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 (656) - 87% of the 656 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (17,604) - 94% of the 17,604 user reviews for this game are positive.
Release Date:
Aug 6, 2018

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Recent updates View all (48)

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

August 4

Dead Cells gets a new animated trailer, improved mod support and Twitch integration.

Hello everyone!

We hope you’re as excited as us to see the release of Dead Cells just around the corner. To celebrate we’ve released a Animation Trailer showing off the basic “Die&Retry” mechanic in, at we hope, a entertaining and humorous way. Let us know what you think!
We also wanted to share with you three great news.

Mod support improvement

We really, really wish to push this forward and make sure you’ve all the tools you need to make your own take on Dead Cells. As mentioned in a quick news recently, we greatly improved the mod support to give more freedom to our friend modders. However, it also means most of the previous mods won’t work anymore.

The new additions include:

  • Level Scripting:
You can now create your own world design. For instance, let’s say you think The Remparts should link to The Clock Tower, because it seems more coherent, well, now you can. This also allow you to plug in the current world design any custom level you may have done. Or create your own World Design with only custom levels. Your call!

  • Custom Levels
You can now create a custom level based on the parameters of an already existing level or set the parameters from scratch. When building it, you have the option of importing an pre-existing roaster of monsters from another level or make a mix. A new tool, the ScriptTool, will generate a default script with comments and basic exemples to get you going.

  • Dummy Mod now includes a basic script.
If you want to begin in Prison Start and not in the custom level with the Dummy Mod enable, head to the repertory of the mod and delete the script file.

  • Bugs fixing

Modding General Doc
Modding Technical Doc
Script Samples (currently only one, the Courtyard script)

Twitch Integration

We’ve been beta testing with this feature for the past few weeks with the help of a few streamers. It’s now live on the main branch for everyone.

Peeve was nice enough to be among the first to test the Twitch integration live. You can see the record here. However, we've fix a couple of issue and add some features since this stream. Here are the pretty much exhaustive list! Note that everything is togglable, if you don’t like a feature you can just turn it off.

  • Captain Chicken: randomly chosen among willing viewers at the beginning of each level, he is in control of your health potion. When the player hit the heal button, Captain Chicken receives a whisper Twitch asking for a heal, which he can provide by writing "heal" in the chat. "Noheal" allow to reject the request of the twitcher.

    By default, Captain Chicken can also heal the player without any request, but it can be disabled. Finally, every words wrote in the general chat by this viewer starting with @[name of the twitcher] will appear in-game as if it was said by the bird.

    If the twitcher sends 3 healing requests without getting any response (heal or noheal), the chicken is reset, and another viewer can apply for this role. The viewer can also type “resign” to leave its role. As a failsafe, you can also manually banish the current Captain Chicken from the menu, in the Twitch Integration settings.
  • Twitch Boss: A random viewer selected from those who volunteer will be able to add a bit of challenge during the boss fights by typing specific commands in the chat. Maybe consider disabling it if you're not quite comfortable with the combat yet. [/size]
  • Scrolls: Viewers choose between brutality, tactics, and survival.
  • Twitch Chest: Only viewers can open the chest, by writing “boom”, “poke” or “bing”, etc. in the chat
  • Amulets: Viewers can vote for a permanent upgrade to add to it between each level
  • Gameplay modifiers: Between each level, viewers can vote to apply a gameplay modifier for the next level (enemies drop a bomb when dying, health began to drop after a while without killing an enemy, etc.)

  • I saw a secret!: Viewers can type “secret” in the chat to tell the player they spotted a secret thing on screen. Enable only when the player missed a secret.

  • Praise/taunts: Viewers can praise or taunt the player on specific events (death, boss battles, timed doors, etc.)

  • Do it! or Nope: In specific situations, viewers can encourage (or not) the player to do special things, like opening a Cursed Chest.

  • Next level: Viewers can recommend a specific exit in the current level (like “sewer” or “roofs”). The player may or may not comply, depending on its equipments and own opinions :)
  • New Sub: A new sub always deserves a little celebration! [/size]


We’ve partnered with FanGamer (following the advices of some of you) to bring you a Dead Cells T-Shirt. Should be ready any time soon now, so keep an eye out there for it if you’re interested!.

Before signing off, I also wanted to mention the awesome article Kotaku wrote about the inner workings of Motion Twin. It popped up a lot of interesting debates.

Thank you all!
The MT Team.

Community Highlights:

Cool cover from Catboss of the prisonner awakening track of Dead Cells.

Hyper Light Drifter meets Dead Cells by Pengow. Seriously guys, HLD is great. Try it.

Dani has a hate/love relationship with the Hand of the King, which to be honest, we can empathize with. Still an awesome artwork, thanks!

46 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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