Dead Cells is a roguelike, Castlevania-inspired action-platformer, allowing you to explore a sprawling ever-changing castle… assuming you’re able to fight your way past its keepers. To beat the game, you’ll have to master 2D souls-like combat with the ever-present threat of permadeath looming. No checkpoints. Kill, die, learn, repeat.


  • RogueVania: Intense 2D action with the adrenaline pumping threat of permadeath in a castle full of cuddly creatures
  • Souls-like combat: Pattern-based bosses and minions, weapons and spells with unique gameplay. Your roll is your new best friend.
  • Nonlinear progression: Unlock new levels with every death, take a new path. Tired of the stinking sewers? Why not take the ramparts?
  • Exploration: Secret rooms, hidden passages, charming landscapes. A fine place for a holiday.

Gameplay Gif

We’re huge fans of Roguelikes and Castlevania… So it was only natural for us to give birth to their bastard son, the Roguevania.

We especially love the threat, adrenaline and that addictive feeling of having no checkpoints to save you from your screw ups. Procedural generation is also a great way to provide a fair amount of diversity, while we make sure the level design always stays fun.

We’re aiming to offer a different experience in each and every run and still give the world a meticulously handcrafted feel. Yet, we also wish to add our little something something to the classic recipe of a Roguelike map. Instead of the regular, rigid progression between levels, we would rather leave some room for the player to choose their path. For instance, you could reach the dungeon, by taking on either the ramparts level or the sewers. Some paths will be shorter but harder, or maybe the foes there will be more suited to your playstyle. So, it’s up to you to choose your strategy and make it as far as you can.

And, it won’t be easy. We choose to design the combat to be quite close to what you can find in the Souls games. Every weapon has its own unique gameplay and art, bosses and monsters are pattern-based, but at least, you still get invincibility frames on your roll. We’re going for that “tough but fair” feeling.

But sometimes, you want to take a break from all this violence. Explore a bit, take a stroll, enjoy the view from the ramparts, find a secret room. Thomas and Gwen, our graphic artists, take every opportunity they can to whip up something that’s going to make you want to stop and look around for a while. And maybe, you’ll learn a little more about the story of the place, who knows?


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Dead Cells now AVAILABLE!


Hey there!

Dead Cells is available right now! You can get it on Steam here or via the Humble store here. For the next 7 days it will be on sale at 15% off! So grab a copy while it’s hot and spread the word if you like what you see!

This is only the beginning of our baby’s journey through the wildlands of Early Access, so we’d like to share a little of what we have planned for the future.


The version that you’ll be playing already includes:

  • 11 levels - Each with a variation of enemies, design and ambiance.
  • 20 monsters - More in fact, but there will be plenty of ways for you to die.
  • 50 items - Tons of weapon, active skills, traps, amulets and so on to experiment with!
  • 1 fluid fun combat system - Wait to you get to explore. It feels pretty nice.
  • Hours and hours of gameplay - anywhere from 10 to 30 hours or more depending on your skill level.

This represents about 40-50% of the content that we would like to add to the world as we go. That means more levels, more bosses, more items, more meta skills and progression. This, however, doesn't take into account feedback from the community and things that you guys are going to want to see in the game.

We estimate that we will need at least 8 months, but up to and perhaps beyond 12 months to incorporate new ideas, finish our vision for the project, balance it and prepare for any eventual console releases.

Specifically, we’re planning on using the first week for patches and major bug fixes, however, we will also do our best to add support for as many languages as we can. We would like to note that the game is liable to have certain passages in English right up until it leaves Early Access.

Next, we’ll be moving on to adding more weapons and loot as well as a few little surprises in what we’re going to try and make a regular release cycle. In any case, we’ll be updating you regularly here and on the Steam forums.

What’s new?

To give you a sneak peek of what you’re going to be playing check out these screens and gifs…


If you’re a streamer then feel free to reach out to us through Keymailer. You’ll find Dead Cells in there and we would love to work with you! A little note though, we will be focusing on people with 1000 plus followers.

Last but not least, thank you all for your support and following along with the development of the game! Hope to see you on the Steam forums soon!


Early Access Launch Trailer

Early Access Launch Trailer

News 1 comment

Here we go! Early Access Launch Trailer is available, and we're heading to steam next month.

Building the Level Design of a procedurally generated Metroidvania: a hybrid approach

Building the Level Design of a procedurally generated Metroidvania: a hybrid approach


Using procedural generation and maintaining robust Level Design might seem like an oxymoron at first glance. In fact, the key for us was in having the...

Second Dev Diary - How Dead Cells' levels are done? Let's talk procedural generation - Vlog 2

Second Dev Diary - How Dead Cells' levels are done? Let's talk procedural generation - Vlog 2


Our beloved Lead Designer Sebastien Bénard wrote a piece on the procedural generation in Dead Cells. We turned it into a lighter video version, in HD...

First Dev Diary: Ossuary and Traps

First Dev Diary: Ossuary and Traps


Video update on what we're doing currently: The Ossuary, traps, our plan to conquer the world, etc.


Hi man, could you send me the key of this game for me to make a video.

I love games of this genre.


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Why does it say it runs on Windows Linux and Mac when it only runs on Windows?

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It says mac under platforms in the profile but only a PC version is available. Hope to see a mac client soon because this game looks sweet.

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That must be super challenging for your overall level design and the balancing of character progression. Gameplay looks absolutely sweet. Stunning graphics. I look forward to play this.

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Noja_Cal Creator

We're using Haxe (language and Heaps(engine, which are indeed custom-made.

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This comment is currently awaiting admin approval, join now to view.


This is a custom-made engine right?

What language?

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I think a blend of procedural and custom mappuing is the way to go. You need to have challenges and balance enemy density, intense battles, calmer moments. The idea here is that you enter some paramaters, perhaps a wirefram map, themn things like powerups, props, etc, woudl be generated procedurally.

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Dead Cells
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Motion Twin
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RT @gamespot: Watch @IrregularDave and @tamoorh play Dead Cells, a seriously cool Metroidvania roguelike currently in Early Acces…

16hours ago

Merci ! Fixe en cours... :)

Jun 23 2017

Thanks man. Should be fixed this afternoon.

Jun 23 2017

The @steam_games Summer Sales have begun! Dead Cells is 15% off! Shiny chrome!

Jun 22 2017

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