Dead Cells is a rogue-lite, metroidvania inspired, 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 (432) - 90% of the 432 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (18,053) - 94% of the 18,053 user reviews for this game are positive.
Release Date:
Aug 6, 2018

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Includes 2 items: Dead Cells, Dead Cells - Soundtracks

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Recent updates View all (48)

September 20

Steam News September - Pub is closing, team is trying to find its way back.

Hello everyone!

We hope you’re all doing well. The 1.0 release is now a good month and a bit behind us, so it seems like a good time to start talking about what’s coming in the short/mid term, just so you don't think we're dead...

Becaaauuusse we're not. We're just super tired after 3 years of bringing this baby of ours to life, now we're hungover from our time in the pub, so it's time to go spend some time on the beach, or just at home playing our favourite games that aren't Dead Cells. That's why we've been quiet, we're all on holidays right now there are only 4 out of 12 people in the office... and that's going to be worse tomorrow and next week. But don't despair we're not done and we'll be back recharged and ready to go soon.

In fact, the first major post-release update is currently under construction and we’re hoping to have it in the beta branch late October/ early November. This patch will focus on heavily balancing, polishing and bug fixing, as well as new possibilities for customization with better mod support, and a new Custom Mode.

The Custom Mode is designed to give you a new layer of control over the game, really giving you the ability to make “your” Dead Cells. For instance, one of the most requested feature was to be able to ban some weapons from the loot table once unlocked, or choose your starting gear. Many other modifications of the standard gameplay will also be possible.

Then, we will get busy with a first (free) DLC, focused on new playable content. No ETA yet, but we’re already playing with a few ideas:

After that, we would like to sit down and have an honest discussion about future content. We would love to keep supporting Dead Cells on the long run, but we haven't really figured out exactly how yet. What do you guys think about paid DLC? Would you prefer regular light updates or more packaged, themed ones? More playable content in the vein of what’s already existing or exploring new ways to play the game through different modes? Everything is on the table... Let us know what you want to see.

Joan & Steve

Community Highlights:

A 3D model of the Broadsword, by @SoulthePupper

Awesome Dead Cells drawings, by Sergej Kloster

SFW-but-still-Rule34 Dead Cells sketch, by @dgallon

252 comments Read more

August 6

Dead Cells reaches 1.0 and leaves Early Access!!! Dev team goes to pub.

Hey there everyone!

I'm writing this with a mix of nostalgia and fatigue. Seriously it's late over here... Today Dead Cells grows up and flies the coup, heading off into the world to become it's own game, get an apartment, find a special someone, pay taxes and bitch about traffic. Good for it!

It's been 454 days since we first introduced you to what we though was a half finished, reasonably well balanced but somewhat bizarre attempt at making a rogue-lite metroidvania. Man has it been some fun since!

With the help of all you equally half baked mad men and women, we've brought that little game to what we can now happily and proudly call "finished". Well at least something that's in a finished state for the time being.

We've written 47 of these update posts for you, well mostly Joan, but I do 'em every now and then too. We've pushed 79 updates including 10 major content additions or feature expansions. Plus probably a bunch of hot-fixes no one wrote any patch notes for, because the devs like to keep the people guessing.

All the while we've tried to hold true to our early access promises and prove that the platform can be a potent tool when used right. We've taken your feedback and done our best to build something with you, while staying true to what we wanted to do from the outset and right now... Well seeing all the reviews come out today, it feel like we've done pretty well. So thank you guys, from each and every one of us, thanks for all of this:

  • Dead Cells gets into your nervous system like a wonderful toxin... Brendan Caldwell, RPS.

  • Dead Cells is a phenomenal effort to blend together some very disparate genres into a tight, cohesive whole. Daniel Starkey, GameSpot.

  • Dead Cells may be the most fun I've had in a game all year. Justin McElroy, Polygon.

  • Dead Cells is the best Castlevania game in years Andrew Webster, The Verge.

Hell they even wrote about us in the WASHINGTON FRICKEN POST!!!
  • Dead Cells’” steady introduction of new mechanics made it easy for me to pine for one more go. In my view, that’s the hallmark of a successful arcade experience. Christopher Byrd, THE Washington FRICKEN Post.

And theeeeeen?
So anyway... that's all very well and good, but we're not done. Just because we're now OK saying that we're at 1.0 quality levels, doesn't mean we're just going to down tools and go home. Nor does it mean that we've been sitting around doing nothing since the last big update.

Today we're happy to present to you are version of a story, a little touch of lore, to the game. We've hung a skeleton up in a closet, well more numerous pieces of numerous skeletons in many different mostly not closet hiding places, for you to find.

From there we'll decide whether the lore is up to scratch, or whether, as with everything else in the game, you might not want to leave your mark on it.

Anyway, for now, have find finding out what's going on with your enigmatic, smiley, caustic and somewhat cantankerous, green ball of a prisoner is doing on this island.

Aaaaaaannnnddddd theeeeeeeen?
Well it wouldn't be much fun to spoil it all, and we did cover a lot of the rest of the stuff in our previous post on modding tools, Twitch integrations, UI updates, Mac and Linux versions and whatnot.... Buuuuuut.

If you do so happen to choose to start a new run and play through the whole game, there might be some new stuff to see. Some new things to do, not a terrible lot, but you know... Go have a look.

What next?
Well right now we're actively working on our first big post release update. It'll be a free DLC, or a big-ass free update, whichever is technically feasible, but there'll be a stack of new content. Good stuff... Playable stuff...

From there we'll do what we've always done and work with the community, if demand stays strong, who are we to deny the people their Dead Cells? If y'all get over Sir Blobspierre, then we'll go off and make another game.

So if you want to see more content be sure to let us know.

Right now I'd like to finish, by not finishing, but by doing what we always do and showing off a bit of the community's handiwork:

Community Artwork

Image by: Facebook awesome dude whose name I'll have to find tomorrow

Image by: zadobag

Image by: kaerazene

And on that note... I'm going to bed.

Thanks for everything!

Steve and the entire MT team.

Edit: Deleted the IGN review.
252 comments Read more


“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 left Early Access on August 7th 2018 and comes with:

  • 13 Levels - Each one with its own atmosphere, foes and secrets to discover.
  • 4 Bosses - Made by the most sadistic of the devs, raised on the salt of the testers.
  • 90 or so weapons and skills - Spears, swords, bows, freeze blast, etc.
  • 4 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

Mac OS X
SteamOS + Linux
    • 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: DirectX 9.1+ or 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: DirectX 9.1+ or OpenGL 3.2+
    • OS: Mavericks 10.9 or later
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.2+
    • Storage: 500 MB available space
    • Additional Notes: MacBook, MacBook Pro or iMac 2012 or later
    • OS: Mavericks 10.9 or later
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.2+
    • Storage: 500 MB available space
    • Additional Notes: MacBook, MacBook Pro or iMac 2012 or later
    • Memory: 2 GB RAM
    • Graphics: Nvidia 450 GTS / Radeon HD 5750 or better
    • Storage: 500 MB available space
    • Additional Notes: OpenGL 3.2+
    • 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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