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Curse Of The Dead Gods adds Dead Cells-themed dangers in crossover update


What's better than playing two dark and punishing indie roguelikes separately? Mixing them together and being punished by both at the same time! Last night, the temple-roaming hack and slash Curse Of The Dead Gods added a load of Dead Cells-themed stuff. It's an update rather appropriately named Curse Of The Dead Cells, and it brings over a handful of weapons, as well as a new Dead Cells-inspired room type and curse.


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The Whack-a-Mole Update is live!

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:
  • 3 big, heavy weapons
  • 3 damage-focused mutations
  • Altered the difficulty curve
  • The Collector’s Intern - spend your cells in 5BC!
  • A fix to stop all seed error crashes. We hope...
  • Malaise balancing and UI
  • Fatal Falls balancing
  • UI & QoL improvements
  • A ton of bug fixes (yes, including the Me, Jealous? Achievement not triggering)
  • Random diet option

The highlights are explained a bit below, for all the detail you can read the patchnotes here.

[h3]New weapons[/h3]
These are all Survival, one-slot and focus on smashing enemies with something heavy until they stop moving.

Oven Axe - Sweep your way through mobs as you would with any massive axe. The last hit can be chained to relentlessly swing into the sunset forever.



Toothpick - Roleplay as your favourite troll/ogre/giant ugly creature. Smash with the normal attack, or hold the attack button to charge up a ferocious hit over the head of your foe, breaking your weapon in two.



Tombstone - Kill enemies with a heavy dose of irony.
Doom nearby enemies if you manage to kill something with the last hit of the combo.
Doomed enemies have an ethereal tombstone fall on their head.
Each kill starts a new wave of doom (up to 3 consecutive waves).
Doom.



[h3]New mutations[/h3] Execution (colourless) - Instantly kill enemies with under 15% health when you hit them with a weapon. Works with bosses too, but only when they have under 7.5% health - we can't make it too easy for you after all...

Barbed Tips (Tactics) - Inflict X damage per second to enemies, per arrows stuck in them.

Point Blank (Tactics) - Close range attacks inflict X% bonus damage.


[h3]New difficulty curve[/h3]
We felt that the difficulty curve still wasn't quite where we wanted it to be, so we've tweaked the frequency of health refills to smooth the increase in panic:

BC0: Health fountains in every transition.
BC1: Health fountain every other transition, with one minor flask when the fountain is missing.
BC2: No more health fountain, one minor flask in every transition.
BC3: One minor flask after the first boss and before the second.
BC4: No more health in any transition, enemies teleport to your position.
BC5: No more health, enemies teleport, malaise added.


[h3]The Collector's Intern[/h3]
An enterprising Guillain has decided to put on a cloak and trade cells for blueprints in 5BC, so no more shifting down to 4BC to spend your hard-earned cells or trade in blueprints.



[h3]Seed error fix[/h3]
We've worked some developer magic to maybe™ stop all seed error crashes... FOREVEEERRR!

Essentially, if a seed error occurs when the game is loading the next level, then instead of crashing it will now start loading the level again but with a new seed. So we'll be trading crashes for occasionally longer biome load times, which we think is a pretty decent exchange.


[h3]Best of the rest[/h3]
Legendary items now scale based on the sum of your two highest stats. Also, Legendary status no longer increases the item level.

Malaise no longer increases the movement speed of enemies, plus mobs can no longer spawn or turn into Elites in the first few seconds after an Elite aggros you.
When malaise increases, the changes are now shown by icons in-game to give you a better idea of what's about to hit you.

Bonus scrolls added in Fractured Shrines from BC3+ and Undying Shores from BC4+.

Option to toggle "Hold to chain attacks" added in the Gameplay tab of Options.

Item description and affix list now scroll together in the Pause menu.

Cursed gems require a long press to be picked up.


We hope you enjoy the new update - if you have any feedback then as always just let us know in the comments here, on Discord, Reddit, Twitter, wherever!

Cheers,
Matt, EE & MT


Community Highlights:

@teeparkss


falzelo


Fire_Bay


Hugo_Animey


Roving_Neophyte


leafjuly


Jimmsytree


Krypt0100

Update 23 moves to beta - Small reworks to Tombstone weapon & Execute mutation

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:
  1. When you kill an enemy with the third hit of the Tombstone combo, you 'doom' nearby enemies
  2. A tombstone spawns above these 'doomed' enemies, dealing damage to them after a moment
  3. If an enemy dies from this doom effect it adds another tombstone above the already doomed mobs (each new tombstone deals reduced damage)
  4. This tombstone of doom combo chain has a cap of 3 and will fail if a wave of tombstones doesn't kill an enemy

The Execute mutation rework is removing the tier scaling and halving the effect on bosses. I did warn you that might happen...
So, before it was "Instantly kill enemies with under 5% health (scales up to 15%) when you hit them with a weapon" and now it's "Instantly kill enemies with under 15% health when you hit them with a weapon. Effect halved for bosses". Much more simple!

We've done lots of balancing on the other weapons like changing charge times, damage, speed etc, but nothing that drastic. If you want to see the full details of the update as of today, then check out the patchnotes.

If you want to try out the beta and don't know how then follow these instructions:
  • Go to your Steam game library.
  • Right click on Dead Cells and click "properties".
  • Select the tab "Betas".
  • In the first dropdown box select "Beta".
  • Click close and wait for the upload to finish downloading.
  • Start playing.


I wanted to add some community highlights but the Steam server doesn't want to play nice with me so I'll add them onto the update release post, which will hopefully be next week!

Cheers,
Matt, EE & MT

Update 23 in alpha - 3 new weapons, 3 new mutations & tweaked difficulty curve

Hey everyone,

It’s 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:
  • 3 big, heavy, f-off weapons
  • 3 damage-focused mutations
  • Altered the difficulty curve (work in progress)
  • The Collector’s Intern - spend your cells in 5BC!
  • A fix to stop all seed error crashes. We hope...
  • Malaise balancing and UI
  • Fatal Falls balancing
  • UI & QoL improvements
  • A ton of bug fixes (yes, including the Me, Jealous? Achievement not triggering)
  • Random diet option

The highlights are explained a bit below, for the full picture you can read the entire patchnotes here.

[h3]New weapons[/h3]
These are all Survival, one-slot and focus on smashing enemies with something heavy until they stop moving.

The Big Axe - Sweep your way through mobs as you would with any massive axe. Apparently the last hit can be chained to become an unstoppable lawnmower-thing...



The Big Club - Roleplay as your favourite troll/ogre/giant ugly creature. Smash with the normal attack, or hold the attack button to charge up a downward hit on the head of your foe.



Tombstone - Kill enemies with a heavy dose of irony. Leaves a tombstone to mark your enemy's grave - why not plant your own death garden ^^



[h3]New mutations[/h3] Execution (colourless) - Instantly kill enemies with under 5% health (scales up to 15%) when you hit them with a weapon. Applies to bosses, for now...

Barbed Tips (Tactics) - Inflict X damage per second to enemies, per arrows stuck in them.

Point Blank (Tactics) - Close range attacks inflict X% bonus damage.

[h3]New difficulty curve[/h3]
We're experimenting with a slightly new way of increasing the difficulty from one BC to the next:

BC0: Health fountains in every transition.
BC1: Health fountain every other transition, with one minor flask when the fountain is missing.
BC2: No more health fountain, one minor flask in every transition.
BC3: One minor flask after the first boss and before the second.
BC4: No more health in any transition, enemies teleport to your position.
BC5: No more health, enemies teleport, malaise added.

We're particularly interested to have your opinion on that new formula, so don't hesitate to give us feedback!

[h3]The Collector's Intern[/h3]
An enterprising Guillain has decided to put on a cloak and trade cells for blueprints in 5BC, so no more shifting down to 4BC to spend your hard-earned cells.



[h3]Seed error fix[/h3]
We've worked some developer magic to maybe™ stop all seed error crashes... FOREVEEERRR!

Essentially, if a seed error occurs when the game is loading the next level, then instead of crashing it will now start loading the level again but with a new seed. So we'll be trading crashes for occasionally longer biome load times, which we think is a pretty decent exchange.

[h3]Balancing[/h3]
Legendary items now scale based on the sum of your two highest stats. Also, Legendary status no longer increases the item level. This is very subject to change and there is no visual indication of the changes yet, so bear this in mind please.

Malaise no longer increases the movement speed of enemies, plus mobs can no longer spawn or turn into Elites in the first few seconds after an Elite aggros you.

Bonus scrolls added in Fractured Shrines from BC3+ and Undying Shores from BC4+.

[h3]Quality of Life[/h3]
Option to toggle "Hold to chain attacks" added in the Gameplay tab of Options.

Item description and affix list scroll together in the Pause menu.

When malaise increases, the changes are now shown by icons in-game.

Cursed gems require a long press to be picked up.


Access Instructions

If you want to play through the changes, you can access the alpha like so:
  • 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.


Bear in mind that everything is still being tweaked according to feedback, so some things may break, have strange interactions or just straight up crash the game.

If you want to leave feedback (or bug reports) for the alpha - we now have a fancy form you can fill in.
This will let us collect all the feedback in one place rather than spreading it over Steam, Discord, Reddit etc etc. If you really don't want to fill in the form then please continue to post in the usual places, we're not going to stop checking them out, but just be aware that we may miss things that are posted there.


Cheers,
Matt, EE & MT

Dead Cells: Fatal Falls' launch brings a cute animated trailer

More Dead Cells isn’t exactly a hard sell (aha!), but that didn’t stop developers from going all out with a new animated trailer for the Fatal Falls DLC. It’s even relevant to the game, introducing a clingy but incredibly vicious sentient sword who just loves to stab.


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