1. Dead Cells
  2. News

Dead Cells News

'Breaking Barriers' introduces accessibility options, Assist Mode & item reworks

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
  • Loads of new options to improve accessibility, such as adjustable font type & size, input customisation and individual adjustment of sound effect volumes
  • Assist Mode including customisation of enemy health/damage, trap speed/damage and parry window. Plus options for multiple lives, auto-hit with primary weapon & full map reveal
  • Big reduction in cell cost of early-game weapons
  • 7 weapon reworks


If you prefer videos, here's a VLOG showcasing all the changes. Warning for short attention spans: it is 9 minutes long!

[previewyoutube][/previewyoutube]

So, we're trying to achieve this greater accessibility in two ways – one is a whole bunch of new options, mainly based around visibility and mobility, such as outlining characters and objects in-game, holding a button to repeat actions, or changing the font style and size. There's a full list of these options below.

The other part of the update is an Assist Mode that allows you to adjust elements of the game such as enemy damage, enemy health, trap damage, parry window and trap speed, plus options for auto-hit and multiple lives.

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 also working towards the crucial upgrades like health flasks and gold.


[h3]So, why are we adding the accessibility options? [/h3]
Hopefully we don't need to justify adding accessibility options, but we'd had quite a lot of feedback that the game can be inaccessible for a wide range of reasons.

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 you add a Boss Cell to up the challenge and die to a rat on the next run, pick yourself up and go again until the next Boss Cell, and repeat.

However, we realise that the way the game is designed can put up barriers to reaching this experience for some players. These new options are designed to allow tailored, specific adjustments of the game for those who need it, to make this "tough but fair gameplay" accessible, instead of adding arbitrary difficulty levels which don't actually address players' needs.

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 :)

If you know anyone who didn't try Dead Cells or put it down because they found it inaccessible, then please do let them know they can come and give it a go!

[h3]What are the new options? [/h3] All the changes that are described below were tested with a panel of players with various disabilities at AbleGamers, and of course the usual legends in our Steam community. Thanks to everyone who helped us to figure everything out!


Input

These options are designed to address mobility disabilities.
  • 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


Visual

These are designed for players with various visual disabilities such as limited visual acuity, colour blindness or who suffer from sensory overload.
  • Customisable interface size and transparency
  • Choice of game font styles (including pixellated)
  • Game font colour customisation
  • Font size can be changed for item names, item descriptions and dialogues
  • Stats (Brutality / Tactics / Survival ) colour customisation - affects the stats colour for the HUD, menus, icons, weapons, items etc
  • Texts in the stat selection menu no longer use "Red", "Purple" and "Green", but "Brutality", "Tactic" and "Survival"
  • Display stats icons (fist, lightning, plus sign) next to character stats
  • Add an outline to the Beheaded, projectiles, enemies, active skills, NPCs and secrets. Outline colours can be customised
  • Add a colored filter between the background and foreground. The color and opacity of the filter can be freely customized
  • Synergy and stat icons in equipment menu to help readability
  • No-blood mode
  • Adjustable particle limit (reduce the particle effect from enemies dying or weapon effects)
  • Option to toggle critical hit feedback
  • Adjust the size of the attack announcement exclamation mark
Reduced UI size

Transparent UI

Font colour menu

Stat icons displayed next to items

Outlines applied to Beheaded and enemies (plus customised stats colours in bottom left)


Sound

Finally, we have auditory options.
  • Adjust volume of different sound effects separately



Everything is collected in a specific accessibility menu to gather all these options in one place! There's no point making an accessibility menu inaccessible...


Assist Mode

This mode exists in it's own menu and allows you to make several adjustments to the gameplay.
  • Multiple lives – 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'). You can choose between 1, 3, 7 or infinite lives. This is targeted for players who have involuntary movements or activity, such as muscle spasms, to have another chance if their run is ruined by something that is out of their control.
  • Auto-hit – automatically target nearby enemies with your primary melee weapon. The one time that the mobile version was ahead of us! This will automatically attack with your primary weapon, allowing players to just manage their secondary weapon and skills, reducing the need for rapid inputs.
  • Adjustable trap damage, enemy damage and enemy health in % increments, plus toggable options for slower parry window and trap speed. This is meant to allow specific, dare we say delicate, adjustment of the game’s challenge. For instance, the standard trap speed can make a Challenge Room require a series of rapid inputs to get through it successfully, which might not be doable for some players. But, if they find the rest of the gameplay balanced already, they can just change this specific part of the game and leave the rest as it is.
  • Option to instantly reveal the whole map.


NOTE: We wanted to add a game speed slider at the beginning but it just isn't possible without breaking the game.


I don't really know where to put this in the post so it's going here, but the "Show Kill Count" option is now enabled by default as we've seen way too many people who don't know that this exists, which is criminal.


[h3]Weapon Reworks[/h3]

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.
  • 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)



[h3]Early-game item cost reduced[/h3]

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.


[h3]Negative feedback for Assist Mode during alpha & beta[/h3]
Thankfully we saw pretty much zero negative feedback on the general options that we're introducing. However, the Assist Mode has seen a certain amount of 'pushback'. Rather than ignoring this part of the community, we're going to address it here to be fully transparent with everyone.

The Assist Mode is designed to let people to enjoy the game who would otherwise be excluded from doing so.

We recognise that some people who don't 'need' the mode will use it anyway and as a result they will die less and won't learn from mistakes, which is a key part of roguelites.
However, we've put multiple messages explaining this in-game, so it's on them if they want to go ahead and use the Mode anyway.
It's also a single-player game, so people are free to play and enjoy the game as they want, and it doesn't affect anyone else's enjoyment of the game. The only area that it would have affected other players is the Daily Challenge leaderboard, and here we have prevented scores from being registered if players are using Assist Mode.

We are also not disabling achievements for players who use these options. As said above, the intent of this update is to open the game up to players who would otherwise be excluded from enjoying it. We are not going to make that possible and then take achievements away from those players.



If you’re a Dead Cells player who doesn’t need any of the content that we’re introducing in this update, don’t worry we have plenty of shiny new things to introduce to Dead Cells this year!


Cheers,
Matt, EE & MT



Accessibility update moves into beta

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...


[h3]Balancing[/h3]
  • Reverted the changes on Crowbar.
  • Barnacle no longer crits on bleeding enemies.
  • Machete & pistol: The third hit now ignores side shields.


[h3]Graphics & UI[/h3]
  • Added an option to toggle the Crit Feedbacks.
  • Added an option to toggle Synergy Icons.
  • Tweaked the Crit Feedback on the HUD to something less visually jarring.
  • Changed all the Synergy Icons, as well as the Affect Icons, to make them more readable.
  • Outlines' colors can now be changed.
  • Added an option to toggle an outline for NPCs.
  • Added an option to change the text size of Item Names, Item Item Descriptions and Dialogues.
  • The HUD size can now be increased.
  • Added the Assist Mode to the Main Menu.
  • Added an option to increase the size of the Attack Announces.
  • The Brutality / Tactic / Survival color override now apply to the HUD, menus, icons, weapons, items, etc.
  • Added a new font to choose from: "Adys".
  • Added an an option to add a colored filter between the background and foreground. The color and opacity of the filter can be freely customized.
  • Reorganized the entirety of the Options menu and added a new "Accessibility" section.
  • Texts in the Stat Selection Menu no longer use "Red", "Purple" and "Green", but "Brutality", "Tactic" and "Survival".


[h3]Quality of life[/h3]
  • "Show Kill Count" option is now enabled by default.
  • The number of lives with Assist Mode's continue mode can now be changed.
  • Added an option to prevent "Auto-Attack" from breaking doors.
  • Added an Assist Mode option to instantly reveal the whole map.


[h3]Mods[/h3]
  • Added a way to modify the Assist Mode's values through mods.


[h3]Bug fixes[/h3]
  • Fixed a crash when scrolling through the credits.
  • Thunder Shield is now longer considered to be a ranged weapon.
  • Fixed a crash when entering Graveyard.
  • Fixed a bug where the mob displayed by the Mirror would appear glitched out in some situations.
  • Fixed Face Flask's "Volley of Arrows" affix not dealing any damage.
  • Fixed a bug where scrolling in the options felt "bumpy".
  • Fixed the left-most part of the HUD never fading back in, in case the player would ever be behind the HUD.
  • Fixed Options Sliders, with ranges different to 0-100, not working properly with a mouse.
  • Fixed the control label being wrong in the Controller or Keyboard Rebind menus.
  • Fixed a bug where Assist Mode's Continue would not work if the player died by a curse.
  • Fixed a bug with Options Lists, where the text would overlap with the arrows.
  • Fixed Golden Bat Kamikaze appearing in the ground in the Training Room.
  • Fixed the War Javelin being instantly thrown after teleporting, when "Hold to Attack" is enabled.
  • Fixed multiple issues when going back to an older version, after tweaking some settings in Update 29. Now, going back to an older version will create a clean version of the Options, while keeping what you changed on Update 29.


If you want to try out the beta and don't know how then BACKUP YOUR SAVE FILE, 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.


You can leave any feedback here or on our official Discord - there are two channels called accessibility-alpha-discussion and accessibility-alpha-feedback. We also have a bug report form specific to this beta.

Barring any shenanigans, the next post will be for the update release so keep an eye out for that!

Cheers,
Matt, EE & MT

Dead Cells is getting accessibility features, including an assist mode




fter a year in Early Access, bastard-hard action-platformer Dead Cells arrived at version 1.0 in 2018. It's still being updated regularly, with recent additions including The Queen and the Sea DLC and free add-on Break the Bank. There's more to come. In a recent interview with Twinfinite, marketing manager Matthew Houghton said, "When I first arrived at Dead Cells around a year ago, Arthur [Décamp, designer] showed me the game and what the team still had and I said, 'OK, so we are only about halfway through Dead Cells now.'"..
Read more.

New alpha with accessibility options, Assist Mode and beginner item reworks!

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.


[h3]So, why are we adding the accessibility options? [/h3]
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 :)


[h3]What are the new options? [/h3]
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

Making the text size adjustable is on our list too, but the game really, really, hates it when we make the text bigger. This was requested a lot, so we're not giving up yet, but we can't promise that it will be in the update.

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



[h3]Weapon Reworks [/h3]

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)


Obviously this is an alpha so we might have been over eager with some of these changes. Have fun with that while you can, because we will be adjusting them where needed!


[h3]Early-game item cost reduced [/h3]

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.


[h3]How to access the alpha: [/h3]

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 there’s 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.


As always, 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 you can do so in the comments here, or on our official Discord - there are two channels called accessibility-alpha-discussion and accessibility-alpha-feedback specifically for alpha conversations, so please use them!



Well, that's it for this post, and if you know anyone who bounced off Dead Cells because they found it inaccessible then let them know what's coming!


Cheers,
Matt, EE & MT

Patch for Break the Bank update

Hey,

Happy Monday! We’ve just released a patch to fix some bugs introduced by the “Break the Bank” update.

Here are the bugs we’ve fixed:


General
  • Using Hunter's Grenade on Mimic and Gold Gorger spawns Elite Zombie
  • Tonic's health recovery is taken into account by Midas' Blood
  • Crash on Runner teleport and BC4+ mob teleports if hero is not in the room
  • Soft lock when queen dies while you’re being resurrected by her when she has low enough health
  • Pickpocket bugged SFX



Mimic bugs
  • Mimic pulls you through the floor
  • When using the Hunter’s Grenade on the Mimic, the item you attempt to buy is sometimes unavailable
  • Obtaining a two-handed weapon from the Mimic only upgrades the primary hand.
  • Extracting blueprint from mimic breaks the purchase
  • Food mimic + Hunter's grenade = bugged food



Twitch integration bugs in the Bank
  • Streamer is able to navigate to the Bank before next level modifier vote is settled
  • During darkness modifier, player gets killed in the elevator before he can do anything
  • Twitch chest replaces special chest at the end of obstacle course, summoning enemies when you're unable to use conventional weapons, and seemingly disabling the outfit loot drop.


That’s it, short & sweet, we’ll be back very soon with a new public alpha!


Cheers,
Matt, EE & MT