STORE COMMUNITY ABOUT SUPPORT
Login Store Community Support
View desktop website
© Valve Corporation. All rights reserved. All trademarks are property of their respective owners in the US and other countries.
The changes—which include both weapon tweaks and overhauls of entire features, such as the way level scaling works—will remain in alpha "for quite some time" so that the team can make adjustments with community input, Motion Twin said.
Custom games, announced in September, are probably the biggest single addition. They let you change the loot table to ban certain weapons, choose your starting gear and apply gameplay modifiers or timer settings.
In another major change, mobs will no longer auto-scale to your level: their difficulty is fixed, which means "you'll have to be really careful to be properly equipped before getting to late levels". It'll completely change the pace of play, and encourage proper planning and caution.
Bosses no longer drop legendary items, and you'll instead get one weapon and one active skill. You can only get legendary items as random loot in the world, or if you poke your head in a challenge door that appears after you defeat a boss. Walking through these doors will trigger another boss fight, and if you kill them without taking damage they'll drop legendary gear.
Cooldown reduction has also been rethought—mutations that granted automatic reduction have been axed, and replaced with mutations that will reduce cooldown when you perform a specific action, such as killing enemies or parrying.
If you're interested, you should really browse through the full patch notes, which contain around 90 tweaks to specific skills, weapons and items. It'll fix plenty of bugs that have been flagged since the full release in August, too, and you can expect lots of graphics and UI tweaks.
I start with only a bow and a sword, fighting against entry-level enemies and depending on my dodging roll for survival. During the next five minutes of Dead Cells, I have doubled my HP. I ve become stronger, and consequently, I begin to see myself as a walking killing spree that will leave no room hidden or treasure chest untouched, no matter how many enemies are guarding them. My damage is so high that I begin to ignore weaker obstacles. I just rush towards the boss, prepared to show them what I m capable of. And in that moment of confidence, I lose my balance. And fall prey to my own foolishness.
Dead Cells, one of the best action platformers on PC, has now been out for more than a month, giving the team time to go to the pub, hang out on a beach, and play games that aren't Dead Cells for a change—so they said in a new dev update. They also shared their plans for post-launch content, starting with a new game mode called Custom Mode, which will arrive in the game's beta test branch in late October or early November.
Custom Mode will give you more control over the game, "really giving you the ability to make 'your' Dead Cells". You'll be able to ban unlocked weapons from the loot table, for instance, or choose your starting gear. The team promise that "many other modifications" will also be possible.
In the same update, the devs will balance items, fix bugs, add some polish and improve mod support, they said.
After that, they will begin working on the game's first free DLC, which will be "focused on new playable content". They don't yet have an ETA, but they teased the below screenshots that give an idea of what's in store:
Looking even further ahead, the team want to gather feedback about how players want Dead Cells to change. "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," they said.
You can read the full post here.
A ‘Custom Mode’ letting goofolk choose their gear and mysterious new pretties are among goodies planned for future updates to Dead Cells, the roguelikelike stab-o-platformer which I’d say has a fair chance of scooping our much-coveted “Bestest best game best of the best year best best” award in December. Developers Motion Twin have been taking it easy, sleazy since Dead Cells launched out of early access in August but say they’re about ready to crack on again. They’ve talked before about planning more free stuff (and maybe some not free stuff) for Dead Cells after launch, and now we know more about those plans.
I’ve been away for a few weeks – NOT THAT YOU NOTICED – and my poison of choice during that time was the release version of Dead Cells. This Metroidvania/roguelike hybrid ticks pretty much every box I’ve got going, leaving my former flames The Binding of Isaac, Hollow Knight and Slay The Spire suddenly abandoned.
Like all the best ‘vanias, Dead Cells doesn’t tell you much, content instead to let you dash yourself against its rocks time and again until realisation – or reflex – takes hold. I’ve learned a lot by now (and I’ve got even more left to learn), and my runs are very different to my early, faltering ones. Because of the way unlocks work in Dead Cells, there’s a few particular things I wish I knew from the off – to the point that I’m even toying with a total restart.
OK! OK! Look, thank you, yes, yes, I know, thank you. Yes, it’s very exciting that I’m here with this week’s Steam Charts, but come on, please, sit down now, that’s really enough. Oh, come on, all of you, you’re lovely, but it’s only little me. Goodness gracious! (more…)
Not to brag, but I have one hell of a Biro on the go at the moment. You know the kind of thing, right? Cheap disposable pens tend to have their own characters - the grindy one, the gritty one, the one that you're forever trying to coax back to life with mad eddies and whorls. This one, though, this one is the one you dream about. Oh man, it is glorious. A thick black line that just flows out onto the page. So smooth! Strangely rich. I feel like I could take that line anywhere, even if I'm just writing a shopping list or a phone number. The line makes me feel like writing. I am already starting to mourn this Biro a little, because I know it cannot last forever.
And - grinding sound - this sort of puts me in mind of Dead Cells, which I have been playing, it seems, for a good half of my magical Biro's lifespan. Honestly, this is not the miserable reach that I have made it sound like. Dead Cells is a hard game. How hard? The main menu says "Continue", even when you have actually died in a run, because life and death is all the same in a game like this. You die, but hopefully you unlocked a few more permanent perks for your next life. You will die again, of course, the predictable enemies swarming and overwhelming, the procedural tunnels and ramparts forcing you to lose your bearings. No matter, the game says: the line, as it were, makes you feel like you can take it anywhere.
I felt it instantly, too. My first steps into this game's deeply inhospitable world. People - including the people who made it - would like you to believe that Dead Cells is a bit like Dark Souls, and it is, it is, in a hundred different ways. But there's one way it's very different. When I started Dark Souls, I found myself cringing, retreating into a more compact version of myself, weighed down by the sense of all the awful things that lay ahead and deeply aware - this is the thing of it - of my complete and obvious inadequacy when it came to dealing with them.