Compare Dead Cells prices across trusted key stores and find the best deal. Developed by Motion Twin. Published by Motion Twin. Released on 8/6/2018. Available on PC, Mac, Linux, Xbox. Genres: Action, Adventure, Indie. Metacritic score: 89/100.

Few action games move this well and fewer still make dying feel this instructive. Dead Cells is the roguelite that converts roguelite skeptics, and it has years of post-launch polish behind it to prove it.

I put off playing Dead Cells for an embarrassingly long time, convinced the genre loop would wear thin after a handful of deaths. It does not. Motion Twin built something that hits differently from most of its peers: the movement alone, the way a roll chains into a parry chains into a flurry of blade strikes, is worth the price of admission before a single boss shows up. There is a tactile weight here that most indie combat systems reach for and miss. Coming in cold and dying in the opening prison biome feels cruel. Coming back an hour later and rolling clean through that same section feels earned in a way that lingers. The structure is a carefully tuned blend of roguelite and Metroidvania. Each run begins stripped of gear, but every blueprint you carry out, every Cell you spend at the Collector, quietly widens what the next run can be. Brutality builds reward aggression and raw damage. Tactics builds lean into traps, turrets, and ranged synergies. Survival builds layer defensive stats into something surprisingly offensive. The three scaling stats feed into weapons in ways that open genuine build variety rather than the cosmetic illusion of it. Timed doors at the end of biomes reward speedrun-minded play with powerful item drops; no-hit doors punish greed with a hard test of patience. Both systems push you to become a better player rather than a luckier one. The biomes themselves, prisons bleeding into sewers, castle rooftops, corrupted villages, each carry distinct visual registers and enemy behaviours that genuinely change how you fight. The pixel art sits in an unusual middle ground, closer to low-poly 3D than classic sprites, and the animations carry real expressiveness even without faces to read. The soundtrack deserves its own moment: each area gets its own musical identity, and the guitar work in particular has a texture that sits right on the edge of unsettling without ever tipping into tedium. When the music shifts as a new enemy type appears, the game is communicating something without a UI prompt, and that kind of audiovisual trust in the player is rare. The honest reservations are real, though. Players who stay through the full Boss Cell difficulty ladder will hit walls where gear variance punishes more than skill decides. The story is present, assembled from environmental fragments, cryptic NPC lines, and scattered lore rooms that hint at time loops, a corrupted king, and a plague, but it is resolutely a backdrop. Critics noted that progression past the early hours can feel opaque, and some players find the late-game biome design repetitive across long sessions. It is worth knowing that Motion Twin and sister studio Evil Empire closed out active development in mid-2024, so the content you get now is the full, finished game with seven years of patches and DLC behind it, not a live-service target. For players who want a tightly crafted, kinaesthetically honest action game with genuine build depth, Dead Cells at full release is one of the most complete examples of its genre on PC. It was not designed for narrative explorers, and it was not designed for players who need structured difficulty ramps. It was designed for people who want to feel the loop click, and when it does, the hours disappear in a way that is hard to explain and very easy to repeat. Kai, Scout Team

Dead Cells

Dead Cells

Aug 6, 2018Motion Twin
GamerScout Says

Few action games move this well and fewer still make dying feel this instructive. Dead Cells is the roguelite that converts roguelite skeptics, and it has years of post-launch polish behind it to prove it.

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Screenshots & Media

About Dead Cells

I put off playing Dead Cells for an embarrassingly long time, convinced the genre loop would wear thin after a handful of deaths. It does not. Motion Twin built something that hits differently from most of its peers: the movement alone, the way a roll chains into a parry chains into a flurry of blade strikes, is worth the price of admission before a single boss shows up. There is a tactile weight here that most indie combat systems reach for and miss. Coming in cold and dying in the opening prison biome feels cruel. Coming back an hour later and rolling clean through that same section feels earned in a way that lingers. The structure is a carefully tuned blend of roguelite and Metroidvania. Each run begins stripped of gear, but every blueprint you carry out, every Cell you spend at the Collector, quietly widens what the next run can be. Brutality builds reward aggression and raw damage. Tactics builds lean into traps, turrets, and ranged synergies. Survival builds layer defensive stats into something surprisingly offensive. The three scaling stats feed into weapons in ways that open genuine build variety rather than the cosmetic illusion of it. Timed doors at the end of biomes reward speedrun-minded play with powerful item drops; no-hit doors punish greed with a hard test of patience. Both systems push you to become a better player rather than a luckier one. The biomes themselves, prisons bleeding into sewers, castle rooftops, corrupted villages, each carry distinct visual registers and enemy behaviours that genuinely change how you fight. The pixel art sits in an unusual middle ground, closer to low-poly 3D than classic sprites, and the animations carry real expressiveness even without faces to read. The soundtrack deserves its own moment: each area gets its own musical identity, and the guitar work in particular has a texture that sits right on the edge of unsettling without ever tipping into tedium. When the music shifts as a new enemy type appears, the game is communicating something without a UI prompt, and that kind of audiovisual trust in the player is rare. The honest reservations are real, though. Players who stay through the full Boss Cell difficulty ladder will hit walls where gear variance punishes more than skill decides. The story is present, assembled from environmental fragments, cryptic NPC lines, and scattered lore rooms that hint at time loops, a corrupted king, and a plague, but it is resolutely a backdrop. Critics noted that progression past the early hours can feel opaque, and some players find the late-game biome design repetitive across long sessions. It is worth knowing that Motion Twin and sister studio Evil Empire closed out active development in mid-2024, so the content you get now is the full, finished game with seven years of patches and DLC behind it, not a live-service target. For players who want a tightly crafted, kinaesthetically honest action game with genuine build depth, Dead Cells at full release is one of the most complete examples of its genre on PC. It was not designed for narrative explorers, and it was not designed for players who need structured difficulty ramps. It was designed for people who want to feel the loop click, and when it does, the hours disappear in a way that is hard to explain and very easy to repeat.

Kai
Kai · Scout Team

Indie & narrative

Tags

Single-playerSteam AchievementsFull controller supportSteam Trading CardsSteam WorkshopSteam CloudRemote Play on PhoneRemote Play on TabletRemote Play on TVFamily SharingRoguevaniaBrutality-Tactics-Survival BuildsTimed-Door SpeedrunBlueprint Unlock SystemPermadeathBiome VarietyParry MechanicBoss Cell DifficultySingle-Run ProgressionAtmospheric Soundtrack

System Requirements

Minimum

Processor
Intel i5+
Memory
2 GB RAM
Graphics
Nvidia 450 GTS / Radeon HD 5750 or better
Storage
500 MB available space

Recommended

Processor
Intel i5+
Memory
4 GB RAM
Graphics
Nvidia GTX 460 / Radeon HD 7800 or better
Storage
500 MB available space

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Community Discussion

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Reviews & Ratings

Metacritic
89

Game Info

Developer
Motion Twin
Publisher
Motion Twin
Release Date
Aug 6, 2018

Game Modes

singleplayer

Languages

Audio (14)
EnglishFrenchSimplified ChineseItalianGermanSpanish - Spain+8 more
Subtitles (15)
EnglishFrenchSimplified ChineseItalianGermanSpanish - Spain+9 more

Features

AchievementsController SupportCloud Saves

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Frequently asked questions about Dead Cells

How much does Dead Cells cost?

Dead Cells pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is Dead Cells available on?

Dead Cells is available on PC, Mac, Linux, Xbox.

When was Dead Cells released?

Dead Cells was released on 6 August 2018.

Who developed Dead Cells?

Dead Cells was developed by Motion Twin.

Is Dead Cells worth buying?

Dead Cells holds a Metacritic score of 89/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.