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.



Features

  • 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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Hello there,

We just released our Early Access launch trailer along with the date the game will be available on Steam.



We're taking some beta testers to help us improve the game before the launch, if you're interested, you can apply here.

Steam Page: Store.steampowered.com
Music by our Spanish friend, Valmont: Soundcloud.com

Hope you liked it!

Cheers,

The MT team

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

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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

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Dead Cells is on Greenlight!

Dead Cells is on Greenlight!

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We've submitted the game to greenlight, it's going swimmingly for the moment, but if you'd like to have a look and give us little up vote... That would...

Comments
Waldemoon
Waldemoon

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.

Reply Good karma Bad karma+1 vote
Noja_Cal Creator
Noja_Cal

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

Reply Good karma+1 vote
LordIheanacho
LordIheanacho

This is a custom-made engine right?

What language?

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GravityWave
GravityWave

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.

Reply Good karma Bad karma+1 vote
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Dead Cells
Platforms
Windows, Mac, Linux
Developer & Publisher
Motion Twin
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Custom
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Dead-cells.com
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Roguelike
Theme
Medieval
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Latest tweets from @motiontwin

Our lead artist is away so @gwenaelmasse has been busy! Concept art for a cave level. Store.steampowered.comT.co

8hours ago

RT @VIDE0PIL0T: @motiontwin Hi Guys,I made a bootleg trailer of Dead Cells. Hope you like! Youtu.be

15hours ago

New pallet for the Courtyard biome for #DeadCells. A little WIP from @gwenaelmasse Store.steampowered.com #gamingT.co

Apr 27 2017

RT @idlebirch: Beautiful pixel art roguevania? 'Dead Cells' by @motiontwin. Yes please

Apr 27 2017

RT @MrDeriv: Après 6h de Dead Cells, je suis en mode <3 Store.steampowered.com

Apr 27 2017

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