Dead Cells - Messbass

Hey there,

Welcome back to our (almost) regular series about what’s coming in the next update. Today we tackle the revamp of the whole scroll system!

We’ve been thinking about tweaking this for a while now, but there are 3 main ideas behind the revamped mechanic:
  • Making builds other than "STRENGTH EVERYWHERE" more viable.
  • Ensuring that the tanky builds are more interesting and enjoyable to play.
  • Bringing in a tad more reflection to your choice of scroll, instead of it just being "GIMME STRENGTH".
Therefore, the old tier system (ie. Strength/Skills/Health) has been replaced by a newer more interesting successor, that is: Brutality / Tactics / Survival. These tiers are represented by colors:
  • Brutality - Red (includes all weapons except shields): Raises all red items' damage, reduces all red items' cooldowns, adds +10% life.
  • Tactic - Purple: (includes all active skills): Raises all purple items' damage, reduces all purple items' cooldowns, adds +10% life.
  • Survival Green: (includes all shields): Raises all green items' damage, reduces all green items' cooldowns, adds +30% life.



As you can see, each item in the game now belongs to a color. Some items (weapons or skills) might even have *dual colors*, which means they will be impacted by 2 different stats, and use the highest value. You may also find random Colorless items which will always use your best stat. The colorless items are currently only available through loot boxes cursed chests!

We can’t wait to hear what you think of it controller in hands!

Our first trip to China!
In other news, we're in China! Or at least our chief bullsheet artist is... We're down there participating in the WePlay event in Shanghai, so come say 你好 if you're in the neighbourhood, it's a great chance to let us know what you think we can do better, or just what you like about the game.

Aaaand we're on sale because Halloween.
We know you're probably sick of hearing about it, but if your friends haven't got the game yet we'll be -15% of for the duration of the Halloween sale!

Dead Cells - Messbass

Hey there,

Welcome back to our (almost) regular series about what’s coming in the next update. Today we tackle the revamp of the whole scroll system!

We’ve been thinking about tweaking this for a while now, but there are 3 main ideas behind the revamped mechanic:
  • Making builds other than "STRENGTH EVERYWHERE" more viable.
  • Ensuring that the tanky builds are more interesting and enjoyable to play.
  • Bringing in a tad more reflection to your choice of scroll, instead of it just being "GIMME STRENGTH".
Therefore, the old tier system (ie. Strength/Skills/Health) has been replaced by a newer more interesting successor, that is: Brutality / Tactics / Survival. These tiers are represented by colors:
  • Brutality - Red (includes all weapons except shields): Raises all red items' damage, reduces all red items' cooldowns, adds +10% life.
  • Tactic - Purple: (includes all active skills): Raises all purple items' damage, reduces all purple items' cooldowns, adds +10% life.
  • Survival Green: (includes all shields): Raises all green items' damage, reduces all green items' cooldowns, adds +30% life.



As you can see, each item in the game now belongs to a color. Some items (weapons or skills) might even have *dual colors*, which means they will be impacted by 2 different stats, and use the highest value. You may also find random Colorless items which will always use your best stat. The colorless items are currently only available through loot boxes cursed chests!

We can’t wait to hear what you think of it controller in hands!

Our first trip to China!
In other news, we're in China! Or at least our chief bullsheet artist is... We're down there participating in the WePlay event in Shanghai, so come say 你好 if you're in the neighbourhood, it's a great chance to let us know what you think we can do better, or just what you like about the game.

Aaaand we're on sale because Halloween.
We know you're probably sick of hearing about it, but if your friends haven't got the game yet we'll be -15% of for the duration of the Halloween sale!

Dead Cells - contact@rockpapershotgun.com (Alex Wiltshire)

deadcells_mech_1

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Dead Cells [official site].

When Dead Cells was first released in Steam Early Access in May this year, S bastien B nard was shocked to see how people played the game he d spent the previous three years designing. It was quickly a disappointment, he tells me. They were not playing in the way he d intended at all. They weren t using the weapons in the game elegantly, shooting with the bow before finishing with a blade, or blocking with the shield and following up with the dagger. They were only using bows, killing everything, even bosses, from a safe range. They never put themselves in danger and they never made different decisions. They were playing Dead Cells efficiently, and completely wrong. (more…)

Dead Cells - Messbass


Hello friends,

Continuing with our ongoing series on the fourth update, we wanted to introduce the next biome to be implemented in the game.


The Awakening of the Dreamless...


Initial concept of the new biome

The extraordinary composition of this place contrasts with all the rest of the Island… as it doesn’t pertain to this place or time. The combination of tight corridors and spacious, open sceneries, come together to form an unusual architecture, seemingly defying gravity itself.





(actual ingame screenshots)

Aesthetically, Gwen chose analogous tints for the palette of this level. Warm colours are omnipresent in the close quarters, while open areas, get some blueish nuances mixed in.

Ruin has come to this place but the ever-glowing engravings may well be the sign that there is still something left here, waiting to be found... or awoken.

(Wasn’t that end a bit, like, overdramatic?). Anyway, let’s move on to things actually happening soon.


Dead Cells at TwitchCon 2017!
We’re busy preparing for TwitchCon! We’ll be in Los Angeles showing off the game and hanging around, so feel free to let your favourite streamers know we’ll be there.

We’ll sign off with another little batch of monster concepts for your viewing pleasure. Thomas has been busy churning out ideas for the upcoming biomes. Stay tuned as we build towards our fourth major update to the game and come say hi if you’re in LA!




Dead Cells - Messbass


Hello friends,

Continuing with our ongoing series on the fourth update, we wanted to introduce the next biome to be implemented in the game.


The Awakening of the Dreamless...


Initial concept of the new biome

The extraordinary composition of this place contrasts with all the rest of the Island… as it doesn’t pertain to this place or time. The combination of tight corridors and spacious, open sceneries, come together to form an unusual architecture, seemingly defying gravity itself.





(actual ingame screenshots)

Aesthetically, Gwen chose analogous tints for the palette of this level. Warm colours are omnipresent in the close quarters, while open areas, get some blueish nuances mixed in.

Ruin has come to this place but the ever-glowing engravings may well be the sign that there is still something left here, waiting to be found... or awoken.

(Wasn’t that end a bit, like, overdramatic?). Anyway, let’s move on to things actually happening soon.


Dead Cells at TwitchCon 2017!
We’re busy preparing for TwitchCon! We’ll be in Los Angeles showing off the game and hanging around, so feel free to let your favourite streamers know we’ll be there.

We’ll sign off with another little batch of monster concepts for your viewing pleasure. Thomas has been busy churning out ideas for the upcoming biomes. Stay tuned as we build towards our fourth major update to the game and come say hi if you’re in LA!




Dead Cells - Messbass

Potential concepts for future monsters

Hey there,

As we’ve announced, we’re hoping to get the fourth update ready to be deployed on the beta branch early November. Until that time, we’re going to show some of the incoming additions piece by piece in this “Coming Soon(™)” series. Of course, we’ll be keeping the best for last! So… if you would rather not be spoiled, this might be a good time to stop reading.

New skins

We mentioned last week that we consider removing placeholders and improving the aesthetics of current content an important part of the constant progress of the game toward completion. The fourth update comes with its own batch of this quality life improvements.

Remember this guy?



He used to hang out in the Graveyard biome and spawn annoying flies upon death (which I, by the way, think is totally fair - after all you just killed him without a thought, can’t blame the poor thing for wanting a bit of payback). Well, Gwen decided to give him the facelift he deserved all while giving the player a (not so) subtle hint about what’s hiding in its bowels.



The second host zombie, the one that spawns those adorable little brown worms, hasn’t been forgotten either!

Before




After


“Kill it! Kill it with fire before… Damn”

Both of them are now equally horrendous… which is... cool I guess! As you can see, we’ve also made the worms blue to make them stand out better from the background.

The Old Sewers themselves were also reworked a little bit to give theme a smidge more personality. A very sick, bubonic, bring-your-hand-sanitizer, type of personality...






Updates on the DirectX build:

We’ve been at it for a while. A DirectX version of the game should allow the players with Intel HD cards to play Dead Cells. Currently, the game requires OpenGL 3.2 which is unfortunately not supported by Intel HD cards. We’re also hoping to slightly improve the performances of the game on the whole.

Last week’s release (0.3.14) fixed a nasty bug which prevented users running anything other than Windows 10 from launching the DirectX build. There are still a couple of issue hanging around, but for the most part, you should be fine.

Since today (0.3.15), everyone on the beta branch will automatically launch into the DirectX version by default, unless you choose the OpenGL - Legacy version when the game starts.



We’ve opened a pinned thread in the Bug section of the forums. If you’re on the beta branch and the DirectX version does not work, please post the info there with your version of Windows, language, and graphics card model.

Well, that’s all for today! We should be back with the “Coming Soon(™)” part2 next week, so stay around or maybe hit that follow button if you wish to be warned when we do so.

Thank you all!

Dead Cells - Messbass

Potential concepts for future monsters

Hey there,

As we’ve announced, we’re hoping to get the fourth update ready to be deployed on the beta branch early November. Until that time, we’re going to show some of the incoming additions piece by piece in this “Coming Soon(™)” series. Of course, we’ll be keeping the best for last! So… if you would rather not be spoiled, this might be a good time to stop reading.

New skins

We mentioned last week that we consider removing placeholders and improving the aesthetics of current content an important part of the constant progress of the game toward completion. The fourth update comes with its own batch of this quality life improvements.

Remember this guy?



He used to hang out in the Graveyard biome and spawn annoying flies upon death (which I, by the way, think is totally fair - after all you just killed him without a thought, can’t blame the poor thing for wanting a bit of payback). Well, Gwen decided to give him the facelift he deserved all while giving the player a (not so) subtle hint about what’s hiding in its bowels.



The second host zombie, the one that spawns those adorable little brown worms, hasn’t been forgotten either!

Before




After


“Kill it! Kill it with fire before… Damn”

Both of them are now equally horrendous… which is... cool I guess! As you can see, we’ve also made the worms blue to make them stand out better from the background.

The Old Sewers themselves were also reworked a little bit to give theme a smidge more personality. A very sick, bubonic, bring-your-hand-sanitizer, type of personality...






Updates on the DirectX build:

We’ve been at it for a while. A DirectX version of the game should allow the players with Intel HD cards to play Dead Cells. Currently, the game requires OpenGL 3.2 which is unfortunately not supported by Intel HD cards. We’re also hoping to slightly improve the performances of the game on the whole.

Last week’s release (0.3.14) fixed a nasty bug which prevented users running anything other than Windows 10 from launching the DirectX build. There are still a couple of issue hanging around, but for the most part, you should be fine.

Since today (0.3.15), everyone on the beta branch will automatically launch into the DirectX version by default, unless you choose the OpenGL - Legacy version when the game starts.



We’ve opened a pinned thread in the Bug section of the forums. If you’re on the beta branch and the DirectX version does not work, please post the info there with your version of Windows, language, and graphics card model.

Well, that’s all for today! We should be back with the “Coming Soon(™)” part2 next week, so stay around or maybe hit that follow button if you wish to be warned when we do so.

Thank you all!

Dead Cells - Messbass


Hey there everyone!

We’re back from the EGX which was fantastic as usual! A great big thanks and congratulations to the organisers, particularly Matt Lambert for getting behind the indies and pushing them to the forefront of the show! Next year we’ll try and bring some goodies (t-shirts, posters and other merch) to reward anyone who can beat the boss in 3 attempts or less!

By the way what do you guys think about the idea of some Dead Cells merch? Would you buy a t-shirt or a poster with DC on it? Feedback very welcome.

We cloned ourselves and were simultaneously at the Tokyo Games Show to exhibit the game, and people really seemed to like it, so that’s definitely a good start for our plan of taking over Japan... Or maybe just having a Dead Cells mecha, depending on how things pan out… Baby steps...

That being said, let’s talk a bit about the development of the game until the final release.

Update on the roadmap to Dead Cells 1.0

We currently see Dead Cells as a fun, epic and enjoyable roguelite experience - with some welcomed elements generally associated with the metroidvania genre i.e, a handcrafted, fixed world layout with parallel paths to journey through which are progressively unlocked.
As we expand on the game, the incoming additions we have in mind will greatly benefit to the Metroidvania feel of the game, as the roguelite part is pretty much done.

Since the Early Access release, we’ve focused on progressively adding content. the Elemental update brought new weapons and the new gameplay that came with them, the Darkness update a new biome, the stress inducing Forgotten Sepulchre, and the Daily update added a new mode, the Daily Run, on which we can now iterate and improve with your help.

We’ve also tried to be very attentive to community feedback, making multiple modifications to elements that didn’t work as well as we had hoped. Adding content is great, but it felt equally important to us to keep adding quality life improvements and polish on current features. Or even totally rework it if that’s what it needed.

With almost five months of Early Access development behind us and hindsight on our side, we’re now better equipped to offer a realistic vision of what Dead Cells 1.0 will be and how the ride through the rest of the Early Access gauntlet is going to go down.

We see the fourth update as the turning point in the development of Dead Cells. Your feedback and suggestions have been an invaluable resource with experimenting on and making the core game great. Not only does the next update bring stacks of new content, but we’re also looking to remove or improve on the remaining mechanics that we consider lackluster while cementing their successors. From there, we can finish building the game on solid and stable foundations. Well… At least that’s the plan!

Last but not least, we wanted to keep you in the loop about the final release timeline. When we launched Dead Cells into Early Access we were aiming to stay there for 8 to 12 months or more if needed. The aim is not to rush but to deliver a polished game that doesn’t compromise our quality standards and meets the expectations of the community.

On that note we may have marginally underestimated the time needed to develop new features while still iterating on the core experience and making sure we don’t break everything while we’re at it… Therefore the scale now tips in the balance of a 12 month early access period rather than 8, so don’t expect to see us slow down on updates, bugfixes and the war on stuttering for a while.

Thanks again to all of you for your trust and continuous support! As a little token of our gratitude, here’s a little teasing of what’s coming with the fourth update... It’s a totally innovative feature that no game before ours ever imagined!!!



(And you better like it, because now we need to rework the level design of 500000000+ rooms and we’re already bored out of our minds!).
Dead Cells - Messbass


Hey there everyone!

We’re back from the EGX which was fantastic as usual! A great big thanks and congratulations to the organisers, particularly Matt Lambert for getting behind the indies and pushing them to the forefront of the show! Next year we’ll try and bring some goodies (t-shirts, posters and other merch) to reward anyone who can beat the boss in 3 attempts or less!

By the way what do you guys think about the idea of some Dead Cells merch? Would you buy a t-shirt or a poster with DC on it? Feedback very welcome.

We cloned ourselves and were simultaneously at the Tokyo Games Show to exhibit the game, and people really seemed to like it, so that’s definitely a good start for our plan of taking over Japan... Or maybe just having a Dead Cells mecha, depending on how things pan out… Baby steps...

That being said, let’s talk a bit about the development of the game until the final release.

Update on the roadmap to Dead Cells 1.0

We currently see Dead Cells as a fun, epic and enjoyable roguelite experience - with some welcomed elements generally associated with the metroidvania genre i.e, a handcrafted, fixed world layout with parallel paths to journey through which are progressively unlocked.
As we expand on the game, the incoming additions we have in mind will greatly benefit to the Metroidvania feel of the game, as the roguelite part is pretty much done.

Since the Early Access release, we’ve focused on progressively adding content. the Elemental update brought new weapons and the new gameplay that came with them, the Darkness update a new biome, the stress inducing Forgotten Sepulchre, and the Daily update added a new mode, the Daily Run, on which we can now iterate and improve with your help.

We’ve also tried to be very attentive to community feedback, making multiple modifications to elements that didn’t work as well as we had hoped. Adding content is great, but it felt equally important to us to keep adding quality life improvements and polish on current features. Or even totally rework it if that’s what it needed.

With almost five months of Early Access development behind us and hindsight on our side, we’re now better equipped to offer a realistic vision of what Dead Cells 1.0 will be and how the ride through the rest of the Early Access gauntlet is going to go down.

We see the fourth update as the turning point in the development of Dead Cells. Your feedback and suggestions have been an invaluable resource with experimenting on and making the core game great. Not only does the next update bring stacks of new content, but we’re also looking to remove or improve on the remaining mechanics that we consider lackluster while cementing their successors. From there, we can finish building the game on solid and stable foundations. Well… At least that’s the plan!

Last but not least, we wanted to keep you in the loop about the final release timeline. When we launched Dead Cells into Early Access we were aiming to stay there for 8 to 12 months or more if needed. The aim is not to rush but to deliver a polished game that doesn’t compromise our quality standards and meets the expectations of the community.

On that note we may have marginally underestimated the time needed to develop new features while still iterating on the core experience and making sure we don’t break everything while we’re at it… Therefore the scale now tips in the balance of a 12 month early access period rather than 8, so don’t expect to see us slow down on updates, bugfixes and the war on stuttering for a while.

Thanks again to all of you for your trust and continuous support! As a little token of our gratitude, here’s a little teasing of what’s coming with the fourth update... It’s a totally innovative feature that no game before ours ever imagined!!!



(And you better like it, because now we need to rework the level design of 500000000+ rooms and we’re already bored out of our minds!).
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.
...