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:
Overwhelmingly Positive (2,875) - 98% of the 2,875 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (21,059) - 94% of the 21,059 user reviews for this game are positive.
Release Date:
Aug 6, 2018
Developer:
Publisher:

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Curator Review

Recommended
By Ѕtеам 250 April 30

“Rated 102nd best Steam game of all time, with 95% positive reviews from 24,911 gamers!”

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Downloadable Content For This Game

 

Recent updates View all (50)

November 8

Dead Cells 1.1 is here, but it feels like 1.5. Biggest update ever available in the Alpha Branch. Let’s make it 2.0 together.

Hello everyone!



Long time no see. First, apology for the long silence since the last news. We were still in the post-release/holiday mood, attending a couple of events and all three artists were in a two-week training session. And when half the team is away, the other half usually tends to feel a little lost.



That’s said, now that we’re all back and working, we’ve got a good chunk of new content for you. And by that, I mean the biggest update we've ever made to Dead Cells, with a few new additions, as well as custom games and many, many tweaks to the gameplay and balancing. Some urgent issues reported by the community have alsobeen addressed.

Overall, the Dead Cells version you can play in Alpha feels quite different to the one on the main branch. We’re expecting it to stay in alpha for quite some time while we tune the new balancing with your help.

Here's how you access the alpha: https://steamcommunity.com/app/588650/discussions/4/1474222595296562851/

Full patch notes: https://dead-cells.com/patchnotes





Looking forward to seeing you play!
The MT Team

Community Highlights:

Arrangement for Five harps of the Merchant song, by Amy Turk. (oO)

Halloween Pumpkin by @DahveedMcVey






Dead guy approved! By @Kibo_Castro

78 comments Read more

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.

Cheers!
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

275 comments Read more

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 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

Windows
Mac OS X
SteamOS + Linux
    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: DirectX 9.1+ or 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: DirectX 9.1+ or OpenGL 3.2+
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • Memory: 2 GB RAM
    • Graphics: Nvidia 450 GTS / Radeon HD 5750 or better
    • Storage: 500 MB available space
    • Additional Notes: OpenGL 3.2+
    Recommended:
    • 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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