Dead Cells - Metroidvania Roguelite in Early Access

If you were waiting for the day you could play this on Android, that day has finally arrived.

Some balance changes coming in the next update:

Balancing

  • All BCs difficulties have been tweaked:
  • BC0 is probably going to feel harder, hence better preparing you for BC1. BC0 is supposed to teach you the basic mechanics, to dodge hits instead of facetanking, and to get you the most important meta upgrades (Runes, Health Flasks, etc.).
  • BC1, BC2 and BC3 will feel easier, especially if your forge isn’t at a good level. Overall, we’re looking to have a smoother difficulty curve without the big walls we had before (looking at you BC1 & 2).
  • BC4-5 new changes: increased High Peak Castle, Time Keeper, Giant and HoTK damage.

This is similar to what I did with my mod.

So can someone spoil me, the new boss they added to the very beginning who breaks through the wall into a lava area, how do you go after him? Is it even possible without activating boss cells (which I’m not interested in, game is too hard and not fun with a boss cell active)?

https://deadcells.gamepedia.com/Cavern

To access it, the player needs to have downloaded the Rise of the Giant free DLC and to have beaten the Hand of the King at least once. The player must use the Homunculus Rune to bring the Cavern Key, which can be found behind a large hole in Prisoners’ Quarters, to a portal found in the underground section of the Graveyard. Upon unlocking this portal, the passage to the Cavern will remain open forever.

An additional path to the Cavern exists in the Slumbering Sanctuary, but it requires the player to have beaten the Giant at least once and to have 2 BSC active.

I see. Thanks! I’m not sure if I have the Cavern key or not. I’ll have to check that out. If I do, it will still be hard as hell to reach Graveyard. I don’t even remember how I got there, but I only got there once, and was instantly killed. (But I still got the achievement for reaching Graveyard, yay).

You have a nice map here!
https://deadcells.gamepedia.com/Biomes_Map

You fight against the Beholder boss, and in the intermission part between levels, you wall jump until you reach the door for the Graveyard.

I can’t believe this game is on Android. I wonder how the touch controls are. Trying to imagine playing it on my phone…

Oh wow, lots of new areas in that DLC. Maybe I should get that after all. Not being able to make any progress in BC1 had kind of turned me off spending any more money on the game.

Edit: Oh yes, no wonder I’ve only been to the Graveyard once. It requires beating that giant eyeball boss. I’ve always lost that fight, except for the one time.

Happy about the balance changes. I can beat bc0 easily but still have trouble with and have never beaten bc1 despite having lots of upgrades to my forge.

Yep, I’m in the same boat. These changes sound like a big improvement.

Just an FYI to anyone new to this thread, the game came out and is no longer in Early access.

I did a run on the PC (Win10 - Game Pass) version yesterday. That one is in such a weird state because unlike the Xbox version, I didn’t unlock many of the weapons yet. And for some reason I still haven’t found the power to smash the red symbol floors yet, even though that was one of the first powers I unlocked on the Xbox version. I don’t even remember where I found that anymore. (Don’t worry, I’ll find it by accident some day).

Anyway, the run last night was amazing. The default weapon I was given was the Nutcracker, which is a slow ass weapon that I hate. But I think at some point in the past few months since I last tried it, they must have tweaked it. Because now the weapon can’t be interrupted. And I can’t tell you what a HUGE difference that makes. This run was so different from all my other attempts. I still get hit a lot, but since I don’t get interrupted, I still kill the enemy even if they manage to hit me. And over time, I got better and better at the timing on when to press attack. I still can’t avoid hits sometimes, but I avoid a lot of them now.

Anyway, if you haven’t tried the Nutcracker for a few months, give it another go. It feels way better now, even though it’s still a slow weapon.

Well, good time to play again as the 1.9 update has just released

I wonder if 1BC is worth trying again or if they’re full of shit.

Also, this part:

I didn’t find 1BC hard because I didn’t unlock enough stuff yet. Everything, and I mean EVERYTHING was already unlocked by the time I tried 1BC.

They certainly haven’t fixed the DLC areas being several times harder than all the other routes through the game.

(The game is no longer in Early Access)

So that run I had with the NutCracker finally ended in the Forgotten Sepulcher. I’d never died in there before, as it was a fairly easy level, I thought. Well, when I got to it last night, it was very different. All the enemies in there have been changed. There’s three new types of enemies in there now. And it was much tougher than when I last played through the game.

It’s so weird that this game keeps changing so much. I wonder if I play it a year from now, it’ll be very different again?

Best roguelite coming through! New free biome on the next update!

They are working on it

Well, I’m starting to play Dead Cells again. I mainly played on version 1.0-1.1, with only a few hours with 1.2 version (the one that introduced the Caverns/Giant). I still haven’t played the paid DLC which I bough months ago, and I know there is more content they released over the last year. Hell it seems they reworked lots of mutators and now I have to get the blueprints to unlock them, lol.

Maybe this time I will learn to parry. I only beat BC0 and BC1, using only the jump and roll!

I have updated one of my old mods, All Monsters in All Biomes. It basically makes a clusterfuck (but an entertaining one!) of the game, making all types of enemies appear on all biomes. That means zombies in Castle, Death Mages and Guardians in Prison, Scorpion on Graveyard, etc.

In addition, I created a new one, No Locked Content. It’s a less wild version of the previous one, it ‘unlocks’ all item blueprints for any difficulty (meaning, some rare ones can appear in BC0, not that they will be given automatically!), and also unlocks all enemies in any difficulty. Which means, each biome had a different enemy configuration depending on the BC played, so Prison could have:
-enemy types A, B, C for BC0
-enemy types C, B, D, E for BC1
-enemy types F, G, H for BC3+

Now that biome will present enemies A, B, C, D, E, F, G and H, in any difficulty. So technically it won’t play like BC0, BC1 or BC3, but a mix. This means the game will be harder in BC0, as more ‘advanced’ enemies will appear.

They both require the very last version of the game, that is currently in beta. I didn’t want to update them in a few days when a new version will be out!

Update 1.1
-I give the player an extra double-up (scroll with two stats) in the starting Prison to compensate that higher level enemies appear now in BC0/1*.
-In the spirit of unlocking all content in the game, I also have unlocked the last level, the Observatory, for any BC. This change has been inspired by the mod ‘New level on any difficulty’ by 8Dan8. You have to jump down at the end of the throne room.


Continuing the talk of the game balance and design, Dead Cells is my favorite action roguelite. Incredible action, nice art, great sound design and music, tons of content (counting 19 different normal biomes, 7 bosses in separate levels, 120+ items, 60+ enemies) and actually distinct content at that, with every weapon having its different animations, gimmick, every enemy being different and not being just a different sprite with different stats, etc.

I can only think of two complaints:
-Cursed chests are boring and too harsh. Decrease the reward if you want but dead by 1 hit gets repetitive. Hades and other games showed me how you can have different curses, that affect your damage, abilities, things like your jump, etc in different ways. More curses types would be nice.
-Stat progression is samey. In between the multiplicative damage and the colored mutators scaling for a singles stat too, the scaling system makes people specialize always, in brutality, survival or tactics. If they could make a fourth way with a balanced stat distribution to work, it would allow for more flexible builds, with players mixing and matching mutators more.