Dead Cells - indieCatapult
Spoiler:It's the cheaters.



Hello everyone,

We've just pushed the latest major update to the live branch for everyone to enjoy, without fearing the relentless horde of game-breaking bugs... Again, thanks to each and every beta testers for their feedback and their help in the bloody war against bad code and sleep deprivation.

So what's in this new update, you ask?

The Daily Run!
Compete with others players to make the best score you can in a fixed level with identical loot! The Daily Run will change every day (who would have thunk it?) to keep you on your toes and up against a new level that just wants to kick your ass. You can try as many times as you want to improve your ranking and only your best score is kept in the leaderboard.

But be careful, the Daily Run is intrinsically linked to the standard mode of Dead Cells. You will unlock access to this new mode when you reach a certain milestone in the game (we'll let you figure out what). On top of that, you'll only have access to the items that you have unlocked in the base mode of the game.
  • Altars: You will notice a new structure floating around in the daily run dungeons. Two items will be attached to it, choose one and the other will disappear.
  • Rewards for 1, 5 et 10 Daily Runs succeeded: 3 blueprints (2 weapons, one skill). It doesn’t have to be consecutive runs, we're sadistic, but not that sadistic...

Incoming changes for the pool table and drop rates

We're in the process of making sure that insanely rare drops are no longer a thing in Dead Cells. We’re planning to provide you with a way to lock a certain number of items that you previously unlocked, essentially allowing you to influence the drop of items in your standard games. The Daily Run will always provide the same drops for everyone no matter what.

We’re hoping to bring you this whole drop system balance with the next update.


Gold Perks:

The gold system has seen some adjustments to its functionality
  • Flat amount of gold given at the beginning of a new run instead of a percentage of the remaining gold of the previous one. We don’t want you to wasting runs just to have an advantage in the next one, hoarding is really bad for the economy you know...
  • Recycling ability: It always sucks when you loot a treasure only to find an unwanted weapon and are forced to leave it laying on the ground. Plus, we’re dedicated ecologists, so waste isn’t our thing. Anyway, you can now get the recycling ability from The Collector, allowing you to transmute anything you find and don’t want into sweet sweet gold.

Improved performance!
  • Fog rendering has been improved.
  • Camera zooms has been improved (The Watcher is still giving us some troubles though)
  • New option to run the game in borderless or proper fullscreen.
If you're experiencing performance issues, please try again after updating the game and tell us if it helped. We would be grateful if you tried both modes (Fullscreen and Borderless) and send us a bit of feedback on how each one impacts the game on your rig.

Also in this episode of Dead Cells:
  • Guillain, the new NPC, join the crew of merchants. Well, at least he hopes to be one of the big guys one day.
  • New Achievements
  • Kill fast, run fast.
  • Heaps of changes to make the gameplay more intuitive
  • New skins for a new life: the runner and the grenadier get a well-deserved lifting.
  • And as usual here are the patchnotes with all the nitty gritty of each and every update!

Dead Cells - indieCatapult
Spoiler:It's the cheaters.



Hello everyone,

We've just pushed the latest major update to the live branch for everyone to enjoy, without fearing the relentless horde of game-breaking bugs... Again, thanks to each and every beta testers for their feedback and their help in the bloody war against bad code and sleep deprivation.

So what's in this new update, you ask?

The Daily Run!
Compete with others players to make the best score you can in a fixed level with identical loot! The Daily Run will change every day (who would have thunk it?) to keep you on your toes and up against a new level that just wants to kick your ass. You can try as many times as you want to improve your ranking and only your best score is kept in the leaderboard.

But be careful, the Daily Run is intrinsically linked to the standard mode of Dead Cells. You will unlock access to this new mode when you reach a certain milestone in the game (we'll let you figure out what). On top of that, you'll only have access to the items that you have unlocked in the base mode of the game.
  • Altars: You will notice a new structure floating around in the daily run dungeons. Two items will be attached to it, choose one and the other will disappear.
  • Rewards for 1, 5 et 10 Daily Runs succeeded: 3 blueprints (2 weapons, one skill). It doesn’t have to be consecutive runs, we're sadistic, but not that sadistic...

Incoming changes for the pool table and drop rates

We're in the process of making sure that insanely rare drops are no longer a thing in Dead Cells. We’re planning to provide you with a way to lock a certain number of items that you previously unlocked, essentially allowing you to influence the drop of items in your standard games. The Daily Run will always provide the same drops for everyone no matter what.

We’re hoping to bring you this whole drop system balance with the next update.


Gold Perks:

The gold system has seen some adjustments to its functionality
  • Flat amount of gold given at the beginning of a new run instead of a percentage of the remaining gold of the previous one. We don’t want you to wasting runs just to have an advantage in the next one, hoarding is really bad for the economy you know...
  • Recycling ability: It always sucks when you loot a treasure only to find an unwanted weapon and are forced to leave it laying on the ground. Plus, we’re dedicated ecologists, so waste isn’t our thing. Anyway, you can now get the recycling ability from The Collector, allowing you to transmute anything you find and don’t want into sweet sweet gold.

Improved performance!
  • Fog rendering has been improved.
  • Camera zooms has been improved (The Watcher is still giving us some troubles though)
  • New option to run the game in borderless or proper fullscreen.
If you're experiencing performance issues, please try again after updating the game and tell us if it helped. We would be grateful if you tried both modes (Fullscreen and Borderless) and send us a bit of feedback on how each one impacts the game on your rig.

Also in this episode of Dead Cells:
  • Guillain, the new NPC, join the crew of merchants. Well, at least he hopes to be one of the big guys one day.
  • New Achievements
  • Kill fast, run fast.
  • Heaps of changes to make the gameplay more intuitive
  • New skins for a new life: the runner and the grenadier get a well-deserved lifting.
  • And as usual here are the patchnotes with all the nitty gritty of each and every update!

Dead Cells - indieCatapult

Update 3 is finally here! So lets see what we've got in store for you this time around!

Give us this day our daily challenge...
It's been a long time coming, but the innumerable requests for a challenge mode have made it impossible to refuse... As of today anyone on the beta branch will have access to our new Scoring Mode.

Basically it's a Daily Run. You charge through a fixed level as fast as you can trying to score as many points as you can (killing things, looting, finding treasures etc). Then you wave your awesome score in your friends face and dare them to do better...

Pretty simple right? This is only the beginning and we're counting on you to get in there and test it and let us know what you do and don't like. As usual we'll be waiting for your feedback over on the forums!

More info in the patch notes here.

Reminder : to access the beta, follow these instructions:
Go to your Steam game library
Right click on Dead Cells and click "properties"
Select the tab "Betas"
In the first dropdown box select "beta - "
Click close and wait for the upload to finish downloading
Start playing.

Recycling:
Everyone loves a bit of eco consciousness in their games and we've been feeling really bad about leaving all of those items laying on the ground around the collector when you unlock something new, but you're not quite ready to give up your +1 Strength, +50% damage, 150% damage on poisoned enemies, balanced blade...

So now you can recycle the unwanted items!

The need for speed:
A blog post wouldn't be complete without a corny NFS reference and neither would Dead Cells without an even better movement system! Not only have we tweaked and updated the basic movement system, but we've added a new speed bonus to your hero when you manage to slay a stack of monster super speedily! Keep it up and you'll keep going faster, the ultimate feeling of power...

Short and sweet:
As usual you can find the patch notes here. So check it all out and head over to the forums here to have your say.

That's all for now, but we'll be back with more updates and more news for you real soon!

Hope you enjoy it!

Steve and the MT team.
Dead Cells - indieCatapult

Update 3 is finally here! So lets see what we've got in store for you this time around!

Give us this day our daily challenge...
It's been a long time coming, but the innumerable requests for a challenge mode have made it impossible to refuse... As of today anyone on the beta branch will have access to our new Scoring Mode.

Basically it's a Daily Run. You charge through a fixed level as fast as you can trying to score as many points as you can (killing things, looting, finding treasures etc). Then you wave your awesome score in your friends face and dare them to do better...

Pretty simple right? This is only the beginning and we're counting on you to get in there and test it and let us know what you do and don't like. As usual we'll be waiting for your feedback over on the forums!

More info in the patch notes here.

Reminder : to access the beta, follow these instructions:
Go to your Steam game library
Right click on Dead Cells and click "properties"
Select the tab "Betas"
In the first dropdown box select "beta - "
Click close and wait for the upload to finish downloading
Start playing.

Recycling:
Everyone loves a bit of eco consciousness in their games and we've been feeling really bad about leaving all of those items laying on the ground around the collector when you unlock something new, but you're not quite ready to give up your +1 Strength, +50% damage, 150% damage on poisoned enemies, balanced blade...

So now you can recycle the unwanted items!

The need for speed:
A blog post wouldn't be complete without a corny NFS reference and neither would Dead Cells without an even better movement system! Not only have we tweaked and updated the basic movement system, but we've added a new speed bonus to your hero when you manage to slay a stack of monster super speedily! Keep it up and you'll keep going faster, the ultimate feeling of power...

Short and sweet:
As usual you can find the patch notes here. So check it all out and head over to the forums here to have your say.

That's all for now, but we'll be back with more updates and more news for you real soon!

Hope you enjoy it!

Steve and the MT team.
Dead Cells - indieCatapult

Hey there everyone!

As promised, a little more info on what should be an update for next week.

We heard you like competition...
Ever since the EGX in in Birmingham last year we've had people telling us that we need a daily challenge mode, or a leader-board or some way for people to show off their mastery of the game and of course relentlessly punish their less accomplished mates...

So we're working on a little something something for your amusement. As you probably know, we love teasing, so that's all i'm saying for now. We will of course have much more info and full patch notes as soon as we are ready to push out our first tentative to the beta branch.

The Dead Cells economy and balancing:
We've been listening to the concerns of the community about gold accumulation and you would have noticed that we've been slowly tweaking the balance of the game with each update and hot-fix.

These have all been band-aid solutions and we've been thinking hard about how we can better balance the game to make the runs more interesting for advanced players who have already cleaned the place out dozens of time.

So we'll be wanting your feedback on that once we go live.

Movement
One of the things that everyone loves about Dead Cells is the movement of the main character, the feeling of speed and power that you get when you start to know you're way around... There are still however some of those wtf moments, like when you're running for your life with a bunch of phasers on your behind and your little gaseous hero decides that it's a good idea to grab a ladder... For no reason, he just felt like climbing... Aaaand you're dead!

Well keep your eyes peeled for a bigger update to the beta branch, because we're working hard to get rid of those rage inducing, controller breaking moments.

Holidays:
July/August is the time of year in France when a lot of people take some much needed time off, and we're no exception to that rule. After a massive launch, more gaming events than you can poke a stick at, 2 major updates (with a third in the making) and a bunch of patches, we're a bit pooped.

I personally am in Australia as I type this update, and Joan is off exploring the mountains of Transylvania, which means that updates, replies too messages and facebook posts may be few and far between for the next week or two.

The rest of the team will be off intermittently, but we're stil making sure that you get what you need (more updates to Dead Cells) as soon as we can push them out.

Anyway, thanks for your understanding if we're a little slow to reply over the next few weeks.

That's all she wrote:
That's about it for today, but I'll be back next week with patch notes and an update for you (if all goes according to plan and the kangaroos stop chewing through my ADSL cable over here).

Hope you're all enjoying your summer in the north and that it's not too cold in the south.

Steve and the MT Team.
Dead Cells - indieCatapult

Hey there everyone!

As promised, a little more info on what should be an update for next week.

We heard you like competition...
Ever since the EGX in in Birmingham last year we've had people telling us that we need a daily challenge mode, or a leader-board or some way for people to show off their mastery of the game and of course relentlessly punish their less accomplished mates...

So we're working on a little something something for your amusement. As you probably know, we love teasing, so that's all i'm saying for now. We will of course have much more info and full patch notes as soon as we are ready to push out our first tentative to the beta branch.

The Dead Cells economy and balancing:
We've been listening to the concerns of the community about gold accumulation and you would have noticed that we've been slowly tweaking the balance of the game with each update and hot-fix.

These have all been band-aid solutions and we've been thinking hard about how we can better balance the game to make the runs more interesting for advanced players who have already cleaned the place out dozens of time.

So we'll be wanting your feedback on that once we go live.

Movement
One of the things that everyone loves about Dead Cells is the movement of the main character, the feeling of speed and power that you get when you start to know you're way around... There are still however some of those wtf moments, like when you're running for your life with a bunch of phasers on your behind and your little gaseous hero decides that it's a good idea to grab a ladder... For no reason, he just felt like climbing... Aaaand you're dead!

Well keep your eyes peeled for a bigger update to the beta branch, because we're working hard to get rid of those rage inducing, controller breaking moments.

Holidays:
July/August is the time of year in France when a lot of people take some much needed time off, and we're no exception to that rule. After a massive launch, more gaming events than you can poke a stick at, 2 major updates (with a third in the making) and a bunch of patches, we're a bit pooped.

I personally am in Australia as I type this update, and Joan is off exploring the mountains of Transylvania, which means that updates, replies too messages and facebook posts may be few and far between for the next week or two.

The rest of the team will be off intermittently, but we're stil making sure that you get what you need (more updates to Dead Cells) as soon as we can push them out.

Anyway, thanks for your understanding if we're a little slow to reply over the next few weeks.

That's all she wrote:
That's about it for today, but I'll be back next week with patch notes and an update for you (if all goes according to plan and the kangaroos stop chewing through my ADSL cable over here).

Hope you're all enjoying your summer in the north and that it's not too cold in the south.

Steve and the MT Team.
Dead Cells - Messbass


Hey there,

After one week of beta and two weeks on the standard branch watching the community discover the new biome and changes, we’re pretty satisfied with the current state and balance of the game for the “Hello Darkness” update.

For those who don’t know, we pushed a patch three days ago which tweaked the balance of the number of power scrolls available in the shops and the rest of the levels. This was a direct response to the concerns of the community, we also feel like it was the right move for the game, even if further changes will come sooner or later to address the gold not being relevant after a certain number of runs.

So, if you haven’t tried the game since the release of the Darkness update, we suggest you give it another go and send us feedback on the forums. We’ve also recently created a new forum section allowing to track more easily the patchnotes here, check it out and let us know what you think.

We will make an announcement next week with more info on the content of the upcoming update, but I can already tell you it will offer some challenge to the most skilled of players! Without breaking the game for the others, don’t worry. We’re hoping to have it ready to update the beta branch around the end of July.

In the meantime, we’re thrilled to announce our participation to the Indie Arena at Gamescom next month! If you’re in Cologne between the 21 and 25 of August, we’re counting on you to come along and have a little chat with us!

https://www.youtube.com/watch?v=MgGYLV-A24U&feature=youtu.be
(Last year trailer)


If you’re interested in a “behind the doors” look at Dead Cells, Gamasutra recently published an article on the design of the weapons of the game. Another article was published a while before, if you’re also interested in the creation of our levels and how we handle the procedural generation.


See you soon,

The MT team.
Dead Cells - Messbass


Hey there,

After one week of beta and two weeks on the standard branch watching the community discover the new biome and changes, we’re pretty satisfied with the current state and balance of the game for the “Hello Darkness” update.

For those who don’t know, we pushed a patch three days ago which tweaked the balance of the number of power scrolls available in the shops and the rest of the levels. This was a direct response to the concerns of the community, we also feel like it was the right move for the game, even if further changes will come sooner or later to address the gold not being relevant after a certain number of runs.

So, if you haven’t tried the game since the release of the Darkness update, we suggest you give it another go and send us feedback on the forums. We’ve also recently created a new forum section allowing to track more easily the patchnotes here, check it out and let us know what you think.

We will make an announcement next week with more info on the content of the upcoming update, but I can already tell you it will offer some challenge to the most skilled of players! Without breaking the game for the others, don’t worry. We’re hoping to have it ready to update the beta branch around the end of July.

In the meantime, we’re thrilled to announce our participation to the Indie Arena at Gamescom next month! If you’re in Cologne between the 21 and 25 of August, we’re counting on you to come along and have a little chat with us!

https://www.youtube.com/watch?v=MgGYLV-A24U&feature=youtu.be
(Last year trailer)


If you’re interested in a “behind the doors” look at Dead Cells, Gamasutra recently published an article on the design of the weapons of the game. Another article was published a while before, if you’re also interested in the creation of our levels and how we handle the procedural generation.


See you soon,

The MT team.
Dead Cells

Dead Cells may often be compared to Dark Souls for its challenging encounters and exciting combat, but in an article from Gamasutra, producer Steve Filby revealed that the excellent rogue-lite was originally a tower defense game, something that he says is evident in many of the game's skills.

"When we started out, Dead Cells had a tower defense aspect to it," he said. "You can see the legacy of that in a lot of the skills that are available, like all of the turrets and the things you can throw down and leave. They were the primary weapons when we first started development."

But, instead, Dead Cells became an engrossing action-roguelike. Gamasutra's article goes in-depth on how all 50 of its weapons feel distinctive, but the evolution towards that involves two things you wouldn't expect: Team Fortress 2 and fighting games.

"We realized [the tower defense aspect] wasn't very fun—that wasn't working. So, we moved away from that, and we said 'Ok, we'll take ownership of the action platformer side of things and move to a full action platformer," says Filby. "At that point, [lead designer Sebastien Bernard] said 'You know what I love as gameplay? The Engineer of Team Fortress 2. You know how, by yourself, you're not all that strong, but you can use your extra skills to just dominate?'" 

From that point, developer Motion Twin went all-in on creating something was more oriented to action platformers, such as more monsters and melee-type weapons. But Filby says it wasn't about making "a Dark Soul or a classic RPG game where you stick with one weapon and build it up." Instead, it was about making a large number of weapons feel satisfying, which is where a lot of Motion Twin's effort was devoted. Bernard revealed that to make its weapons feel impactful, the developer used fighting games as reference.

"The references for the feedback in Dead Cells are all fighting games, like Street Fighter IV, BlazBlue, or Mark of the Wolves," Bernard said. "We use a lot of particles, stop frames, slow downs, and other techniques taken from the genre. For example, the critical hits freeze the game for one frame, followed by a slow down of a few tenths of a second, a nice blood spray, and a specific impact sound feedback. It's the sum of all these things that creates that feeling of weight when you introduce a big old sword to a zombie's skull."

The rest of the article goes more in-depth on the feel of Dead Cells' weapons and how Motion Twin achieved it. You can read the full thing on Gamasutra.

RiME - contact@rockpapershotgun.com (Brendan Caldwell)

Bring out your ears, it’s the RPS podcast, the Electronic Wireless Show. Adam has returned from Gamelab in Barcelona and is ready to tell us all the hot goss about Arkane’s president leaving the studio (there’s not much) but also all the gamescience he acquired from RiME developer Ra l Rubio and Cyberpunk 2020 creator Mike Pondsmith. In the mean time, Brendan has been falling off airships and getting into disagreements with cloud hobos in floating island MMO Worlds Adrift, and Pip has been too busy to play things>. The world is an accursed slum of injustice.

But there’s more! We also have a tougher-than-normal edition of our patch notes quiz, Patch Adam, and take some questions from readers. Listen now, your attention is our sustenance. Feed us. Feed us.

… [visit site to read more]

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