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.
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.
...