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Dead Cells

Dead Cells is a rogue-lite action-platformer developed and published by the French independent studio . It blends metroidvania-style exploration and nonlinear progression with elements, including and procedurally generated levels. Players control the Beheaded, an amorphous green creature born from a failed alchemical experiment, which possesses corpses to traverse a sprawling, ever-changing on a cursed island devastated by a mysterious known as the . The core loop involves fighting enemies with fluid, pattern-based combat, collecting temporary weapons and skills, and using collected cells to unlock permanent upgrades that enable access to new biomes and paths across multiple runs. Originally launched in for Windows in May 2017, the game achieved full release on August 7, 2018, for Windows, macOS, , , , and , followed by mobile ports for in August 2018 and in November 2019. Backward compatibility and native versions extend support to , Series X/S, and other platforms. handled initial development, with subsequent updates and DLCs—such as The Bad Seed, Fatal Falls, The Queen and the Sea, and Return to —co-developed by Evil Empire, introducing new biomes, weapons, and bosses while maintaining the core formula. The game emphasizes replayability through branching paths, multiple difficulty levels (Boss Stem Cells), and daily challenges, with free updates provided through 2025, after which development concluded. Dead Cells has been critically acclaimed for its tight controls, challenging yet fair difficulty, pixel art visuals, and atmospheric soundtrack, earning an aggregate score of 89/100 on based on professional reviews. It garnered numerous awards, including Best Action Game at and Best Indie Game at the 2018. User reception is similarly strong, with 97% positive reviews on from over 174,000 users (as of November 2025). By June 2023, the title had sold over 10 million copies worldwide across all platforms, solidifying its status as a landmark indie success.

Gameplay

Core mechanics

Dead Cells blends and genres to create a core gameplay loop centered on high-stakes exploration and combat in a procedurally generated world. Players control the Beheaded, an amorphous green creature born from a failed alchemical experiment that possesses corpses—starting with the body of a prisoner—to revive after each death, navigating a sprawling, ever-shifting filled with enemies and secrets on a cursed . This hybrid structure emphasizes replayability, as levels are randomized with each run, altering enemy placements, item drops, and pathways to encourage adaptive strategies and multiple attempts. The foundation relies on , where biomes are assembled from handcrafted rooms and modules to form dynamic layouts, ensuring varied experiences while maintaining consistent pacing and challenge. Upon death, the entire run resets, with no checkpoints, forcing players to restart from the initial Prisoners' Quarters and lose temporary progress like collected gold and weapons. However, a meta-progression system mitigates full frustration: players retain "Cells," a gathered during runs, which can be spent at the Collector's shop for permanent unlocks such as new blueprints, , and upgrades that enhance future attempts. Metroidvania elements integrate through nonlinear exploration, where acquiring abilities progressively opens new areas and recontextualizes previously visited biomes. For instance, unlocking the double jump or wall climb via permanent progression allows access to elevated platforms, hidden rooms, and alternate routes that were impassable before, promoting and across the castle's interconnected structure. This ability-gated design rewards skill improvement over time, as players use meta-unlocks to tackle increasingly complex layouts. The protagonist's control scheme supports fluid, responsive platforming essential to both and traversal. Basic actions include running to build speed for horizontal coverage, for vertical navigation and reaching ledges, and rolling to attacks with brief invincibility frames. Parrying adds defensive depth: when equipped with a , timing a block just before an incoming attack reflects projectiles or stuns foes, rewarding precise timing in the fast-paced environment. These mechanics, combined with the cycle, create a "kill, die, learn" rhythm that hones player mastery through repetition.

Combat and equipment

Combat in Dead Cells emphasizes fluid, skill-based action in a 2D plane, where players engage enemies using a combination of attacks, ranged projectiles, parries, and rolls to dodge incoming threats. The system rewards precise timing and positioning, with like a brief invincibility during rolls allowing evasion of most attacks, while shields enable parrying by timing a block just before an enemy's strike lands, potentially staggering foes or returning projectiles. This core loop encourages aggressive positioning to chain attacks, as landing consecutive hits on multiple enemies grants a temporary speed boost, facilitating faster clears and access to better loot drops, though it heightens the risk of exposure to counterattacks. Weapons form the backbone of the combat arsenal, with 139 unique options available across base game and expansions as of November 2025, categorized primarily into melee, ranged, and shields, each with one or more of the three stats: Brutality (melee-focused), Tactics (ranged and traps), or (defensive and status effects). weapons, such as swords and hammers, deliver close-range combos with varying attack speeds and areas of effect—for instance, the Rusty Sword offers balanced damage and speed for early-game reliability, while the Vorpan deals high damage in a sweeping arc but with slower recovery. Ranged weapons fire projectiles or hit-scan attacks, like the Bow's straightforward arrows or the Ice Crossbow's freezing shots that slow enemies, providing options for safer engagements. Shields, equipped in the off-hand slot, prioritize defense; the Cudgel, for example, blocks damage and stuns on but limits offensive mobility. Weapons are tiered by balance levels from A (most common and balanced) to S (rare, high-impact with drawbacks like cooldowns), and many feature affixes that add effects such as or critical hits on elites, ensuring diverse build possibilities during each run. Weapons are acquired randomly from chests, shops, or enemy drops within biomes, with blueprints collected permanently to increase spawn rates. Complementing weapons are skills—active abilities with cooldowns that add tactical depth, numbering 61 variants that can be equipped alongside gear for burst damage, , or utility. Skills fall into categories like grenades (explosive area denial, e.g., the Shrapnel Grenade that fragments on impact), traps (immobilizing foes, such as the Web Trap's sticky webs), or mobility tools (e.g., Tactical Retreat for a damaging roll), often synergizing with weapons for combos like following a chain with a fire-based skill. Acquired similarly to weapons through random drops or the , skills emphasize risk-reward by requiring positioning during cooldowns, where mistimed use can leave players vulnerable. Mutations serve as passive modifiers that enhance combat capabilities, selected up to three times per run (expandable via progression) from a pool of 59, each tying to one stat and altering playstyles through buffs like increased damage or status infliction. For example, the Brutality-scaling reduces skill cooldowns upon melee kills, promoting aggressive chaining, while the Survival-oriented Heart of Ice accelerates skill recharges when striking slowed or stunned enemies, rewarding control-focused tactics. Some mutations introduce elemental or homing effects, such as the Tactics mutation Enhanced Adrenaline granting temporary homing projectiles after health pickups, or fire-based ones like Pyromaniac that heal on fire damage dealt, adding trails of burning ground behind attacks for area denial. These are chosen at the Guillain between biomes, allowing adaptation to the run's gear and encountered threats. Enemies vary in type to challenge different approaches, with basic mobs like and slashers serving as fodder that teach fundamental dodging and parrying through simple lunges or tosses. Elites, distinguished by red auras and affixes (e.g., on death or protective shields), demand heightened caution, as their enhanced patterns—like a bomb elite's delayed blasts—require precise rolls or parries to avoid one-shot potential. Bosses escalate this further as multi-phase encounters with telegraphed attacks; the Conjunctivius, for instance, unleashes sweeping tentacle slams and eye lasers that necessitate timed dodges and platforming to exploit brief vulnerabilities, while the Hand of the King engages in sword-duel style , where successful parries interrupt combos and open counter windows. These fights underscore the game's emphasis on and , where bold aggression can shorten encounters for superior rewards but falters against unlearned timings.

Exploration and biomes

Dead Cells features an interconnected comprising over 20 , forming a sprawling, procedurally generated layout that encourages non-linear exploration and backtracking. The map is structured across multiple levels, with players progressing through one biome per level during a run, while alternate routes become available through permanent upgrades like , which unlock hidden paths and transitions between areas. This interconnectivity allows for diverse paths to bosses once abilities such as wall-jumping or grappling are acquired, enabling access to previously unreachable sections without restarting the run. Each biome boasts distinct aesthetics, environmental hazards, and exit points that shape exploration strategies. For instance, the Prisoners' Quarters serves as the starting area with dimly lit stone corridors and basic traps like spikes, leading to transitions toward the or . The features open, sunlit walkways with patrolling guards and occasional pitfalls, connecting to the [Stilt Village](/page/Stilt Village) or . Further along, the [Stilt Village](/page/Stilt Village) presents elevated wooden platforms amid a swampy backdrop, complete with toxic water hazards that damage on contact and precarious drops, branching to the or . Other biomes, such as the toxic swamps of the or the crystalline caverns of the from DLCs, introduce unique challenges like corrosive pools or precarious ledges, each with multiple exit points that randomize slightly per run to promote replayability. Exploration is deepened by hidden secrets scattered throughout the biomes, including breakable walls revealing secret rooms with extra cells or weapons, lore-rich scrolls that provide backstory snippets, and collectibles leading to permanent upgrades. The Recycler, a key permanent upgrade found in specific hidden areas like the Prisoners' Quarters, allows players to convert excess items into cells for meta-progression, incentivizing thorough searches. Environmental puzzles, such as pressure-plate doors or vine-climbing sections in the Slumbering Sanctuary, often require specific abilities unlocked via runes to solve, rewarding players with blueprints or health flask charges. Navigation is facilitated by an in-game map system that reveals explored sections of the current , highlighting teleporters, shops, and treasure chests for quick reference. Players can mark teleporters on the for within a , reducing backtracking time, while the overarching tracks discovered biomes in color, gradually unveiling the full network as permanent upgrades expand access. This system, combined with interconnectivity, fosters a Metroidvania-style progression where early runs focus on linear advancement, but later ones emphasize optimization through shortcuts and secrets.

Progression and difficulty

Dead Cells features a meta-progression system centered on the Boss Stem Cells (BSC), which enable permanent advancement and escalating challenges across runs. The BSC system consists of five levels, acquired sequentially by defeating the Hand of the King, the final boss, with the prior level activated. Each subsequent BSC level permanently alters the game by ramping up difficulty through denser enemy placements, higher enemy health and damage, eliminating automatic health flask recharges in passages (zero at ), and the introduction of variants in all encounters, while unlocking new pathways, items, and boss fights to expand the castle's layout. Complementing the BSC, players unlock weapons and skills via blueprints gathered during runs and processed at the using cells earned from defeated foes and hidden secrets. The Collector NPC facilitates further permanent upgrades, such as additional starting health or bonus items, in exchange for accumulated cells from multiple runs. , obtained by fulfilling biome-specific challenges (e.g., navigating routes or timed trials), provide core enhancements like growing climbing vines (Vine Rune), breaking certain floors (Ram Rune), or clinging to walls (Spider Rune), with nine primary runes available to bolster survivability and combat options. Post-launch updates expanded progression with equivalents, including the ability to stack multiple BSC levels beyond the standard five for extreme challenges, and a custom run mode introduced in Update 18 (2019), where players toggle individual BSC effects and modifiers for personalized difficulty tuning. The overall difficulty curve starts gently at 0 BSC, resembling an accessible with forgiving enemy patterns and full healing access, but sharpens dramatically at higher levels, demanding precise mastery of , , and to achieve victory.

Setting and plot

Premise and world

Dead Cells is set on an unnamed, plague-ridden island kingdom that has fallen into ruin, featuring a sprawling complex and a foreboding, ever-shifting castle known as the High Peak Castle. The island's architecture draws from influences blended with motifs to create a labyrinthine world of decaying fortresses and overgrown wilderness. This setting serves as the foundation for the game's lore, emphasizing isolation and cyclical decay as core themes. At the heart of the world's premise is the , a virulent plague that infects both the living and the dead, mutating them into grotesque, bloodthirsty monsters that roam the island's biomes. Originating possibly from contaminated sources beneath the prison, the Malaise has decimated the population, leaving behind abandoned ruins and corrupted landscapes as remnants of a once-prosperous realm ruled by a king and . The plague's spread is contained within the through mysterious mechanisms, underscoring the world's theme of inescapable affliction. The , known as the Beheaded, is an amorphous green creature born from a failed alchemical experiment, taking the form of a shadowy, gas-like substance with a glowing core that possesses decapitated corpses to navigate the world, allowing the player to control its movements while highlighting themes of and impermanence. The Beheaded's nature adds to the lore's horror-fantasy tone, positioning it as an outsider in the island's cursed ecosystem. Protecting the island's central stronghold are ancient guardians, colossal constructs and elite defenders such as the Giant at the castle gates and golem-like sentinels in sacred sites like the Slumbering Sanctuary. These timeless protectors, remnants of the island's pre-plague era, embody the world's layered history of ancient rituals and defensive architectures designed to safeguard and royalty. Their presence reinforces the 's focus on enduring threats amid . The world's depth is conveyed primarily through environmental , where players uncover via scattered notes, murals in , and interactive elements that reveal fragments of the island's without direct . This approach integrates into the of biomes, using visual cues like plague-overrun villages and forgotten shrines to build a of tragedy and mystery.

Main storyline

The main storyline of Dead Cells centers on the Beheaded, a sentient mass of green cells capable of possessing deceased bodies to move and fight, who awakens in the dimly lit cells of the Prisoners' Quarters on a forsaken island ravaged by the plague. Immediately, the Beheaded seizes control of a headless prisoner's corpse and battles through the initial confines, defeating the boss to escape into the and begin a perilous journey toward the island's central castle. This opening sequence establishes the Beheaded's immortality through repeated deaths and respawns, as the cells transfer to new hosts upon each failure, driving the narrative forward without traditional checkpoints. As the Beheaded traverses interconnected biomes like the Promenade of the Condemned, Toxic Sewers, Stilt Village, and the flooded Lake, it confronts escalating threats, including the Giant in the Black Bridge area and the Time Keeper in the shadowy Cavern, while scavenging lore scrolls and artifacts that piece together the island's downfall. These discoveries reveal the Malaise as a corrosive plague originating from the tyrannical King's failed experiments in pursuit of eternal life, which mutated his subjects into monstrosities and prompted desperate measures like the Time Keeper's futile attempts to rewind time and contain the outbreak. The journey builds tension through branching paths across the Black Bridge and Forgotten Sepulcher, culminating in an assault on the Throne Room where the Beheaded faces the Hand of the King, the monarch's elite guardian, in a bid to confront the source of the corruption. The narrative branches into multiple endings tied to the collection of Boss Stem Cells (BSC), which permanently heighten the game's difficulty and unlock deeper revelations upon subsequent runs. In the canonical 5 BSC ending, accessed after repeated victories over the Hand of the , the Beheaded reaches the lighthouse observatory, where the NPC discloses the horrifying truth: slaying the merely resets the island's cataclysmic cycle, with the Beheaded itself revealed as an unwitting perpetuator of this loop, reborn endlessly to guard against external threats while the plague endures. Throughout, the storyline weaves themes of , the moral wrought by unchecked ambition, and the inescapable repetition of suffering, conveyed subtly via environmental details, enemy designs, and fragmented rather than explicit dialogue or cinematics, as emphasized by developers in post-release interviews.

Expansion storylines

The Rise of the Giant expansion, released in 2019 by , expands the base game's by revealing more about the , a former castle defender who opposed the King's harsh measures against the and was executed, adding new biomes like that deepen the understanding of the island's eternal as a self-reinforcing loop tied to royal hubris. This storyline culminates in confrontations that hint at disrupting the cycle, linking the beheaded's immortality to the broader Malaise ecosystem without resolving the core conflict. The Queen and the Sea, the 2020 paid developed by Evil Empire and published by , extends the lore offshore, portraying the 's expansion beyond the island into aquatic realms and revealing the Queen's backstory as the king's consort who sought to escape the plague's devastation. The narrative unfolds through infested shipwrecks and a derelict , where environmental via decayed journals and murals illustrates the Queen's failed voyage to flee the curse, only for the to corrupt the seas and spawn horrors like the massive parasitic entities in the infested shipwrecks, born from infected . This addition integrates oceanic threats into the plague's aftermath, suggesting the Queen's confrontation represents a desperate bid to sever the island's ties to the wider world, while foreshadowing the 's uncontainable nature across ecosystems. The Return to DLC, launched in 2023 by Evil Empire, introduces a crossover storyline that weaves 's vampire mythology into Dead Cells' cursed world, framing the adventure as a parallel incursion into Dracula's Castle where the beheaded allies with iconic hunters like and Richter to overthrow the lord. This narrative thread posits the castle as a pocket influenced by the , with Dracula's forces manifesting as plague-amplified undead, blending the eternal resurrection motifs of both universes through encounters in candle-lit halls and fog-shrouded outskirts. The storyline emphasizes themes of inherited curses, as the beheaded's headless plight mirrors ' generational battle against darkness, culminating in a boss rush that integrates lore without altering timeline. Subsequent free updates from 2024 onward, including Update 3.5 "The End is Near," incorporate minor expansions via new lore rooms and cursed biomes that elaborate on the plague's lingering effects post-DLC events. These patches introduce fragments tied to artifacts like the Doom Bringer in the Stilt Village and the Curser in the , depicting survivors' futile rituals against escalating mutations in the Malaise's wake, thereby reinforcing the theme of an unending, evolving curse without introducing major plot arcs. As of 2025, this marks the final major update, with subsequent patches focusing on fixes rather than new content.

Development

Conception and team

Motion Twin, an independent video game development studio, was established in 2001 in , , as a with no hierarchical structure, initially focusing on browser-based games. The studio, founded by Benjamin Soulé and Nicolas Cannasse, with Sébastien Bénard joining soon after, grew over the years by producing over 150 web games, ranging from quick prototypes to more substantial titles like (2008). Bénard, known by his alias "deepnight," played a central role as lead designer and programmer, contributing to the studio's shift toward larger projects. Dead Cells marked Motion Twin's second major title following (2013), a game co-developed with . The project originated in 2014 as a during an internal , initially conceived as a multiplayer brawler but quickly pivoted to a single-player experience after the team presented a solo version at the Big Indie Pitch event. This early iteration blended elements inspired by —such as and —with the exploration and combat style of metroidvanias, evolving from a side experiment into the studio's primary focus by 2016. The core development team for Dead Cells consisted of 8 to 10 members, reflecting Motion Twin's commitment to remaining a small, collaborative unit to maintain creative control and equal pay among contributors. After the 2018 release, Motion Twin partnered with Evil Empire, founded by former team members including ex-head of marketing Steve Filby, to handle subsequent updates, DLCs, and platform optimizations. Key figures included Sébastien Bénard, who handled lead design and programming, ensuring the game's tight mechanics and procedural systems. Art direction and animation were led by Thomas Vasseur, who served as the sole artist for the first year, utilizing a 3D pipeline to produce the game's pixel art style. The soundtrack was composed by Yoann Laulan, whose orchestral and electronic tracks drew from classical influences to enhance the game's atmospheric biomes and intense combat. Additional support came from team members like Gwenaël Massé on decor art. Funding for Dead Cells came through , with leveraging Steam Early Access in 2017 to gather community feedback and revenue without external investors or traditional crowdfunding campaigns like . This approach allowed the studio to iterate rapidly based on player input while retaining full ownership, aligning with their cooperative ethos.

Design process

The design of Dead Cells as a roguelike-Metroidvania hybrid emphasized fluid, responsive gameplay mechanics inspired by classic action-platformers and roguelites. The game's combat and movement drew significant influence from titles like for its procedural exploration and loops, for precise platforming, and series for interconnected biomes and ability unlocks, creating a sense of momentum that encourages aggressive play without frustrating controls. Artistic choices focused on a style that balanced retro aesthetics with modern fluidity, influenced by games such as Salt and Sanctuary for its detailed 2D environments and character designs that convey weight and impact. Animations were crafted using a hybrid 3D-to-2D pipeline to achieve smooth, keyframe-based motion, allowing for complex enemy behaviors and player actions like parrying and dodging that feel visceral and precise. This approach ensured the pixel art retained a hand-drawn quality while enabling efficient iteration on visual for combat hits and environmental interactions. Level adopted an iterative hybrid method for , combining hand-crafted rooms with algorithmic assembly to maintain variety and prevent repetitive layouts. Lead designer Sébastien Benard outlined a starting with fixed elements like boss arenas and transitions to frame the level structure, followed by manual of modular rooms—each tailored with specific themes, enemy placements, and secrets—before procedural connections fill gaps with corridors and variants. This iterative refinement, tested through multiple prototypes, ensured biomes felt cohesive yet unpredictable, with over 1,000 room templates allowing for diverse paths without random "dead ends" that could halt progress. The , composed by Yoann Laulan, integrated chiptune-inspired 8-bit elements with orchestral and influences to enhance immersion across biomes, evolving from tense, acoustic-driven tracks in early areas like the Prisoners' Quarters to heavier, choral-infused pieces in later zones such as the . Laulan drew from classical training and game jams to create biome-specific themes that sync with tempo, using guitars for rhythmic tension and metal riffs for boss intensity, resulting in a dynamic score that adapts to the player's runs. Central to the design philosophy was a "brutal but fair" difficulty curve, where challenges punish mistakes but reward mastery through transparent mechanics and balanced progression. Extensive playtesting refined enemy , weapon scaling, and Boss Cell modifiers to ensure deaths stemmed from player error rather than unfair spikes, with iterative adjustments based on community feedback maintaining accessibility for newcomers while scaling depth for veterans. This approach, honed over years of , fostered replayability by tying permanent unlocks to run performance without diluting the core tension.

Technical aspects

Dead Cells is built on Heaps.io, an open-source cross-platform graphics engine developed using the programming language, which provides robust support for 2D physics simulation and procedural content generation tools. This framework enables seamless portability across diverse platforms, including Windows, macOS, Linux, consoles like and , and mobile devices such as and , by leveraging layers for rendering and input handling. To ensure smooth performance during fast-paced combat, the game employs targeted optimizations for stability, aiming for a consistent 60 frames per second (FPS) on consoles. These efforts include efficient particle systems and algorithms that minimize computational overhead in crowded enemy encounters, preventing drops below the target even on lower-end hardware like the after initial launch patches. The procedural level generation relies on a graph-based to construct , where each is represented as a defining room connections, branch points, and key progression elements like shops or boss arenas. This hybrid method starts with hand-crafted "instruction graphs" that dictate layout parameters—such as total length, special room counts, and difficulty scaling—before filling nodes with pre-designed room templates via randomized linking, ensuring replayable yet coherent Metroidvania-style exploration without excessive repetition. After the initial release, Evil Empire handled mobile ports and subsequent technical updates. These addressed challenges in remapping precise controller-based inputs to touch interfaces while preserving combat responsiveness, with customizable virtual buttons and gesture support. Early mobile versions faced issues with accidental inputs during rapid actions like parrying, but updates from 2019 through 2024—concluding with Update 35 ("The End is Near") in August 2024—included texture compression for varied device resolutions, dynamic resolution scaling to curb overheating, and battery optimizations like reduced background processing and capping options, despite initial promises of support through at least 2025.

Release

Launch and platforms

Dead Cells entered on on May 10, 2017, allowing players to experience an initial build featuring core roguelite and elements. Throughout its 15-month period, developer released 79 updates, including major content additions and gameplay refinements, all provided free to owners, which fostered community engagement and built substantial anticipation for the complete version. These iterative improvements addressed player feedback on fluidity, level , and , contributing to the game's growing reputation as a standout title. The full release occurred on August 7, 2018, simultaneously across Microsoft Windows, macOS, via , PlayStation 4, , and , marking the end of . self-published the game on consoles, handling distribution, marketing, and localization in over 10 languages, including English, French, German, , , , , , , , Traditional Chinese, and Turkish. Priced at $24.99, the base game emphasized a premium model without microtransactions, with all future updates promised to be free. The launch was met with strong critical acclaim, earning a score of 89/100 based on 40 reviews, praised for its tight controls, , and replayability. Sales during exceeded 730,000 units within the first year, demonstrating robust initial interest. Post-launch performance was equally impressive, with the game surpassing 1 million total units sold by March 2019, driven by positive word-of-mouth and console accessibility. Subsequent ports expanded the base game's reach, beginning with on August 28, 2019, followed by on June 3, 2020, both adapted by publisher Playdigious to support touch controls while maintaining the original's precision. In December 2022, an enhanced version titled Dead Cells+ launched exclusively on , integrating all base game content and subsequent free updates into the subscription service for seamless mobile play. A native version for was released on June 29, 2023, as a free upgrade for PlayStation 4 owners, while the game is playable on Xbox Series X/S via .

Marketing and promotion

Motion Twin released the game's reveal trailer in January 2017, showcasing fluid gameplay mechanics and the distinctive hand-drawn style to highlight the game's Castlevania-inspired action-platforming. The trailer was followed by additional gameplay footage presented at 2017, where the game received attention for its dynamic combat and , building early interest among enthusiasts. Prior to full release, conducted community beta testing through , which began in May 2017, allowing to access alpha builds and provide on and features. The developer shared regular devlogs on , detailing updates like new biomes and boss fights, and integrated player suggestions to refine , fostering a collaborative development process. Pre-launch hype was amplified through campaigns and partnerships with influencers, targeting the community with streams and previews that emphasized the game's challenging runs and replayability. According to former marketing manager Steve Filby, the studio allocated significant resources to influencer outreach and events, resulting in organic word-of-mouth growth during .

Expansions and updates

Early DLCs (2019–2020)

The first major expansion for Dead Cells was Rise of the Giant, released as a free pack on March 28, 2019, initially for PC with console versions following later that year. Developed by , it focused on enhancing end-game content by adding two new s—the Cavern, a hidden underground area accessible after the first playthrough, and an expanded interior to the existing —along with 10 new weapons, 3 new skills (including the Giant and a flying pet companion), approximately 10 new enemy types, and a new tier-2 boss encounter against The Giant in Guardian's Haven. The also revamped the Boss Stem Cell system to improve progression at higher difficulties and introduced cosmetic outfits, all integrated seamlessly into the base game's procedural runs to provide alternative high-level paths without requiring prior ownership. Accompanying Rise of the Giant were free content updates that included balance adjustments to weapons, skills, and enemy behaviors across the base game, ensuring ongoing compatibility and refinement for all players. These patches addressed community feedback on pacing and difficulty, such as tweaking spawn rates and damage scaling, while maintaining the roguelite's core loop of permadeath and procedural generation. The expansion's design emphasized replayability for veteran players, offering branching routes that unlocked after defeating the Hand of the King, thus extending exploration options in later Boss Cell levels (up to BC4 at the time). The second early expansion, , marked the debut of paid DLC for Dead Cells and was released on February 11, 2020, for PC, , , and at a price of $4.99. Created in collaboration with Evil Empire, it targeted early-game variety by introducing two new biomes—the verdant , branching from the Promenade of the Condemned, and the toxic Swamp, accessible via toxic chests—complete with unique environmental hazards like poisonous flora and murky waters, 4 new weapons (such as the Flashing Fans and ), 2 new skills (Mushroom Boi! and ), several new enemies including fungal mutants, and a challenging new boss, The Scarecrow, in the Nest area. This content integrated by creating a third early-game path parallel to the existing routes through the Prisoners' Quarters and Toxic Sewers, allowing players to mix and match biomes for diverse run strategies while preserving the game's interconnected level design. Like its predecessor, launched alongside free patches that delivered global balance tweaks, such as adjustments to synergies and enemy , to support the expanded roster without fragmenting the player experience. These updates refined core mechanics, including hitbox improvements and options, and were distributed to all owners of the base game. The DLC's additions notably broadened for newcomers by diversifying low-Boss runs, while providing strategic depth through new item synergies that encouraged experimentation in procedural layouts. Overall, these early expansions revitalized the game's ecosystem by introducing modular content that enhanced replayability and path variety, sustaining engagement among the player base through integrated updates rather than isolated additions.

Later content (2021–2023)

The first paid of 2021, Fatal Falls, was released on January 26, 2021, for PC, , , and at a price of $4.99, with ports following in 2021. Co-developed by and Evil Empire, it added two new biomes—the Fractured Shrines, a floating ruins area with precarious platforms, and an expanded Stilt Village with vertical exploration elements—along with 8 new weapons, 4 new skills, new enemies featuring aerial and environmental attacks, and a new boss, The Servants, in a multi-phase encounter. These additions created alternative mid-game paths, emphasizing mobility and timing in combat, and integrated with existing biomes for varied procedural layouts. Accompanying free updates included balance changes to enhance synergy between new and legacy items. Later in 2021, Dead Cells received the free "Practice Makes Perfect" update (version 2.5), released on , which focused on quality-of-life improvements and features without introducing new weapons or major balance changes. Key additions included a dedicated Training Room for practicing combat against enemies and bosses in a controlled environment, a to track progress and unlocks, and new "Aspects" mutations that provide powerful, customizable buffs to assist newer players while remaining optional for veterans. Other enhancements encompassed quick save functionality to reduce frustration from unexpected deaths, improved tutorials, and tweaks for better navigation. In late 2021 and 2022, two free crossover updates under the "Everyone is Here" banner emphasized collaborations with other indie titles to integrate thematic weapons, skills, and skins. Volume 1 (version 2.6), launched on November 22, 2021, featured content from Hollow Knight (Nail sword and Shade Cloak skill), Blasphemous (Mea Culpa sword), Hyper Light Drifter (Laser Rifle), Guacamelee (Chicken Gun), Skul: The Hero Slayer (various hero-themed items), and Curse of the Dead Gods (unique curses and weapons), all accessible through normal gameplay drops. Volume 2 (version 3.2), released on November 7, 2022, introduced items from Terraria (Terrarian sword and summons), Risk of Rain 2 (survival-themed gear), Hotline Miami (masked melee weapons), Shovel Knight (shovel and relics), Katana ZERO (time-manipulating blade), and Slay the Spire (card-based skills), further expanding cosmetic and combat variety. This update also added the Boss Rush mode, a custom challenge where players fight sequences of bosses across four trials to test endurance and strategy. The second paid DLC of the period, The Queen and the Sea, was released on January 6, 2022, for PC, PlayStation 4, Xbox One, and Nintendo Switch at a price of $4.99, with mobile versions in April 2022. Developed with Evil Empire, it introduced two nautical-themed biomes—the Infested Shipwreck, a derelict vessel crawling with sea creatures, and the Lighthouse End, a stormy coastal finale—featuring water-based hazards, 6 new weapons (including harpoons and anchors), 3 new skills, new aquatic enemies, and a boss fight against the Queen. This expansion provided a new late-game route, enhancing narrative ties and environmental variety in runs. On March 6, 2023, the paid "Return to " DLC arrived for $9.99, representing the largest expansion to date with a dedicated storyline integrating lore into Dead Cells' world. It introduced two major new biomes—a sprawling hub and branching gothic areas—inspired by classic titles, alongside 14 weapons (such as the whip and holy relics), 13 skills, and multiple outfits drawing from the series' iconic designs. Players navigate supernatural hordes to confront three new bosses, culminating in a multi-phase battle against , unlocking alternate routes and endings upon completion. Throughout versions 2.5 to 3.2 (spanning 2021–2023), issued several balance patches refining enemy AI, weapon scaling, and mutation synergies to enhance fairness across Boss Cell difficulties, while introducing custom game modes like togglable auto-heal and modifier presets for personalized runs. These updates maintained the game's depth without overhauling core mechanics, ensuring ongoing support for diverse playstyles.

Final updates (2024–2025)

As announced by on February 9, 2024, development support for Dead Cells would conclude after the final major content , allowing the studio to focus on new projects like Windblown, despite prior internal plans for additional through 2025. In August 2024, released "The End is Near," the 3.5 for Dead Cells, which expanded the game's mechanic with three new weapons, three new enemies, three new , and biome-specific effects that guaranteed higher-quality item drops in cursed areas while introducing heightened challenges. The also added over 40 new head skins, nearly 20 affixes, and rebalancing for elements like the and , alongside subtle lore elements teasing the game's narrative closure through cursed biome encounters. This was positioned as a capstone to the core experience, incorporating on viability without altering the roguelite structure. The mobile version of Dead Cells achieved full parity with PC platforms in February 2025 through the "Clean Cut" update (version 3.4), released on February 18 by Playdigious, which included two new weapons—the Sewing Scissors and Giant Comb—one new skill, and enhanced challenge levels via reworked Training Room options for streamlined experimentation. This update also introduced a new NPC, the Tailor's Daughter, allowing players to customize head appearances freely, alongside optimizations for touch controls and performance on and devices, marking the completion of post-launch mobile support. A minor , 3.5.9, followed on September 9, 2025, targeting platforms with critical fixes, including resolutions for save crashes on during read/write operations and improvements to the back button functionality to prevent unintended exits. These changes ensured stability for the final content iteration without introducing new features. Concurrently, the game saw a crossover collaboration with , announced in August 2025 and running from September 16 to 30, featuring cosmetic items like the "Prisoner" costume for character , exclusive rewards, and a limited-time roulette event, highlighting Dead Cells' ongoing cultural footprint post-support.

Reception

Critical reviews

Dead Cells garnered generally favorable critical reception, earning Metacritic scores ranging from 88 to 92 across major platforms, including 88 for PlayStation 4, 90 for Xbox One, 92 for Nintendo Switch, and 89 for PC based on dozens of reviews. Critics lauded its high replayability through procedurally generated levels and permanent upgrades, as well as its responsive controls that enable precise platforming and combat. For instance, IGN awarded the base game 9.5 out of 10, calling it a "perfect roguelite" for its shockingly effective design blending roguelike and Metroidvania elements. Reviewers frequently highlighted the fluid, satisfying combat mechanics—combining , ranged, and skill-based attacks—and the game's evocative hand-drawn , which brings a haunting, ever-shifting castle to life. However, common criticisms focused on the steep difficulty curve, which demands quick reflexes and strategic adaptation, often frustrating newcomers, and the repetitive nature of early runs without additional content. The game's critical standing evolved positively with its expansions; while the base version established a strong foundation, DLCs like Return to Castlevania elevated scores to 88 on Metacritic and a flawless 10/10 from IGN, praised for seamlessly fusing Castlevania's gothic aesthetic and bosses with Dead Cells' core loop. On mobile platforms, the port received acclaim for its adapted touch controls, with the final free updates in February 2025 (Clean Cut and The End is Near) enhancing customization options like button sizing and gesture support to better suit portable play.

Sales and commercial success

Dead Cells experienced strong initial commercial performance following its full release on August 7, 2018. Within seven months, the game surpassed 1 million units sold across PC and consoles, with leading console sales at approximately 35% of the total at that point. Sales continued to grow steadily, reaching 2 million units by May 2019, coinciding with the release of the first major , Rise of the Giant. By late 2020, the title had sold 3.5 million copies worldwide, and it hit 5 million units in March 2021 alongside the announcement of the third . The mobile ports, launched in 2018 for and 2020 for , significantly boosted figures, with over 5 million units sold on those platforms by January 2023. By June 2023, Dead Cells had exceeded 10 million copies sold across all platforms, as announced by developers and Evil Empire. Early platform distribution favored PC at 60% of sales, followed by consoles at 40%, though mobile later accounted for a substantial share of the total. The five paid expansions—Rise of the Giant (2019), (2020), Fatal Falls (2020), The Queen and the Sea (2021), and (2023)—drove additional revenue, contributing to the game's overall earnings surpassing $35 million by mid-2024. Post-2023, with no new content developed after the final major update in 2024, though ports to arrived in 2025, sales have been sustained through promotional activities, including frequent discounts (often 50-75% off) and bundles like the Medley of Pain Bundle combining the base game with all DLCs. These efforts, alongside the game's enduring positive reception, have maintained steady income streams into 2025.

Awards and nominations

Dead Cells received several accolades following its release, recognizing its innovative gameplay and design. At the 2018 , the game won Best Indie Game. The title was nominated for Best Independent Game at , ultimately going to , though Dead Cells secured the win for Best Action Game in the same ceremony. In 2019, Dead Cells earned nominations at the for Excellence in Gameplay and Most Promising New . The Return to DLC was nominated for Best Game Expansion at the 2023 .

Cultural impact and legacy

Dead Cells has significantly influenced the roguelite-Metroidvania genre, often credited with popularizing the "roguevania" subgenre through its innovative blend of , mechanics, and interconnected world exploration. The game's fluid combat and replayability have inspired subsequent titles that adopt similar hybrid structures, establishing a blueprint for fast-paced, challenging action-platformers in development. The title's design has also fostered a vibrant community, with players pushing the limits of its mechanics to achieve record times as low as six minutes for full completions. Developers from and Evil Empire have actively engaged with this scene, reacting to impressive runs that highlight the game's depth and precision requirements. A dedicated scene has emerged around Dead Cells, supported by official tools on Workshop that enable cosmetic changes, balancing tweaks, and translations, though full content overhauls remain limited. This has encouraged fan-created content, including reskins and custom challenges, extending the game's creative ecosystem. Crossovers have further amplified its cultural reach, such as the 2021 integration of elements like the Nail sword and charms into Dead Cells' update 26, and the 2025 addition of skin in Spiritfall's major content update. The announcement that Dead Cells' development would conclude after updates through 2025 elicited a mixed community response, with players praising the eight years of consistent updates and that kept the game fresh, while expressing disappointment over canceled future expansions and the absence of a direct , though the final major update arrived in 2024. defended the decision as necessary to pursue new projects like Windblown, noting the game's enduring popularity even in 2025. As a legacy title, Dead Cells stands as a for procedural level in games, balancing randomization with meaningful progression to create high replayability without sacrificing structure. Its longevity—spanning in 2017 to final updates in 2025—exemplifies successful models, bolstered by over 10 million units sold worldwide, which has solidified Motion Twin's reputation as a leader in the roguelite space.

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