Dead Cells - mezzamazza55
Hey all,

Hot on the tails of our accessibility release, we're releasing a new alpha into the wild!

In this update we'll be adding the long awaited panchaku and a new Bobby outfit to go with it, a ton of rebalancing on weapons & items, reworking the legendaries system to make it more intuitive & interesting, Soul Knight content and (game changer!) letting you pet your pets.

Patchnotes are here if you just want to read the list, if you want a bit of extra info and some gifs then keep reading!

Panchaku & Bobby outfit



Your eyes aren't deceiving you, the long-awaited panchaku is finally coming to Dead Cells, with a new outfit inspired by the animated trailers by Bobby Digital. Yes, we already had a 'Bobby' skin, but now the iconic pink flame head is here to go with it.

It crits on enemies facing you and has a pretty tasty combo if you can reach the end, now go out and relive the Bad Seed trailer!




Item reworks

It's been a while since our last major rebalance of weapons, with the 'What's the Damage?' update releasing over a year ago. Since then we've had new items and mutations from the 'Everyone is Here' and the 'Break the Bank' updates, plus 'The Queen and the Sea' DLC, so there's a few imbalances here and there.

So, we're making changes to 26 weapons and skills to rebalance the item pool.

Why do we do rebalancing? Well, we need to do this to keep the variety element strong - a good roguelite should offer you difficult choices. If you're going to take the same 2-3 weapons every time then you're going to get bored pretty quickly - we don't want people to be recycling 90% of weapons without even considering using them.

That's why we need to bring items to the same power level (or as close as possible) to encourage players to explore and use more of the item pool.

Here's what we're proposing:

Buffs:
  • Hard Light Sword and Pistol: slight damage buff to the sword and attack speed buff to the pistol
  • Queen's Rapier: the delayed slice hits sooner
  • Maw of the Deep: attack speed buff
  • Wrecking Ball: first and last attack are faster
  • Leghugger: now jumps on a nearby target before launching its reactivation attack + keeps its growth state across instances of the object in a run
  • Gilded Yumi: charge time slightly decreased + now crits reliably on Mama Tick (to be consistent with Impaler)
  • Killing Deck: damage buff on the first 2 attacks
  • Hand Hook: now also crits when the thrown enemy hits another entity
  • Greed Shield: can now trigger once per enemy every 10 seconds + damage buff
  • Frantic Sword: crit multiplier is now inversely proportional to your life (when at or under 50% max life)
  • Abyssal Trident: slight damage buff
  • Shrapnel Axes: slight damage buff
  • Pollo Power: now fires 1 more egg + damage buff
  • Crowbar: now also crits on beast enemies (hand-picked, think "non-humanoid, non-mechanic")
  • Lightning Bolt: now crits one tick earlier and damages you 1 tick later
  • Spiked Shield: crit damage buff

Nerfs:
  • Smoke Bomb: scaling heavily nerfed (it was following the same formula as the stats)
  • Grappling Hook: same as Smoke Bomb
  • Boy's Axe: damage nerf + can't roll the Extra Ammo affix + can't be affected by Ammo mutation
  • Bladed Tonfas: slight crit multiplier nerf
  • Lacerating Aura: cooldown now starts at the end of the effect instead of starting at cast
  • Maw of the Deep: its root is now less effective on bosses
  • Crusher: its slow is now less effective on bosses
  • Hunter's Grenade: no longer provides stats
  • Rapier: damage nerf
  • Sonic Carbine: damage nerf
  • Hokuto's Bow: procs less often + damage bonus nerfed

I'm sure there's going to be some pain here, especially with the Rapier and Sonic Carbine, sorry about that but hopefully the explanation above made sense!

Besides, none of this is finalised, we want to test the changes with a broader set of players and make some changes based on feedback anyway. However, we have our own thoughts, this doesn't mean you can convince us not to make changes to your favourite weapon by saying it feels too weak now...


Legendary item change

We've wanted to adjust the legendary items for a while. The current system where they scale off your two highest stats is pretty OP and out of whack with the rest of the scaling system, plus it's just not very interesting - all it does is give you more damage.
It's also counter-intuitive for players who aren't clued in and will split the off-colour stats to gain max health, instead of focusing on one off-colour stat to get max power from legendaries.

So, we've removed the double stat scaling system, although legendaries will remain colorless in terms of scaling.

In it's place, we're introducing legendary affixes. We've created a few brand new affixes, including specific affixes for certain items. They have all been hand-picked and should have a synergy with the item's gameplay (or at the very least, somewhat thematically linked). This way, they'll be making legendaries stronger than your typical weapon by adding an extra, complimentary gameplay element instead of just upping the damage. There are a LOT of legendary affixes so I won't list them here, if you want to read the whole list go check out the patchnotes on our site.

Legendaries will always roll their legendary affix AND it becomes a bonus affix, i.e. the item is rolled normally and then gains the legendary affix on top. Legendary affixes cannot be removed, rerolled or replaced.

We'd like to have your feedback on all these, we're running a public alpha after all! Of course, we are not asking that you each test every legendary item in the game, although if you want to do that then be our guest. In this spirit, we added a new custom mode option (that will also be added in the release version of the update, it's not just for testing) which makes every item legendary.

Soul Knight content

We're also introducing content from Soul Knight that was already in the mobile version. Soul Knight is another roguelite that already has Dead Cells content in it, so we're returning the favour!

The Magic Bow fires 5 slow-moving arrows, which make up for their lack of speed by homing in to their nearest enemy, and the Knight outfit adds the pint-sized adventurer and his oversized head to Dead Cells.





Pet the pet

Finally, we're letting you, well, pet the pets.

In transitions between biomes you just need to long press the interact button to show some love to your latest companion.

Unfortunately the owl was too awkward to code this for, so it will never know the loving touch of the Beheaded...

You won't get any benefit from this, it's just something fun to add.


Other additions
  • Popup window to tell you to try 1BC at the start of every 0BC run after killing HotK, if you've never tried 1BC (stops appearing after you try 1BC one time)
  • Sonic Carbine DPS display fixed
  • Damage cap (50%) added to the Servants (you can't one shot them anymore, sorry)
  • Conjunctivius' tentacles' damage cap increased to make them 2-shottable

How to access the alpha:

Back up your save first. The alpha shouldn't affect your saves but better to be safe than sorry (and if the worst happens then there’s a save restore hack detailed here - https://steamcommunity.com/games/588650/announcements/detail/1696100248017690442)

Then follow these instructions to access the alpha:
  • Go to your Steam game library.
  • Right click on Dead Cells and click "properties".
  • Select the tab "Betas".
  • In the first dropdown box select "Alpha - Not for the faint hearted".
  • Click close and wait for the upload to finish downloading.
  • Start playing.

As always, everything is still being tweaked according to feedback. So some things may break, have strange interactions or just straight up crash the game.

If you want to leave feedback you can do so in the comments here, or on our official Discord - there are two channels called update30-alpha-discussion and update30-alpha-feedback specifically for alpha conversations, so please use them!


Cheers,
Matt, EE & MT

Dead Cells - mezzamazza55
Hello,

We've just released a hotfix to address some pressing bugs that were introduced with the latest update (and a couple from previous updates!)

Here are the issues that we've fixed:
  • Can't use the down input with analog stick on controller. If the problem persists - reset the controller settings to default to fix it.
  • Glitchy sound effects
  • Crash when reloading a save where you are in Undying Shores
  • Issues with stat icons being misaligned and different sizes
  • "We recommend playing Dead Cells with a controller" message overlapping with "Show the update pop-up again" message
  • Boss HP resetting to full HP when you exit to main menu and reload
  • Affixes for oil dive attack and fire dive attack triggering at different heights
  • Auto-jump triggering while climbing, making it impossible to climb
  • Misplaced arrow in multiple lives selection
  • Dying to the vault challenge in The Bank with Continue Mode softlocks the game
  • Damage numbers on enemy hit have an arrow icon in the middle
  • Lock with dying on Time Keeper boss then Null Access crash on reload
  • Pollo Power effect affixes not working
  • Using Pollo Power while entering The Ossuary leaves you stuck in mid-air
  • Custom mode is displayed twice in the main menu
  • Sprite of item bought from a shop with a mimic remains on screen and can't be interacted with

Thanks for your patience while we fixed these, please continue to let us know about any issues!

We'll be back soon with more news :)

Cheers,
Matt, EE & MT
Dead Cells - mezzamazza55
Hello everyone,

Our latest update 'Breaking Barriers' is live and making Dead Cells more accessible to everyone. It's been five years since our Early Access release (yep, five freaking years!) and we realised it's about time we made sure that Dead Cells can be enjoyed by as many people as possible.

TLDR
  • Loads of new options to improve accessibility, such as adjustable font type & size, input customisation and individual adjustment of sound effect volumes
  • Assist Mode including customisation of enemy health/damage, trap speed/damage and parry window. Plus options for multiple lives, auto-hit with primary weapon & full map reveal
  • Big reduction in cell cost of early-game weapons
  • 7 weapon reworks

If you prefer videos, here's a VLOG showcasing all the changes. Warning for short attention spans: it is 9 minutes long!



So, we're trying to achieve this greater accessibility in two ways – one is a whole bunch of new options, mainly based around visibility and mobility, such as outlining characters and objects in-game, holding a button to repeat actions, or changing the font style and size. There's a full list of these options below.

The other part of the update is an Assist Mode that allows you to adjust elements of the game such as enemy damage, enemy health, trap damage, parry window and trap speed, plus options for auto-hit and multiple lives.

There's also a rework of 8 weapons, and the cost of early game weapons is being heavily reduced to allow players to unlock weapons while also working towards the crucial upgrades like health flasks and gold.


So, why are we adding the accessibility options?

Hopefully we don't need to justify adding accessibility options, but we'd had quite a lot of feedback that the game can be inaccessible for a wide range of reasons.

Dead Cells is intended to be tough but fair - sure, you die a lot, but you grow your skill while gaining new weapons & powers until you can beat the final boss. Then you add a Boss Cell to up the challenge and die to a rat on the next run, pick yourself up and go again until the next Boss Cell, and repeat.

However, we realise that the way the game is designed can put up barriers to reaching this experience for some players. These new options are designed to allow tailored, specific adjustments of the game for those who need it, to make this "tough but fair gameplay" accessible, instead of adding arbitrary difficulty levels which don't actually address players' needs.

We hope that these changes can let more players enjoy Dead Cells as we intended, and if the unaltered version of Dead Cells already hits the right balance of challenge and progression for you, then these changes are all optional - just leave the game as it is and continue having fun :)

If you know anyone who didn't try Dead Cells or put it down because they found it inaccessible, then please do let them know they can come and give it a go!

What are the new options?

All the changes that are described below were tested with a panel of players with various disabilities at AbleGamers, and of course the usual legends in our Steam community. Thanks to everyone who helped us to figure everything out!


Input

These options are designed to address mobility disabilities.
  • Hold to second jump
  • Hold to roll
  • Shield toggle option, instead of long press
  • More options to customise controls, especially actions that require a long press or a complex input + joystick action

Additional input options


Visual

These are designed for players with various visual disabilities such as limited visual acuity, colour blindness or who suffer from sensory overload.
  • Customisable interface size and transparency
  • Choice of game font styles (including pixellated)
  • Game font colour customisation
  • Font size can be changed for item names, item descriptions and dialogues
  • Stats (Brutality / Tactics / Survival ) colour customisation - affects the stats colour for the HUD, menus, icons, weapons, items etc
  • Texts in the stat selection menu no longer use "Red", "Purple" and "Green", but "Brutality", "Tactic" and "Survival"
  • Display stats icons (fist, lightning, plus sign) next to character stats
  • Add an outline to the Beheaded, projectiles, enemies, active skills, NPCs and secrets. Outline colours can be customised
  • Add a colored filter between the background and foreground. The color and opacity of the filter can be freely customized
  • Synergy and stat icons in equipment menu to help readability
  • No-blood mode
  • Adjustable particle limit (reduce the particle effect from enemies dying or weapon effects)
  • Option to toggle critical hit feedback
  • Adjust the size of the attack announcement exclamation mark

Reduced UI size


Transparent UI


Font colour menu


Stat icons displayed next to items


Outlines applied to Beheaded and enemies (plus customised stats colours in bottom left)


Sound

Finally, we have auditory options.
  • Adjust volume of different sound effects separately


Everything is collected in a specific accessibility menu to gather all these options in one place! There's no point making an accessibility menu inaccessible...


Assist Mode

This mode exists in it's own menu and allows you to make several adjustments to the gameplay.
  • Multiple lives – each time you die you can resurrect from the beginning of the biome (this effectively already existed by quitting the game when you die, now it's just 'official'). You can choose between 1, 3, 7 or infinite lives. This is targeted for players who have involuntary movements or activity, such as muscle spasms, to have another chance if their run is ruined by something that is out of their control.
  • Auto-hit – automatically target nearby enemies with your primary melee weapon. The one time that the mobile version was ahead of us! This will automatically attack with your primary weapon, allowing players to just manage their secondary weapon and skills, reducing the need for rapid inputs.
  • Adjustable trap damage, enemy damage and enemy health in % increments, plus toggable options for slower parry window and trap speed. This is meant to allow specific, dare we say delicate, adjustment of the game’s challenge. For instance, the standard trap speed can make a Challenge Room require a series of rapid inputs to get through it successfully, which might not be doable for some players. But, if they find the rest of the gameplay balanced already, they can just change this specific part of the game and leave the rest as it is.
  • Option to instantly reveal the whole map.

NOTE: We wanted to add a game speed slider at the beginning but it just isn't possible without breaking the game.


I don't really know where to put this in the post so it's going here, but the "Show Kill Count" option is now enabled by default as we've seen way too many people who don't know that this exists, which is criminal.


Weapon Reworks

This update also brings some reworks of older weapons, which were in pretty dire need of a tune-up:
  • Barnacle: new crit condition on bleeding or poisoned targets to make it less awkward (and bad).
  • Tentacle: lots of bug fixes. It should be way more reliable now.
  • Magnetic Grenade: full rework: it doesn't send enemies flying around (often in your head) but instead pulls them towards the explosion.
  • Biters pets: now way more resistant to attacks and effects that don't specifically target them.
  • Corrupted Power: now in % instead of a flat bonus. No other difference functionally speaking.
  • Wings of the Crow: lots of bug fixes.
  • Decoy: can be manually detonated after a few moments (it's not a grenade, but you don't have to awkwardly wait for it to explode if you don't want to)


Early-game item cost reduced

The cost of most of the beginner items has been drastically cut, to make the early game less tedious for new players and to make new items a viable unlock option while trying to get your flask, gold and other useful upgrades. This should also make it easier to catch up on your item pool when starting a new save.


Negative feedback for Assist Mode during alpha & beta

Thankfully we saw pretty much zero negative feedback on the general options that we're introducing. However, the Assist Mode has seen a certain amount of 'pushback'. Rather than ignoring this part of the community, we're going to address it here to be fully transparent with everyone.

The Assist Mode is designed to let people to enjoy the game who would otherwise be excluded from doing so.

We recognise that some people who don't 'need' the mode will use it anyway and as a result they will die less and won't learn from mistakes, which is a key part of roguelites.
However, we've put multiple messages explaining this in-game, so it's on them if they want to go ahead and use the Mode anyway.
It's also a single-player game, so people are free to play and enjoy the game as they want, and it doesn't affect anyone else's enjoyment of the game. The only area that it would have affected other players is the Daily Challenge leaderboard, and here we have prevented scores from being registered if players are using Assist Mode.

We are also not disabling achievements for players who use these options. As said above, the intent of this update is to open the game up to players who would otherwise be excluded from enjoying it. We are not going to make that possible and then take achievements away from those players.



If you’re a Dead Cells player who doesn’t need any of the content that we’re introducing in this update, don’t worry we have plenty of shiny new things to introduce to Dead Cells this year!


Cheers,
Matt, EE & MT


Dead Cells - mezzamazza55
Hey everyone,


We're back with a pretty expansive beta for our upcoming accessibility update. If you haven't heard about what we're planning, go and read our previous alpha post.

Otherwise, here are all the changes that we've made with the new beta...


Balancing
  • Reverted the changes on Crowbar.
  • Barnacle no longer crits on bleeding enemies.
  • Machete & pistol: The third hit now ignores side shields.

Graphics & UI
  • Added an option to toggle the Crit Feedbacks.
  • Added an option to toggle Synergy Icons.
  • Tweaked the Crit Feedback on the HUD to something less visually jarring.
  • Changed all the Synergy Icons, as well as the Affect Icons, to make them more readable.
  • Outlines' colors can now be changed.
  • Added an option to toggle an outline for NPCs.
  • Added an option to change the text size of Item Names, Item Item Descriptions and Dialogues.
  • The HUD size can now be increased.
  • Added the Assist Mode to the Main Menu.
  • Added an option to increase the size of the Attack Announces.
  • The Brutality / Tactic / Survival color override now apply to the HUD, menus, icons, weapons, items, etc.
  • Added a new font to choose from: "Adys".
  • Added an an option to add a colored filter between the background and foreground. The color and opacity of the filter can be freely customized.
  • Reorganized the entirety of the Options menu and added a new "Accessibility" section.
  • Texts in the Stat Selection Menu no longer use "Red", "Purple" and "Green", but "Brutality", "Tactic" and "Survival".

Quality of life
  • "Show Kill Count" option is now enabled by default.
  • The number of lives with Assist Mode's continue mode can now be changed.
  • Added an option to prevent "Auto-Attack" from breaking doors.
  • Added an Assist Mode option to instantly reveal the whole map.

Mods
  • Added a way to modify the Assist Mode's values through mods.

Bug fixes
  • Fixed a crash when scrolling through the credits.
  • Thunder Shield is now longer considered to be a ranged weapon.
  • Fixed a crash when entering Graveyard.
  • Fixed a bug where the mob displayed by the Mirror would appear glitched out in some situations.
  • Fixed Face Flask's "Volley of Arrows" affix not dealing any damage.
  • Fixed a bug where scrolling in the options felt "bumpy".
  • Fixed the left-most part of the HUD never fading back in, in case the player would ever be behind the HUD.
  • Fixed Options Sliders, with ranges different to 0-100, not working properly with a mouse.
  • Fixed the control label being wrong in the Controller or Keyboard Rebind menus.
  • Fixed a bug where Assist Mode's Continue would not work if the player died by a curse.
  • Fixed a bug with Options Lists, where the text would overlap with the arrows.
  • Fixed Golden Bat Kamikaze appearing in the ground in the Training Room.
  • Fixed the War Javelin being instantly thrown after teleporting, when "Hold to Attack" is enabled.
  • Fixed multiple issues when going back to an older version, after tweaking some settings in Update 29. Now, going back to an older version will create a clean version of the Options, while keeping what you changed on Update 29.

If you want to try out the beta and don't know how then BACKUP YOUR SAVE FILE, then 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.

You can leave any feedback here or on our official Discord - there are two channels called accessibility-alpha-discussion and accessibility-alpha-feedback. We also have a bug report form specific to this beta.

Barring any shenanigans, the next post will be for the update release so keep an eye out for that!

Cheers,
Matt, EE & MT

Dead Cells - mezzamazza55
Hello everyone,

The alpha for our next update is live!

This update will be all about making Dead Cells more accessible to everyone. It's been five years since our Early Access release, and it's about time that we made sure that Dead Cells can be enjoyed by as many people as possible.

We're trying to achieve this in two ways – one is a bunch of new accessibility options such as outlining sprites in-game, holding a button to jump/roll a second time, or button remapping (full list below).

The other angle is an Assist Mode with sliders to adjust elements of the game such as enemy damage, enemy health and trap damage, options for slower parry window and trap speed, plus auto-hit and continue mode options.

There's also a rework of 8 weapons, and the cost of early game weapons is being heavily reduced to allow players to unlock weapons while working towards the crucial upgrades like health flasks and gold.


So, why are we adding the accessibility options?

Well, Dead Cells is intended to be tough but fair - sure, you die a lot, but you grow your skill while gaining new weapons & powers until you can beat the final boss, then add a Boss Cell to up the challenge and die to a rat on the next run. And so it begins again...

This is our vision of Dead Cells and we encourage players to try to beat the game as it is, however, we've received quite a lot of feedback that this experience is just inaccessible for a decent chunk of players with the game in its current state, for various reasons.

These new options are designed to allow specific adjustments of the game, to make this tough but fair gameplay accessible, while leaving other parts of the game the same.

We hope that these changes can let more players enjoy Dead Cells as we intended, and if the unaltered version of Dead Cells already hits the right balance of challenge and progression for you, then these changes are all optional - just leave the game as it is and continue having fun :)


What are the new options?

All the changes that are described below were tested (and are still being tested) with a panel of players with various impairments at Able Gamers, but if we're not addressing a need or are attempting to address it in the wrong way, please let us know how we could do better in the comments or on Discord.

Input
  • Hold to second jump
  • Hold to roll
  • Shield toggle option, instead of long press
  • More options to customise controls, especially actions that require a long press or a complex input + joystick action

Additional input options


Control customisation menu


Visual
  • Customisable interface size and transparency
  • Choice of game font styles (including pixellated)
  • Game font colour customisation
  • Stats colour customisation
  • Display stats icons next to character stats
  • Options to outline the Beheaded, projectiles, enemies, active skills and secrets
  • Synergy and stat icons in equipment menu
  • No-blood mode
  • Adjustable particle limit
Making the text size adjustable is on our list too, but the game really, really, hates it when we make the text bigger. This was requested a lot, so we're not giving up yet, but we can't promise that it will be in the update.


Font colour menu


Stat icons displayed next to items


Outlines applied to Beheaded and enemies (plus customised stats colours in bottom left)


Synergy and stat icons in equipment menu


Sound
  • Adjust volume of different sound effects separately


There are some other options that we'd like to add which are proving a bit tricky to implement, so bear in mind that this isn't a complete list of what might be in the update at the end.

We're also working on creating an accessibility menu to gather all these options in one place as they're all spread out in the options menu at the moment, but again the UI is being a bit tricky!


Assist Mode
  • Continue mode – each time you die you can resurrect from the beginning of the biome (this effectively already existed by quitting the game when you die, now it's just 'official')
  • Auto-hit mode – automatically target nearby enemies with your primary melee weapon. The one time that the mobile version was ahead of us!
  • Adjustable trap damage, enemy damage and enemy health in % increments
  • Option for slower parry window and trap speed



Weapon Reworks

This update also brings some reworks of older weapons, which were in pretty dire need of a tune-up:
  • Barnacle: new crit condition on bleeding or poisoned targets to make it less awkward (and bad).
  • Tentacle: lots of bug fixes. It should be way more reliable now.
  • Crowbar: new crit condition on stunned enemies to make it less awkward too.
  • Magnetic Grenade: full rework: it doesn't send enemies flying around (often in your head) but instead pulls them towards the explosion.
  • Biters pets: now way more resistant to attacks and effects that don't specifically target them.
  • Corrupted Power: now in % instead of a flat bonus. No other difference functionally speaking.
  • Wings of the Crow: lots of bug fixes.
  • Decoy: can be manually detonated after a few moments (it's not a grenade, but you don't have to awkwardly wait for it to explode if you don't want to)

Obviously this is an alpha so we might have been over eager with some of these changes. Have fun with that while you can, because we will be adjusting them where needed!


Early-game item cost reduced

The cost of most of the beginner items has been drastically cut, to make the early game less tedious for new players and to make new items a viable unlock option while trying to get your flask, gold and other useful upgrades. This should also make it easier to catch up on your item pool when starting a new save.


How to access the alpha:

Back up your save first. The alpha shouldn't affect your saves but better to be safe than sorry (and if the worst happens then there’s a save restore hack detailed here - https://steamcommunity.com/games/588650/announcements/detail/1696100248017690442

Then follow these instructions to access the alpha:
  • Go to your Steam game library.
  • Right click on Dead Cells and click "properties".
  • Select the tab "Betas".
  • In the first dropdown box select "Alpha - Not for the faint hearted".
  • Click close and wait for the upload to finish downloading.
  • Start playing.

As always, everything is still being tweaked according to feedback. So some things may break, have strange interactions or just straight up crash the game.

If you want to leave feedback you can do so in the comments here, or on our official Discord - there are two channels called accessibility-alpha-discussion and accessibility-alpha-feedback specifically for alpha conversations, so please use them!



Well, that's it for this post, and if you know anyone who bounced off Dead Cells because they found it inaccessible then let them know what's coming!


Cheers,
Matt, EE & MT

Dead Cells - mezzamazza55
Hey,

Happy Monday! We’ve just released a patch to fix some bugs introduced by the “Break the Bank” update.

Here are the bugs we’ve fixed:


General
  • Using Hunter's Grenade on Mimic and Gold Gorger spawns Elite Zombie
  • Tonic's health recovery is taken into account by Midas' Blood
  • Crash on Runner teleport and BC4+ mob teleports if hero is not in the room
  • Soft lock when queen dies while you’re being resurrected by her when she has low enough health
  • Pickpocket bugged SFX


Mimic bugs
  • Mimic pulls you through the floor
  • When using the Hunter’s Grenade on the Mimic, the item you attempt to buy is sometimes unavailable
  • Obtaining a two-handed weapon from the Mimic only upgrades the primary hand.
  • Extracting blueprint from mimic breaks the purchase
  • Food mimic + Hunter's grenade = bugged food


Twitch integration bugs in the Bank
  • Streamer is able to navigate to the Bank before next level modifier vote is settled
  • During darkness modifier, player gets killed in the elevator before he can do anything
  • Twitch chest replaces special chest at the end of obstacle course, summoning enemies when you're unable to use conventional weapons, and seemingly disabling the outfit loot drop.

That’s it, short & sweet, we’ll be back very soon with a new public alpha!


Cheers,
Matt, EE & MT

Dead Cells - mezzamazza55
Hey Steam Deck players,

We've been made aware of an incompatibility with proton 7.0.1 and earlier.

Dead Cells is a linux native game, so we highly recommend you keep on playing the game without any compatibility layer for the best experience.

Additionally we cannot provide support with issues linked to unofficial forks of compatibility layers (ie. ProtonGE).

Thanks,
EE & MT

Dead Cells - mezzamazza55
Hey everyone,

Our next update ‘Break the Bank’ is here!



TLDR:
  • New optional biome – The Bank
  • 3 new enemies
  • 3 new gold-based weapons
  • 3 new gold-based mutations
  • More updates and DLC are coming
  • Many QoL changes and bug fixes - my favourite is items dropped after boss fights now have +1 item level, so no more unsatisfying boss loot!



What is it?

The Bank is a brand-new optional biome that randomly appears in your run, replacing the immediately following biomes if you choose to enter it.

To unlock it you just need to reach the Hand of the King once, easy right? If you've already reached the Hand of the King, then The Bank will start appearing the next time you start from Prisoner's Quarters.



We're also introducing more ways of using gold. Let's face it, when you finish a run you usually have a ton of gold left, so we wanted to give it more utility through new weapons and mutations. This will change nothing for people who don't want to risk their gold, but those who want to roll the dice can gain strong but risky effects!


So how do you get there?

A flashy chest is guaranteed to appear at a random point in your run, in the transition area between biomes (but not before a boss). You can only enter The Bank by opening the chest right there, if you don't go for it then you lose the opportunity and the chest won't reappear in the same run.



Hold on for this next bit, it's slightly wordy... The Bank will replace the next biome in your path. For example, if you enter The Bank at the transition after Prisoner's Quarters, you will exit The Bank having skipped the biomes after Prisoner's Quarters - Toxic Sewers, Promenade of the Condemned and Dilapidated Arboretum (if you have The Bad Seed DLC).

The Bank will contain one less scroll than the 'best' biome that's being replaced, i.e. the one with the most scrolls. BUT it will also contain a guaranteed Cursed Chest. For example, if the 'best' replaced biome has 4 scrolls, the Bank will have 3 scrolls + a Cursed Chest. So you'll always be able to gain the same number of scrolls that you would have got in a biome that The Bank replaced, we've got you covered!

There are several platforming sequences in The Bank that are tricky but give good rewards if you're willing to take them on. You'll also be able to take out a loan for gold at the beginning of the level, but you'll have to pay it all back at the end, so take care not to spend it all...


What's in The Bank?

Enemies

Mobs will be present from all the biomes that The Bank has replaced. So, if you enter The Bank at the transition after Prisoner's Quarters, you will face mobs from Toxic Sewers, Promenade of the Condemned and Dilapidated Arboretum.

There's also three new Bank-specific mobs:

Agitated Pickpocket wants your gold and has the claws to get it.



Gold Gorger collects gold as it grows, but don't let it reach it's final form, it'll kick your ass!



Golden Kamikaze Bat is the same bat you know and love, but it drops more moneyyy!


Weapons

We're also adding three new weapons, all centered around gold of course!

Gold Digger - gives gold on hits, plus it critical hits if you're filthy rich.



Dagger of Cupidity - crits for 3 secs after picking up gold.

Money Shooter - fires your gold. If you run out of gold, no more shots...



Mutations

You can find three new mutations too! You won't believe it, but these are also focused on gold mechanics...

Midas' Blood - gives you gold when you lose health.

Gold Plating - you lose gold, not health, when you get hit.

Get Rich Quick - stack bonus gold by killing enemies while you have a speed boost and cash in when it ends. Gotta go fast...


There's also 2 new bank-related outfits and some lore rooms.


Other changes

Balancing

- Items dropped after boss fights now have +1 item level. Boss loot felt unrewarding due to its level, so we increased it by +1.
- Vampirism rework - now you sacrifice a percentage of your maximum health to gain life leech on your melee attacks (double effect with heavy weapons) and gain a speed boost for 10 seconds.
- Increased War Spear damage. It is no longer flagged as a heavy weapon - this mainly impacts its affix pool.
- The Queen's resistance to “crowd control" effects (Stun, Root, etc) has been increased.
- Removed ‘Shield on Use' from Face Flask and Serenade affix pool.


UI / Graphics

- Scarecrow outfits now have proper names!
- Maw of the Deep and Bladed Tonfas text updated to reflect the changes made in the DLC3 hotfix.
- Conjunctivius' eye now searches for the beheaded if invisible in tentacle phase.
- Custom mode Cursed Chest's maximum curse increased to 999.


Quality of Life

- Added the last fight of the Servants in the training room.
- Upgrading an item in quality at The Blacksmith's Apprentice doesn't re-roll affixes anymore.
- Added permanent light in Servants boss rooms for the Follow the Light custom game gameplay modifier.


Bug fixes

- Maw of the Deep now properly displays crits.
- Fixed invisible bullets for out of screen traps.
- Fixed servants dying off screen after boss fight due to Barbed Tips.
- Fixed some custom mode softlocks.
- Fixed Giant's slam attack not spawning crystals.
- Fixed various bugs and crashes for the Queen.
- Fixed Pause Bug. Hopefully for good this time.
- Fixed custom mode gameplay modifiers incompatibility.
- Fixed Spoiler Boss's flask not appearing in the UI.
- Fixed falling through the ground on Carnivorous Plants.
- Cursed Sword now displays its true damage values.
- Various visual optimisations.


Quick word on future plans

This free update is thanks to your continued support of our DLCs. So thank you to everyone for allowing us to keep making Dead Cells content and for getting Motion Twin's new project over the line.

But, we’re not finished yet – there'll be more DLC and free updates coming for AT LEAST another year and some of that content has got us very, very excited...

You’ll have to wait to find out what it is though!


Cheers,
Matt, EE & MT


Community Highlights


@neophyte_r


@riuka0813


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@raegnorwi
Dead Cells - mezzamazza55
Hey,

Hope you're all good and ready for the Bank to land!

By the way, if you don't use legacy branches, you don't really need to read this post.

Anyway, we have hit the maximum number of branches that Steam will allow, so we need to cut access to some of them, in order to accommodate newer branches.

There are some that we're pretty sure are used more than others, v1.0 and Barrels o'Fun for example, but we don't have concrete data on which ones are used the most.

This is a good problem for us to have as it means we've released a ton of updates and content - 27 updates since Early Access! But, it is still a problem...

So, we've created this handy form for affected players to complete to help us figure out which ones need to be kept.

Please use the form and not the comments, otherwise it's a massive pain to track what people are saying :)

Back soon with more news,
Matt
Dead Cells - mezzamazza55
Hey,

You might have noticed that we released a hotfix for the update 28 beta. The full list of changes are below:

Bug Fixes:

- Crash on loading into save on Bank
- [MAC] Bank chest does not spawn in passage
- Training room and world map biome images disappear
- Crash when exiting then returning to Scarecrow during sickle attack
- Null access after Vampirism dive attack
- Leghugger actives crash
- Crash when using Dagger of Profit with Scarecrow Outfit
- Phaser makes the Queen get stuck on phase change
- Enemies in the bank drop keys from the biome it is replacing
- Gold Digger + Scarecrow crash

Balancing

- Gold Gorger crowd control resistance and HP nerf in its bigger form
- Queen's crowd control resistance buff

Language:

- Languages are localised


Let us know if you have any issues!

Cheers,
Matt, EE & MT
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