Dead Cells Wiki

Browse and search Dead Cells data including weapon families and their crit conditions from the Rusty Sword to the Heavy Crossbow, every boss from the Concierge to the Collector, the island biomes and their routes, mutation builds for Brutality, Tactics and Survival, and the Boss Cell, rune and blueprint systems from Motion Twin.

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Dead Cells

Dead Cells is a 2018 roguelite metroidvania action platformer developed by Motion Twin, the French cooperative studio, with post-launch updates and expansions handled by its spin-off team Evil Empire. The player controls the Beheaded, a decapitated prisoner possessed by a homunculus, who fights out of a plague-ridden island prison one run at a time, dying and returning to the start with new permanent unlocks. Combat is fast side-scrolling action built on dodging, parrying with shields, and stacking status effects, and progression splits cleanly in two: temporary power inside a run through weapons, mutations and scrolls, and permanent power between runs through runes, blueprints and Boss Cells. The world is deliberately gated like a metroidvania, with traversal runes opening new routes across a branching map of biomes, and the five Boss Cell difficulty tiers rework enemy behaviour and boss fights for players who keep clearing it.

Developer
Motion Twin (base game); Evil Empire (post-launch updates and expansions)
Publisher
Motion Twin
Release Date
August 7, 2018 (Windows, PlayStation 4, Xbox One, Nintendo Switch); iOS 2019 and Android 2020
Engine
Haxe, in a custom Motion Twin engine
Price
$24.99 USD (Standard Edition); paid expansions from $4.99, with Return to Castlevania at $9.99
Platforms
Windows PlayStation 4 Xbox One Nintendo Switch iOS Android
Genres
Roguelite Metroidvania Action platformer Side-scrolling action
Modes
Single-player
Composers
Valmont (Yann van der Cruyssen)

Key Systems

  • Roguelite Run Structure With Permanent Unlocks - Each run starts from the Prisoners' Quarters with whatever gear the player finds, and death returns them to the start, but cells banked during a run permanently unlock weapons, skills, mutations, runes and upgrade tiers through the Collector, so every attempt leaves the account stronger.
  • Brutality, Tactics and Survival Scaling - Every weapon, skill and mutation belongs to one of three stats, and scrolls picked up during a run raise one of them, so a build is defined by which stat it feeds; most gear scales its damage off a single stat while health is bought with the others, which is why builds commit hard rather than spreading points.
  • Branching Biome Map - The prison island is a graph of biomes rather than a single corridor, with alternate routes through the Toxic Sewers, Ossuary, Ancient Sewers, Graveyard, Slumbering Sanctuary and Cavern, and each route trades difficulty, loot quality and timed-door rewards against the other.
  • Runes and Metroidvania Gating - Permanent traversal runes such as the Vine Rune, Ram Rune, Spider Rune and Teleportation Rune are earned from bosses and elites, and they open shortcuts and secret areas across every run afterwards, which is the game's metroidvania layer layered on top of the roguelite loop.
  • Boss Cells and Difficulty Tiers - Boss Stem Cells dropped by major bosses unlock five escalating difficulty tiers; each cell adds elite enemies, removes health fountains, tightens enemy density and gives bosses new phases, and the fifth cell rewrites the endgame with the Astrolab and Observatory.
  • Status Effects and Synergies - Bleeding, poison, fire, freeze, slow, root, shock and curse interact across weapons, skills and mutations, and the strongest builds are built around feeding one effect into another (bleed into critical hits, oil into fire, root into area damage) rather than raw damage per hit.
  • Mutations as Build Perks - Three mutation slots are filled from a growing pool unlocked with cells; mutations such as Vengeance, Combo, Open Wounds, Predator and Scheme convert playstyle into statistics and can be swapped at the start of each biome, giving runs a respec point without ending them.
  • Timed Doors, Cursed Chests and Kill Streak Doors - Optional reward doors pay out for speed, for clearing a biome without taking damage, and for kill streaks, while cursed chests hand over high-value loot for a fixed number of kills without being hit, which is the game's main risk-reward lever.

Reception

Metacritic
Generally favorable to universal acclaim across the PC and console releases, with the Switch and PC versions rated highest
Opencritic
Broadly recommended, and widely cited as a benchmark for the modern roguelite
Press
Critics singled out the weight and responsiveness of the combat, the hand-animated pixel art and the way permanent progression keeps a punishing loop moving forward, while later expansions were praised for adding routes and bosses without diluting the core run.

Downloadable Content 5

Name Released Type Content
Rise of the Giant 2019 Free The first free expansion. Adds the Cavern and Guardian's Haven biomes, the Giant boss fight, the fifth Boss Cell and the Astrolab and Observatory endgame areas that lead to the true final encounter.
The Bad Seed February 2020 Paid Adds two early-game biomes, the Dilapidated Arboretum and the Morass of the Banished, along with the Mushroom Boi and the Giant Tick, new weapons and a pair of new mutations.
Fatal Falls January 2021 Paid Adds the Undying Shores and Fractured Shrines biomes plus the Scarecrow boss, new weapons including the Ferryman's Lantern, and additional mutations.
The Queen and the Sea January 2022 Paid Adds the Infested Shipwreck and Lighthouse biomes, the Servants and the Queen as bosses, and the Serenade and Hands of the Night weapons among other gear.
Return to Castlevania March 2023 Paid A Konami crossover expansion that adds the Castle Outskirts and Dracula's Castle biomes, Dracula and Death as bosses, Richter Belmont and Alucard as characters, and a set of Castlevania weapons such as the Vampire Killer whip.

Data updated 2026-09-15.