Dead Cells - Metroidvania Roguelite in Early Access

What does the bolded part mean? I have not beat the game, so that is why it probably doesn’t make sense to me.

When you beat the final boss of the game, you unlock the next difficulty. It’s called boss cell level. Monster and boss are harder, some doors unlock depending on the boss cell you have, etc.
I think the true ending is at boss level 5, but I never got that high

I haven’t played in months, but it seems a content update with crossovers is coming

I was wondering what a crossover was so I watched the video.

I see, basically new weapons.

Well, that’s another five bucks they’re getting from me.

6M units sold.

I have to admit that’s much lower than I was expecting. For some reason I always thought of this as a huge megahit. But I can’t pinpoint where I got that impression. Maybe it winning multiple game of the year awards before it ever hit 1.0.

I mean, 6 million puts it in like the top ten indie games of all time by units sold.

Right, I just thought this game was triple-A big, not just indie big. I had the same impression from Hades, and maybe that’s not true either.

Lots of AAA don’t get to sell 6 million copies, either. FIFA, CoD, GTA, they are the exception, not the norm.

Releases on Jan 6th

It could be interesting to go into the game again and treat it as a fresh experience. Just start over. Maybe go in with nothing except a map downloaded from the internet. The game has changed so much since I played it at 1.0 that it should feel like a new game. My problem revisiting it before is that I loved 1.0, so all the changes just felt poor. Maybe now after buying the DLC, I can just treat this new version as a sequel to 1.0.

‘Spoilers’ for the new dlc

See the newest 8 videos here
https://www.youtube.com/c/GaiaGhost/videos

The new pet is sick!

Dead Cells new DLC is coming in two days, and I wanted to make a review of the post-release support they have done

v26: Six new weapons/items, crossovers from other games, new modding related systems
v25: Fully featured training room (choose mobs, mob preset, train against bosses, several rooms), new Aspect system, new World Map (+ cell incentive to visit least used biomes), new multibinding option for Custom mode, new lore rooms, sell flask refill option.
v24: Balancing update. New rooms for the last three new biomes. New modding system: room creation.
v23: 3 new weapons + 3 mutations. Difficulty curve (from BC0 to BC5) smoother over. Legendary items rebalanced. Accessibility option: hold attack button to chain attacks.
v22: Fatal Falls dlc update (2 biomes + 1 boss + 7 weapons)
v21: Malaise rework. Color rebalance (lots of weapons changed color). Backpack reworked. 5 new mutations, 3 of them make use of whatever you have in the Backpack. 1 new enemy and 1 new weapon (Demolisher and katana).
v20: New Biome. 2 new items. New OST (8bit version) that can be activated in Options.
v19: Balancing update. Crossbows changed to 2 hand weapons, each with a new secondary ability. Economy reworked. Gear quality reworked. DoT types reworked, making it more unique. Backpack for players. Damage mutations bonus reworked.
v18: 11 new affixes for skills. 6 new enemies. 2 new weapons. New lore rooms + secrets in the 2 new biomes. Rebalance of enemies.
v17: Streamer mode with viewers interaction. Bad Seed DLC.
v16: Access to all previous version on the Steam branches. New item, new weapon, 2 new mutations, rework of two old weapons.
v15: New minibiome added. Scroll fragments added. Recycling tubes added. 3 new mutations. New rune, explorer instict (reveal the map when you have explored it 80% of it). Colorless items reblance. New custom mode added. Removed dmg cap to bosses. Advanced forge made less grindy. Hunter’s Grenade is more recoverable.
v14: 7 new weapons, 6 new enemies. Color item rebalance. 3 new mutations.
v13: Elite rework. 2 new mutations, new affix for amulets, new enemy, 1 weapon rework.
v12: Two new Biome (caverns, the 5bc secret Astrolab), with 2 new bosses. New skin system. 10 new enemies, 3 new skills, 10 new weapons, new Specialist shop. New cursed gem. Food rebalance. Legendary forge rebalance. New custom game options. New affixes for some weapons. 1 weapon rework.
v11: Item rebalance. New custom mode. Homunculus skill rework. Mob scaling reworked. CD reduction rework (+4 mutations removed, 4 new added), damage reduction rebalanced. New Forge upgrade. Economy rebalanced, including recycling. New hidden runes in the ground. New teleport ability for 4bc enemies. New challenge ‘kill x enemies in a row without getting hit’. Timed door rewards changed (high level items instead of scrolls). Healing items rebalanced. Elite enemies reworked (random elite skills). New legendary altars. New mutation. Hp scaling rebalanced.
v10: v1.0 released.

It wasn’t a small game when it was released, so it’s easy to forget how much have grown since then.

Ugh, don’t remind me about how much they’ve tinkered with the game since release. Hopefully all the tinkering is finished after this DLC. For god’s sake, I just want the game to stay the same after a certain point so I can learn the game’s systems without everything changing again.

Eh… you say that, but for me the game’s idea, basic mechanics and feel is exactly the same as in v1.0. You advance through the levels killing shit, avoiding hits, getting new equipment (2 weapons, 2 items) through it.

All the changes I can think of have been positive, and new free stuff is new free stuff.

I last played Dead Cells before its first DLC, so I picked it up for console. It feels so good. I had to put it down after a few runs. I have several other games in this same genre that I want to play without them being spoiled in direct comparison.

I had found the Nail; bouncing for crits seemed ludicrously good. I’m looking forward to discovering all the other additions.

It’s perhaps the best aspect of the game, there are… 136 weapons/active items, 144 soon enough, and there is very little overlap within them, each one has its different style or combos.
There are other roguelites with similar or even superior numbers,but
-They are mechanically similar weapons, with just different stats, OR
-They are pixel art games with very little in the way of animations, so graphically the different weapons are just different sprites with maybe a different particle effect, unlike Dead Cells where each has its own (good) animations.