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Dead Cells' Fatal Falls DLC is out later this month

You'll be able to pick up another slice of Dead Cells content sooner than you think. Developer Motion Twin has revealed that the indie game's new Fatal Falls DLC is coming out January 26, and will set you back $4.99 / £4.49.


The new DLC comes with two new mid-game biomes called The Fractures Shrines and The Undying Shores. Motion Twin says they're parallels to the Stilt Village, Clock Tower, and Time Keeper areas intended to be alternate paths you can go down to spice up your runs. If you do venture into the new places, you'll stumble across new enemies such as a "homicidal pet sword", crows, clumsy swordsman, and compulsive gravediggers. There's a new boss, too, called The Scarecrow. He just wants to tend to his garden, really, but doesn't take kindly to intruders, which is fair.


There are also heaps of new weapons for you to bop your foes over the noggin with. You can pick up a maniacal sword that flies, scythes, lightning rods, and a ferryman's lantern to name but a few.


Read the rest of the story...


RELATED LINKS:

Dead Cells' new update lets you be Santa and eat cheese

Dead Cells gets Fatal Falls DLC early next year - $5 for a "significant amount of new content"

Dead Cells is "still alive" and getting another update next month

Dead Cells update lets you become a katana-wielding Santa


You know what old Father Christmas is missing in all those festive films and games we know and love? A katana with which to sleigh (sorry) his enemies. But that’s ok, because Dead Cells‘ latest update will let you don Santa’s jolly red coat and unleash some holiday murder onto loads of monsters – including a new crossbow-wielding beastie. You could also dress up as a snowman, if you prefer.


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Dead Cells' new update lets you be Santa and eat cheese

Motion Twin has released a Christmas-themed helping of Dead Cells to keep you busy throughout the coming weeks. It comes with some new toys to play with, and some balance changes for good measure. My personal favourite addition is the new outfits. You can send yourself darting through the dungeon dressed up as Santa for some festive fun. Because the festive break is all about stuffing your face, you can also swap healing items for various cheeses.


Dead Cells' Malaise rework is also here. The developer explains that the goal is to keep Malaise between three and seven during most of the run, except for boss fights. Keep in mind, though, that all mutations and items that interact with the Malaise have seen that part of their kit disabled. That said, Motion Twin may tweak that in the future.


There's your usual helping of other stuff, too, of course. You're getting a new katana you can use to chain a standard slash with a dashing charge. There's also a new mob that's been inspired by the indie game's Discord community. This one is called the Demolisher, and it'll blast you from a distance using an explosive crossbow. You find the burly lad in the Distillery.


Read the rest of the story...


RELATED LINKS:

Dead Cells gets Fatal Falls DLC early next year - $5 for a "significant amount of new content"

Dead Cells is "still alive" and getting another update next month

Dead Cells celebrates selling three million copies with the 'Update of Plenty'

Update 21 available now!

By David Thor Fjalarsson

Hey everyone,

Update 21 has just been released, introducing lots of new shiny things to play with over the holidays along with some broader gameplay changes. There’s a TLDR and an overview below, and if you want to get the full detail head here for the patchnotes. Boom, everyone's attention span covered.

TLDR:
  • Colour scaling rework
  • Malaise rework
  • New mutations
  • New mob, weapon, outfits & diet
  • Backpack rework
  • Hand of the King lore room
  • Usual QoL fixes

The reworks will need some explaining for people who haven't been keeping up to date through the alpha, so I'm going to run through all the 'minor' bits first!

[h3]New Weapon[/h3]
The most requested weapon from the community is now in the game! The Katana allows you to chain a standard slash with a dashing charge attack by holding the button, for the full experience wear the Ninja outfit at the same time.

We fully expect you to play with this for a day then start calling for Panchucks...

[h3]New Mob[/h3]
This is the first mob in the game inspired by a Discord community suggestion (many thanks to Leylite#4491)!



Using the Explosive Crossbow, the Demolisher will blast you from a safe distance (oh how the tables have turned). It can be found ignoring all health & safety rules and blowing shit up in the Distillery at BC0 and in several places later on, mostly as an alternative upgrade to the Knife Thrower.

[h3]New Outfits[/h3]
You might have guessed from the key art, but there are some jolly new outfits introduced in this update, including 2 Christmas-themed ones. Enjoy!

Ho ho ho, now I have a funny costume...

[h3]Hand of the King lore room[/h3]
The mystery man becomes slightly less mysterious with a new lore room hidden somewhere in the castle...

Katana *tick*, Hand of the King lore room *tick*, what's next...

[h3]Cheese diet[/h3]
No self-respecting French studio can pass up the opportunity to let you eat cheese, so we’re giving you the option to heal yourself with a nice smelly slice of Camembert!



So that’s all the shiny pretty stuff, now on to the major changes.

[h3]Weapon colour rework[/h3]
Colours had losta lot of consistency of playstyle between the 3 colours. So, we decided to change the colour scaling of a good chunk of items & mutations to refocus each statistic on its primary identity.
  • Tactics keeps all things related to ranged gameplay: turrets, range weapons, with some utility and damaging spells to support it. Dual scales with anything that wouldn’t fit in that category but is poison or electricity gameplay (e.g. Sadist’s Stiletto is a melee weapon so it shouldn’t scale with Tactics, but as it’s crits work on poison gameplay it is still a red/purple dual scaling weapon).
  • Brutality keeps its focus on fast melee weapons and everything related to jumping into the melee. Grenades stay mostly red. Dual scale with anything that wouldn’t fit in that category but is fire or blood gameplay.
  • Survival keeps its focus on crowd control, survivability, shields and slow, heavy melee weapons. Also supported by heavy damage skills with the long cooldown that goes with it. Dual scale with anything that wouldn’t fit in that category but is root or ice gameplay.

In addition, the health points scaling of Brutality and Survival has been decreased in the late game while for Tactics it's been very slightly increased. However, it's mostly felt at high scrolls counts, so you won’t feel it until late game at 3BC+.

[h3]Backpack[/h3]
The Backpack was introduced in the 19th update to support transitioning from 2-slots weapons to two different 1-slot weapons. It's now a meta upgrade unlocked at the Collector, like Recycling or the random starting weapon tubes, and can be used with any type of weapon.

You can store any weapons in your backpack, except 2-handed weapons and the Giantkiller (for obvious reasons), by pressing the backpack key (Y on Xbox controller, △ on a PlayStation one) when picking a weapon. Empty your backpack by holding the "use" key.

Because we're all-round lovely people, video settings have also been added to accommodate everyone's backpack preferences. You can choose to put the backpack slot to the right of your skill slots or in-between your weapons and your skills, plus a slider for opacity.

[h3]Mutations[/h3]
Five new mutations have been added, three were initially designed to support two-handed weapons through the backpack slot, but after some testing we've decided to let them be used with any type of build:
  • Acrobatic Preparation: Attacking with a ranged weapon also attack with the ranged weapon in your backpack. Roll to reload. (Tactics).
  • Porcupine Backpack: Rolling through enemies attacks them with the melee weapons stored in your backpack. (Brutality)
  • Tortoise Wheel: Rolling parry attacks and projectiles with the shield stored in your backpack. (Survival)
Porcupine Backpack in action

The fourth mutation, Fatal Cadence (Survival), increases your attack speed when alternating in-between primary and secondary weapon slot.

The final mutation, Ranger's Gear (Tactics) is like Scheme, but for ranged weapons, so your next ranged attack after using a skill will deal extra damage.

[h3]Malaise[/h3]
Thanks to all your feedback through alpha and beta, we think we've arrived at an improved Malaise mechanic:
  • The bar now fills with game time, but pauses in lore rooms, chest rooms, shops. The malaise contamination rate is tied to the number of enemies still alive in the level, the fewer enemies, the less quickly your malaise bar will fill. When only 10% of the enemies are left alive, the biome is considered "Malaise cleared".
  • The higher the malaise, the more dangerous the enemies (increased movement speed, quicker teleport, shorter reaction time and at the latter stages, increased damage).
  • Enemies will also randomly spawn around you and from time to time, an enemy will transform into an Elite. The spawn rate and Elite rate will also increase with Malaise.
  • Being hit doesn't increase your malaise anymore. Killing enemies, Elite, and Bosses decreases your malaise gauge.
  • Food looted in walls is always contaminated and will increase your Malaise bar, the "healthy" food looted on enemies doesn't decrease your Malaise bar. Healing with your flask does heal some Malaise too.
  • The "Malaise Cleared" event completely stops the bar from filling until the end of the biome, and even decreases your malaise gauge with the amount you would get by killing all the enemies left in the level. However, these enemies won't give you any more malaise reduction. Mobs and Elites will stop spawning for the rest of the level.

We're aiming to give a cycling nature to the mechanic, with a Malaise that should stay in-between 3 and 7 during most of the run (except boss fights). Currently, all mutations and items interacting with the Malaise have seen that aspect of their design disabled and future updates will let us tweak it slightly if needed.



[h3]Best of the rest[/h3]
  • All biomes in BC3+ have less mobs overall.
  • An option to disable the gameplay slow-motion (most notably when elites die) has been added.
  • 2-slots weapons can now have different affixes on each part.
[h3]Christmas & January[/h3]
Christmas is four days away, so obviously most of the team is imminently leaving for holidays (and panic buying gifts) until early January. We will be checking in just in case anything happens, but our hands are going to be full of food and drink for the next week, so don't expect much news until early January!

Speaking of January, our next DLC, Fatal Falls, is just over a month away from release, if you want to chuck it in your wishlist we would be very grateful :)

https://store.steampowered.com/app/1451460/Dead_Cells_Fatal_Falls/

The usual community highlights are below, but first we have a load of Motion Twin's concept art for rejected projects to show you, make sure to check them out below.

That just about covers everything, we hope you have a great Christmas and we'll be back soon!

Thanks,
Matt, EE & MT



Motion Twin concept art



































Community Highlights:

@Starbind_S

u/hauntedcactus

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Update 21 moves into beta

Hello everyone,

The Christmas Update, also known as the Malaise update, is now available in beta! It mainly includes the rework of the Malaise mechanic, which is a 4 and 5BC exclusive, a lot of weapon color changes, an improved backpack and 4 new mutations, as well as the usual ton of QoL and bug fixes. Full patchnotes are here.

Artwork by the fantastic David Thor Fjalarsson

Since both the reworks to weapon colors and the Malaise have proven more controversial than expected among the community, we thought it would only be fair to explain the reasoning behind the changes and our plans for the future.

Warning: This isn't the shortest explanation ever - we want to communicate properly with you and a TLDR doesn't really work for that...

[h3]Malaise[/h3]
Previously, this mechanic ensured 4BC+ players wouldn’t abuse HP stacking and rallying strategies so much, by introducing a maximum number of times someone could be hit without dying that wasn’t dependent on those parameters.

Reworking Malaise became one of the most recurrent requests over time, with players accusing this mechanic of ruining the fun by punishing jumping into the melee and encouraging waiting for its cooldowns. Dodging enemies without fighting became a very viable strategy, even the most effective way of beating the game according to many.

Taking it slowly or dodging enemies was never something we wanted to incentivise, let alone reward. That’s why the new Malaise essentially treats time as a balancing factor (our previous post explains the new mechanic) - if you take your time, you’ve got less chance of being hit by enemies and the game is essentially easier for you, so we're increasing the difficulty the longer you spend in a level - this balances with the players who are spending less time in a level by going full hog on groups of enemies and putting themselves at greater risk of being hit. So you can still complete your runs with a slower playstyle, but you now get rewarded by actually playing the game and killing enemies, instead of ignoring them.

However, we know timers often bring stress and anxiety, which then leads to 'stupid' mistakes and people getting pissed off and bored. That’s why we’re trying to soften this feeling as much as we can, by stopping the timer in plenty of situations (merchants, treasure rooms, once you’ve killed most of the level’s enemies, etc.). Basically, if you prefer to take your time, you'll still have plenty of opportunities for a breather.

We’re also aware the increased RNG tied to the Malaise spawning mobs and turning others into Elite can create unfair situations, and we’re really working on identifying when and where to fix it with your input, like we did with the 21.1 patch.

We really hope you'll give this new Malaise a chance and try to experiment with it before judging that it's not for you. In any case, we’ve added an option to disable the Malaise so you can experiment in the two last Boss Cells without it. Unfortunately, letting both types of Malaise co-exist would have been really complex, so, the 'old' Malaise won’t be playable now or with future updates*.

*For Steam players, you can always choose to keep Dead Cells with the old Malaise mechanic by choosing Update 20 in the beta tab of the game settings.

This new Malaise is certainly not perfect, but we feel like it’s definitely more interesting than the previous 10 hits bar. And the work on this mechanic won’t stop with this update release, but continue in future updates. So that's where we're at with Malaise, now on to the weapon color rework.

[h3]Colors[/h3]
Broadly, we think each color should mainly be defined by a playstyle. That’s the compass which we use to decide which color each item should scale with. But we also want each statistic to be associated with one or more themes (chosen somewhat arbitrarily), helping with both a sense of identity and variety by allowing in some items that don’t necessarily fit with the playstyle.

Finally, we also want each color to be lacking something by design (and not because we haven’t implemented the needed content yet), to have a distinct feeling of comparative goodness in-between different runs with different colors, and to keep the colorless and legendary items interesting.

However, and despite our best efforts, inconsistencies will most likely always be present, with items that are scaling with a color they shouldn’t fit in with, or the contrary. These inconsistencies may have many reasons, for example, for the sake of balance, variety, or because it can be perceived differently by several players. Also, because of oversights on our end!

Now that we’ve dug a bit in to how we see the point and role of colors, it’s time to do a quick overview of the colors in the newest update.

Brutality

Red lost 2 mutations aimed at increasing its survivability (Berserker and Soldier’s resistance), but is absorbing the “assassin” playstyle of Melee Tactics, with Predator, Scheme and Initiative going red. Thematically, everything related to Fire and Bleed will also scale with Brutality, however poison isn’t part of this color theme anymore (hence why Alchemic Carbine was made Purple only, while Pyrotechnics got its dual-scale).

Red is considered in a good spot right now, although it’s a bit lacking in secondary weapons with only three shields and a handful of range weapons to go with. This is where we will focus our efforts to improve it in the next updates.

To sum it up: Pro: Quick melee weapons, quick offensive spells.
Theme: Bleed and Fire.
Con: No access to defensive abilities, few ranged.
Coming next: Secondary options.


Survival

Green is in a better spot than before, because of the Malaise rework, allowing it to enjoy its bigger HP pool without that secondary constraint. However, the reduced hp scaling late game and some changes like the Dead Inside mutations reducing the effectiveness of healing sources balance it out a bit. The new green mutation, Tortoise Shell, now allows survival players to benefit from the parry mutations* and effects while handling the Scythe Claws or the Crossbows, which definitely makes that strategy more viable and coherent.

The color has now access to a good arsenal of offensive and defensive skills, but is comparatively to the other a bit poor when it comes to main weapons. A “Survival” pack of classic heavy weapons in the vein of the Broadsword or the Bouzouki would be welcome to add a pinch of variety there for Survival players, hence our priority for Survival in the next updates.

To sum it up: Pro: Best shields, bigger health pool, defensive skills.
Theme: Freeze, Root.
Con: No access to quick melee weapons, 1h range weapons or quick offensive skills.
Coming next: pack of 1h melee weapons.

*Yes, it doesn’t work as of right now - we’re aware and are working on the issue. Sorry!


Tactics

Purple got it pretty hard, with the loss of 3 mutations and most of its melee scaling weapons in favor of brutality. Lots of skills were also initially taken out, because we didn’t think it was really coherent with the color identity.

However, we reverted this decision following negative feedback from tactics players arguing that these skills were quite good at completing range strategies. On our end, when playtesting more, we were also a bit frustrated, because Purple had become mainly dependent on turrets, which led to many runs feeling a bit too samey.

Now, our priority for Tactics is to implement new mutations, which the color is currently lacking severely. We also want to keep some melee weapons in tactics, but the idea would be to make them able to benefit from the range purple mutations, one way or another.

To sum it up: Pro: Ranged weapons, Turrets.
Theme: Electricity, Poison, Knockback.
Con: Few melee weapons, low HP pool.
Coming next: Mutations, melee weapons working with tactics mutations.


[h3]Beta[/h3]
We're listening to all your feedback, in the Discussions here in the Steam Community, on Discord and on Reddit, and we hope that the adjustments to the weapon colour rework and Malaise that we've made going into the beta have fixed most if not all of your concerns.

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.


That's it for now, we'll be back soon with more news!


Thanks,
Joan, EE & MT



Community Highlights:

@blaskoart

u/1sombras1

u/Teifling_Darkhalis