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 (3,489) - 98% of the 3,489 user reviews in the last 30 days are positive.
All Reviews:
Overwhelmingly Positive (27,011) - 95% of the 27,011 user reviews for this game are positive.
Release Date:
Aug 6, 2018
Developer:
Publisher:

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Recent updates View all (60)

July 17

Update 14th: Who's the Boss? available in the alpha branch.



Hello everyone,

A quick news to inform you that we pushed in Alpha the 14th update thematically tied to around the bosses of Dead Cells. It adds 6 new mobs and seven weapons stolen on their still warm bodies. Hence, the name of the update!

A more detailed news will be coming before we go in Beta, but in the meantime, we prefer letting the surprise to the brave alpha testers out there. Let's wish them luck!

Of course, it also comes with the usual batch of QoL, bugs fixing and balancing tweaks.

If you have any feedback for us, please don't feel shy and contact us or discuss with other players through the dedicated community channels listed below.

Cheers,
The MT Team


Official Discord
Official Reddit
Motion Twin Twitter
Dead Cells' Facebook


Community Highlights

Dead Cells' Castle level in Mario Maker 2, by Docteur_Khalbut (LT3-S09-H4G)



Gigantus' sauna, and the Hand of the King by @_audejavel.



0 comments Read more

June 19

13th update "Fear The Rampager" is live!


The Arbiters need hugs too, you know...

Hello everyone!

How are you doing? Are you hyped by the recent E3? There were quite a few interesting announcements, but here we all have been particularly impressed by the trailer of GhostWire: Tokyo from Tango Gameworks (and Shinji Mikami).

Aside from that, we've also been busy working on the thirteenth update of Dead Cells. The full patch notes, as usually, can be found here but I will run you through the reasoning behind the main changes here.


New content

The Rampager: This is the new enemy inhabiting a variety of biomes in Boss Stem Cell 3 and higher, since the previous 3BC mob, the Arbiter was put back in its original lair only, the Cavern. More on that later.

The Rampager is reaaaaaaaally fast and will pursue you until the end of time if it sees you. You better be ready to smash that parry or dodge button when one is on your back.



Frenzy and Adrenaline mutations (Brutality): Melee and Brutality currently have a hard time recovering from their wounds, so we added two new mutations to make risky and fast-paced play style more viable. Both scales with your damage output and your Brutality stat.


Balancing

There are approximately 30 "autosell" items and weapons buffed for less than 10 "instapick" ones nerfed. Since we know seeing its favorite killing tool being nerf is never a great feeling, we wanted to offer at least some level of explanation here.

The items that have been nerfed were clearly predominant in the meta and much more effective than their counterparts and alternatives... It made every other weapon feel underwhelming and weak in comparison.

Having too powerful weapons and items go against the core experience of Dead Cells which is at least partially based on weapon variety, making every run feel same-y and uninteresting. Which is why we thrive to offer an item pool as much balanced as we can and will continue to work on improving that aspect of Dead Cells based upon community feedback.



Nerfs

Powerful Grenade: Super wide area, high damage, not so long cooldown, ability to interrupt and bump, dual scaling, that grenade had it all. The size of the area and its damage have been reduced; it's still effective, just not at the "waaaaaay-better-than-everything-else" level it was before.

Heavy Turret: Range, stun, high damage by itself and increased player's damage... err, same as above, this turret brought so much to the table that it overshadowed all the other turrets and traps.

Rampart: Such a very defensive-oriented shield shouldn't be so effective at dealing damage, thus why we decided to decrease its damage. The invulnerability time frame has also been reduced by one sixth.

Giant Killer: This sword was both great to clear a level and the best to get rid of elites and bosses, with no real downside to compensate. Now it's still the absolute best to melt elites and bosses but it's weaker for the less worthy foes.

Explosive Crossbow: Survival scaling long-range weapons are complicated to balance, and it's almost by design. It allows to get the best of all worlds; high damage, long-range, tons of health, a great shield and the best mutations in the game as of right now, resulting in a very safe and effective build. To all that, the explosive crossbow added AoE damage and an easy crit condition... We decreased its speed, but increased its damage by a bit to bring it back closer to a more "survival weapon" feeling.

Wave of Denial: Super short cooldown, repel enemy and projectiles, high damage when projecting on a wall or making use of fall damages... The point of the skill is to use it when well positioned in the middle of the enemy pack or as a panic button to save yourself from incoming threats, but the low cooldown meant you could waste it all the time and hence not really be rewarded for the "well-positioned" aspect. Thus, cooldown has been increased.

Infantry Grenade: While, to be honest, it wasn't as broken as the powerful grenade, the Infantry Grenade's super low cooldown and good damage made for an over effective skill. Its damage output has been reduced by around one fifth.

Necromancy: This mutation was dominating the meta, providing unparalleled survivability. We reduced the amount of health it gives back by enemy killed and lowered the maximum cap.


Buffs:

Most of the buffs are fairly straightforward, increasing either the speed or damage of the item. Hopefully, nobody should feel robbed by a buff, hence we see a lesser need to detail the reasoning. All the changes are listed in the patch notes. Oh, and now you can set fire to water with some oil.

The list of items buffed includes:
War Javelin, Swift Sword, Blood Sword, Cleaver, Cursed Sword, Fast Bow, Flamme Turret, Hook, Knockback shield, Magnetic Grenade, Nutcracker, Oiled Sword, Pyrotechnics, Repeater Crossbow, Sadist's Stiletto, Seismic Blade, Shrapnel Axes, Sinew Slicer, Stun Grenade, Sonic Crossbow, Swarm Grenade, Twin Daggers, Valmont's Whip, Quick Bow, Spartan Sandal, Thunder Shield.

We hope you saw the name of your favorite weapon in there! Of course, nothing is set in stone and we looking to see you try these weapons and give us some feedback on the changes.



Level Design

As mentioned previously, the Arbiter has been replaced by the Rampager as a transversal 3BC+ mob. A bullet-hell(ish) Dead Cells is not what we want, and it had also the unforeseen impact of slowing down the pace of the game by a lot, as well as making a shield even more mandatory than it is right now.

Consequently, Inquisitors are making a comeback into higher difficulties (3BC +) to fill the lack of long-distance shooters let by the Arbiter's retreat into the Cavern.

However, this made the Prison Quarters the hardest level in the whole game (once again) in high difficulties. Being an unavoidable level as well as the only one where you're almost unequipped, an unfairly hard Prison Quarters is a major issue. The enemy density has hence been reduced, and we added back the base Zombie at higher difficulties.

Currently, it's the only level where a low-tier enemy is mixed its higher-tier counterpart, which could make for a more enjoyable and varied experience, but may also lead to hectic fights. It's by no mean a definitive decision, but if it works well, we could also decide to expand this philosophy to the rest of the game. Let us know what you think and if you like it or not!

A few more change in the bestiary of some biomes have been done to make it more consistent. All of this come with the usual batch of QoL changes and bg fixing. Details listed in the patch notes.


Well, I think that will do! Thanks for the ones braves enough to read the entirety of this news. As always, we hope you will love the many changes we brought to Dead Cells and don't hesitate to discuss, debate and suggest here on the Steam forums, on Reddit (an official thread will be opened) or on Discord.

Thanks!
The MT Team


Official Discord
Official Reddit
Motion Twin Twitter
Dead Cells' Facebook


Community Highlights

Tomb Raider™, by u/fromdreams.



That nice Fanart by Sombritas_des (again).



63 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

Rise of the Giant free DLC now available - come claim your own pet owl!



ABOUT DEAD CELLS

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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