Dead Cells is a rogue-lite, metroidvania action-platformer. You'll explore a sprawling, ever-changing castle... assuming you’re able to fight your way past its keepers in 2D “souls-lite combat”. No checkpoints. Kill, die, learn, repeat.Read full description
RogueVania: The progressive exploration of an interconnected world, with the replayability of a rogue-lite and the adrenaline pumping threat of permadeath.
Souls-lite combat: Pattern-based bosses and minions, weapons and spells with unique gameplay. Make do with what you have and don’t forget to roll.
Nonlinear progression: Unlock new levels with every death and explore undiscovered parts of the island as you prepare for the inevitable bosses.
Exploration: Secret rooms, hidden passages, charming landscapes. Death is the new backtracking.
Roguelike, Rogue-lite, roguelike-like, rogueschmike! No matter what you call them, the world could always use another! As such, we'd like to present for your consideration, the illegitimate child of the roguelite and the metroidvania, the RogueVANIA. Anywho, enough with the sales pitch, let’s take a closer look.
By metroidVania, we’re really talking about a fixed, hand designed, interconnected world. The game takes place on an immense island that never changes. All of the biomes, bosses and the paths between them are present right from the start. Getting to them is another story...
However, in Dead Cells, death replaces the traditional backtracking mechanic of a metroidvania. At first, seemingly unreachable areas will be strewn across your path, but answers to these riddles will appear as you explore the island. Be it a key, a new acrobatic skill or a forgotten spell. Once uncovered, this knowledge will stay with you, allowing you to unlock new paths to your goal. Sick of the stinking sewers? Head over the ramparts and take a breath of fresh air! It’s your skill, playstyle and of course the loot you find that will determine your path.
Furthermore, as the term "RogueVania" might (not so) subtly imply, we were also quite heavily influenced by the recent wave of roguelites. When there are no checkpoints to save you from your screw-ups, the adrenaline kicks in. And when you lose, you lose big, so you’ve got to make it out alive. Instead of relying on the classic formula of memorising the level design and enemy placement, procedural generation allows us to reward your instincts, reflexes and ability to adapt to evolving situations.
Having said this, we’re conscious that the words “procedural generation” conjure up images of crappy levels and uninteresting gameplay in a lot of gamers’ minds. So we’ve chosen a hybrid solution, with each run being a mashup of carefully designed “chunks” of level. The idea is to give you the feeling of meticulously handcrafted world, while making sure you have a new experience every time.
Don’t expect it to be a walk in the park though. Pattern based monsters and demanding boss fights will teach you to choose your battles and build your strength. Every weapon has its own unique feel and rolling and dodging will become second nature, as you learn to manage the mobs of monsters that will overwhelm the unprepared. We’re going after that “tough, but fair” feeling.
Tired of the violence and death? Explore a bit, take a stroll, enjoy the view from the ramparts, find a secret room. Thomas and Gwen, our graphic artists, never miss an opportunity to impress with their pixelart and shape a world worth exploring. You might even learn a little more about the lore of the place, who knows?
Dead. Cells. 'Nuff said. No really I mean it. If you're into Roguelike Genre and/or into the Metroidvania genre then this is THE game for you. RogueVania. I sincerely hope that I'll read that term more often in the future since it combines my two most favorite genres; roguelikes and metroidvanias. Now here's the deal. Dead Cells ain't a metroidvania in the traditional sense but then again that's not really an issue unless you're really stuck up and hate it when people don't use certain words in a proper way ... or whatever. You start off the game dead. Mind. Blown. Amirite? Not to mention you lost your head somehow. Only Odin knows. Or Rah. Or Jesus. Or the flying spaghetti monster. Whatever deity you do or don't believe in. I don't judge. Back to the head and being dead thing. Something green kind of just crawls into your neck and becomes your new head and therefore either giving you a second chance at life or using your body ... wait is it your body? It might just be that you're the green slob and ... nevermind we don't know yet. Anyhoo you're back again and you're ready to kick some????? The NPCs refer to you as Prisoner. Especially the Collector. He's like your only friend in this world. He's like that one relative that no one gets along with but kind of wants to be around ... at least on holidays. The dude or gal needs to socialize as well. After a brief encounter with some kind of NPC you're ready for action and once you either break through the door or once you've opened it (if you're the polite kind) you'll already see some enemies. At the start you just start off with a Rusty Sword and a Good ol' Shield. Now here the name of the game comes into play. Sorta at least. Once you've defeated or killed an enemy there's a chance for'em to drop some blue spheres which are deadcells; which the collector needs/wants for ... reasons. Now upon death tho ... you lose all your cells. Which is beautiful. The only way to save your progress is to beat the level and then hand over those cells to the collector in exchange for some new weapons or skills. To make things short: explore, kill stuff, collect cells, trade cells for?????? Kind or reminds one of Rogue Legacy. But it's not as bad tho since you can't boost your character into oblivion. Nah dude all you can do is unlock stuff and upgrade it. That's it. The other thing's that you need to find blueprints in order to be able to unlock new stuff and if you die while carrying one or two well they're gone as well. So you see it's all balanced. In a way at least. The other thing's that Dead Cells features Soulslite combat ... see what they did there? Soulslite. You can't focus on an enemy and you can't do fancy stuff (it's 2D after all) but you can jump and roll around in order to dodge attacks and so on. The only thing that kind of gets in the way is that you don't have stamina and you can spam everything as much as you want. Which is kind of a big deal in the Soulsborne games but hey it's Early Access so who knows what will happen? But then again the gameplay and combat is really fluid and fun. Every weapon you find kind of plays differently and you really need to know when to slash or shoot something and when to dodge and back off and so on Another game I like to compare it to is Salt and Sanctuary which basically is a 2D Souls game. I mention it because it does indeed feature a stamina system. But it's all good. Back to Dead Cells. It does look gorgeous. I'm a sucker for 2D and pixel art anyway but it's really a good looking game. The soundtrack is rather minimalistic but it fits since it helps you to get into the zone. Besides that the game's rather challenging and if you're gonna get rekt it's pretty much always your fault. Personally my issue is that I try to speedrun the game 24/7 and just play way too fast and try to react to everything at once at times but yeah ... I don't like to sitback and abuse stuff but it certainly is an alternative to rushing in face first. One might say it's an even better one but yeah ... you do you and I be me. I don't want to say too much at the moment since it's still in Early Access and I usually don't bother writing a review for such titles ... or any game these days but Dead Cells is everything I want it to be at the moment. It really could be the next Dankest Dungeon when it comes to EA titles. Seriously I'm just enjoying the game for what it is at the moment. You can play it for hours or for just a couple of minutes. The only thing that I'm curious 'bout is replayability in the long run. I mean I don't know how often you can upgrade your weapons and skills and whatnot but at one point you might be fully maxed on your stuff and ... well there's the actual challenge of beating the game I guess? Well we'll see ... right now I'm just craving updates to fix and balance some things and to add some variety to the enemies and more stuff and so on. Let's make it real simple; go and buy it.
So far I'm thinking to buy the game. The combat is satisfying and the movement is fluid and responsive based on gameplay videos, the variety of enemies are pretty good but the lack of bosses except for the elites is a bit disappointing. There's a huge variety of weapons and shields though there are weapons that stands hugely out above the others. All in all that's just my personal opinion, I'll try to buy it when I have the budget. I will recommend the game and it's not even fully out and can only get better.
This game is a gem in the genre and it's already great despite being in early stages of development, controls and gameplay are immensely satisfying and addictive and the action seems simple enough, but managing the chaos when many enemies are present is key. Additionally, you must power up your character very shrewdly lest you run the risk of being insta-killed or being forced to evade enemy attacks so long that you die of attrition. Visually, Dead Cells evokes a Dark Souls style, similar to many mock up 2D arts that have been floating around the net, while also borrowing visual cues liberally from the Castlevania series. Perhaps the biggest surprise is the music, not since Spelunky has a roguelike had a soundtrack of this quality, a mix of ambient and genuinely enjoyable tunes guarantees I'll keep my volume up. Dead Cells is some of the most fun I've had in 2017. Even if you think you may be tired of 2D roguelikes, Dead Cells may be for you.
So far i'm enjoying the game. The combat is satisfying and the movement is fluid and responsive. the variety of enemies are pretty good but the lack of bosses except for the elites is a bit disappointing. there's a huge variety of weapons and shields though there are weapons that stands hugely out above the others. If there's something that is keeping me from fully enjoying the game then its the ability to be completely stunlocked ( or at least it seems like it ). There are moments when i get hit once and no matter what i do, get hit again before being able to respond and just kinda get comboed out like that. Dunno if this is true and i dont know if its time based but enemies seem to get stronger on the same stage either through navigating through it or enemies just get stronger as the time passes. anyways, this leads to deaths that i otherwise would survive on the same stage a bit before and it really catches me off guard. The game is also HEAVILY RNG BASED as far as i can tell. I can have runs where i get tons of hp/str upgrades and higher lvl weapons and runs where i might get better weapons but never anymore hp or str. and when you have to go through everything everytime you die can make it repetitive and boring if you get a streak of few upgrades and good weapons. You can argue that it just takes skill but the game is extremely unforgiving when it comes to taking hits. you dont have to go long before some enemies 1-shot you with base health. All in all thats just my personal opinion, i do enjoy a challenge but not a struggle. the combat is still pretty good and enjoyable to play as long as you dont fall way behind in upgrades combined with the stage you're at. I will recommend the game and it's not even fully out and can only get better.
Dead Cells is one of those Steam gems that came out of nowhere and has taken the market by storm, while it's in the early access it shows a lot of potential with its clever mechanics that combine roguelike and Metroidvania game elements. Absolutely must have as this game is so much fun and I honestly can wait for the next update!
Simply rate this game out of 5 stars and submit
All of our reviews are moderated and may not appear on the site straight away.
Thank you for your patience whilst we complete this process.