
Dead Cells is a roguelite, metroidvania inspired, action-platformer. You'll explore a sprawling, ever-changing castle... assuming you’re able to fight your way past its keepers in 2D souls-lite combat. No checkpoints. Kill, die, learn, repeat.
Most likely between $43.6M and $123.6M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 97% | approximately $72.7M |
| PlayStation | $24.99 | 94% | — |
| Xbox | $9.99 | 92% | — |
| GOG | $12.49 | 92% | — |
| Nintendo | $24.99 | — |
Cheapest copy: ≈ $1.21 on Xbox · Türkiye (−95%). Compare 50 prices in 15 markets →
Reviews
Themes across 2759 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
| Epic | $24.99 | 97% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
Best Platformer Game!
ждал 5-6 лет. наконец-то купил
нет
ну нормально че даже на печке потянуло
非常 好玩,就是容易生气,不过慢慢来就行。
删掉三刀哥
The kind of game that feels good to play after 50 mins and becomes addictive after 5 hours. Dogshjt at 50 hours, then feels good to play again at 500 hours.
The thing about Dead Cells is that it's great in so many aspects, but I ultimately had to put it down for a few reasons. The way hit boxes have been done is genuinely insane. It seems intentional, which I guess makes it a little better, but many weapons have much larger attack areas visually than they do mechanically in order to give them extra flare, but it makes using them frustrating and it makes the game feel sloppy an inconsistent. Additionally, a lot of enemies have [i]tiny[/i] hitboxes relative to their models. Movement is also wholly inconsistent in that certain movements are allowed in certain states while others aren't. So if, for example, you're attacking and then try to move left, jump up, and then dodge, you might just end up jumping and making no other moves. In instances like this, the player should really be either fully locked or allowed to cancel the attack and move freely. This game really is awesome in a lot of other aspects, but I just don't see how I'm supposed to care about a game that rewards skill expression so highly when it lacks the means for a person to utilize the skills they've developed.
люблю бить челов сковородой
Имба