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Hey everyone! It took us a longer time than usual to prepare, but better late than never: the 35th updated The End is Near is here! In this update, we are stuffing in new mobs, weapons, mutations and biome effects all expanding on the curse mechanic, 40+ new head skins, almost 20 new legendary affixes, extra accessibility options and more! TLDR:
Dearest Dead Cells Veterans, We have long been wondering what we should do next... 'Why not make a sequel to Dead Cells? we asked ourselves. We tried a whole lot of... brilliant ideas:
Hey everyone, We've just pushed a new patch for the beta test of Update 35, including some Balancing works, adjustments on Graphics & UI as well as Music & Sfx, and Bug Fixes of course! * This patch only affects the current beta test, if you are not participating in the beta, this does not affect you. If you want to take part in the ongoing beta, just check out here for instructions on how to access. Here's everything we changed: Balancing:
Hey everyone!
The upcoming update The End is Near is now in Beta! In case you missed the alpha post, in this update we are stuffing in new mobs, weapons, mutations and biome effects all expanding on the curse mechanic, 40+ new head skins, almost 20 new legendary affixes, extra accessibility options and more!
Before we go through the updated list of new content for the update, a quick note here for the players who didn't like the idea of Cursed mobs and mightve missed our patches in the Alpha phase.
Instead of making cursed mobs spawn randomly in your run , we have introduced a new effect on biomes, Cursed Biomes, to make sure that players can choose to have cursed mobs in their run or not. Also, the players who choose to take the risk will now get rewards for taking on that risk. We are gonna elaborate more on this mechanic below!
Now, lets get to the full list of new content:
New Curse additions:
3 new mobs:
Hey everyone, We've just pushed the fifth patch for the alpha test of Update 35, including some Balancing works and Bug Fixes. * This patch only affects the current alpha test, if you are not participating in the alpha, this does not affect you. If you want to take part in the ongoing alpha, just check out here for instructions on how to access. Here's everything we changed: Balancing:
Hey everyone, We've just pushed the fourth patch for the alpha test of Update 35 yesterday, including some Balancing works and Bug Fixes. * This patch only affects the current alpha test, if you are not participating in the alpha, this does not affect you. If you want to take part in the ongoing alpha, just check out here for instructions on how to access. Here's everything we changed: Balancing:
Hey everyone!
During the past few weeks we've seen a bunch of different opinions on the new curse additions, especially the cursed mobs
We fully understand the pushback on mobs that give curses, as curse and its instadeath effect has always been an optional experience that gave extra rewards if you chose to add some spicy danger in your run.
In this update so far, the cursed mobs were unavoidable at 2BC+, even with a low chance of them spawning, and they didn't give any reward for the risk. So the choice was removed. For people who want to consciously avoid instadeath no bueno.
Well, we like to trumpet that we work with the community when we add updates so, 'toot toot', we've listened to you, we've had lots of discussions and have come up with a new solution.
New 'Cursed Biome' system
The previous system where, from 2BC+, cursed mobs could randomly spawn in a random biome is gone.
Instead, we have introduced a new type of biome, Cursed Biome, which features the new cursed mobs in exchange for extra rewards. NOTE: This is not a new biome, it is a new effect on biomes.
And of course, you can choose to go into the cursed biome with its rewards, or go to the other biomes that don't have any scary cursed mobs.
How Cursed Biome works:
Hey everyone, We've just pushed the second patch for the alpha test of Update 35 yesterday, including some Balancing works and Bug Fixes. * This patch only affects the current alpha test, if you are not participating in the alpha, this does not affect you. If you want to take part in the ongoing alpha, just check out here for instructions on how to access. Here's everything we changed: Balancing:
Hey everyone, We've just pushed a new patch for the alpha test of Update 35, including some Balancing works, Graphics & UI change and Bug Fixes. * This patch only affects the current alpha test, if you are not participating in the alpha, this does not affect you. If you want to take part in the ongoing alpha, just check out the post yesterday for instructions on how to access. Here's everything we changed: Balancing:
Hey everyone!
Looooong time no see, I am XYZ, the new marketing dudette of Dead Cells, who will be the main contact with you guys in the future. And for those who might be concerned about Matt, he is doing good, still keeping an eye on Dead Cells, but also taking more responsibility related to a new project!
Anyway, let's get to the point: this time, we are back with something fresh and it's actually video game related!
The 35th free update of Dead Cells "The End is Near" has an alpha available to test right now!
Just be aware that the Alpha and Beta phases might take a bit longer than usual this time, so if the official release comes later than usual, just be cool, it's on the way!
In this update, weve expanded on one of the most iconic mechanics of Dead Cells, the dreaded Curse, with 3 new weapons, 3 new mobs and of course, 3 new mutations coming into the game!
We know that curses and the insta-death that comes with them is scary and sometimes even annoying, so a whole update based around them might be too much. But put down the pitchforks because we think that these new additions make the mechanic more fun, add variety and just make the game more interesting. Plus, this is an alpha so we will be taking any community suggestions seriously!
Also, after digesting a bunch of suggestions from you guys, weve done a bunch of reworking and rebalancing on the legendary weapons that needed it. Plus, several new balances and new accessibility features are available too!
As well as these hardcore additions, the Tailors daughter has also learned some new hairstyles to add some variety & fun to your costumes!
New Curse additions:
3 new weapons:
Hey everyone, Just a quick post to let you all know that the Dead Cells: Return to Castlevania soundtrack is available to buy for $7.99 or equivalent as MP3 and lossless files on Steam! Revisit the DLC and download the full list of reimagined Castlevania tunes in the Dead Cells style, including Bloody Tears and Vampire Killer, to listen to at your leisure in high quality goodness: https://store.steampowered.com/app/2502260/Dead_Cells_Return_to_Castlevania_Soundtrack We'll be back soon with more news! Cheers, Matt, EE & MT
Hey everyone,
So last time we posted here, we said that the next post would be back to video game related news.
That might not have exactly been true...
[previewyoutube=LMVH49-VUOc;full][/previewyoutube]
You've been asking for years and now it's here! Well almost... We are stoked to announce that an animated Dead Cells series IS DROPPING IN 2024!
Made of course by Bobbypills, the French studio behind our animated trailers, the show takes place on (surprise, surprise) a cursed island that has been racked by a strange plague. After the islands foolish king develops a remedy that ends up turning the population into monstrous creatures, prophecies depicting a flame-headed hero who will kill the crazy King begin to appear.
As it so happens, this beheaded hero is real, but saving a kingdom isnt on his schedule and he just wants to be left alone. Well, guess who isn't going to be left alone...
Co-produced by the also French anime streaming service Animation Digital Network (ADN), the 10, roughly seven-minute long episodes will initially be exclusive to France before being made available worldwide.
Bobbypills will be discussing the series on Twitch IN FRENCH at 17h CET today (14th June) - https://www.twitch.tv/adnanime
They will be putting up a version with English subtitles in the near future, so look out for that if you can't speak the language of cheese, baguettes and wine.
One more time, Dead Cells the video game has not been forgotten! We will be back with more news on that soon :)
Cheers,
Matt, EE & MT
Hey everyone,
Little reminder that if you're interested in backing the upcoming Dead Cells board game, you have less than 24 hours to get involved!
If you back the Collector's Edition you get some exclusive content like the Bobby Character, the Legendary Panchaku card, foil effects and more...
Here's a couple of other bits that were revealed to be in the base game during the campaign that might tickle your fancy:
If you're interested in backing the project or just checking it out more, you can follow this link - https://www.kickstarter.com/projects/scorpionmasque/dead-cells-the-rogue-lite-board-game
Thanks and we'll be back soon with more video game related news!
Cheers,
Matt, EE & MT
Hi everyone, Quick announcement that the Kickstarter campaign for the Dead Cells co-operative roguelite board game is live! Check out stretch goals, daily reveals, how to play, artwork, exclusive figurines and more here - https://kickstarter.com/projects/scorpionmasque/dead-cells-the-rogue-lite-board-game Hope you're all enjoying the Clean Cut update, peace! Matt, EE & MT
Hey everyone! We've just released a hotfix to address some bugs we missed in the Clean Cut update, so this will be a short post. It's also late on a hot Thursday afternoon, so my energy levels aren't high enough for a long one... There are now legendary affixes for both new weapons that we introduced: Giant Comb: Also deals critical damage while you are airborne. Deals additional damage if both you and the target are airborne. Sewing Scissors: Enemies killed by the special effect of this weapon count three times for your kill streak. We also identified a critical bug where by fixing it has removed unlocks that were incorrectly awarded to players. So some of you might notice some slight rollbacks on features related to biome visits that you didn't unlock (for example, having access to bosses in Boss Rush that you hadn't actually encountered before). But you shouldn't have had access in the first place, so just be happy for the time you had together 3 Full patch notes will come shortly in the usual place! Cheers, Matt, EE & MT
Hello! The "Clean Cut" update is here! 'Tailored' (wink wink) to improve the whole Dead Cells experience with a bunch of trims and cuts for every part of the game, as well as adding some new toys to play with! TLDR
Hey everyone, Hope you're all doing alright! First things first, we just published a fix to resolve incompatible version issues with save files for Mac, Linux, and Windows. Let us know if stuff's still breaking with our bug report form. Fingers crossed that that link will stay un-clicked... Anyway, the upcoming Clean Cut update is now in beta, one step closer to arriving for all the wary players avoiding the testing phase. Here's a recap of everything coming, you can skip to the end if you already know what we've stuffed into this one. New Survival Weapon: Sewing Scissors. Instakills all enemies it hits, as long as at least one of them dies to the weapon's standard damage. New Brutality Weapon: Giant Comb. Throws your enemies upwards, and deals critical damage to airborne mobs! New NPC: Tailor's Daughter. Find her in the Tailor's Room, and talk to her to freely change the look of your head. New Speedrun Mode option: Activate it to track and display the completion time of each biome. Also tracks your previous bests and compares them! New Boss Rush DIY Mode: Lets you choose whichever bosses you want to face in a run. The 3 Bosses from Return to Castlevania are also now accessible in Boss Rush. Training Room reworks: We added a bunch of options to streamline the experimentation process, such as:
Hello everyone, We've just pushed a new alpha patch focused on fixing lots of small bugs and visual changes. This only affects the current alpha test, if you are not participating in the alpha, this does not affect you. If you want to take part in the ongoing alpha, just check out our previous posts for instructions on how to access. Here's everything we changed: Training Room - Fixed missing texts for various new UIs in Training Room - Fixed a crash when restarting in Training Room - Fixed training room dummy being destroyed when going through the door - Updated sprite for the training difficulty picker interaction - Fixed a crash when spawning colorless legendary item - Fixed legendary items always being level 1 in Training Room - Fixed Death not being in Training Room - Fixed Dracula's Final Form not loading in Training Room - Camera no longer tracks Tick in Training Room Bosses & Boss Rush - Fixed Dracula Final Form's meteors spawning too low during the interphase (aka Genkidama) - Fixed Dracula's exit in Boss Rush looking rough - Removed Modified Humanoid Dracula's speed bonus during his last phase - In Boss Rush, Modified Humanoid Dracula's big fireballs have been recolored to better signal their difference from the normal version of the fight - Fixed Death's AI breaking after being interrupted during its combo attack - Fixed Humanoid Dracula's hitbox on melee attack (the first hit had no hitbox) - Increased cooldown to Modified Humanoid Dracula after shooting fireballs to make it easier to catch Mutations - Armadillopack can't parry unparryable projectiles anymore (was problematic on Boss Rush Dracula) - Necromancy nerf (lower base heal) - Combo mutation damage bonus now scales more slowly with the number of stacks - Buff to slow diminishing factor (i.e. it decreases less quickly and thus should be more efficient) Other - Late game Dracula's Castle's Cursed Chest now has 10% chance of spawning - Shop Mimic no longer spawns behind Z-doors (mostly BC doors) (when outside of the Bank) - Fixed an issue with Tailor's Daughter menu (you could open multiple instance of it) - Fixed a crash happening with the Tailor upon unlocking the Scissors Thanks for taking part! Cheers, Matt, EE & MT
Hello!
We're back for a new alpha test! The "Clean Cut" update is designed to improve the whole Dead Cells experience with a bunch of trims and cuts for every part of the game, and now we just need to make some tweaks before we officially release it. So what's in store?
New items
Firstly, we have two new weapons, the Sewing Scissors and Giant Comb, both indispensable tools for a clean cut.
Sewing Scissors: a huge pair of scissors that scale with Survival. Will instakill all enemies that it hits, if one of the enemies is killed by the attack's standard damage.
Giant Comb: a Brutality weapon that deals critical damage to enemies that are not on the ground.
New NPC
Turns out, the Tailor was hiding a daughter all along, and by some coincidental massive stroke of fortune, she has just the skills to replace your head with the flame "Bobby version" on all skins. Crazy world...
New mode
Finally, we have the brand new Speedrun Mode with in-game time tracking for speedrunners, or anyone else who wants to know how much time they've spent trying to make it to Hand of the King and failing.
Weve also done a ton of upgrading, reworking and rebalancing.
Upgrades
Hey, We've seen that some Mac users are still getting crashes. First things first, sorry that it's taking some time to completely fix this issue. We need some more information to figure out exactly where this is coming from, so if you're still getting a crash on Mac, we're asking that you follow the instructions below and send us the resulting information USING THIS FORM - https://forms.clickup.com/f/2b318-1807/WG3GMB5KUFQB4XRAHX Instructions:[olist]
Hi everyone,
Hope you've been enjoying the Return to Castlevania DLC!
No rest for the wicked, the devs have been hard at work fixing some issues that came up with the DLC release and we've just released a hotfix to address a decent chuck of them:
Major
Hey everyone,
It's finally here, the Dead Cells: Return to Castlevania DLC is available now!
Storm Dracula's Castle on a new quest, meet famous heroes, fight classic monsters with iconic weapons and confront Death & Dracula in epic boss fights, all backed by original and re-imagined tunes! You can even play as all the main characters from the famous series with 20 new outfits!
This is our tribute to the main inspiration of Dead Cells so we have put a ton of our time and effort into making this the best possible Castlevania x Dead Cells experience, we hope you enjoy it ^^
https://store.steampowered.com/app/2101430/Dead_Cells_Return_to_Castlevania/
Our resident marketing artist Steve has created a pretty epic gameplay trailer to get you in the mood for some manic vampire slaying, check it out here:
[previewyoutube=56n3spvD2M0;full][/previewyoutube]
So what exactly is in the DLC? Well, there's a main quest featuring Alucard & Richter Belmont, where you'll fight your way several times through both Dracula's Castle and the main island on the way to a final showdown with Dracula in his iconic Throne Room.
Straight from Prisoner's Quarters you'll find an entrance to...
Castle Outskirts
Before you can enter Dracula's Castle, you'll need to venture through the gardens, across the moat and up the ramparts while avoiding traps and fighting off countless evil minions.
Don't get distracted by the view and keep your eyes peeled for hidden pathways, secret rooms and a certain energetic feline...
Dracula's Castle
Moonlight streaming through stained glass windows. Ornate pillars holding up ceilings of magnificent halls. Towering spires pushing into the night sky over fortified battlements.
The beauty of Dracula's Castle hides a dark heart, as undead creatures wait to pounce from every direction. Make your way from the entrance hall to the top of the castle and find the lair of the most powerful vampire of them all...
Boss Fights
This DLC comes with not 1, but 3 new bosses! Death and Dracula take no prisoners and you are no exception. Be prepared for epic battles against majestic backdrops where the winner takes it all...
If you manage to beat these two creatures then prepare yourself for our most ambitious boss showdown yet!
Weapons
14 new weapons can be won in this DLC, like the Vampire Killer, Throwing Axe & Holy Water. Each classic Castlevania item has been translated into the fast-paced combat of Dead Cells while keeping their original essence.
Wield whips, crosses and holy powers to carve your way through hordes of the undead and tame the evil powers of the night.
Richter Mode
Hidden somewhere in the castle is a bizarre room that turns you into the indomitable vampire hunter, Richter Belmont!
Unlocking a moveset inspired by his appearance in Symphony of the Night, you'll storm through a section of the castle finding vania moves and classic weapons that will push all the nostalgia buttons.
Soundtrack
We're giving you access to an alternative soundtrack made of 51 of the original Castlevania tunes, that can be heard across the entire game.
On top of this, we've taken the 12 most iconic tracks, such as Vampire Killer, Bloody Tears and Simon Belmont's Theme, and reimagined them in the style of Dead Cells as a soundtrack for this DLC, while preserving the Castlevania ambiance of course.
Outfits
Unlock 20 outfits as you progress through the castle, letting you roleplay as all your favourite characters like Alucard, Richter Belmont, Simon Belmont, Maria Renard, Trevor Belmont, Sypha Belnades, or even Dracula!
How much is it?
$9.99/9,99 (or equivalent). The increase in price from the previous DLCs reflects the extra work we've put in to this DLC, as well as the use of the Castlevania IP. The dev team have been working on this for a long time and we think that it shows!
AMA
We'll be running an AMA on r/gaming tomorrow at 16:00 CET, we'll post a link in the Community Hub and on social media, so come ask us all your questions!
That's all, hope you all enjoy the DLC!!
Cheers,
Matt, EE & MT
Hey everyone, With the Dead Cells: Return to Castlevania DLC arriving in just a couple of weeks, we wanted to share one last short teaser highlighting how the dev team packed the iconic Castlevania essence into every inch of the DLC, then we'll leave you alone! You'll have to listen to me waxing on about Castlevania for a hot minute, but watch to the end for one last surprise reveal... [previewyoutube=CsAyUBexG78;full][/previewyoutube] This is our last post before the release, so see you all on launch day! https://store.steampowered.com/app/2101430/Dead_Cells_Return_to_Castlevania Cheers, Matt, EE & MT
Hey everyone,
You've waited long enough to know the release date of the Return to Castlevania DLC, we said Q1 2023 and we're already in February, so here it is!
But first let's explore an essay about what's going on in the game industry today. We strongly feel that in the current climate of global titans and small independent studios, that we can extrapolate...
6th March! It's 6th March OK.
Here's a short gameplay trailer to get your teeth into:
[previewyoutube=QBBwIHYm8Mw;full][/previewyoutube]
So what you saw there is about 5% of the content on offer, there's still loads for you to discover in March, and keep an eye out for more reveals in the future. That should have been your first true glimpse of the boss fights as well, which we think look pretty damn good, if we do say so ourselves...
You'll have hopefully recognised the iconic Vampire Killer track at the end - if you didn't then go listen to the old soundtracks right now! I'll remind you that we have 51 of the original Castlevania tracks in this DLC, with 12 reimagined by our resident musician Yoann "Valmont" Laulan in his Dead Cells style. If that's not reason enough to check out this DLC then I don't know what is!
If you haven't wishlisted it yet, here's a handy link for you:
https://store.steampowered.com/app/2101430/Dead_Cells_Return_to_Castlevania/
That's not all, there's a couple more bits of Dead Cells news!
Dead Cells board game
Yep, we've decided to bring high octane Dead Cells action to the board game world! Dead Cells: The Rogue-Lite Board Game will be coming to Kickstarter this Spring: https://www.kickstarter.com/projects/scorpionmasque/dead-cells-the-rogue-lite-board-game
It will be a cooperative, rogue-lite metroidvania inspired experience, where you explore the ever-changing island of Dead Cells as a group. Yeah, yeah, I know, you're getting a co-op Dead Cells experience in a board game and not the video game, don't shoot the messenger...
Players will have to choose their path carefully within ruthless biomes and face Malaise-infected enemies or die trying. Each death is a chance to mutate into something far more powerful and go further every run. Explore. Kill. Die. Mutate. Repeat. So it's a pretty faithful representation of the video game, right.
The team behind it is Scorpion Masqu, a multiple award-winning publisher with a strong expertise in legacy board games, that has been joined by Kaedama, a group of veteran and decorated designers (7 Wonders, Draftosaurus, Cyclades, The Loop) to bring their vast experiences to the design of this board game. We're confident that they're building a game that remains faithful to the Dead Cells style while translating well into the world of board games. We don't want to release something half-baked just for the sake of it!
If you want more info, they've released a blog post here, go check it out.
New Dead Cells wiki
Finally, some seriously dedicated and kind folks from the Dead Cells discord banded together to move the Dead Cells wiki from Fandom to Wiki.gg - https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki
Without getting too into the details, Wiki.gg offers fewer adverts, faster and better editing, better looking pages and great admin support. What's not to like?!
However, Fandom will still appear as the top result when searching for anything wiki related. You can find the new wiki easily by adding "wiki.gg" at the end of your search or by simply bookmarking the new wiki.
The Fandom wiki won't get updates from the experienced editors anymore, so please don't rely on it for up-to-date advice and head over to the wiki.gg site. Thanks to everyone who helped out with this project!
That's all for now, speak to you all again very soon :)
Cheers,
Matt, EE & MT
Hey everyone! We're back with a reminder that our next DLC, Return to Castlevania, is coming early this year! To get you mentally prepared for some whipping and vampire-slaying, we've created a little teaser giving a nod to the classic Castlevania games and some (very quick) glimpses of gameplay... [previewyoutube=q10fKa_MkW0;full][/previewyoutube] We've also opened up applications for streamers and content creators to apply for keys on Keymailer - https://www.keymailer.co/g/games/164855, but we won't be distributing any keys for a little while. If you haven't wishlisted the DLC yet, then get on over to the storepage and get that thing on your list! https://store.steampowered.com/app/2101430/Dead_Cells_Return_to_Castlevania/ Back soon with more news... Cheers, Matt, EE & MT
Hi everyone,
After almost a year of keeping quiet, and we still can't believe that we get to say this, but our next DLC "Return to Castlevania" is coming in Q1 2023!
https://store.steampowered.com/app/2101430/Dead_Cells_Return_to_Castlevania/
Wishlist it now!
Yep, one of the biggest, if not THE biggest, inspirations behind Dead Cells is being reimagined in our fast-paced, frenetic gameplay with our most ambitious DLC to date.
Somehow we managed to convince KONAMI to let us recreate this truly iconic pillar of gaming, and we have loved every minute of crafting our very own love letter to the granddad of Dead Cells, bringing the Castlevania series back to its 2D action roots. We hope that we have done justice to the game that inspired a thousand more and it has been a ridiculous privilege to work on this project.
Anyway, that's enough fanboying, let's get on with the post!
First up is a brand new animated trailer to celebrate the DLC, courtesy of Bobby Pills:
[previewyoutube=Eu3zfCDbRoU;full][/previewyoutube]
What's in the DLC?
You'll strike out on an adventure through the spooky outskirts and candle-lit interior of Dracula's Castle in two new biomes, where you'll wield iconic weapons such as the Vampire Killer, Throwing Axe & Holy Water against classic enemies like mermen, bone throwers & haunted armors on your warpath to vanquish Dracula himself. Three epic boss fights await you throughout the haunted Castle, no prizes for guessing who one of them is!
The famous Richter Belmont and Alucard will be by your side in a new storyline, helping you to navigate the maze of Draculas Castle and providing you with strong weapons (sometimes willingly, sometimes not). However, where there is good there is evil, so watch out for powerful foes who will try everything in their power to stop you from reaching the throne room!
If it wasn't already obvious, we've taken great care in creating that unmistakable Castlevania atmosphere. You'll find secret rooms, beautiful paintings and of course, chicken legs in the walls. OK, the chicken legs were already in the walls but we won't tell anyone if you don't. Oh and we hope you like the moon because that sucker is everywhere!
Behind all of this, you can listen to a full in-game soundtrack of more than 60 Castlevania tunes, both original and reimagined. Full means full - we've got Vampire Killer, Bloody Tears, Divine Bloodlines, all the hits!
How much is it?
The DLC will be $9.99 or equivalent. Yes, this is an increase from our usual price of $4.99 for a DLC, but this reflects the fact that the scope of this DLC is quite a lot bigger than previous DLCs, as well as the inclusion of the Castlevania IP.
We'll be back with a lot more information as we get closer to the release date, but in the meantime I'm just going to leave another link to the DLC store page here in case you want to add it to your wishlist...
https://store.steampowered.com/app/2101430/Dead_Cells_Return_to_Castlevania/
Cheers,
Matt, EE & MT
Hey everyone, We're once again asking for some intrepid Dead Cells players to test some exciting, shiny-new and very chunky Dead Cells content and help us get some final polish on it. We will be asking for feedback and there will likely be some game-breaking bugs and weird crashes, you have been warned! NOTE: People who applied after our Discord message a few weeks ago do not need to apply again! If you'd like to take part then please fill in the form using the link at the end of this post. You will need to provide your full name, email and Steam profile name - we'll only use those details strictly to contact you about the beta, but if it makes you uncomfortable to give us that information then unfortunately you won't be able to take part. However, we've done this three times now and never had any problems, so you'll be in safe hands You'll also need to sign an NDA before we start, then not share any details of the content with anyone outside the testing group until we release the content. If you do, we'll come after you with the giant Frantic Sword we keep in the office. Only half joking... Applications are open until the end of November, then testing would begin around mid-December. We will not send anyone any messages before the end of November/start of December, so don't worry if you don't have any contact from us before then. You can apply here: https://forms.clickup.com/2460712/f/2b318-21862/ION7S0V1385HHFV92D Thanks in advance to everyone who wants to take part! Cheers, Matt, EE & MT
Hi everyone, We've just released a hotfix for a load of small bugs and quality of life issues, here are the main fixed bugs:
Hey everyone,
We're back with another indie crossover update - Everyone is Here Vol. II! We've added more weapons, skills and skins from our favourite indie games, so thanks to all the studios that let us add a piece of their creations to Dead Cells. Watch out for a bundle going live in the next few hours, more on that below...
So, who's in the update?
[previewyoutube=A_kmohIc-b4;full][/previewyoutube]
Terraria
I'm not sure if we can really call Terraria an indie anymore, but they definitely started as one! In any case, we're introducing 'The Guide' and the heavenly sword Starfury!
Striking enemies with this gloriously pink sword causes fragments of stars to fall from the sky, dealing critical hits to other enemies around you. The drawback is that it's a relatively slow and static weapon, but chuck a few dodge rolls in there and you'll be fine.
Shovel Knight
Yeah yeah, we know we've already got a shovel in Dead Cells... But luckily the King Scepter exists, so Shovel Knight will be shoulder bashing your enemies to launch himself into the air, then spinning around the screen drilling enemies into the ground with critical hits. Bouncing on an enemy let's you charge again, so see how long you can keep the chain going!
We needed to make it a bit tricky to keep hitting enemies from above as it could be too easy to cheese enemies with it (cough Pure Nail cough), so the movement is quite sensitive to make it hard to master.
Hotline Miami
Breaking down doors and pummelling the dazed enemies on the other side just got even more fun! Jacket and his trusty Baseball Bat are swinging into Dead Cells, with not one, not two, but three different masks.
The Baseball bat crits on stunned enemies, so you're basically required to hit enemies while they're down... Look out for the damage number VFX pulled from Hotline Miami too!
Katana ZERO
Another head scratcher for us - we've already got a majestic katana in-game so what could Subject ZERO possibly bring to Dead Cells? Well, simply put, the answer is throwing stuff at people!
Throwable Objects stun your enemies, allowing you to close the distance and get some shots in, or give you time to charge the katana's dash attack... You've only got 3 charges of throwable stuff, so you'll need to kill enemies to refill your stash.
Slay the Spire
Translating a deckbuilding card game into Dead Cells was pretty tricky but, after several days of tearing out their hair, the devs managed it.
The Diverse Deck translates each of the 4 classes from Slay the Spire into one complex skill. You will initially gain a passive power from one class. You can play with this passive for as long as you like, then activating it provides a one-off boost effect, and the skill moves on to the next class.
You will start with Barricade, which gives you an amount of permanent bonus health for the period that this 'class' is in play. Each successful parry grants bonus health for a short period of time. On activation, all current bonus health is removed and damage is dealt depending on the quantity removed. Then the skill moves on to Catalyst.
Catalyst makes your melee attacks poison the enemies they hit. On activation, nearby enemies lose all their damage-over-time stacks, and are dealt the remaining damage of these effects in one blow.
Next up is Electrodynamics, which creates a lightning orb that circles around you, dealing electric damage on impact with enemies. Each time you use the skill that you have in your other slot, an additional orb appears. On activation, all your active orbs are destroyed and one lightning strike hits a nearby enemy for each orb destroyed that way. After this, the skill moves on to the final class...
Foresight lets you avoid the first instance of damage every few seconds. On activation, you become immune to all sources of damage for a period of time, then the skill goes back to Barricade and the cycle keeps going.
It all sounds a bit complicated but in practice it's pretty intuitive!
Risk of Rain
Last, but definitely not least, one of the great roguelites of the last few years is arriving in the form of The Commando wielding the Laser Glaive!
The Laser Glaive is irresistibly drawn to enemy after enemy, rebounding around the screen dealing damage to as many foes as possible. It gains damage after each extra enemy it hits and will start dealing crits after hitting multiple enemies. Not bad for crowd control...
Where do I get all this?!
The book of clues in the Prisoner's Quarters has mysteriously gained new pages - figure out these new riddles then complete the challenges to unlock the outfits.
Just like last time, bizarre-looking lore rooms have appeared throughout the island, containing these strange & powerful objects from other worlds...
Bundle
We're running a complete-the-set bundle with all the games included (except Terraria & Hotline Miami) for just one week! It's right here so if you're missing a couple of games in your library or you have a friend who you want to get into some great indie games then check it out!
If you want the complete details of everything in the update, with bug fixes and all that stuff, then go check out the full patchnotes on our site.
We're also aware of a couple of issues which we're working on a hotfix for:
Hello, The latest and hopefully last hotfix for the Boss Rush update is out. We thought we'd fixed the missing outfits and the soft lock when you die against Time Keeper in the Boss Rush... turns out that in fact we hadn't, so this hotfix should rectify those two bugs now! Sorry for the delay! Cheers, Matt, EE & MT
Hello, A hotfix just came out to fix several annoying bugs from the Boss Rush update, as well as adding Custom Mode settings to the Boss Rush. Quality of Life
Hey everyone, The Boss Rush update is available to play right now! Face off against 3 or 5 bosses back-to-back to unlock new goodies. Oh, and look out for some new souped-up boss versions too... We've made a little trailer to show off the highlights: [previewyoutube=bAEt_uWf5Es;full][/previewyoutube] Plus, for the people who prefer visual/audio over text, I quickly whipped up a VLOG to showcase the content: [previewyoutube=gCaZwowMm78;full][/previewyoutube] Here's the TLDR and then we'll get stuck into the details!
Hi everyone, We've just released a hotfix for the Boss Rush update beta. Balancing
Hey everyone, The Boss Rush update has moved into its beta phase. We haven't been able to sort out the issue with Linux and Mac so the beta is only accessible on Windows, sorry about that! For an overview of the update check out the alpha post. Here are the changes for the beta: Balancing:
Hello,
We're back with another alpha for our next slab of content - the Boss Rush Update!
How does it work?
There is a new area, accessible through the basement door in Prisoner's Quarters where you access the Training Room and the Tailor - one you've gone through the basement door just follow the corridor until you come to the third door with the red boss head next to it.
Through this door, you'll find another 4 doors, leading to 4 different stages where you will fight:
Hello, Due to circumstances that we will explain below, we're being forced to increase our prices in Argentina & Turkey. We don't make this choice lightly, but unfortunately a significant portion of sales in the last year came from these two countries, without a corresponding increase in players there. To put this in context, the % of our total sales from a given country will roughly equal the % of our total players from that country. For Argentina & Turkey, their % of total sales is 3-4x the amount of the % of their total players. By no coincidence, the price of Dead Cells and DLC in these two countries are by far the lowest in dollar/euro terms, so it is extremely likely that people are changing their region to take advantage of a 70-90% reduction in price. Dead Cells is already not an expensive game at $24.99 and we regularly discount Dead Cells by 40-50%. With people taking advantage of the region pricing on top of this discount, hopefully you can see why this is impacting us so heavily. We realise that this will seem unfair to legitimate Steam users in Argentina & Turkey, but we are not a big studio and we are losing a very significant amount of revenue while trying to finance future projects and more Dead Cells content, so we are being forced to act. We hope that explains why we're making this change, we always try to be as open as possible with our community here on Steam and we are always open to feedback. Thanks, Matt, EE & MT
Hey everyone, We're back with our thirtieth update, 'Enter the Panchaku'! To celebrate this milestone of 30 updates, we're releasing 30 NFTs that unlock exclusive content in the game. The release date for these is never, because we're not touching that stuff. Gotcha... Here's the TLDR of the update:
Hey all, Just a short post on yet another patch for the beta - we're taking as much feedback as possible on board! Here's the changes: Balancing:
Hey all, Update 30 has progressed from alpha to beta! If you don't know what we'll be adding in this update, go read the alpha post. Here are the changes we've made for the beta (also in patchnotes on our website): Important features:
Hey everyone,
We're taking a little breather from constant alpha/beta/update announcements to kill off the belief that, with the latest DLC 'The Queen and the Sea', we are at or near the end of Dead Cells' lifetime. We can see how people ended up thinking this, but reports of our death have been greatly exaggerated...
To clarify the situation we're giving you a little roadmap for the rest of the year. We're reasonably confident on the release times and content, but there's no guarantees in game development so please don't take this as gospel truth.
If you follow our Steam posts, you'll know all about our next update, which is currently in alpha. If you're not up to speed you can read the alpha post here.
Quick TLDR: we'll be adding the long awaited panchaku and a new flame head outfit based on our beloved animated trailers, a ton of rebalancing on weapons & items, reworking the legendaries system to make it more intuitive & interesting, a Soul Knight weapon & outfit and you'll be able to pet the pets.
Following that update we'll be adding a Boss Rush area! The basic idea here is to let you fight all the bosses you've met so far, one after the other, with unlockables to win as you progress.
There should be a few different 'modes' in the Boss Rush to expand the challenge beyond that central idea and we'll potentially be adding a scoreboard to add a bit of friendly competition.
Again just a reminder that this is all TBD so, for your sanity and ours, don't take anything said here as set in stone.
Before Christmas there'll be yet another update dropping, but this one is still under wraps so you'll have to wait a bit to know what's in this one.
Heading into 2023 we won't be slowing down, in fact we'll be stepping things up! It's going to be by far our biggest year since the 1.0 launch and we're thrilled to show you what we've been cooking up behind the scenes.
What we're getting at here is that we're very much in the mid-life of Dead Cells. We're not sneaking out at night to get drunk on street corners anymore, but we've still got plenty of life in us before our knees start to give in, so prepare yourselves for more Dead Cells content.
Cheers,
Matt, EE & MT
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:
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:
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
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
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
Hey, Happy Monday! Weve just released a patch to fix some bugs introduced by the Break the Bank update. Here are the bugs weve fixed: General
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
Hey everyone,
Our next update Break the Bank is here!
TLDR:
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
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
Hello! The Bank has had a little polish, so we're here again with a new beta to check that we didn't break anything on the way. If you missed all the details of what's inside this shiny new biome, check out the last post from a week ago for the details. The changes for the beta are mainly balancing & bug fixing, but we've also added a load of SFX/music and lore room text, so the biome should feel closer to the real deal. Balancing:
Hey everyone,
We've put a new alpha out for our next free update, introducing The Bank!
This is a brand new optional biome that randomly appears in your run, replacing the following biome if you choose to enter it.
To unlock it you just need to reach the Hand of the King once. 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. When you finish a run there's often a ton of gold left, so we wanted to give it more utility through new weapons and mutations - it will change nothing for people who don't want to risk their gold, but those who do can gain strong but risky effects.
Hey, Quick post to let you know that we've just pushed a hotfix sorting out various bugs introduced with The Queen and the Sea DLC, as well as some balancing changes too. The full list is below (or you can read them on our website) and I want to highlight the adjustments we made to the DLC weapons as we can't update their descriptions until the next update: Bladed Tonfas - Damage no longer scales on speed. The first attack always jumps forward, with subsequent attacks always critting if the first one hit. Maw of the Deep - Crits on rooted enemies. Also got a damage boost. Wrecking Ball - Speed on first two attacks increased. Queen's Rapier - Crits on all hit enemies instead of only the first one.
Hello! Recently we've been having conversations about making sure that everyone can experience Dead Cells, because the whole world should know the sheer joy of sacrificing Mushroom Boi to save your own skin. Obviously we're doing our own research, but the best way to figure out what we're missing is an open dialogue with you, the players. So far we have several ideas that we're exploring, such as introducing options to:
Hey everyone,
The Queen and the Sea DLC is available now! Finish the path we started with The Bad Seed & Fatal Falls DLCs and try to reach the new ending!
All that stands in your way is a monster-riddled hulk of an ancient ship, a towering lighthouse guarded by three insanely strong fighters and a final epic showdown with an old friend...
https://store.steampowered.com/app/1580050/Dead_Cells_The_Queen_and_the_Sea
Before we cover what you're going to find in this new content, let's take a moment to watch the latest installment of our animated trailers by Bobby Prod, featuring a battle-weary Beheaded and his new pet...
[previewyoutube=ezDxvFUxDvc;full][/previewyoutube]
Pretty cool eh? So, what's waiting for you in the new levels?
The Infested Shipwreck
Fight your way through the bowels of a rotten shipwreck with eldritch horrors lurking behind every corner.
Platforms and sections of floor can be smashed by enemies, disrupting your movement and dumping you onto the spikes below. Armoured monsters chase you down and move vertically & horizontally with ease, letting them attack you from any direction.
Finally, no journey into a shipwreck is complete without a treasure hunt! Collect the pieces of the torn-up treasure map and put it back together to find the mythical booty...
Lighthouse
This new style of biome is more or less a vertical chase scene & several miniboss fights combined, complete with rope pulleys, breakable barriers and deadly flames!
Scaling this soaring tower will be no easy task, as you'll need to outrun rising flames from below, while fending off a trio of highly skilled warriors at the same time. Just another day on the island!
Opportunities for rest will appear, but they will be short-lived. You are being chased by relentless killers after all...
The Crown
If you manage to make it through all of that unscathed (or at least alive) youll end up at the summit of the lighthouse in a bid to light the beacon and escape the island. However, to accomplish this feat you'll need to triumph in a final duel against a familiar foe, who seems to know how to fight back against all your attacks...
Weapons
Nine new weapons can be won in this DLC:
- Charge enemies with the Abyssal Trident, impaling them on sharp prongs and shoving them while inflicting critical damage. Basically just messes up mobs.
- Channel your inner pirate with the Hand Hook and grab foes to swing them behind you. Very useful for throwing enemies off ledges and onto spikes.
- Throw a literal shark jaws-first at anyone who stands in your way with the Maw of the Deep, a throwable shark. Alternatively just bash them over the head with it, that works too.
- Chuck razor sharp Throwing Cards into enemies until you throw a full spray, then recall them all to do extra damage to your targets.
- The Scavenged Bombard is a big, heavy cannon that deals massive damage at the expense of rate-of-fire. You'll also need to stand pretty close to get it to fire, but it's worth it for the power of the cannonball.
- Wrecking Ball requires good timing - it's effectively just a big chunk of metal, so it takes some force to get it moving. But once it's going you'll be obliterating crowds of enemies in one throw.
- Damage scales with running speed when using the Bladed Tonfas, and you can run pretty fast in Dead Cells... This is one for the players who can clear biomes in a couple of minutes.
- Literally take enemies off their feet with the arrows fired from the Gilded Yumi. This heavy bow packs a massive punch, its arrows crashing into enemies and flinging them off-screen.
- Slice reality in two with the Queen's Rapier, if you can take it from it's owner...
- The Leghugger pet evolves from a scrappy little shrimp-thing to a much bigger shrimp-thing after feeding off the blood of enemies with it's Alien-like inner jaws. Creepy...
See some of this mighty weaponry in action in the DLC's gameplay trailer:
[previewyoutube=AvS0JdWMjqw;full][/previewyoutube]
How much is it?
$4.99/4,99 (or equivalent). Like our previous paid DLCs, this helps to support the ongoing free updates that we regularly put out, as well as supporting Motion Twin as they develop their next project.
If you havent tried the game yet and are reading this for some reason, then the main game is on sale right now with a 50% discount. A bundle of the main game and all paid DLCs is also on offer at $21.49.
If you don't have any DLCs, we're running a DLC-only bundle for the first time too at $9.99!
https://store.steampowered.com/bundle/23769/Dead_Cells_Road_to_the_Sea_Bundle/
https://store.steampowered.com/bundle/23841/Dead_Cells_DLC_Bundle/
Please don't hesitate to give us any feedback on the DLC in the comments or on any of our social channels :)
Thats it for the post, we hope you enjoy the new content and well be back very soon!
Cheers,
Matt, EE & MT
Hello! It's finally release day for The Queen and the Sea DLC! We're running a dev stream right now, both here on Steam and on Motion Twin's Twitch channel - https://www.twitch.tv/motion_twin Come and ask questions about the new DLC, general Dead Cells stuff, our future plans and anything else you can think of! We're going to try and run it on Twitter, YouTube, Facebook and other channels as well, so if you prefer other platforms go check those out too :) Motion Twin Twitter Dead Cells' Facebook Motion Twin YouTube Cheers, Matt, EE & MT
Hey everyone, Just dropping in for a reminder that we will be releasing The Queen and the Sea DLC tomorrow at 18:00 CET/09:00 PT! https://store.steampowered.com/app/1580050/Dead_Cells_The_Queen_and_the_Sea We'll also be running a dev stream tomorrow from 16:00 CET/07:00 PT until we get bored or things catch fire! So come and ask us questions, preview the new content and listen to our terrible jokes. You'll be able to watch it on the Dead Cells home page here on Steam, or if you prefer to watch it on Twitch we'll be running it on our channel there as well. We might even try Youtube, Twitter and Facebook too so keep an eye out! Cheers, Matt, EE & MT
Hey everyone,
We're back with another Queen and the Sea DLC announcement - it will be available on 6th January at 9am PT/6pm CET!
With this DLC we are finishing off the path that we started years ago with The Bad Seed and Fatal Falls. Ending a trilogy needs some special touches and we believe we've put quite a few in this DLC. We have an awesome new boss which we're sure will surprise you multiple times, one of the new levels is completely different to anything that youve seen before in Dead Cells, plus if you beat this DLC you get a brand new ending!
For a quick peek at what you'll be getting in the final chapter of the DLC trilogy, check out our new gameplay trailer:
[previewyoutube=AvS0JdWMjqw;full][/previewyoutube]
So what exactly is in it?
We're adding two late-game biomes, which are alternative paths to High Peak Castle and Hand of the King, plus a boss biome.
Key art by the legendary Michel Donz
TLDR
Hey everyone, Hope you're enjoying the Everyone is Here update! We'd just like to ask if you could take a minute to vote for us in the Steam Awards in the Labor of Love category. Dead Cells is currently up to it's 26th update, over 4 years since our Early Access release and most of those updates were free, so we think we're allowed to shoot for this one! Have a great weekend :) Cheers, Matt, EE & MT
Hey Mac users, We managed to figure out what was going wrong and we've just pushed a fix to let you back in to Dead Cells. Enjoy the new update and please post a comment here if there's anything wrong :) Thanks for your patience and sorry again for the missed days of Dead Cells! Cheers, Matt, EE & MT
Hey, If you noticed a tiny patch we've just pushed out a hotfix for a few small problems. Crash & serious bugs:
Hey everyone, Surprise! A new update is available dcshocked Well maybe it's not so much of a surprise if you've been following our social media for the last 2 weeks... Anyway, this time around we're stoked to introduce weapons, skills and skins from some fellow indie studios, who kindly let us add a little taste of their games to Dead Cells! [previewyoutube=rUb-6F1TV6M;full][/previewyoutube]
Hey everyone, A new update has landed! This time there's no balance changes or new weapons, instead we're focusing on improving the ease-of-use and learning curve for everyone (particularly newcomers & occasional players), without altering the overall difficulty of the game. All the new features are entirely optional and designed to allow you to improve your skills with no ragequits! OK maybe you'll still have a couple... TLDR
Hey everyone, A fresh hotfix for the current beta has just landed! Here are the changes... Important features
Hey, Back with another quick post to let you all know that update 25 is now in beta phase! Thanks for all the feedback from the alpha, we'd made some smaller changes already and have put the Spoiler Boss in the training room as many requested. Here's the main changes for the beta: Important features
Hey everyone,
We're back with another alpha! This time there's no balance changes or new weapons, instead we're focusing on improving the learning curve for everyone (but particularly newcomers & occasional players), without altering the overall difficulty of the game. All the new features are entirely optional and designed to allow you to improve your skills with no ragequits! OK maybe you'll still get a couple...
TLDR
Hey, Just a small update with some fixes for mod tools:
Bonjour, We've just put out a small hotfix for update 24, to fix these bugs that had popped their dirty heads up:
Hey everyone, Our Whats the Damage? Update is available to download! Patchnotes are in the normal place for anyone who wants to skip my ramblings. TLDR:
Hey everyone, Update 24, now officially called the What's the Damage? update, has moved into beta. There's only a few changes from the alpha so I'll keep this short and sweet and all the changes are listed below so no need to go check out the patchnotes :) One thing you should do is to check out Derelict Distillery, we've made some decent changes to the room design so it has a different feel to it now - let us know what you think. Also, we've discovered that moving the multiple item binding to Custom Mode and keeping it isolated there is much trickier than we thought it would be. So, unfortunately it won't be available in Normal or Custom Mode when this update is officially released. Sorry, I know that's going to be annoying for some of you and if you desperately want to use key binding then there are 3rd party programs out there that can let you set it up manually, but for the moment it won't be an option in-game.
Hey everyone, Were back with another public alpha! This time around were trialling our 24th update, which brings some more item balancing (before the pitchforks come out, check out the extra info below), more rooms for Distillery, Fractured Shrines and Undying Shores, plus some room creation support for modders. Were also killing multiple item binding, there I said it. You won't be able to use it in this alpha but you should be able to find it in custom mode when the update is officially released. Ill expand on this a bit later too. For the full list of everything affected, check out the patchnotes here.
Hellooo,
The Whack-a-Mole update is ready to download! We're adding 3 new Survival weapons, 3 new mutations, the Collector's Intern and tweaking the difficulty curve.
TLDR of the changes:
Hey everyone, The Update 23 alpha has given us loads of opportunity to tweak the new mutations & weapons and to fix the new bugs that inevitably pop up (whack those moles!), so we're moving the update into beta as of now :) There hasn't been a huge amount of changes to the new content, except a bit of a rework of Tombstone and the Execute mutation. So, the way Tombstone works now is: [olist]
Hey everyone, Its been a while since our last post, which was for the Fatal Falls DLC release in fact. Dear god that's nearly 6 weeks ago... Why is time so fast?! Anyway, since then we've been in the game dev kitchen cooking up some spicy sauce to put in our regular updates this year. Our next one, 'The Whack-a-mole Update' is heading into alpha today (access instructions at the bottom of this post for the impatient). TLDR of the changes:
Hi everyone,
We are excited to announce that the Fatal Falls DLC is now officially available, giving you two extra mid-game biomes with new enemies, weapons, traps, lore rooms and a green-fingered boss!
Our traditional animated trailer by Bobby Prod has just landed too, introducing the new Brutality pet who's maybe a little too clingy for the Beheaded...
[previewyoutube=ERbtq7Wp_xo;full][/previewyoutube]
That should have given you some idea of what's in the DLC (basically more cartoon violence, as everyone was expecting), but if you want more visuals of what to expect in the DLC then check out our VLOG below. If you'd prefer to read the highlights and then discover the content for yourself just skip right on past :)
[previewyoutube=GW84Vykp85w;full]VLOG link[/previewyoutube]
New levels
Hey everyone, We've got some streamers to show you the new Fatal Falls DLC while the devs are busy, hope you enjoy it! Cheers, EE & MT
Hey, Quick announcement that we'll be doing some Dead Cells streaming from 3pm to 6pm to celebrate the release of the Fatal Falls DLC today. It'll be on Twitch, in the community hub here (broadcasts section) and on our social media channels - I'll try and post links here when we're live: Steam Twitch YouTube Twitter Come hang out, ask questions and laugh at our noobiness (is that a word?) After that we'll have some actual streamers following on after us, including VeeDotMe! Hope to see you there, Matt
Hey everyone,
We're into the last 2 weeks before the Fatal Falls DLC release, so obviously there's no news to give you on future updates.
However, we do have a few things to keep you entertained until something more juicy comes along.
Steam Points Shop
Yesterday we had a load of items approved for the Steam Points Shop (all created by our resident artists). So if you want to tailor Steam to be a bit more "Dead Cells" then grab some bits on our page.
So far there's a few avatars from the Bobby trailers:
Loads of animated stickers of Mushroom Boi and Beheaded:
And a couple of animated profile backgrounds, which I promise are perfect loops, but I had to cut this one a little short to be able to upload it here...
Fatal Falls track on YouTube
In other news, the mighty Valmont has worked his usual magic with the Fatal Falls soundtrack and he's kindly released the Fractured Shrines tune (the one from the gameplay trailer) on his YouTube channel:
[previewyoutube=gMTHc78x8fo;full][/previewyoutube]
Fatal Falls Comics
Finally, we asked the talented Christopher Lewis Lee to do some Fatal Falls comics for us. You might not have seen these two on social media so I'll leave them here (4 more to come):
That's all folks, have a good weekend!
Cheers,
Matt, EE & MT
Hey everyone, I hope youve all managed to take some time off and chill out a bit (and recover from the Christmas binge), everyone here is recharged and ready to kick on with making more Dead Cells. Thats my extremely subtle move into our announcement that the Fatal Falls DLC will be available on 26th January at 9am PT! For a taste of whats to come, check out our gameplay trailer: [previewyoutube=4eGJmv3Zr7M;full][/previewyoutube]
By David Thor Fjalarsson
Hey everyone,
Update 21 has just been released, introducing lots of new shiny things to play with over the holidays along with some broader gameplay changes. Theres a TLDR and an overview below, and if you want to get the full detail head here for the patchnotes. Boom, everyone's attention span covered.
TLDR:
Hello everyone,
The Christmas Update, also known as the Malaise update, is now available in beta! It mainly includes the rework of the Malaise mechanic, which is a 4 and 5BC exclusive, a lot of weapon color changes, an improved backpack and 4 new mutations, as well as the usual ton of QoL and bug fixes. Full patchnotes are here.
Artwork by the fantastic David Thor Fjalarsson
Since both the reworks to weapon colors and the Malaise have proven more controversial than expected among the community, we thought it would only be fair to explain the reasoning behind the changes and our plans for the future.
Warning: This isn't the shortest explanation ever - we want to communicate properly with you and a TLDR doesn't really work for that...
Malaise
Previously, this mechanic ensured 4BC+ players wouldnt abuse HP stacking and rallying strategies so much, by introducing a maximum number of times someone could be hit without dying that wasnt dependent on those parameters.
Reworking Malaise became one of the most recurrent requests over time, with players accusing this mechanic of ruining the fun by punishing jumping into the melee and encouraging waiting for its cooldowns. Dodging enemies without fighting became a very viable strategy, even the most effective way of beating the game according to many.
Taking it slowly or dodging enemies was never something we wanted to incentivise, let alone reward. Thats why the new Malaise essentially treats time as a balancing factor (our previous post explains the new mechanic) - if you take your time, youve got less chance of being hit by enemies and the game is essentially easier for you, so we're increasing the difficulty the longer you spend in a level - this balances with the players who are spending less time in a level by going full hog on groups of enemies and putting themselves at greater risk of being hit. So you can still complete your runs with a slower playstyle, but you now get rewarded by actually playing the game and killing enemies, instead of ignoring them.
However, we know timers often bring stress and anxiety, which then leads to 'stupid' mistakes and people getting pissed off and bored. Thats why were trying to soften this feeling as much as we can, by stopping the timer in plenty of situations (merchants, treasure rooms, once youve killed most of the levels enemies, etc.). Basically, if you prefer to take your time, you'll still have plenty of opportunities for a breather.
Were also aware the increased RNG tied to the Malaise spawning mobs and turning others into Elite can create unfair situations, and were really working on identifying when and where to fix it with your input, like we did with the 21.1 patch.
We really hope you'll give this new Malaise a chance and try to experiment with it before judging that it's not for you. In any case, weve added an option to disable the Malaise so you can experiment in the two last Boss Cells without it. Unfortunately, letting both types of Malaise co-exist would have been really complex, so, the 'old' Malaise wont be playable now or with future updates*.
*For Steam players, you can always choose to keep Dead Cells with the old Malaise mechanic by choosing Update 20 in the beta tab of the game settings.
This new Malaise is certainly not perfect, but we feel like its definitely more interesting than the previous 10 hits bar. And the work on this mechanic wont stop with this update release, but continue in future updates. So that's where we're at with Malaise, now on to the weapon color rework.
Colors
Broadly, we think each color should mainly be defined by a playstyle. Thats the compass which we use to decide which color each item should scale with. But we also want each statistic to be associated with one or more themes (chosen somewhat arbitrarily), helping with both a sense of identity and variety by allowing in some items that dont necessarily fit with the playstyle.
Finally, we also want each color to be lacking something by design (and not because we havent implemented the needed content yet), to have a distinct feeling of comparative goodness in-between different runs with different colors, and to keep the colorless and legendary items interesting.
However, and despite our best efforts, inconsistencies will most likely always be present, with items that are scaling with a color they shouldnt fit in with, or the contrary. These inconsistencies may have many reasons, for example, for the sake of balance, variety, or because it can be perceived differently by several players. Also, because of oversights on our end!
Now that weve dug a bit in to how we see the point and role of colors, its time to do a quick overview of the colors in the newest update.
Brutality
Red lost 2 mutations aimed at increasing its survivability (Berserker and Soldiers resistance), but is absorbing the assassin playstyle of Melee Tactics, with Predator, Scheme and Initiative going red. Thematically, everything related to Fire and Bleed will also scale with Brutality, however poison isnt part of this color theme anymore (hence why Alchemic Carbine was made Purple only, while Pyrotechnics got its dual-scale).
Red is considered in a good spot right now, although its a bit lacking in secondary weapons with only three shields and a handful of range weapons to go with. This is where we will focus our efforts to improve it in the next updates.
To sum it up:
Pro: Quick melee weapons, quick offensive spells.
Theme: Bleed and Fire.
Con: No access to defensive abilities, few ranged.
Coming next: Secondary options.
Survival
Green is in a better spot than before, because of the Malaise rework, allowing it to enjoy its bigger HP pool without that secondary constraint. However, the reduced hp scaling late game and some changes like the Dead Inside mutations reducing the effectiveness of healing sources balance it out a bit. The new green mutation, Tortoise Shell, now allows survival players to benefit from the parry mutations* and effects while handling the Scythe Claws or the Crossbows, which definitely makes that strategy more viable and coherent.
The color has now access to a good arsenal of offensive and defensive skills, but is comparatively to the other a bit poor when it comes to main weapons. A Survival pack of classic heavy weapons in the vein of the Broadsword or the Bouzouki would be welcome to add a pinch of variety there for Survival players, hence our priority for Survival in the next updates.
To sum it up:
Pro: Best shields, bigger health pool, defensive skills.
Theme: Freeze, Root.
Con: No access to quick melee weapons, 1h range weapons or quick offensive skills.
Coming next: pack of 1h melee weapons.
*Yes, it doesnt work as of right now - were aware and are working on the issue. Sorry!
Tactics
Purple got it pretty hard, with the loss of 3 mutations and most of its melee scaling weapons in favor of brutality. Lots of skills were also initially taken out, because we didnt think it was really coherent with the color identity.
However, we reverted this decision following negative feedback from tactics players arguing that these skills were quite good at completing range strategies. On our end, when playtesting more, we were also a bit frustrated, because Purple had become mainly dependent on turrets, which led to many runs feeling a bit too samey.
Now, our priority for Tactics is to implement new mutations, which the color is currently lacking severely. We also want to keep some melee weapons in tactics, but the idea would be to make them able to benefit from the range purple mutations, one way or another.
To sum it up:
Pro: Ranged weapons, Turrets.
Theme: Electricity, Poison, Knockback.
Con: Few melee weapons, low HP pool.
Coming next: Mutations, melee weapons working with tactics mutations.
Beta
We're listening to all your feedback, in the Discussions here in the Steam Community, on Discord and on Reddit, and we hope that the adjustments to the weapon colour rework and Malaise that we've made going into the beta have fixed most if not all of your concerns.
If you want to try out the beta and don't know how then follow these instructions:
TL;DR:
Hey everyone,
Were stoked to announce our new DLC Fatal Falls will be available early next year! The Beheaded will be getting some much-needed fresh air in two mid-game levels outside the castle. There's also a new boss happily minding their own business until you drop in to say hello...
Be a legend and Wishlist it for us eh?
Hey everyone, Sorry for the few months of silence, weve been extremely busy blooding several new team members, plus going through a second lockdown, so we havent had much of a chance to say anything until now. There's still not a huge amount to update you on, but with just over a month to go until Christmas, were nearly done preparing a new update full of little stocking fillers to keep you entertained for a bit longer, including:
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