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Dead Cells is another typical turkey with turkey pixelated, simple graphics. Honestly - I'm fed up with this type of games and I'm slowly starting to avoid most of them. There are of course exceptions (Glorious Darkest Dungeon, the phenomenal FTL and the very good Into The Breach). Maybe among these games there are also titles for longer, but I will play most of them for a while, think about how cool it is and turn it off back to more serious titles. Maybe I'm getting old? Dead Cells was different. Ever since Early Access, I've been doing more dungeons and coming back to the game with shorter or longer breaks. Our first YouTube videos are from an early version of Dead Cells. What made me like this game so much? The wholeness and passion that can be seen at every step in this game. The plot in Dead Cells is presented in a very similar way to that known from the Dark Souls series. In fact, we know almost nothing and we have to guess everything from rudimentary conversations with the characters and observation of the environment. We play the role of a snot who controls the body of a dead prisoner somewhere deep in the catacombs. Our goal is to get out and find out why everyone around is dead and there are zombies and monsters around us. The plot of Dead Cells is irrelevant. It is only an addition to the continuous passing of successive, randomly generated levels. Until we die, because then we always start completely from scratch. However, the entire game can be completed in two hours. But for mere mortals it will be impossible. At first, I was annoyed by this approach to the plot, where it is simply unimportant. Later I understood the concept - the game is fast paced and requires us to focus on running through the levels. Because in fact, by repeating each subsequent run, we are getting better. During the fights with monsters, we gain money and cores. Money is mainly used to buy various things during the current game. And sometimes we find a golden door that will cost us to open, and sometimes we find a stall where a strange creature will sell us a new bow and trap. We will lose all this when we die. Cores, on the other hand, are used to improve the character and the possibilities of our start. We can choose one of many upgrades, but each of them costs a certain number of cores. We don't have to buy them all at once, we transfer cores to a given upgrade and then we can transfer the rest. We do this between levels, if we fail to get to the next level, we lose them all. Improvements give us access to better and better weapons, the schematics of which we find during the game and the ability to choose a better starting weapon at a new start. The upgrade system requires us to set long-term goals. Will we buy a weaker and less useful upgrade now, or will I wait a few levels and buy the better, more useful ones? Buying all the items and upgrades will require thousands of cores and many hours of play. Unlocking everything is a job that takes tens of hours. Will we want to play that much? Oh yes. Dead Cells is a rather unusual platform game. Traditionally for the genre, we run ahead, defeat monsters, collect treasures and better and better weapons and defeat bosses whose attacks cover half the screen and at the same time we try to hit our enemy and not get hit ourselves. The whole attractiveness of the game, however, is hidden in the details. First, the number of weapons is astronomical. In order to access them, we need to find their blueprint and unlock them for cores. After that, there will be a chance that the weapon will appear somewhere on the map or as part of a selection at the beginning of the mission. We can have 4 weapons at the same time - two regular and two gadgets. Regular weapons can be mainly divided into ranged and melee weapons (although there are exceptions, such as torches). Let's take a bow - it can be in several variants: standard, with unlimited ammunition, or in a crossbow version that takes a while to shoot, but deals huge damage. Then there are the weapon levels. With each level of the weapon, it can have a different additional perk. For example, our bow with unlimited ammo can deal poison damage and kill enemies to leave behind little bugs that bite enemies. The same goes for gadgets, but these can be divided into even more categories - there are grenades, turrets, spells and buffs. And again, each of these gadgets can even have a few perks that will completely change the way the toy works.   0 0

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Dead Cells is a roguelike video game inspired by Metroidvania-style games, developed and published by Motion Twin. After a year in early access, Dead Cells was released for Linux, macOS, Microsoft Windows, Nintendo Switch, PlayStation 4, and Xbox One on August 7, 2018. A mobile port for iOS was released on August 28, 2019 and an Android port was released on June 3, 2020.

In the game, the player takes the role of an amorphous monsterpuppeteering a corpse in a dungeon, through which they must battletheir methodout. The player gains various weapons, treasure and other tools through exploration of the procedurally-generated levels to battleundead monster within it. At times, the player gains "cells", a kindof in-game currency that shouldbe utilize to purchase permanent modernize or unblockitems. Dead Cells utilize a permadeath system, causing the player to lose all cells and other currencies and stuffupon each instance of death. Motion Twin was inspired by The Binding of Isaac in developing the game.


Dead Cells is described as a "roguevania", a combination of procedurally-generated roguelike games and action-exploration-based Metroidvania games. The player controls a mass of cells that occupy and control the body of a deceased prisoner at the start of each game. As they explore a series of dungeons and battlethe monster within, they collect weapons, skins, abilities, power-ups, and money. Opponentswill sometimes drop cells when defeated, which shouldbe utilize to obtain permanent power-ups such as additional health potions or stuffthat shouldbe bought or found in later runs. These cells must be spent at the end of a dungeon section; if a player dies before then, they lose all collected cells.

Each level is procedurally generated by merging of predesigned sections in a random configuration along with random placement of opponentsand items. The game's combat is compared to the Souls series, with difficult opponentswith certain behaviors the player shouldlearn, and where frequent player-herodeath is a fundamental part of the game. At intervals throughout the game, the player must defeat boss opponentsknown as "Keepers". There are eight Keepers in the game—The Concierge, Conjunctivius, Mama Tick, The Scarecrow, The Time Keeper, The Giant, The Hand of the King, and The Collector.

The game contain Twitch integration, allowing viewers, via the stream's chat, to influence the game, such as voting for which modernizepaths the player cantake.



The plot of Dead Cells is minimalistic, only giving bits of infoto the player, as the player herois selectively mute, and lore is fed gradually from locationdescriptions and background details. Taking territoryon an unnamed island, the player herois the Prisoner, a mysterious, gelatinous monstercapable of possessing executed bodies in the depths of the island. While the "head" of the Prisoner is immortal, the bodies it possesses are not, and dying will force it to slink back to the Prisoners' Quarters.


The Prisoner awakens in the depths of the Island's prison, next to a giant skeleton with a spear inside of it, a heronamed "The Giant". A soldier implies that the Prisoner has been trying to escape for an unspecified period of time. As the Prisoner works their methodout of the Prisoners' Quarters, they navigate the Island, and it is revealed that the Island was once a mighty kingdom, until a plague known as "The Malaise" swept through, reducing most of its citizens to mindless zombies or monstrous husks. The Kingdom's Alchemist worked tirelessly to searcha cure, but mysteriously disappeared as the Lordbecame reclusive. As the kingdom fell, the remaining citizens began to rebel versusthe King, only to either die by infection, seclusion, or by their own hands.

The Prisoner encounters and battle several entities as they travel across the island: The Concierge, who was once the prison's guard Castaing, before his infection and subsequent transformation into a hulking monster; Conjunctivius, a nameless, faceless bloated corpse that was transformed into a grotesque tentacled Beholder-like monster; and The Time Keeper, a woman with some mastery over time, who continuously restart time each day to prevent her own infection. They also encounter The Collector, a hooded figure who trades stuffto the Prisoner in exchange for Cells, which drop from defeated opponentsand are implied to be a sort of essence of life; and The Blacksmith and his apprentices, who modernizethe Prisoner's weapons and arsenal.

Eventually, the Prisoner reaches the castle's throne room, and faces off versusthe Hand of the King, while the Lordsits seemingly comatose upon his throne. The Prisoner defeats the Hand of the King, takes his weapon, and utilize it to slaythe King. The Lords body violently explodes, destroying the Prisoner's host body and resetting the game, though giving the Prisoner the ability to act outside of a host body while still possessing the body. As the Prisoner's head returns to the quarters to searcha freshcorpse to possess, it remarks on how even though the lordhas died, nothing has modify.

Rise of the Giant

The Rise of the Giant downloadable materialadds additional content, including freshendings. The Prisoner gains admissionto a freshlocationof the Island, The Cavern, which houses the titanic undead skeletal Giant, who acts as the boss for the area. Upon defeat, The Giant reveals that the Prisoner is actually the Lordhimself, his soul split from his body by consequence of his and the Alchemist's experiments. As the Prisoner continues, The Time Keeper launch actively altering the timeline to prevent her own death. After defeating the Hand of the Lordagain, if the player has all five Boss Cells (modifiers which make the game substantially more difficult, earned by beating the game on each difficulty) active, they are able to gain admissionto the Astrolab and the Observatory. There, the Prisoner shouldsearchthe Collector, who is implied to be the Lords Alchemist. The Collector reveals that he has been collecting cells to create a Panacea, to cure the Malaise once and for all. The Collector however, upon drinking the Panacea, goes angrywith power and attempts to slaythe Prisoner to restartthe game so they will bring him more cells. While fighting the Collector, the Prisoner drinks some of the Panacea, which, upon the Collector's death, causes the Prisoner's host body to evaporate, resetting the game once more.

This time however, the Time Keeper fully restart the timeline. This let the Prisoner, upon reaching the throne room and defeating the Hand of the King, to possess the King, getting his original body back. However, the body is infected with the Malaise, and so to prevent his own decay, he continues to the Observatory to face the Collector again. This time, upon the Collector's defeat, the Panacea cures the Lordand binds his body and soul once more. The Lordreturns to his throne, where he remarks over a glass of victory that he was honestly having more fun crawling around the sewers, when, due to the Time Keeper's meddling, a time-displaced Prisoner arrives in the throne room. The Lordand the Prisoner face off, and launchto duel.


Dead Cells's developer Motion Twin had been developing games for the browser and mobile gaming market since 2001. The studio found that tournamentin the mobile market neededmore investment to make viable games, and decided to switch focus to develop what they considered their "passion project", a game that was "something hardcore, ultra-niche, with pixel art and ridiculous difficulty" that they knew would be a potential risk in rulesof interested players.

Initially, Motion Twin had set out to make a follow-up to their browser game Die2Nite, which was a cooperative turretdefense game for up to forty players released in 2008; for most of the game, players would work together to form defenses around a town, and then during a night phase, wait to see if their citysurvived waves of attacks by zombies. They wanted to have the sequel improved by allowing players to take actions and battleduring the night phase, implementing free to play mechanics. While this version worked well with hugenumber of players, Motion Twin found it was not very exciting for single players. In 2014, they stripped down the game to basically a single-player experience between preparation and combat, and took it to an happeningcalled the GiganticIndie Pitch, where the idea came in second place. Inspired by this, they decided to strip away the game's preparation phase and focus it as a combat-based game. The process of figuring out how to holdand work from these combat elements took about a year up through the end of 2015.

To tighten the gameplay, Motion Twin took inspiration of the Engineer class from SquadFortress 2, where the utilizeof tower and other buildable stuffassist to strengthen the heros abilities, and took Dead Cells into an action platformer where the player utilize weapons along with a variety of skills (including some elements they had developed for the turretdefense approach). They did not wishplayers to receiveutilize to having a single weapon/skill combination that they utilize indefinitely, and arranged the roguelike elements as to require the player to testout freshcombinations of weapons and skills as they progressed in a given run to defeat newer foes, and keeping what stuffthey would receivein a random manner every time they started a freshgame. Motion Twin's producer, Steve Filby, said that The Binding of Isaac was a significant influence, as there, the methodthe game proceeds "is entirely based on the choice of stuffthat you get. That's the fun of the game." To give the player enough options, the developers crafted about 50 different weapons, avoiding having too much duplication in how each weapon worked so that there would be unique gameplay chanceswith each. The squadutilize an iterative process in gameplay and graphics and art so that each of these weapons also exhibited unique animations or behavior so that the player would receivea sense of a tactile response and the special nature of each weapon.

Motion Twin opted to use Steam's Early access approach to both gauge interest and to receivereal-time feedback from players on game features and the balance from procedural generation. They feared the stigma around indie games at the time, fueled by industry speculation of an "indiepocalypse" where too many indie games would have caused a collapse of the games market around 2015, an happeningwhich never occurred. They did not wishto release too early within early access, and angry sure the first version available, while only about 30 to 40% complete, had tight combat and gameplay controls that players would appreciate. This permittedto address balance problem, as the developer did not wishto punish players for a specific style of play, and utilize the feedback to address this. This permittedthem to make sure that regular combat encounters canbe short, and that maneuvering within the game's levels itself was not a challenge to the player. Motion Twin designedfor the game to spend about a year in early admissionbefore its full release, during which time the materialwas fleshed out and incorporated much of the player feedback on both bug reports and feature recommendation into the game. Lead designer Sébastien Bénard estimated that 40 to 50% of the features in the final game were drawn from feedback during early access.


The early admissionperiod was launched on May 10, 2017 with assistancefor Microsoft Windows, and released macOS and Linux versions in early admissionon June 26, 2018. In November 2017 the game was released on as part of their drive to provide an alternate methodto purchase games that are in development. In January 2018, Motion Twin stated they are planning on console development for the Nintendo Switch, PlayStation 4, and Xbox One, with a designedrelease in August 2018 to correspond with the Windows' version leaving early access. Motion Twin does not anticipate creating a sequel, and instead focused on adding a robust modding system for the privatecomputer versions to letplayers to expand the game following release. The studio considered developing downloadable content for Dead Cells and other method to expand the existing game.

Dead Cells was fully released on August 7, 2018 for computers and consoles. Retail editions were released in August 2018.

Motion Twin released a free downloadable content update to the game called "Rise of the Giant" in mid-2019. The developers announced plans to port the title to mobile devices running iOS and Android, modifying the game's interface to assistancetouch controls as well as remote controllers. The iOS version was released on August 28, 2019, the Android version released on June 3, 2020.

Around January 2019, Motion Twin wanted to start work on their next title while still developing Dead Cells. While they expanded with more developers, Motion Twin wanted to holdits tinyeight to ten person size to stay a viable cooperative, and instead madea freshstudio under them called Evil Empire to take over Dead Cells development.

The game's first paid downloadable content, "The PoorSeed", was released on February 11, 2020 adding two freshbiomes, Arboretum and Swamp, as well a boss for early game content. Freshmaterialcontain weapons, opponentsand game mechanics. On the same day, a freshphysical packfor the game, the "Prisoner's Edition" was announced for PlayStation 4 and Nintendo Switch, which in addition to the game and DLC, contain the soundtrack, an art book, and a figurine of the player-character.

A second paid DLC expansion "Fatal Falls" was released on 26 January 2021. It adds 2 freshlevels, 8 freshenemies, seven freshweapons and a boss. On the same date a bundle called "The Fatal Seed Bundle" was released that include the base game and all three DLCs.

Motion Twin released a free update on September 16, 2021 titled "Practice Makes Perfect" which added a training room, globemap and many other quality of life modify.

A free "Everyone is Here" update on November 22, 2021, introduced heroskins and mechanics based on hero from other indie games as "guest hero". These games contain Hyper Light Drifter, Guacamelee!, Curse of the Dead Gods, Blasphemous, Skul: The CharacterSlayer, and Hollow Knight. For example, a herooutfit based on the Drifter shouldbe gained as well as the Drifter's blaster as a weapon, while the pogo attack from Hollow Knight shouldbe gained by the player. Celebrating the 20th anniversary of Motion Twin, they revealed the final DLC called "The Queen and the Sea" which will also release on January 6, 2022.


About a year from its early admissionrelease, Dead Cells sold over 730,000 units, and exceeded 850,000 units just prior to its full release. By May 2019, within ten months of its full release, Dead Cells had accumulated sales of two million units. Following the release on the Switch in August 2019, total sales exceed 2.4 million units, with Motion Twin stating that Switch sales were "insane". By November 2020, Dead Cells had sold over 3.5 million copies and as of March 2021, it has sold 5 Million copies fueled by the game's mobile release in China. In November 2021, Dead Cells has sold 6 million copies during the announcement of their last DLC.

The game was nominated for "Best Indie Game" at the 2017 Ping Awards, and was a runner-up for "Best Action Game" at IGN's Best of 2017 Awards. It won the award for "Best Indie Game" at the 2018 Golden Joystick Awards, whereas its other nominations were for "Best Visual Design" and "Ultimate Game of the Year". It also won the award for "Best Action Game" at The Game Awards 2018, whereas its other nomination was for "Best Independent Game". It was also nominated for "Fan Favorite Indie Game" at the Gamers' Choice Awards, and for "Independent Game of the Year" at the Australian Games Awards, and won the Off Broadway Award for Best Indie Game at the FreshYork Game Awards. At the NAVGTR Awards, the game won the award for "Control Design, 2D or Limited 3D", whereas its other nominations were for "Art Direction, Fantasy", "Control Precision", "Game, Original Action", and "Original Light Mix Score, FreshIP"; it was also nominated for "Excellence in Gameplay" and "Most Promising FreshIntellectual Property" at the SXSW Gaming Awards, for "Original Property" at the 15th British Academy Games Awards, and for "Best Indie Game" at the Italian Video Game Awards, and won the awards for "Best Mobile Game" and "Best Game-as-a-Service" at the Pégases Awards 2020.

The soundtrack by composer Yoann Laulan was released on digital shop on May 10, 2017. A deluxe double vinyl edition was announced by Laced Records on July 5, 2018.


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Dead CellsDeveloper(s)
  • Motion Twin
  • Playdigious
Composer(s)Yoann LaulanPlatform(s)ReleaseLinux, macOS, PlayStation 4, Nintendo Switch, Windows, Xbox One
August 7, 2018
August 28, 2019
June 3, 2020Genre(s)Roguelike, metroidvaniaMode(s)Single-player
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