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Dead Cells Hits Milestone of 10 Million Unit Sales

T0@st

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The developers of the indie hit roguelite Dead Cells - Evil Empire and Motion Twin - announced today that the game has sold more than 10 million copies in the six years since its initial Early Access launch on Steam in 2017. The consecutive launch of the 1.0 version on PC & consoles in 2018, a whopping 34 free updates and later launches on mobile have all helped to drive long-tail success in all major global territories, pushing the game into rarely charted sales territory for an independent title.

Dead Cells' amazing list of free updates include chunky content additions that have provided new ways for fans to play the game, numerous weapon & item additions & enhancements, extra levels, a host of enemies and large crossover events featuring popular characters from other high profile indie games such as Hotline Miami, Shovel Knight and more. Dead Cells' well-received four paid DLCs - including the groundbreaking recent Return to Castlevania DLC, which featured an unprecedented collaboration with Konami - have also continued to drive development on the title.




Following the success of Dead Cells: Return to Castlevania, Evil Empire has been exploring the path forward for the title as a whole. With years of successful updates and expansions behind it after taking over live ops of Dead Cells in 2019, the studio is tinkering with its time-tested methodology, experimenting with ideas for future updates and new ways for fans to enjoy one of their favorite roguelikes.


With numerous award wins after launching in 2018, including Best Indie Game at 2018's Golden Joystick Awards, Best Action Game at 2018's The Game Awards and Best Indie Game at 2018's New York Game Awards, Dead Cells has continued to grow with new meaningful content, attracting more and more players to its challenging and gripping dungeon crawling fun along the way.

For the latest on Dead Cells, be sure to follow @motiontwin on Twitter.

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Funny how gaming somehow comes full circle, we're back to pixelated platforming now, Diablo is still (pretending to be) the same thing as it always was again, and remasters fly past left and right.

I think its like fashion. Better keep those 90's outfits in the closet because you just know they'll go fancy again.

Oh, yeah... Baldur's Gate 3 this summer... another example :D
 
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Funny how gaming somehow comes full circle, we're back to pixelated platforming now, Diablo is still (pretending to be) the same thing as it always was again, and remasters fly past left and right.

I think its like fashion. Better keep those 90's outfits in the closet because you just know they'll go fancy again.

Oh, yeah... Baldur's Gate 3 this summer... another example :D
Creates less heat and uses less electricity.
 
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I'm an "old fart" gamer - WTF is a "roguelite"? This game just looks like a adventure platformer?
 
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I'm an "old fart" gamer - WTF is a "roguelite"? This game just looks like a adventure platformer?

Rogue is the original 1970s game (https://en.wikipedia.org/wiki/Rogue_(video_game)), that eventually led to Castle of the Winds, Diablo, etc. etc. But "rogue" and other such games are very heavy. Level up systems, deep magic systems, many classes. A "rogue lite" tries to follow the formula, except you're intended to die in a reasonably quick manner. Within 30 minutes to 1 hour, tops.

Instead of focusing on one character that grows from level 1 to level 100, a rogue lite is about iterating your characters, dying over-and-over to the dungeon but incrementally getting better equipment so the next character is in a slightly better position. Eventually, someone will be the hero who wins the game, but upon a mountain of corpses representing your hundreds of failed attempts.

So... I guess think Diablo and other dungeon crawling games. But more dying, kind of sorta on purpose, which leads to a more casual attitude towards the whole genre. Aka, Rogue-lite. Some Rogue-lites you're expected to die within 5 minutes, or even 2 minutes. Making for faster-paced, more bite-sized gameplay sessions that's easier to quit and move on with your life.

roguelikes

So I've never played Dead Cells. So it sounds like its billing itself as a roguelike, not a rogue-lite? So more like Diablo then, where you level up a singular character to beat the random dungeon?
 
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Funny how gaming somehow comes full circle, we're back to pixelated platforming now, Diablo is still (pretending to be) the same thing as it always was again, and remasters fly past left and right.

I think its like fashion. Better keep those 90's outfits in the closet because you just know they'll go fancy again.

Oh, yeah... Baldur's Gate 3 this summer... another example :D
I got some maiden, zepplin and metallica shirts I used to wear in school in my closet. May be worth something!
 

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Dead Cells is a decent game, albeit a bit frustrating at times.
 
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I love Dead Cells. It's such a fun little drop-in-drop-out time killer. I've played it on and off for years across multiple platforms.

Fun fact too: I believe Motion Twin is one of the few examples of a worker's co-op in the video game space.
 
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I got some maiden, zepplin and metallica shirts I used to wear in school in my closet. May be worth something!
Apparently in my area the good old Tupac shirts are back. I saw more than 5 of them at the gym yesterday lol
 
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Rogue is the original 1970s game (https://en.wikipedia.org/wiki/Rogue_(video_game)), that eventually led to Castle of the Winds, Diablo, etc. etc. But "rogue" and other such games are very heavy. Level up systems, deep magic systems, many classes. A "rogue lite" tries to follow the formula, except you're intended to die in a reasonably quick manner. Within 30 minutes to 1 hour, tops.

Instead of focusing on one character that grows from level 1 to level 100, a rogue lite is about iterating your characters, dying over-and-over to the dungeon but incrementally getting better equipment so the next character is in a slightly better position. Eventually, someone will be the hero who wins the game, but upon a mountain of corpses representing your hundreds of failed attempts.

So... I guess think Diablo and other dungeon crawling games. But more dying, kind of sorta on purpose, which leads to a more casual attitude towards the whole genre. Aka, Rogue-lite. Some Rogue-lites you're expected to die within 5 minutes, or even 2 minutes. Making for faster-paced, more bite-sized gameplay sessions that's easier to quit and move on with your life.



So I've never played Dead Cells. So it sounds like its billing itself as a roguelike, not a rogue-lite? So more like Diablo then, where you level up a singular character to beat the random dungeon?

You drop in with your character and go forward till you die. Then you respawn back at the begining of the game, but with all your gear/abilities/stats from before thus you can make it a bit farther or take different paths. Of course all the enemies respawn as well, but stuff that was harder is now pretty easy. This repeats until you can get from the begining all the way till the end.
 
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You drop in with your character and go forward till you die. Then you respawn back at the begining of the game, but with all your gear/abilities/stats from before thus you can make it a bit farther or take different paths. Of course all the enemies respawn as well, but stuff that was harder is now pretty easy. This repeats until you can get from the begining all the way till the end.

Hmm, so its still "rogue lite", though maybe not with changing characters (like other rogue lites)?

So still the relatively rapid paced gameplay where you are expected to die in a relatively short amount of time? (Within 1 hour or less?) and start over, albeit with stronger equipment? I think this still qualifies as a rogue lite, though I can't say I've played too much of this genre. I've been more into strategy games recently.
 
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Apparently in my area the good old Tupac shirts are back. I saw more than 5 of them at the gym yesterday lol
well, I hate rap so I wont comment.
 
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