Dead Cells - Night
Hey there Dead Cells thumb-abusers!

We are SUPER happy to announce that both the Clean Cut and The End is Near updates are now available for Dead Cells Mobile! Meaning you can FINALLY play every Dead Cells update on every platform!

Whether you're sat on the couch or on the move, you can now enjoy the endless cycle wherever you are!

Just try not to break your phone when you get wrecked again 👀

Click the image below to check out the full details over on the Playdigious Website




https://store.steampowered.com/app/588650/Dead_Cells/
Dead Cells - Night
Welcome Prisoners...

After 6 months of undercover work, we are so glad to say the Dead Cells update for Astral Ascent is now live!

Jump into the latest update with 5 brand new weapons, 15 new passives, and a dual weapon system!




What to expect?

5 unique weapons from Dead Cells



  • Nutcracker for Kiran
  • Throwing Knives for Ayla
  • Wrenching Whip for Octave
  • Scythe Claw for Calie
  • Symmetrical Lance for Yamat

Another huge thanks and congrats to the team at Hibernian Workshop! It's been a blast seeing this update come to life!

Astral Ascent
https://store.steampowered.com/app/1280930/Astral_Ascent/

Astral Ascent & Dead Cells Bundle
https://store.steampowered.com/bundle/46767/Dead_Cells__Astral_Ascent_Duo/

And if this awesome crossover wasn't enough, you can now find Dead Cells in the brand-new Ultimate Action Packed Bundle... Bundle! Which includes:

  • Dead Cells
  • Astral Ascent
  • One Step From Eden
  • Ember Knights
  • Nine Sols




Check it out!
https://store.steampowered.com/bundle/47308
Dead Cells - Night
Dead Cells: The Rogue-Lite Board Game is now available in stores!

In this novel take on the Dead Cells formula, up to four players can each play as one of the four Beheaded and leap into a co-operative rogue-lite experience.

Players will explore a sprawling island, starting with the Prisoners’ Quarters, and slash their way through the malaise-infected horde of enemies all the way up to the High Peak Castle to defy the infamous Hand of the King... or die trying.

The board game invites players to rediscover iconic biomes, monsters, and weapons like never before, with completely reimagined visuals.

In this unique board game adaptation, each run takes you further as every death makes you stronger.
Unlock hundreds of weapons, mutations, and skills in a game as rich and rewarding as the video game.

Explore. Kill. Die. Mutate. Repeat.

For more information and to purchase, head to the official website here

Dead Cells - Night
It's finally time...

Dead Cells: Immortalis Episode 1 is now available with English dubbing!

Dead Cells - Night
Hey everyone!

We have A LOT of stuff going on over the coming days and weeks, so we wanted to bring all of that together in one nice package!

So without further ado, welcome to La Motion Week!

Windblown launches on October 24th with a demo available even sooner on October 14th!

Windblown launches in Early Access on Steam on October 24, 2024.
Playable in both single-player and up to three players in co-operative online multiplayer, you won’t have to wait long to dive into this original world where build synergy and fast reflexes are key to success.



Try the Single Player Demo on October 14th during Steam Next Fest
The single-player demo will be released during this years Steam Next Fest, running October 14th through October 21st with your progression carrying over into the game on October 24th. Additionally, players who try out the demo will unlock an exclusive Guinea Pig skin for their character in the Early Access release.

Dead Cells and its DLCs get a special price from October 3rd, for 1 week!

https://store.steampowered.com/app/588650/Dead_Cells/

Dead Cells: The Rogue-lite Board Game is hitting stores near you November 8th

After an exceptional Kickstarter campaign, Dead Cells the board game is coming to stores near you!

In this novel take on the Dead Cells formula, play with up to four players as one of the four Beheaded and leap into a co-operative rogue-lite experience.



Rediscover iconic biomes, monsters, and weapons like never before, with completely reimagined visuals. Each run takes you further as every death makes you stronger.

Unlock hundreds of weapons, mutations, and skills in a game as rich and rewarding as the video game.



Dead Cells Immortalis: The Animated Series, English version live on October 8th

Action and comedy in a not-so-glorious quest to save the Kingdom.

The show takes place on (surprise, surprise) a cursed island that has been racked by a strange plague. After the island’s foolish king develops a remedy that ends up turning the population into monstrous creatures, prophecies depicting a flame-headed hero who will kill the crazy King begin to appear.
As it so happens, this beheaded hero is real, but saving a kingdom isn’t on his schedule and he just wants to be left alone. Well, guess who isn't going to be left alone...

The Beheaded is finally coming to you with an English voice!

Made of course by Bobbypills, the French studio behind our animated trailers and Co-produced by the also French anime streaming service Animation Digital Network (ADN). And in collaboration with Motion Twin and Evil Empire, the 10, roughly seven-minute long episodes, are initially exclusive to France before being made available worldwide.

But we are happy to share that the English VO version of Dead Cells: Immortalis will broadcast its first episode on October 8 right here
Dead Cells - Night
Hey everyone!

It took us a longer time than usual to prepare, but better late than never: the 35th updated The End is Near is here! In this update, we are stuffing in new mobs, weapons, mutations and biome effects all expanding on the curse mechanic, 40+ new head skins, almost 20 new legendary affixes, extra accessibility options and more!

TLDR:
  • New additions based on one of our most iconic mechanics, Curse: 3 new mobs, 3 new weapons, 3 new mutations and a new biome effect for you to choose whether you are gonna take the risk for more rewards or not.
  • New legendary affixes.
  • 40+ new heads for customization options.
  • New routing: you can now go to both Return to Castlevania biomes in one run.
  • More accessibility options.

New Curse Additions:


3 new mobs:
  • Sore Loser: a cutie who can’t hurt you but is super clingy and annoying, always trying to be close to you and dash through you. When you kill it, you get cursed.
  • Doom Bringer: every melee attack from it won’t cause damage, but will apply 2 stacks of curse and stun you, and you will instantly die if you have already got 50 stacks of curse. Sounds pretty fair right?

  • Curser: it launches a slow homing projectile that can go through the walls. If you “accidentally” get caught by this projectile, you take damage and 5 stacks of curse. One more surprise! If you get close to it, it will bonk you with its staff.
Please note that cursed mobs won’t spawn randomly in your run! (yeah, we know mobs giving curses sounds a bit scary and even annoying)
There is a new biome effect, Cursed Biomes, which features the new cursed mobs in exchange for extra rewards. You can choose to go into it with its rewards, or go to the other biomes that don’t have any scary cursed mobs.



Here is more info about how Cursed Biome works in your run:
  • Cursed biomes only spawn in runs with a Boss Cell level 2 or higher (boss fight biomes won’t be cursed).
  • Just like biome incentives, there will be a specific icon above the exit to a cursed biome, so that you can have the choice of taking this challenge or just going to the other normal biomes.
  • A cursed biome always contains 9 (+/-2) cursed mobs randomly selected from Curser, Sore Loser and Doom Bringer.
  • There is, of course, a reward for that risk: all the items dropped in a cursed biome will drop 1 gear level higher, regardless of their source (shop, loots, etc.). The spawn chance of cursed chests also increases by 10% in such biomes.
  • There is a cap to the number of cursed biomes that you can go through on your route, depending on the BC level, set as follows: from BC 2 to 5 respectively: 2, 3, 5 and 8 (i.e. in 5BC, there is no cap).
  • This cap only limits the number of Cursed Biomes that you can go to in a run, it doesn’t mean that you must go through that many Cursed Biomes to finish your run.
  • Once you have hit the cap, no more cursed biomes will appear in that run. Until you have hit the cap, cursed biomes will continue to appear.
  • As long as you haven’t reached the cap, biomes always have a 25% chance of being cursed. There will always be at least 1 biome without cursed mobs at any point in your run, no exceptions.

With new infested monsters, we of course prepared more powerful weapons and mutations for you:

3 new weapons:
  • Anathema: rip a Mushroom Boi’s heart out to fire a heavy indirect projectile dealing AOE damage. However, there is a price for being an utter savage - you will get cursed if your attack hits anything. Yep, you only get cursed if you hit something. Whoever is creating these curses doesn't care how many mushrooms you tear apart, just if you hit anything afterwards. Makes you think...

  • Indulgence: Calls down a ray of vengeful light on the nearest enemy dealing critical damage if you are not cursed. Targets killed by the ray purge you of 3 stacks of curse instead of 1. Fires 1 additional ray per 5 stacks of curse you have (max: 5 per cast).
  • Misericorde: inflicts crits if the victim has less than 50% HP. Curses you if the crit doesn't kill its target.

3 new mutations (all colorless):
  • Cursed Flask: your health flask has infinite charges but also curses you 20 times each time you use it. But can you survive from those 20 stacks of curse? TAKE CARE, my friends…
  • Damned Vigor: upon being dealt fatal damage, you stay alive at 1 HP for 2 seconds. If you kill any enemy while under this effect, you will be saved. Otherwise, when the effect disappears or you get hit while under it, you instantly die without any sort of protection applicable.
  • Demonic Strength: Damage increases by 30% if you are cursed. This bonus is increased by 2% per curse stack you have. Cursed Sword counts as 1 stack for this effect (no special bonus for it, but you can still stack curses on top of it).

Also, after digesting a bunch of suggestions from you guys, we’ve done a bunch of reworking and rebalancing on the legendary weapons that needed it.

New legendary affixes:

  • Flawless: NEW Almost Perfect: Killing an enemy within one second after getting hit allows you continue causing crits.
  • Gold Digger: NEW Filthy Rich: Crit multiplier increases with your gold.
  • Punishment: NEW Punish Combo: Recasts the AOE effect if it kills at least one target.
  • Rampart: NEW Mirror Coating: Reflects damage of attacks received while under the effect of the shield's force field. This damage scales with the attack received (i.e., the stronger the attack is, the more damage the shield reflects).
  • Cocoon: NEW Parry Streak: Each consecutive parry reduces Cocoon's cooldown the next time it starts.
  • Emergency Door: NEW Armoured Door: The door can't be destroyed by enemies (except for bosses).
  • Bone: NEW Whirlwind: Increases the last attack's whirlwind duration by 2 sec with every enemy it kills.
  • Wrenching Whip: NEW Retiarus: The first attack throws 3 crow's feet in front of you (with the same internal cooldown as the grenade affix).
  • Explosive Decoy: NEW Foolproof: The cooldown of the item is instantly reset if its explosion doesn't hit at least one target.
  • Barrel Launcher: Triple Bullet (i.e. not a new affix, but we changed the one it had before).
  • Leghugger: NEW Mitosis: Summons 2 Leghuggers instead of 1.
  • Assault Shield: NEW Charged Dash: Holding the shield button will charge a stronger version of the dash, which can then be used by releasing the button.
  • Ice Shards: NEW Bouncy: Projectiles bounce on the ground twice before disappearing.
  • Quick Bow: NEW Sharpshooter: Critical hits will refill one ammo.
  • Bladed Tonfas: NEW Lacerator: Only uses the first attack of the combo.
  • Grappling Hook: NEW Octavio: Also fires a chain behind you.
  • Tesla Coil: NEW Double Use: You can use the skill twice. Each use has its own cooldown.
  • Lightning Rods: NEW Double Use: You can use the skill twice. Each use has its own cooldown.

Some notable balances:

  • The Bank is slightly easier in 2, 4 and 5BC. Yeah, SLIGHTLY...
  • The Throw Master's bone projectile deals less damage in Return to Castlevania DLC.
  • Alienation rework: Instead of healing the player per curse reduced, it will now heal the player when the curse is lifted, with the amount of health recovered based on the max amount of curses you had (for that curse instance). The effect only starts triggering when the player had more than 5 curses, and requires 35 stacks of curse to fully heal you.

New head customization:
What do we have in the Tailor’s Daughter’s secret stash?
  • Flame heads based on various appearances of the Beheaded along the years to make sure you are always in a suit and tie.
  • Bosses’ heads such as the Queen, the Time keeper, etc. As if you could become as badass as those bosses with their smart brain.


  • And lots of strange and secret heads, such as the Cell Head, are waiting for you!

New routing
  • We've also changed the connections between biomes:
  • Added an exit to Master's Keep in High Peak Castle.
  • Added exits to Corrupted Prison and Ossuary in Castle's Outskirts.
  • Added an exit to Dracula's Castle (early) in Corrupted Prison and Toxic Sewers.
  • Added an exit to Black Bridge in Dracula's Castle (early).
  • Added an exit to Defiled Necropolis in Ossuary.
  • Replaced the exit to Fractured Shrines in Defiled Necropolis by an exit to Graveyard.
  • Added a light source in the Mimic Hint lore room, when it spawns in Forgotten Sepulcher.
  • Added an exit to Dracula's Castle (late) in Mausoleum, Guardian's Haven and Clock Room.
Yes, this does mean that you can now go to both Return to Castlevania biomes in one run...

More accessibility options:

  • Added two new sets of control icons and an option to select them. You can select either "Legacy" (current icons), "New" (a new, cleaner set) or "Big" (accessibiliy focused, easier to read).
  • Changed the Daily Challenge's boss arrow opacity, for better visibility.
  • Added new input options for the "going through platform" action.
  • Added options to change the controller triggers' deadzone.
  • Reworked the Auto-hit assist mode option. It will no longer force the use of a melee weapon in the first slot.
  • Added an option to add a background to most texts in the game. The background's color and opacity can be adjusted.
  • The left stick can now be used to scroll through item descriptions in the pause menu.
  • Added options to fully invert the player and camera movement.
  • Added a bunch of options to tweak the camera's behavior. The influence of the player's movement, combat, or points of interest can be customized.
  • Split the "controller sticks deadzone" into two options, one for each stick.
  • Added an outline option for spikes.
  • Added a button to center the minimap on the player.

And that’s all!

To the players - Thank you for everything. Thank you for all of your dedication, passion, and feedback. Dead Cells wouldn't be what it is today without all of you.

And a huge thanks to everyone who worked on the game, from previous Motion Twin members to everyone at Evil Empire.

If you want to stay up to date on what the two teams are doing next, you can check out Windblown and The Rogue Prince of Persia below:


Evil Empire
https://store.steampowered.com/app/2717880/The_Rogue_Prince_of_Persia/

Motion Twin
https://store.steampowered.com/app/1911610/Windblown/

Cheers,

EE & MT
Dead Cells - Night
If you somehow missed it the first time, you're in for a treat!

It's been a whole year since you stormed Dracula's Castle on a new quest, met famous heroes, fought classic monsters with iconic weapons and confronted Death & Dracula in epic boss battles, all backed by original and re-imagined tunes!

And to celebrate this joyous occasion, we've dropped the price on the base game and all DLC, including Return to Castlevania!

There's no better time to storm the castle and take the fight to old Dracula himself.





What you can expect...

Castle Outskirts

Before you can enter Dracula's Castle, you'll need to venture through the gardens, across the moat and up the ramparts while avoiding traps and fighting off countless evil minions.

Don't get distracted by the view and keep your eyes peeled for hidden pathways, secret rooms and a certain energetic feline...


Dracula's Castle

Moonlight streaming through stained glass windows. Ornate pillars holding up ceilings of magnificent halls. Towering spires pushing into the night sky over fortified battlements.

The beauty of Dracula's Castle hides a dark heart, as undead creatures wait to pounce from every direction. Make your way from the entrance hall to the top of the castle and find the lair of the most powerful vampire of them all...





Boss Fights

This DLC comes with not 1, but 3 new bosses! Death and Dracula take no prisoners and you are no exception. Be prepared for epic battles against majestic backdrops where the winner takes it all...

If you manage to beat these two creatures then prepare yourself for our most ambitious boss showdown yet!





Weapons

14 new weapons can be won in this DLC, like the Vampire Killer, Throwing Axe & Holy Water. Each classic Castlevania item has been translated into the fast-paced combat of Dead Cells while keeping their original essence.

Wield whips, crosses and holy powers to carve your way through hordes of the undead and tame the evil powers of the night.





Richter Mode

Hidden somewhere in the castle is a bizarre room that turns you into the indomitable vampire hunter, Richter Belmont!

Unlocking a moveset inspired by his appearance in Symphony of the Night, you'll storm through a section of the castle finding vania moves and classic weapons that will push all the nostalgia buttons.


Soundtrack

We're giving you access to an alternative soundtrack made of 51 of the original Castlevania tunes, that can be heard across the entire game.

On top of this, we've taken the 12 most iconic tracks, such as Vampire Killer, Bloody Tears and Simon Belmont's Theme, and reimagined them in the style of Dead Cells as a soundtrack for this DLC, while preserving the Castlevania ambiance of course.


Outfits

Unlock 20 outfits as you progress through the castle, letting you roleplay as all your favourite characters like Alucard, Richter Belmont, Simon Belmont, Maria Renard, Trevor Belmont, Sypha Belnades, or even Dracula!



We'll see you at the Castle Gates, Beheaded...

https://store.steampowered.com/bundle/30317/Dead_Cells_Medley_of_Pain_Bundle/
Dead Cells - Night


Hello Dead Cells players,

We're reaching out with some important updates on Update 34 "Clean Cut" on mobile, Update 35 "The End is Near" on PC/Consoles, and an important announcement regarding Dead Cells' future.

First off, Update 34 is set to arrive on mobile later this year - sorry about the wait. Our initial plan was to release it alongside Update 35, but as things unfolded, we had to adjust our timeline to get everything where we wanted it to be.

Speaking of Update 35, your patience and enthusiasm since its alpha release have been awesome. We really wanted to bring this update to you quickly, but it turns out we can't release it just yet. We are all hands on deck trying to figure this out, so please look out for more updates in the future.

Update 35 for Dead Cells marks the end of our creative journey on the game. After an incredible 5-year collaboration in bringing additional content to Dead Cells' live-ops, Evil Empire will be pursuing new adventures and we can't wait to see what they come up next. This comes after much reflection, especially following the awesome success of the "Return to Castlevania" DLC last year. Our commitment to avoiding the "more of the same" trap and keeping Dead Cells fresh and original has led us to this point; as we've seen with other long-running series, it's crucial not to overextend and risk diminishing the unique charm that makes Dead Cells special to us all. This change explains the recent quiet period on updates, as concluding such a partnership required careful planning to ensure a smooth process for everyone, including the community. As always, we will of course continue to find solutions to make sure that all quality of life issues and bugs are properly fixed across all platforms to provide a worthy experience to all of you.

With all that said, we are committed to continuing the journey in this amazing world with some really cool new stuff outside of the original game, so that more and more people can enjoy Dead Cells in totally new ways. Stay tuned for more updates about the Animated Series, the Board Game and… the Beheaded appearing in another world?!

In closing, we are wishing the best to Evil Empire on their upcoming projects and want to express our deepest gratitude to you, the players, for your unwavering support and passion for Dead Cells. Your enthusiasm fuels our commitment, and we're eager to embark on the next chapter of this journey together.

Cheers,
~ MT
Dead Cells - Bee
Dearest Dead Cells Veterans,


We have long been wondering what we should do next... 'Why not make a sequel to Dead Cells?’ we asked ourselves.

We tried a whole lot of... brilliant ideas:
  • 'Dead Cells: The Cooking Showdown' with the Beheaded as a master chef.
  • ‘Dead Cells: Love in the Dungeon', a dating sim where you can romance the Bosses
  • 'Dead Cells: The Musical' - self-explanatory... and still considering that one, to be honest.
Whilst we were musing on this, we got VERY distracted by this superfast controller we were toying with... and so we made something else instead. Whoops!

Meet Windblown!



OK, so, imagine DC downed like 312 energy drinks, and then slammed its fist into a 3D button. We then thought what if we made a game that was... absolutely absurdly fast. Almost silly levels of fast.

And we loved it tbh.

Then we’ve thrown in a bunch of those shiny clouds and some floating islands that are just SoOooooo eye-popping!

Ah, and who are you in this? You are a Leaper; one of our heroes who are on a mission to defend the Ark from a very aggro Vortex, hell-bent on destroying EVERYTHING in its path. On your journey you’ll be able to absorb memories of fallen warriors, and then put them to good use by infusing their skills into your weapons. You can become a killing MACHINE!

And guess what? This time, you're not just dodging death alone; you can bring up to 2 friends with you to share in the 'fun' of dying repeatedly! Together! Yey!

Your feedback has been instrumental in crafting DC into what it is today, and we would LOVE to bring you experts in once more to help us shape this little Windblown bad-boy too. Leap into Early Access, give us your unfiltered thoughts, and let's make this game another wild ride.

And hey, while you're here, we're stoked to hear what you think of the Windblown trailer and feel free to smash that wishlist button ;)

Get ready to dash, die, and repeat... again!

See ya soon!

~ MT

!!!!Windblown on Steam!!!!

Follow Windblown on Social
X: WindblownGame
Instagram: WindblownGame
TikTok: WindblownGame
Facebook: Windblowngame

Dead Cells - 你的宝贝
Hey everyone,

We've just pushed a new patch for the beta test of Update 35, including some Balancing works, adjustments on Graphics & UI as well as Music & Sfx, and Bug Fixes of course!

* This patch only affects the current beta test, if you are not participating in the beta, this does not affect you.

If you want to take part in the ongoing beta, just check out here for instructions on how to access.

Here's everything we changed:

Balancing:
  • Misericorde now applies curses only if the attack doesn't crit.
Graphics & UI:
  • Added a Minimap icon when a biome is incentivized.
Music & Sfx:
  • Updated a bunch of sounds for the new mobs.
Bug fixes:
  • Fixed World Map displaying deprecated paths.
  • Fixed a bunch of translation problems.
  • Fixed Cursed and Incentivized biomes not reloading properly with the "Multiple lives" assist option on.
  • Fixed a crash when using the Emergency Door against Conjunctivius.
  • Fixed some projectiles not displaying outlines when the options was on.
  • Fixed some heads unlocking in the Training Room.
  • Fixed some visual and music bugs when killing Dracula in Training Room.
  • Fixed Richter not being able to jump down platform.
  • Fixed the number of cursed biomes always being 0 in some seeds.
That's all and thanks for taking part!

Cheers,
XYZ, Matt, EE & MT
...

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