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Steam Store Description (from Ad Blurbs)
- 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 castle 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 roguelike 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?
- "데드 셀" -- Korean spelling (Hangul)
Part of the Following Groups
There are no reviews for this game.
|IGN||Windows||Aug 10, 2018||9.5 out of 10||95|
|IGN||Xbox One||Aug 10, 2018||9.5 out of 10||95|
|IGN||PlayStation 4||Aug 10, 2018||9.5 out of 10||95|
|Video Chums||PlayStation 4||Aug 06, 2018||9.1 out of 10||91|
|Jeuxvideo.com||Nintendo Switch||Aug 13, 2018||18 out of 20||90|
|Jeuxvideo.com||Xbox One||Aug 13, 2018||18 out of 20||90|
|Jeuxvideo.com||Windows||Aug 13, 2018||18 out of 20||90|
|GamingTrend||PlayStation 4||Aug 06, 2018||90 out of 100||90|
|Way Too Many Games||Windows||Jun 10, 2017||8.5 out of 10||85|
|4Players.de||Xbox One||Aug 07, 2018||83 out of 100||83|
There are currently no topics for this game.
- The Game Awards
- 2018 – Best Independent Game – Nominated
- 2018 – Best Action Game – Won
- 2018 – Indie Game of the Year – 1st place
- 2018 – Game of the Year – Nominated
IGN reviewThe original IGN review for Dead Cells was retracted due to accusations of plagiarism. The original review can be viewed here.
Related Web Sites
- Dead Cells (official website)
Windows Credits (12 people)
11 developers, 1 thanks
Dead Cells is the evil offspring of Motion Twin:
Sébastien Bénard (deepnight), Mathieu Capdegelle (Looping), Gwenaël Massé, Pascal Péridont (Skool), Mathieu Pistol (Tipyx), Thomas Vasseur (Carduus)Music:
Yoann Laulan (Valmont)Marketing:
Dead Cells was created with the help of the FAJV - National Center for Cinema and Animation in France.Japanese Localization:
Kakehashi Games, Ryu Ito