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
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)
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 theres 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.
[ 2022-04-12 13:17:09 CET ] [ Original post ]
🎮 Full Controller Support
- Dead Cells Linux Depot [766.14 M]
- Dpt: Dead Cells For Press Linux [1.1 G]
- Dead Cells: Rise of the Giant
- Dead Cells: The Bad Seed
Roguelite? Metroidvania? Roguevania!
You grew up with the roguelikes, witnessed the rise of the roguelites and even the birth of the roguelite-lites? We'd now like to present for your consideration our RogueVania, the illegitimate child of a modern Roguelite (Rogue Legacy, Binding of Isaac, Enter the Gungeon, Spelunky, etc.) and an old-school MetroidVania (Castlevania: SotN and its ilk).Features:
- RogueVania: The progressive exploration of an interconnected world, with the replayability of a rogue-lite and the adrenaline pumping threat of permadeath.
- 2D Souls-lite Action: Tough but fair combat, more than fifty weapons and spells with unique gameplay, and of course, the emergency panic roll to get you out of trouble.
- Nonlinear progression: Sewers, Ossuary or Remparts? Once unlocked, special permanent abilities allow you to access new paths to reach your objective. Opt for the path that suits your current build, your play style or just your mood.
- Exploration: Secret rooms, hidden passages, charming landscapes. Take a moment to stroll the towers and breath in that fresh sea mist infused air...
Interconnected levels and progressive unlocking of access to the island provides you with a real incentive to explore your surroundings. Add in a degree of evolution for your character and permanent weapon upgrades and you can see where Dead Cells borrows from the long line of MetroidVanias that precede it.
At the end of the day though, it’s YOUR skills as a player that matter most! Roguelites are about constantly getting better, until what was an insurmountable obstacle becomes a walk in the park. Unforgiving combat wed to the absence of any kind of safety net makes for an adrenalin pumping ride each and every run and unrivaled replayability.
Dead Cells left Early Access on August 7th 2018 and comes with:
- 13 Levels - Each one with its own atmosphere, foes and secrets to discover.
- 4 Bosses - Made by the most sadistic of the devs, raised on the salt of the testers.
- 90 or so weapons and skills - Spears, swords, bows, freeze blast, etc.
- 4 special powers, unlocking new areas and paths (metroidvania gear lock items).
- 1 epic responsive, fluid and fun to play combat system.
- 1 Daily Run Mode Complete with leaderboards for lording it over your mates.
- Hours of fun (depending on your skill, anything from 10 to 30 hours or more).
- A few rage-quits, Ok a lot of rage quits… But you’ll git gud… Eventually.
- Memory: 2 GB RAM
- Graphics: Nvidia 450 GTS / Radeon HD 5750 or better
- Storage: 500 MB available spaceAdditional Notes: OpenGL 3.2+
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 460 / Radeon HD 7800 or better
- Storage: 500 MB available spaceAdditional Notes: OpenGL 3.2+
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