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Dead Cells
Platforms: PC, Mac, Linux
Languages: English, French
Players: Single-player
Jan 19, 2017 @ 8:09am
Aug 6, 2018 @ 2:56pm

View Dead Cells in the store

Store page
Recent Announcements View All (2)
Our steam store page is up! Aaaand we made a vlog...
Greenlight done and what's next
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: The progressive exploration of an interconnected world, with the replayability of a roguelike and the adrenaline pumping threat of permadeath.

  • Souls-like 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 now your way of backtracking.

We’re huge fans of Roguelikes and Castlevania… So it was only natural for us to give birth to their illegitimate 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 a great way to provide a solid 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.

Roguelike, Rogue-lite, roguelike-like, rogueschmike! The world needs more of these and we'd like to present for your consideration, the RogueVANIA. This means an interconnected world that you unlock progressively through exploration and battling bosses, with death replacing backtracking. Each death will unlock more of the world and you’ll begin to understand the scale of the choices in front of you. Sick of the stinking sewers? Why not go over the ramparts? It’s your skill, playstyle and of course the loot you find that will determine your journey. Choose your path.

But don’t think this will be a walk in the park. Pattern based monsters, and demanding boss fights will force you to fight cautiously 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. Tough, but fair.

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 that you’ll want to explore. You might even learn a little more about the lore of the place, who knows?

While we were showing the game at the EGX and Indiecade EU, a few people you might know stopped past to say hi and test out what we've done so far... Here's what they had to say:
  • "...a beautifully colourful and detailed 2D roguelike that took level design tips from Castlevania and captured the combat feel of a Dark Souls or Bloodborne game."
    - Laura K. Dale - {LINK REMOVED}

  • "There's a fluidity to the movement and animation that was tightly tied to the controls. It just felt satisfying to play, and that's particularly impressive considering how badly I was playing."
    - Julian Benson - {LINK REMOVED}

About a third of the game is already done, and we’re making good headway on the rest, so we’re confident that, in spite of the [insert gamedev stuff up here] bound to happen, we’ll have something for you soon. We’re polishing the first levels right now, but as soon as we’re happy with the result we’ll be asking for your help again... That’s because we’re planning on releasing the game through early access.

Early access is a really great way for us to get a solid game in your hands, then turn it into something awesome. We know that there have been issues with some EA games, but we’re not “those guys” and we’ll be here with you every step of the way. The absolute prerequisite for us is providing a quality game experience for you, something that feels finished, even if it’s just the start of our plans. We are hoping to get all of this done before summer, but we will keep you updated here whatever happens.

Many years ago in a Bordeaux red fulled fit of originality, 4 dudes made a game. Upon waking they realised that a fifth miscreant had sold said game for real money This was the beginning of what many describe as a "career", or what we like to call, making games whilst trying not to starve. Thus was born Motion Twin, a workers cooperative that makes games and speaks English with a French accent. At the moment there are seven of us; four devs, two artsy types and two communications people (who only count for half each), we keep them in the basement. Find out more about us {LINK REMOVED}.
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Reinarte Jun 9, 2017 @ 11:56am 
looks good
evilkorniszon May 24, 2017 @ 4:43pm 
I think, that dead takes too many from player, especially special blueprint (it shouldn't be lose after dead). Therefore, game is too random, player health low (you can die after two hit...), battles with more than 2-3 mobs often imposible to control (pure chaos) dead's penalties should be strongly reduced. I fed up with lose curious blueprints caused by bugs and bad game project. Maybe player should have option end run immediatyle and save some cell and all blueprints? This will be fairer.
🅰🅱🅾🅱🅰 May 9, 2017 @ 12:20pm 
Hello, I present channel is YouTube and want to make your game on the video does not help with the key?
indieCatapult  [author] May 9, 2017 @ 2:23am 
Chinese added. (simplified).
樱梦蕙雪 May 1, 2017 @ 3:34am 
PLS add Chinese:steamhappy:
Funky Apr 30, 2017 @ 7:36pm 
can't w8 to play
yee bebi Apr 24, 2017 @ 4:49am 
I would really love to get key to this game for testing :D Im a little experienced in rouge likes and ya know :D I think i could help this game grow up.
Fat Man Apr 8, 2017 @ 8:48pm 
how much does it cost
God Mar 23, 2017 @ 6:53am 
I absolutely can't wait for this game since I saw it, now I saw that it passed greenlight, congratz! Just please bring it as fast as possible, I'm way too hyped to wait lol!
D/monX Mar 17, 2017 @ 8:22pm