Dead Cells

2D action roguelike Dead Cells recently received its seventh major update—dubbed 'The Baguette Update' for reasons I can't begin to guess—and with it a batch of changes mostly centered around upgrading gear. Apart from some snazzy new UI and a raft of balance tweaks, here's what's new:

When you upgrade weapons at the Forge, "now the cells you invest at the forge will go towards unlocking a guaranteed percentage of weapons dropping at higher quality levels." Existing Forge upgrades will be moved to the new system with minimal progress lost. You can also reroll and upgrade weapons at a new blacksmith NPC. 

Legendary items are now available. They're a guaranteed drop from bosses and a rare drop from elite enemies. Legendary weapons come with exclusive bonuses, and you can receive legendary versions of weapons whose blueprints you haven't unlocked.

Challenge rooms have been changed so that "you get the chest when you enter, and the portal closes behind you if you decide to open it." "Now the challenge is in finding them, not in perfecting them," developer Motion Twin said. 

Motion Twin also took this time to announce that Dead Cells will leave Steam Early Access in August. The Baguette Update is "the first of a few smaller updates" coming before the game's proper launch. The previous update, The Hand of the King, which added a new level and a new boss, was the last "major" update Dead Cells will see while in Early Access. 

Thanks, Eurogamer.

Dead Cells - contact@rockpapershotgun.com (Alice O'Connor)

dead-cells

The splendid roguelikelike metroidvania Dead Cells–our favourite game of 2017, don’t you know–has taken a big step towards leaving early access with the launch of the update codenamed ‘Baguette’. It’s a biggun, overhauling how persistent weapon upgrades work, letting us reroll the modifiers on particular weapons to shoot for something nicer, replacing the UI, adding new Legendary weapons… lots of good stuff. (more…)

Dead Cells

UPDATE 10/7/18: Developer Motion Twin has announced a final release date for its excellent "RogueVania" platformer Dead Cells: it will leave Steam early access and launch on PC, Xbox One, PS4, and Switch on August 7th.

Dead Cells has been available on Steam early access since May last year, and its full version 1.0 release will see the game receive its long-awaited story update, pulling back the veil on the world's still-mysterious lore. A larger content update will follow post-launch.

Come August 7th, Dead Cells will be available digitally on all platforms, and a limited standard and Signature Edition physical release is due for PlayStation 4, Switch, and PC too.

Read more…

Dead Cells - indieCatapult

Heya friends and foes,

Hope you're doing fine, enjoying spring and having half your body explode with allergic reactions! On our side, we’ve just released the latest update for everyone on the main branch. Speaking of which...

Legendary weapons, new challenge rooms, What's new in the "Baguette" update?
The Seventh Update is finally live! Initially we had some issues on the localization side, hence the "Baguette update" as half the game was still in french, but it's all good now. Well, apart of the usual batch of typos, for which we're sorry in advance.

As usual the full patch notes can be found here, but here’s a fairly decent summary of the main features.

  • Back to the roots: The Forge has been reworked. Again. Turns out, the previous system of weapon upgrades was really kinda locking people into only one build and a few weapons… Since the variety and fun of the gameplay are mostly down to playing with different weapons, it made the runs feel a little too repetitive.

    So we decided to re-introduce more randomness to the formula. Instead of allowing you to upgrade specific weapons, now the cells you invest at the forge will go towards unlocking a guaranteed percentage of weapons dropping at higher quality levels. So for example; it might be that 10% of all weapons with drop with + quality, meaning you should eventually see ALL weapons drop with + quality… I’m gonna come back and have another crack at this paragraph once you all tear it to shreds...

    For players having already invested in the Forge, some of your progress has been imported to the new system. It’s not a 1:1 match, but you shouldn’t have lost too much of your progress.
  • Legendary Items!: Okay, calm down, I know it sounds clickbaity but give me at least five seconds to explain myself before hanging me to the nearest tree! In the same vein as the Forge rework, we have introduce legendary weapons. These weapons are different from the "S" quality (the highest available through the Forge). Like colorless items, these items scale with your higher stat, but without the +20% damage taken. They are very powerful items with a lot of affixes, some of it exclusive to Legendary items.

    You have a guaranteed legendary drop each time you defeat a boss (apart from the last one, we're not quite horrible enough trolls to give you the best weapon ever and then NOT let you test it... Or are we? (No, no we're not, promise). There is also a slight chance to loot one from regular or elite enemies.

    These legendary drops are chosen from among the entire (almost) pool of existing items in the game, even if you haven't found the blueprint or unlocked the weapon yet. Again, the idea is to make some items you would have never used viable… and if you get the legendary version of your favorite weapon, you can bring the champaign!
  • Affix reroll and sharpening: Guillain brought a friend and pulled some strings to get him an internship under the Blacksmith's supervision. Anyway, this new guy is now able to reroll the affixes of your weapon… for a small tribute of gold. He can also sharpen your weapons, upgrading the quality of your items by one degree (from + to ++ or from ++ to S). This should compensate a bit if you have been unlucky and didn't find anything worth taking or buying while exploring.
  • Challenge room rework!: We did it! After 10 months having this delayed again and again for higher priority features, we've finally found the time to rework the challenge/ portal rooms. You get the chest when you enter, and the portal closes behind you if you decide to open it. Now the challenge is in finding them, not in perfecting them. No more monsters, just our nastiest trap rooms yet...
  • New UI: Putting in an HD font and a modern UI instead of the old-school one we had before was a hotly contested decision in the office. Was that incoherent with the pixel art aesthetic or, to the contrary, perfectly fits the mix between modern and retro games that is Dead cells? Words we will regret for eternity have been pronounced. Friendship has been broken. Jaws, too. But in the end, the majority (among the members still standing and able to speak) were in favour of the new UI. ¡Viva la revolucion!
  • Heaps of balancing: The usual batch of bug fixing, level design tweaks and balance changes. Most notably, the nerf of the cooldown reduction mutation make it less a no brainer, the Nightmare difficulty has become nightmarish-er, and the gold economy has been tweaked.

We hope you will like the changes! In any case, please give us your feedback in the comments.


August release date
After (almost) one year in Early Access, we seem to finally be heading toward a proper release. We've run the numbers several times and apparently we should be out by August* (unless the office burns down, half the team falls sick with ebola or zombies happen (in which case you might find us running with the zombie crowd looking for a tasty tartare of brain).

This Seventh Update is the first of a few smaller updates before the lore arrives at launch and we are hard at work on the Mac and Linux versions! Don't forget we’ll be pushing a big juicy FREE DLC post release…

*Date non contractual: Acts of god, unexpected lottery wins and irresponsible drinking habits may delay launch of game at any time.


Community Highlights
http://Discord.gg/deadcells The largest community run Discord server has been verified - it's now the "official" discord server of Dead Cells. There are heaps of nice people there who can help you with the game and who are more than ready to discuss ideas and critiques about Dead Cells with you.

While we’re celebrating the Discord, here’s a little of the community's handiwork!


"drew something that represents my hurtful moment. what's yours?" by @Elkopolo




"TF2 and Dead Cells crossover" by @Elkopolo



Hand of the King, by @Genericghoul1



Cute Dead Cells fan-art by Aude-javel


Take care everyone,
The MT team.
Spelunky - contact@rockpapershotgun.com (Alex Spencer)

permadeath1

Progression is so often an illusion. Many games use the idea of permanent progression as a way of tickling our lizard brains with a growing pile of loot or numbers which constantly tick up, so that we feel like we re achieving something while we sit in front of a computer and repeat the same set of tasks over and over again.

The beauty of permadeath is that it does away with all this. Characters grow and collect things, but then they become permadead, and it s time for a new explorer to begin their adventure. The only thing that progresses is you, the player, slowly learning a set of systems with each failure. At least, that s the theory. We spoke to the designers of Spelunky, Into the Breach, Dead Cells and Rogue Legacy to learn more about persistence within a permadeath mould.

(more…)

Dead Cells - Messbass


Hey there,

Hope everything is going your way! On our side, the next update is coming along nicely. Well, actually, for the braves out there, it's already available on the Alpha branch, ready to be playtested and broken down by the finest analysts of our community. Exceeeeeeept that 30% of all the texts are still in French (that will change before beta normally).

A note on the French: basically we’re still in the US after the GDC and haven’t had time to get the translations done in house (Steve you lazy bastard!), however the pros will be sending through a first draft during the week if all goes according to plan… In the meantime… Omelette du fromage.

By the way, if you're looking to talk about Dead Cells with other players, there are a couple of places where you can do so outside of the Steam forums:

  • Reddit

  • Discord: One of the most active Discord (but there are a few others out there).

  • DocFirebird's YouTube channel is also a great place if you're looking for an in-depth analysis of the meta and a look to the general usefulness of every weapons.


Current additions to the game are listed there if you want the complete list. There is a bunch of quality-of-life improvements as well as a complete rework of the Forge and weapon upgrade system. And also new challenge levels! We will go into more details when the update will be ready for the Beta branch.

As a final note, we just left the GDC which was an amazing time to meet many other indie devs out there! Thanks again to the Indie Megabooth for featuring Dead Cells in their line-up. We're now heading to Pax East in Boston, where we hope to meet as many of you as we can!

Take care,
The MT team

Community highlights of the day:

Unrealistic fanart, by fromdreams:



Dead Cells’ quick sketch, by HAX:


Dead Cells - Messbass


Hey there,

Hope everything is going your way! On our side, the next update is coming along nicely. Well, actually, for the braves out there, it's already available on the Alpha branch, ready to be playtested and broken down by the finest analysts of our community. Exceeeeeeept that 30% of all the texts are still in French (that will change before beta normally).

A note on the French: basically we’re still in the US after the GDC and haven’t had time to get the translations done in house (Steve you lazy bastard!), however the pros will be sending through a first draft during the week if all goes according to plan… In the meantime… Omelette du fromage.

By the way, if you're looking to talk about Dead Cells with other players, there are a couple of places where you can do so outside of the Steam forums:

  • Reddit

  • Discord: One of the most active Discord (but there are a few others out there).

  • DocFirebird's YouTube channel is also a great place if you're looking for an in-depth analysis of the meta and a look to the general usefulness of every weapons.


Current additions to the game are listed there if you want the complete list. There is a bunch of quality-of-life improvements as well as a complete rework of the Forge and weapon upgrade system. And also new challenge levels! We will go into more details when the update will be ready for the Beta branch.

As a final note, we just left the GDC which was an amazing time to meet many other indie devs out there! Thanks again to the Indie Megabooth for featuring Dead Cells in their line-up. We're now heading to Pax East in Boston, where we hope to meet as many of you as we can!

Take care,
The MT team

Community highlights of the day:

Unrealistic fanart, by fromdreams:



Dead Cells’ quick sketch, by HAX:


Owlboy

Welcome to our round-up of the best Metroidvania games. That slightly awkward portmanteau refers to a hybrid genre inspired by Metroid and Castlevania. They tend to be 2D platformers that have you exploring dungeons, defeating bosses, and picking up items that unlock new zones of the map. Within this simple format there is plenty of room for variation and, it turns out, lots of gorgeous art. 

A few of the games on the list have been lovingly crafted by small teams and even individuals over the course of a decade or so. Others, like Dead Cells, experiment with fusing the metroidvania with other genres to create a powerful hybrid. Whichever games you pick, expect lots of 2D platforming and some tough boss fights.

Ori and the Blind Forest

Ori's warmly animated world and slightly tearful opener barely hint at the incredibly tricky platforming challenges that follow. PC Gamer's Philippa Warr has compared this to a teddy bear that wants to punch you in the face—it's a cute and beautiful-looking game, but damn tricky. The pleasant soundtrack puts you at ease while the game rarely does.

 Axiom Verge

One of the very best modern examples of the form, Axiom Verge is set in a dark, Giger-esque alien world populated by mysterious giant mechanical beings and, of course, a slew of bullet hell boss monsters. New paths open up as you discover fresh alien gadgetry, like a trenchcoat that lets you phase through walls, and a device that lets you control a small alien bug to crawl into new cave systems. 

Combat is simple—blast the alien things flapping around each level—but there are loads of weapons to discover, and plenty of secrets if you’re determined enough to glitch or blast your way through secret walls. It’s a sinister and slightly unnerving game with some genuinely dark moments, but that makes it a fitting tribute to the lonely hostile corridors of the original Metroid games. 

Hollow Knight 

This one takes a while to get going, but once you have a few upgrades it’s a spectacular hand-drawn metroidvania with a snappy melee combat system. Hollow Knight borrows its melancholy apocalyptic atmosphere from Dark Souls, and also its currency recovering system—if you make it back to the place you died you can reclaim your last life’s earnings.

Hollow Knight looks gorgeous, and it’s full of interesting bug characters that sell you new gear and give you extra quests. The bosses are challenging and the dodge-and-slash combat is a serious test of skill once you’ve unlocked a few moves and started running into the game’s more serious enemies. The world is beautifully put together, too, and you learn more about the fate of the city as you dash, skip, and double-jump into new zones.

Owlboy

You’ll notice that many of these games are set underground in endless cave systems. Owlboy is set in a floating cloud kingdom. As said Owlboy, Otus, you have to flap around the world in a slightly cumbersome manner befitting a character who is regarded as an idiot by his village. You can teleport friends into your claws as you fly around. Different pals come with different abilities; some will fend off nearby enemies with projectile attacks, others will help you to access new zones in true metroidvania fashion. It’s tricky to say much about Owlboy without spoiling the story, but suffice to say it’s an emotional ride depicted in lovingly detailed pixel art. 

Shadow Complex Remastered

Blast your way through a military compound with machine guns in this futuristic Metroidvania. It’s billed as a “2.5D” game, which means you run and jump on a 2D plane, but can shoot into the background as soldiers and battle robots. You play as an ordinary man called Jason Fleming who gets lost on a hike and stumbles across a high-tech group bent on starting a civil war in the US. The game escalates from there you strap on their armour, raid their armoury and start blasting their mechs. The game was originally released on XBOX Live Arcade, but lives on Steam now as Shadow Complex Remastered.

Cave Story+

Daisuke Amaya’s seminal indie metroidvania is available on PC as Cave Story+, which features the original 320x240 visuals and the updated version. You play an amnesiac boy who wakes up in a cave full of rabbit folk called Mimigas. They are being picked off by the malign creations of a mad scientist, who you need to chase across 15 levels. It’s a big game, especially considering it was made by one very dedicated creator with a clear love for the 16-bit era. An absolute classic and a must-play if you love metroidvanias.

Iconoclasts

From one solo creator to another. Joakim Sandberg spent many years painstakingly designing, animating and composing for Iconoclasts. The result is a cheery and colourful metroidvania starring a friendly mechanic called Robin. This is a relatively shooty one featuring more than 20 bosses, but the worlds are packed with chatty characters. It’s worth picking up to see what seven years of one guy’s life’s work looks like.

Steamworld Dig 2

Approachable, and not too difficult, the Steamworld Dig games deliver a gentle hit of Metroidvania action supplemented by lots of Terraria-style digging. You can pickaxe your way through the levels, but this isn’t a sandbox. You have to tunnel your way to new zones and grab new gadgets to upgrade your hero, a steam-powered cowboy robot in the first game and a blue woman in flying goggles in the second. The sequel has more varied environments and a bigger world to explore, so that’s the best place to start.

Dead Cells

Dead Cells straddles the line between Metroidvania and roguelike, which makes it a warped child of Super Metroid, Castlevania and Rogue. You battle through randomised dungeons, starting from the beginning each time you die. As you chop up enemies in beautifully animated exchanges of sword-blows and bow attacks they drop cells that you can pour into your character. 

This persistent element eventually gives your guy the sturdiness to reach new zones you haven’t seen before, fulfilling the typical metroidvania exploration pattern. Dead Cells is a game about blasting through dungeons as quickly and efficiently as possible. When you arrive in an area a timer starts on a hidden treasure door somewhere on the level, if you can find it before the timer expires, you get access to a room full of special items and sweet cash. Dead Cells is a high pressure game compared to others in this list (bar Ori and Hollow Knight), but if you like action and great pixel art Dead Cells is a good option, though it still has some time to mature in Early Access.

Dead Cells

Self-titled "roguevania" game Dead Cells recently received its sixth major update, the Hand of the King, adding a new level and boss along with a bevy of balance changes. According to developer Motion Twin, the Hand of the King will be the last major update before Dead Cells leaves Early Access. 

The new level is The Castle, an aptly named stronghold said to be filled with "some familiar but interesting enemies" including two new enemies. The Castle's boss is the Hand of the King himself, who Motion Twin describes as "a real stinker" capable of "rapid attack patterns and of course stacks of damage." Motion Twin clarified that while the Hand of the King is the final boss of the campaign, it will not be the last boss to be added to Dead Cells. 

The new boss and level are made all the more harrowing by the Nightmare difficulty also added in the update. Luckily, while the update certainly isn't going to make the game any easier, it does include some quality of life changes:

  • Dodging no longer interrupts your combos, allowing you to dodge and then launch strong follow-up attacks. 
  • HP scaling has been reworked to favor points invested in survival, enabling survival builds to actually survive. 
  • Fog Fjord, Graveyard, Sepulchre and Ossuary levels have been redesigned to prioritize slightly smaller stages and better items.  

You can read the full King of the Hand patch notes here.  

Thanks, Eurogamer

Dead Cells - contact@rockpapershotgun.com (Dominic Tarason)

Dead Cells

Last week, we reported that metroidvania-ish platform roguelike Dead Cells had pushed its sixth major update – The Hand Of The King – to public beta testing. Having identified and smoothed out a few initial issues, developers Motion Twin have officially released the new content for all, along with their plans for the future of the game.

I said that the new Castle zone and the accompanying Hand of the King boss had a distinct endgame feel to them, and it would seem that assertion was on the money. While there may be some minor patches between here and there, Update 7, whenever it comes, will mark the end of core development, and Dead Cells’ exit from Early Access.

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