Dead Cells - Messbass


Damn zombies staying alive...always ruining my moves...anyway...

Hey there!

The last few weeks have been quite busy for us, as we traveled in Cologne and Seattle for the Gamescom and PAX events. It was amazing meeting Dead Cells players and showing our game off to a bunch of new people. Fortunately, it’s not over! This week we’re now heading to the EGX in Birmingham AND to Tokyo for the TGS. See ya there!

Now, let’s talk about the schedule for the next patch. We’re aiming to open the beta to the fourth update around the end of October. There is a stack of interdependent content in there that we can’t split into smaller updates which is why we need to take the time to do it right. But we promise the wait will be worth it!

The fourth installment will see the addition of new gameplay features, major content updates and the reworking of existing mechanics. As soon as we come back from the UK we’ll begin revealing the things you can expect to see in the update, so stick around or hit the “Follow” button on the store page so you know what we’re up to!

On a side note, we’ve been doing a lot of optimization lately to improve your in-game experience. The DirectX support isn’t ready to come out of Beta yet, but a better build should be out soon (hopefully… hehe nervous laughter...). Ah… And we’ve since unlocked the all of the items in the Daily Run mode of the game! So get in and see how you stack up against your friends.

Last but not least, we would like to begin showing you guys some of the awesome and/or whacky art coming out of the community. We think it’s amazing what you guys have been creating and we’d like to see more, so the least we can do is share it around and try hope you’ll keep this stuff coming!

Today’s community’s highlights:

This was gifted to us during the recent PAX West by PacoLtd, and it looks even better in real life.




The cutest ugly worm ever done, by @meanweaviously:








We're proud to have been chosen by Przemysław decided to go with the Headless One (or Blobspierre, as some of its friends call him) for his cosplay:




Credits for the photos go to Ijidofoty.
Dead Cells - Messbass


Damn zombies staying alive...always ruining my moves...anyway...

Hey there!

The last few weeks have been quite busy for us, as we traveled in Cologne and Seattle for the Gamescom and PAX events. It was amazing meeting Dead Cells players and showing our game off to a bunch of new people. Fortunately, it’s not over! This week we’re now heading to the EGX in Birmingham AND to Tokyo for the TGS. See ya there!

Now, let’s talk about the schedule for the next patch. We’re aiming to open the beta to the fourth update around the end of October. There is a stack of interdependent content in there that we can’t split into smaller updates which is why we need to take the time to do it right. But we promise the wait will be worth it!

The fourth installment will see the addition of new gameplay features, major content updates and the reworking of existing mechanics. As soon as we come back from the UK we’ll begin revealing the things you can expect to see in the update, so stick around or hit the “Follow” button on the store page so you know what we’re up to!

On a side note, we’ve been doing a lot of optimization lately to improve your in-game experience. The DirectX support isn’t ready to come out of Beta yet, but a better build should be out soon (hopefully… hehe nervous laughter...). Ah… And we’ve since unlocked the all of the items in the Daily Run mode of the game! So get in and see how you stack up against your friends.

Last but not least, we would like to begin showing you guys some of the awesome and/or whacky art coming out of the community. We think it’s amazing what you guys have been creating and we’d like to see more, so the least we can do is share it around and try hope you’ll keep this stuff coming!

Today’s community’s highlights:

This was gifted to us during the recent PAX West by PacoLtd, and it looks even better in real life.




The cutest ugly worm ever done, by @meanweaviously:








We're proud to have been chosen by Przemysław decided to go with the Headless One (or Blobspierre, as some of its friends call him) for his cosplay:




Credits for the photos go to Ijidofoty.
Dead Cells - indieCatapult

Howdy ha!

We're at Pax West right now as part of the Indie MegaBooth, so come past and say hi! We'll be hanging around Seattle until Tuesday next week, so you might even find us in a bar somewhere...

Daily Challenge Mode and Pax Promo:
We're running a little promo to celebrate the launch of our Daily Run challenge mode and the fact that we're finally attending Pax West!

Basically there's a little 15% discount for anyone who's been following along and hasn't been able to get there hands on the game yet. We're also accepting beer in exchange for a key at an undisclosed location around town. 3 beers bought = 1 key... :kappa:

Direct X : For those of you who have the game...
For those awesome souls who have been supporting us throughout our Early Access experiment, here's a first draft of the Direct X version... It's available on the Beta Branch, which you can access by doing this:
  • Right click on the Dead Cells entry in your Steam Library and select 'properties'.
  • In the properties dialogue, go to the 'Betas' tab (top right).
  • Select the 'beta - Public beta branch' option in the dropdown.
  • Watch it install the changes.
  • Play.
When you load up now you will see a pop up that will allow you to choose the direct X version. DO SO AT YOUR OWN RISK!

This is a beta, we've tested it a bit, but not much, so it might wipe out your save, blow up your computer, or climb out of your screen like that creepy lady from The Ring and try to mess up your day...

You've been warned.

Dire warnings of doom and ruin aside, we'd love to have your feedback in the forums! It might lag like hell on your computer, or it might REDUCE THE STUTTERING to a distant nightmare... Let us know!

Patch notes:
As usual the patch notes can be found here or over on our site here.
Dead Cells - indieCatapult

Howdy ha!

We're at Pax West right now as part of the Indie MegaBooth, so come past and say hi! We'll be hanging around Seattle until Tuesday next week, so you might even find us in a bar somewhere...

Daily Challenge Mode and Pax Promo:
We're running a little promo to celebrate the launch of our Daily Run challenge mode and the fact that we're finally attending Pax West!

Basically there's a little 15% discount for anyone who's been following along and hasn't been able to get there hands on the game yet. We're also accepting beer in exchange for a key at an undisclosed location around town. 3 beers bought = 1 key... :kappa:

Direct X : For those of you who have the game...
For those awesome souls who have been supporting us throughout our Early Access experiment, here's a first draft of the Direct X version... It's available on the Beta Branch, which you can access by doing this:
  • Right click on the Dead Cells entry in your Steam Library and select 'properties'.
  • In the properties dialogue, go to the 'Betas' tab (top right).
  • Select the 'beta - Public beta branch' option in the dropdown.
  • Watch it install the changes.
  • Play.
When you load up now you will see a pop up that will allow you to choose the direct X version. DO SO AT YOUR OWN RISK!

This is a beta, we've tested it a bit, but not much, so it might wipe out your save, blow up your computer, or climb out of your screen like that creepy lady from The Ring and try to mess up your day...

You've been warned.

Dire warnings of doom and ruin aside, we'd love to have your feedback in the forums! It might lag like hell on your computer, or it might REDUCE THE STUTTERING to a distant nightmare... Let us know!

Patch notes:
As usual the patch notes can be found here or over on our site here.
Dragon's Dogma: Dark Arisen

This image is very easy to understand.

Why is every difficult action game a ‘Souls-like’ now? Dark Souls is an excellent game that many games since have been inspired by, I’m glad we agree, but this is out of control. Especially in the past few months, the Souls-like label has been bandied about so erratically that it’s now meaningless at best and counterintuitive at worst. 

Look at what happened with Code Vein. Bandai Namco hyped up a mysterious new project with a vaguely vampiric trailer bearing the tagline ‘Prepare to Dine’, obviously cribbing from the Souls mantra ‘Prepare to Die.’ The publisher stopped just short of writing “It’s like Dark Souls” in the sky, and their teasing came on the heels of From Software president Hidetaka Miyazaki confirming there would be no more Souls games, so Souls fans were curious. 

But when the curtain fell and Code Vein was revealed to be a distinctly anime action RPG styled after God Eater, all those curious Souls fans scattered like royal rats. The Souls name comes with certain expectations.

Pictured: Code Vein

Those expectations caused Code Vein’s marketing to work against it. If Bandai had opened with ‘anime action RPG,’ the reveal probably would have been better received. But because many players went in expecting Dark Souls, many were disappointed. We see the same thing happen when wildly different games are lumped together as Souls-likes: games are mislabeled and players are misled.

An unfair comparison 

Ska Studios’ Salt and Sanctuary was trumpeted by many as a 2D take on Dark Souls, and not without reason. Enemies yield salt instead of souls, checkpoints are sanctuaries instead of bonfires and there are definitely some familiar bosses. These traits unabashedly ape Dark Souls, but I’d still describe Salt and Sanctuary as a 2D action RPG before calling it a Souls-like. If I had to make a direct comparison, it would be to The Dishwasher: Vampire Smile, Ska’s previous 2D action RPG. 

Look at Dragon’s Dogma, which had the misfortune of releasing just months after Dark Souls and is still called a Souls-like even today. It, too, is an open-world action RPG featuring giant bosses and combat couched in stamina management. But it also has far more prominent RPG traits, such as sophisticated class and companion systems, and it lacks the atmosphere and challenge that makes Dark Souls what it is. And to be fair, Dark Souls lacks the ability to latch onto the nether regions of a griffin. 

Comparing every action game under the sun to Dark Souls not only ignores what makes them unique, it also sets them up for failure. Dark Souls is a poor and arbitrary acid test, and the Souls-like label creates unrealistic standards that threaten to bury great games. Salt and Sanctuary is a great 2D action RPG. Dragon’s Dogma is a great open-world action RPG. But as Souls games, they’re pretty terrible, probably because they're not Souls games. 

A meaningless label  

These examples also illustrate how unspecific Souls-like has become. Which is what always happens when we invent labels instead of simply describing games using established, straightforward terms. Labels like Metroidvania and rogue-like are also misnomers for games inspired in some part by Castlevania, Metroid, and Rouge, and like Souls-like, their definitions are muddy. They’re treated like genres when they’re really just confused, insular sets of characteristics that conflate design sensibilities in place of accurate, detailed descriptions. 

Even if you are intimately familiar with Dark Souls, Souls-like still doesn t tell you anything because it lacks a universal definition.

This is partly because these labels operate on presumed knowledge. Imagine you’ve never played Dark Souls—and plenty of people haven’t. What does Souls-like tell you about a game? Even if you know Dark Souls by reputation, you’ll miss the bulk of the message and probably have more questions. 

But then, even if you are intimately familiar with Dark Souls, Souls-like still doesn’t tell you anything because it lacks a universal definition. Salt and Sanctuary, Dragon’s Dogma, Dead Cells, The Surge, Titan Souls, Code Vein, Sundered, Furi, Hyper Light Drifter, Lords of the Fallen, Necropolis, Ashen, Nioh, Hollow Knight—these games offer an absurd range of experiences, yet all of them and more have been called Souls-likes. 

Games writers are especially guilty of this, and not just in this one instance. We come up with and lean on this kind of jargon all the time. It’s dangerously easy to do. Watch, I’ll invent a stupid genre right now and it will be every bit as credible as Souls-like. All right, I’ve got one.

Pictured: Little Nightmares

Big-headed-children-likes. Big-headed-children-likes are about getting big-headed children and childlike characters from one place to another, often (but not exclusively) by moving from left to right in a big, scary world. Noteworthy big-headed-children-likes include Brothers: A Tale of Two Sons, Limbo, Bastion, Inside, Child of Light, Giana Sisters: Twisted Dreams, Little Nightmares, Cave Story, Hollow Knight, Poncho, Rogue Legacy, Rain World, The Binding of Isaac and Fez. 

Do you see how silly that sounds? The Binding of Isaac is nothing like Limbo. Fez is nothing like Brothers: A Tale of Two Sons. Obviously. Even so, according to this definition, which is at once narrow-minded and overbroad, they’re all the same type of game. Souls-like is no different. These labels blindly hone in on a  few specific traits, and consequently clump way too many different games together.

A better alternative 

Calling games Souls-likes helps no one, so I guess we’re just going to have to properly describe them. Let’s pick on Dead Cells, whose Steam description calls it “a rogue-lite Metroidvania action-platformer” featuring “2D Souls-lite combat.” Whew, boy. How can we relay that to someone who knows next to nothing about games? Someone from a far-off timeline devoid of cockamamy, wannabe genres? We’d probably say something like this: Dead Cells is a difficult 2D action game about collecting loot and exploring a dungeon wherein enemies and rooms change every time you die.

Let’s do Titan Souls next. Titan Souls is an isometric action game filled with bosses that play out as puzzles which must be solved using only a bow and a single arrow. Oh, talk descriptive to me. Let’s do Hyper Light Drifter: an isometric action RPG that, despite challenging combat and inventive bosses, is centrally about exploring a gorgeous pixel art world. 

Hell, let’s take it one step further. How would we describe Dark Souls to someone who knows nothing about the series? We can’t very well call it a Souls-like, now can we? How about this: Dark Souls is an incredibly challenging open-world action RPG with carefully paced melee combat, smartly interwoven environments and hands-off storytelling which belies incredibly deep world building.

Even with that much explaining, it feels lacking somehow. Where’s the asynchronous multiplayer? The Gothic themes? The eclectic characters? The crushing existential dread and the contrasting moments of triumph? A paragraph still can't do the work,but Souls-like doesn't even try.

Of course, Dark Souls didn’t come up with all these ideas on its own, but it handled them so well and with such flourish that it’s become emblematic of them. More than that, it set the world on fire precisely because it wasn’t chasing arbitrary genre conventions. This might explain why the Souls-like label exploded the way it did, but it also highlights the pointlessness of it. You can copy the systems, the terminology, the high difficulty, the UI, but you can’t copy the impact. 

That unmistakable Dark Souls feel has never been truly replicated, not even by its direct sequels. So when we call games Souls-likes, we’re not just misleading players. We’re not just mislabeling games. We’re wasting time. 

Dead Cells

Dead Cells, the excellent rogue-like Metroidvania, now has a daily challenge mode that you can replay as many times as you want to compete for a spot on the leaderboards.

Daily Run gives everyone the same level and loot, and is already alive and kicking: apparent hardware enthusiast GTX1080ti_Prime is top of the pile. Your ranking is based on the score you achieve rather than the time taken for your run, and there's a separate leaderboard for first runs only.

You only get access to the mode once you've reached a certain milestone in the game (developer Motion Twin isn't saying more than that), and you can only use items you have unlocked in the base game.

The mode was added in an update released for the early access game on Thursday alongside a new ability that lets players sell unwanted items lying on the ground and a speed boost that makes you run faster if you kill multiple enemies in a short space of time.

Also, gold has been rebalanced so that instead of keeping a certain percentage when you die (permanently) you just keep a maximum amount. It's one of the player suggestions that have been added to the game—other brainchildren of the community have been flagged in the patch notes too, which I like. It means that players know their feedback is directly influencing the game in tangible ways.

There's a host of other smaller changes, including a new Items Altar that asks players to choose between two gizmos, plus weapon balances and bug fixes.

If you haven't yet played Dead Cells and you're a fan of Spelunky and its ilk then it's worth checking out. It's got a headless protagonist and snappy combat, and Shaun enjoyed what he played of a previous version back in May.

It's £13.99/$16.99 on Steam.

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.
...