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ONE PIECE OF THE PICTURE / Roguelike

Dead Cells

8.9Editorial score / 10A strong piece

Dead Cells offers restless, equipment-driven action in which committing to an unfamiliar weapon can be as exciting as finding a stronger one. Its repeated runs favour appetite for experimentation over attachment to a single route.

Play now ↗Buy on Steam

Game facts

Developer
Motion Twin
Publisher
Motion Twin
Released
6 August 2018
Platforms
Windows · macOS · Linux (Steam edition)
Model
Paid game
PEGI
16 · Violence — Steam UK listing
Players
Single-player
Length
Medium
Difficulty
4 / 5 · Demanding
Steam Deck
Verified

PEGI source ↗ · Steam Deck status source ↗

Edition: Base game

The score, explained

Gameplay & control 30%9.2

The interest and responsiveness of the core decisions and actions.

Structure & discovery 20%8.8

How progression, exploration and goals fit together.

Art & sound 20%8.9

The coherence of the visual, musical and narrative presentation.

Clarity & assistance 15%8.1

How clearly the game explains its rules and offers useful ways to engage.

Depth & return 15%9.4

The depth of optional goals, alternative approaches and reasons to return.

How the five weighted criteria create this score →

The First Hours

Dead Cells starts with an appealing contradiction: movement feels immediate, but understanding the possibilities of an equipment set takes longer. You can jump, roll and attack confidently before knowing which combinations will suit the next stretch. A new weapon or deployable skill therefore changes more than a number on a menu. It can alter whether you rush enemies, keep them at a distance or create an opening before committing. Routes through the biomes add another choice to that process, making an attempt feel like a journey with branches rather than a fixed sequence of arenas. Cells collected along the way support permanent unlocks, while the equipment of the current run remains vulnerable. That distinction makes each successful stretch useful without making every loss painless.

Why It Works

The best part of Dead Cells is the way movement and loadout decisions keep answering each other. A powerful attack may require a safer opening; a trap can create that opening; a roll can rescue the position when the plan fails. Finding a comfortable combination feels earned because you have to translate its potential into action. Branching biomes also let familiarity influence a route without removing the appeal of trying another direction. Permanent unlocks widen the pool of possibilities, so repeated attempts develop the player's range as well as the character's options. There is a satisfying tension between taking equipment that fits your habits and accepting something unfamiliar enough to change those habits. The game draws much of its longevity from keeping that decision active.

Where It Stumbles

That equipment-led variety comes with an uneven rhythm. A run can find a convincing identity early, while another spends longer feeling provisional. Losing a combination you enjoyed means returning to the search rather than simply retrying the encounter with exactly the same tools. Players who prefer the controlled repetition of an authored platforming room may find this unnecessarily wasteful. Repeated opening areas can also become a visible toll before the destinations that currently interest you most. The expanding set of unlocks is rewarding, but it asks for patience with a game whose most interesting possibilities are revealed through recurrence. Fast movement should not be mistaken for effortless progress: haste can turn a promising route into a short and expensive lesson about an enemy's reach.

Who Should Play It

Choose Dead Cells if discovering how to fight is as appealing as discovering where to go. It particularly suits players who enjoy action-platforming controls but want their decisions about equipment to change the texture of each attempt. Unlike a tightly scripted challenge, it encourages adaptation when the available tools refuse to match a preferred plan. Unlike a leisurely exploration game, its routes remain tied to immediate danger and the possibility of losing a good setup. That combination is excellent for someone who treats failure as the start of another experiment. It is less convincing for someone attached to permanent possession of every useful item. The central question is whether a new run feels like renewed possibility or a demand to repeat work already completed.

The verdict

Dead Cells offers restless, equipment-driven action in which committing to an unfamiliar weapon can be as exciting as finding a stronger one. Its repeated runs favour appetite for experimentation over attachment to a single route.

Reasons to play

  • Weapons and skills create sharply different combat rhythms
  • Branching routes give attempts a sense of direction
  • Responsive movement connects traversal and fighting

Reasons to think twice

  • Failure discards the current run's equipment
  • Unlocks and repeated areas can make early progress feel uneven

See the game

Dead Cells
Official Dead Cells screenshot.
Dead Cells
Official Dead Cells screenshot.

Assist & accessibility

Explore the available settings and control options on the official game page before choosing your setup.

Parents’ guide

Players: Single-player. No in-game purchase marker in the checked Steam listing. Separate downloadable content may be sold.

Age classification: 16. Violence Steam UK listing

Understanding age labels, online play and purchases →

A useful starting tip

Choose equipment that supports a recognisable combat approach, then use route knowledge to avoid fighting in positions that undermine it.

A different direction

Compare this with Hades: Hades joins quick combat decisions to a welcoming rhythm of return, conversation and another attempt. Its strongest reward is discovering a build that changes how a familiar weapon behaves.

Official sources

Reviewed: November 2026

Your comparison

Official trailer

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