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Update 21 alpha open now

TL;DR:
  • Alpha for update 21 is available.
  • Malaise has been reworked.
  • Colours have been changed, with a re-focus on their primary identity.
  • Backpack will now be a meta upgrade and not dependent on two-handed weapons
  • 4 new mutations, 3 are tied to the new backpack.
  • The much requested Katana has finally been added to the game.
  • New Mob, found in the distillery in 0BC and in some other levels in higher BCs
  • The most ridiculous skin ever done in DC, and 4 slightly less ridiculous outfits.




Hello everyone,

We hope you’re doing well in these times of uncertainty. On our side, we’ve been busy with the next DLC (see the announcement here) as well as spending a fair bit of time cleaning the code behind the game to make it easier to maintain in the long run.

However, we’ve also been working on the next update which will mainly be focused on reworking the Malaise, the 4/5BC mechanic, as the current version is often called out as detrimental to the overall experience. We’re aware that the new implementation isn’t perfect, however, we think it’s time to get it in public alpha and keep improving it with your help.

So, if you want to access the alpha go ahead and follow the instructions below. If you'd just like to see what's going to be arriving in the update, skip ahead:
  • 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.

Before going into the detail of everything that has been added/changed in the update, please remember that the major changes are a work in progress and are likely to be tweaked. The list below is the 'highlights', for full detail check out the patchnotes. Anyway, let's get to the meaty stuff...

[h3]Malaise rework[/h3]
The Malaise bar is still there, but now it fills with time (game time - which means it won’t fill in lore rooms, merchants, treasure rooms, etc.) rather than when you’re hit.
It also doesn’t destroy your health at 10% once you reach 10 malaise points anymore. Instead, enemies become more and more dangerous as your Malaise bar fills, dealing more damage, moving and detecting you faster. Mobs will randomly spawn around you, and some mobs will unexpectedly transform into Elites (without the random skill though).
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". Easy right?

[h3]Colour changes[/h3]
A lot of item and mutation colour changes have been made too, specifically designed to re-focus each stat on its primary identity:
  • Tactics keeps all things related to ranged gameplay: turrets & ranged weapons, with some utility and damaging spells to support it. Items that don't fit in that category but have poison or electricity gameplay will still dual scale with Tactics (e.g. Sadist's Stiletto, a knife that crits on poison targets, is not a turret or ranged weapon but has poison gameplay elements - so it will still scale with Tactics).
  • Brutality keeps its focus on fast melee weapons and everything related to jumping into the fray. Grenades stay mostly red. Non-melee weapons that have fire or blood gameplay will dual scale with Brutality.
  • 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 them. Unrelated weapons with root or ice gameplay will dual scale with Survival.


You can find the full changelog here, including the various nerfs and buffs coming with those changes.

Also, the health scaling of Survival and Brutality has been reduced. It’s not really significant without a high scroll count, so it will only impact the mid/late game of BC3+ players. Tactics got a slight buff, so there will be less difference between Survival’s hp pool and Tactic’s hp pool.

[h3]Updated backpack[/h3]
The backpack will now be independent of two-handed weapons, so we’ve been working to make it less awkward to use and more customisable.

You can now empty your backpack by holding the use button, and you access your backpack storage when taking an item on the floor by pressing your secondary weapon button (Y on Xbox controller for instance).

In the video settings, you will also find an option to set the backpack slot opacity to your convenience, as well as an option to place it in the middle of the weapon and skills slots instead of to the right.

[h3]4 New mutations[/h3]
3 new mutations have been added to go along with the new backpack:
  • Acrobatic Preparation*: Attacking with a ranged weapon also attacks with the ranged weapon in your backpack. Roll to reload. (Tactics).
  • Porcupine Backpack: Rolling through enemies attacks them with the melee weapon stored in your backpack. (Brutality)
  • Tortoise Wheel: Rolling parries attacks and projectiles with the shield stored in your backpack. (Survival)


The fourth mutation added, Fatal Cadence, increases your attack speed when you switch between the primary and secondary slot. It’s specifically designed for two-handed weapons, but can also be used with others.
As a side note, the two-handed weapons can now have different affixes on each slot.

*All names are placeholders until we find the time to think of better ones!

[h3]New weapon[/h3]
With Christmas just around the corner, we thought we had to fulfill long-lasting requests from the community that gives us so much during the rest of the year. The Malaise rework is obviously a part of it, but we wanted to give a little something to everyone, not only to people with the crazy gaming skills able to beat the highest BCs.

So, here it finally is: the Katana, allowing you to attack swiftly by smashing the button, or to slice through mobs by holding it. We hope you enjoy using it!



[h3]New mob[/h3]
Armed with Explosive Crossbows, the Demolisher can be found wandering in the Distillery (because there aren’t enough explosions there already) as well as in other biomes in other BCs.

[h3]New outfits[/h3]
Massacre your merry way through the island as Santa Beheaded or try and hold your concentration as the Snowman. Nothing stands in the way of us becoming Game of the Century now *evil laugh*

[h3]New diet[/h3]
One glaring hole in the game was the lack of smelly cheese to heal yourself with. As a French studio we had to rectify this immediately, so you can now scarf a whole wheel of cheese like a real Skyrim warrior. Vive la France!

Phew! That's it for now, we're going to let the alpha run for a week or so, and if you want to leave some feedback after trying it out then head over to our reddit thread here.

Cheers,
Matt, EE & MT



Community Highlights:

krystofkykynkolar

lhaagillustrations

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

As promised, Dead Cells is "still alive". The devs have revealed the game's next major DLC, titled Fatal Falls, which will feature two new biomes, a new boss, and a host of additional content. More free updates are coming, too, and developer Motion Twin is also starting to tease its mysterious next project.


Fatal Falls launches early in 2021 for the same price as the previous DLC pack: $4.99 / £4.49 / €4.99. It features two new outdoor biomes called Fractured Shrines and The Undying Shores, which will feature as parallel paths to the Stilt Village and Clock Tower areas. There'll be new weapons and enemies, in addition to the new boss.


The free Dead Cells update in December is still coming, too, featuring a new weapon, new mob, a lore room, new skins, and a new diet option. More free updates are coming, too - Fatal Falls is intended in part to help fund those gratis additions, on top of the next Motion Twin project. The devs aren't revealing anything about the new game yet, but they have shared concept art from a few directions that hit dead ends.


Read the rest of the story...


RELATED LINKS:

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

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

Dead Cells will get its first paid expansion in early 2020

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

Dead Cells escaped from Early Access back in 2018, but that hasn't been the end for the Metroidvania roguelike. Plenty of additional free updates and a bit of paid DLC have come after launch, and even now, two years later, it seems developer Motion Twin isn't done. Another major update is on the way, and it's due out in December.


"With just over a month to go until Christmas, we're nearly done preparing a new update full of little stocking fillers to keep you entertained for a bit longer", the devs say in the announcement. The update will feature a new weapon, new mob, a lore room, new skins, and a new diet option, as well as "a few other changes" that are still currently in testing.


That update will launch in "mid-December". The developers are also teasing some "bigger news" to be revealed in the "next couple of months". Dead Cells 2? A big DLC expansion? A whole new project? A Dead Cells animated series on Netflix? I could keep typing wild guesses, but it'll probably be best to just wait and see.


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

Dead Cells will get its first paid expansion in early 2020

Fatal Falls DLC landing early 2021!



Hey everyone,

We’re stoked to announce our new DLC “Fatal Falls” will be available early next year! The Beheaded will be getting some much-needed fresh air in two mid-game levels outside the castle. There's also a new boss happily minding their own business until you drop in to say hello...

Be a legend and Wishlist it for us eh?

[h3]What's in it?[/h3]

The two new biomes, Fractured Shrines and The Undying Shores, are a parallel to the Stilt Village, Clock Tower & Time Keeper areas and their alternate paths. So if you need a break from getting slaughtered by undead pirates or hearing "Let's finish this", then you're in luck!

Check out some screenshots and our relaxing teaser for a small preview of what to expect:
[previewyoutube][/previewyoutube]

Leap between floating islands dotted with deadly traps and treacherous ledges at Fractured Shrines

Descend a cliff face in the middle of a storm at The Undying Shores, where some familiar faces lie in wait

Yeah, it rains a lot in this one...

At this point we hope it doesn't need to be said, but the DLC will also be stuffed with new weapons & enemies - you'll be hearing more about those soon.

[h3]How much is it going to be?[/h3]

Just like The Bad Seed, Fatal Falls will be $4.99 (or equivalent). This will continue to help support the development of Dead Cells, i.e. allowing the free updates to keep dropping, and in the meantime Motion Twin can develop their next project.

[h3]What else is happening?[/h3]

We're in the last month of the year (insert obligatory "WTF was 2020" comment here), so it's as good a time as any to give you a small update on our situation - both for Dead Cells and the devs.

When The Bad Seed was announced last year we said there was at least 2 years worth of content left to build - and that's still the plan. Any maths geniuses out there will work out that there's at least a year of content to go, and we're pretty sure that we have more than that in our heads. To be honest, if we locked Joan alone in a room for a week he'd probably come out with about 20 years of content scribbled on the walls...
Basically you can fully expect more of our regular updates to continue next year. In fact, one will be coming in a few weeks - check out our last post for a bit of information about that.

Motion Twin are still working on their new project - unfortunately we can't share any information at the moment, but we can share some concept art for projects that didn't reach the light of day:







Finally, Dead Cells has passed 3.5 million copies sold on all platforms, which we never expected to happen at the start of all this, so thank you for all your support!

We'll be back soon with Update 21 and some more news about Fatal Falls, until then stay safe and healthy :)

Cheers,
Matt, EE & MT
Community Highlights:

vinegarclown

u/snowbelli

u/luckynumber7games

u/ISaidHoratioDies

You Can (not) Draw

Yep, we’re still alive!

Hey everyone,

Sorry for the few months of silence, we’ve been extremely busy blooding several new team members, plus going through a second lockdown, so we haven’t had much of a chance to say anything until now.

There's still not a huge amount to update you on, but with just over a month to go until Christmas, we’re nearly done preparing a new update full of little stocking fillers to keep you entertained for a bit longer, including:

  • New weapon
  • New mob
  • Lore room
  • New skins
  • New diet option
  • A few other changes that we're still testing so we can't confirm them yet...


That should be landing in mid-December and we’ll let you know when it’s arrived, as per usual.

You can expect a few more pieces of bigger news dropping over the next couple of months too.

Cheers,
Matt, EE & MT


Community Highlights:

u/DascSwem This must have taken ages!


These two are both from u/Roving_Neophyte (second linked here)


Another two from the same artist, u/velleiteaa, and who doesn't like a Hollow Knight crossover? (second linked here)