy preparing for TwitchCon! We’ll be in Los Angeles showing off the game and hanging around, so feel free to let your favourite streamers know we’ll be there.

We’ll sign off with another little batch of monster concepts for your viewing pleasure. Thomas has been busy churning out ideas for the upcoming biomes. Stay tuned as we build towards our fourth major update to the game and come say hi if you’re in LA!




47 comments Read more

October 6

Coming Soon(™) Part 1- Quality Life Improvements and an update on the DirectX build.


Potential concepts for future monsters

Hey there,

As we’ve announced, we’re hoping to get the fourth update ready to be deployed on the beta branch early November. Until that time, we’re going to show some of the incoming additions piece by piece in this “Coming Soon(™)” series. Of course, we’ll be keeping the best for last! So… if you would rather not be spoiled, this might be a good time to stop reading.

New skins

We mentioned last week that we consider removing placeholders and improving the aesthetics of current content an important part of the constant progress of the game toward completion. The fourth update comes with its own batch of this quality life improvements.

Remember this guy?



He used to hang out in the Graveyard biome and spawn annoying flies upon death (which I, by the way, think is totally fair - after all you just killed him without a thought, can’t blame the poor thing for wanting a bit of payback). Well, Gwen decided to give him the facelift he deserved all while giving the player a (not so) subtle hint about what’s hiding in its bowels.



The second host zombie, the one that spawns those adorable little brown worms, hasn’t been forgotten either!

Before




After


“Kill it! Kill it with fire before… Damn”

Both of them are now equally horrendous… which is... cool I guess! As you can see, we’ve also made the worms blue to make them stand out better from the background.

The Old Sewers themselves were also reworked a little bit to give theme a smidge more personality. A very sick, bubonic, bring-your-hand-sanitizer, type of personality...






Updates on the DirectX build:

We’ve been at it for a while. A DirectX version of the game should allow the players with Intel HD cards to play Dead Cells. Currently, the game requires OpenGL 3.2 which is unfortunately not supported by Intel HD cards. We’re also hoping to slightly improve the performances of the game on the whole.

Last week’s release (0.3.14) fixed a nasty bug which prevented users running anything other than Windows 10 from launching the DirectX build. There are still a couple of issue hanging around, but for the most part, you should be fine.

Since today (0.3.15), everyone on the beta branch will automatically launch into the DirectX version by default, unless you choose the OpenGL - Legacy version when the game starts.



We’ve opened a pinned thread in the Bug section of the forums. If you’re on the beta branch and the DirectX version does not work, please post the info there with your version of Windows, language, and graphics card model.

Well, that’s all for today! We should be back with the “Coming Soon(™)” part2 next week, so stay around or maybe hit that follow button if you wish to be warned when we do so.

Thank you all!

60 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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