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FIELD REVIEW / Roguelike

Dead Cells

Choose Dead Cells for fast platform combat, weapon experimentation and branching runs with permanent unlocks.

Play now ↗Buy on Steam
8.9Editorial score / 10Strong contender

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 →

Movement and fighting inside a changing run

Dead Cells places side-scrolling combat inside a castle whose routes and opportunities change between attempts. Weapons, abilities and a defensive roll provide different ways to handle danger, while the run structure makes survival a continuing concern. The premise is explicit that defeat sends the player back to begin again. The strongest element is the relationship between moment-to-moment action and choosing an approach that suits the current equipment. The recommendation is less suitable for someone who wants every local success permanently preserved. A player needs to enjoy practising movement and combat even when an attempt ends early, rather than relying solely on reaching another piece of the story as the reward.

Permanent options, temporary momentum

Some developments carry forward, including unlocked routes and access to further abilities or equipment, while the immediate momentum of a run remains vulnerable. That distinction gives Dead Cells two forms of progress: improving the options available and becoming more capable of using them. We rate the structure highly because branching paths can make repeated attempts involve decisions as well as execution. The trade-off is that unlocking something does not remove the need to survive. Players who find restart-heavy structures discouraging should treat that as a genuine preference, not a problem that a favourable score can solve. The game is strongest when returning to a familiar starting point feels like another chance to apply an evolving plan.

A lively castle with dangerous occupants

The official presentation gives the changing castle a vivid style while keeping its enemies and weapons central to the action. We rate the visual identity positively because the setting supports the mixture of exploration and repeated combat rather than pretending to be a calm place to wander. The pace of movement and the need to respond to threats are more important suitability questions than whether the artwork looks inviting. Those matters should be investigated separately for the intended setup. The editorial judgement concerns how the available tools, routes and visual identity form a coherent action-game proposition. The Prisoners' Quarters introduce the pattern of searching for equipment, reading enemy attacks and choosing a route onwards.

For players who like refining a route

Dead Cells supports repeat play through equipment variation, branching paths and unlockable options, giving the next attempt a clear reason to differ. Our high return score reflects those available systems while recognising that a familiar opening can still become repetitive for the wrong player. Blasphemous is a useful alternative for readers who want dangerous side-scrolling exploration in a more persistent connected world. Choose Dead Cells when the possibility of assembling another effective approach is the attraction. It asks for a willingness to lose temporary progress, but offers the opportunity to turn route knowledge, equipment decisions and improved execution into a stronger attempt. That exchange is central to deciding whether it fits. In our adaptive runs selection, Dead Cells earns its place because different weapons encourage varied combat styles.

The verdict

Choose Dead Cells for fast platform combat, weapon experimentation and branching runs with permanent unlocks.

Reasons to play

  • Different weapons encourage varied combat styles
  • Branching routes give repeated runs more variety
  • Permanent unlocks sit alongside run-based progression

Reasons to think twice

  • A failed attempt loses much of that run’s progress
  • Fast reactions are important
  • Additional expansions are sold separately

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 Blasphemous: A severe gothic adventure with an unusually coherent visual identity and demanding encounters. Measured positioning and a connected map give its combat a different rhythm from a pure boss rush.

Official sources

Reviewed: November 2026

Your comparison

Official trailer

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