
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% | — |
| Epic | $24.99 | 97% |
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.
| Nintendo | $24.99 | — | — |
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
非常 好玩,就是容易生气,不过慢慢来就行。
My cells are so dead dude, they have died everywhere. Oh my gosh my cells are dead. YES!
Addicting fun, been playing for hours and I can't stop. Bosses and enemies are hard but not unfair. Once you get their moves down, they get easy to beat.
Tier S Game
I suck at this game but its so so fun
разорвите себе зад
手感最顶级的一批,好玩,很爽
I'm super conflicted. Starting with the positives- At its surface it is a pretty fun game. The combat is quite fluid and generally fast paced - you can slow it down somewhat sitting back with ranged weapons, although not usually against a boss. Great soundtrack as well. Now that I've got 20ish hours in though, I've really just getting annoyed by its flaws. Number one realization is just that the grind is the content now. Instead of just unlocking stuff for your runs, you get blueprints. And then with those blueprints you hopefully brought to the next zone, you now have the privilege of dumping souls you gather via playing in to unlocking it to now show up in item pools. Souls you slowly gather by playing it again and again. I look at the unlock guy inbetween rounds now and see thousands of souls needed to unlock the blueprints I have now and just no longer feel doing the same run again to unlock them to maybe see them sometime. The extra layer to unlock stuff is so unnecessary. I take Binding of Isaac for example - similar in the way that you progressively unlock a bunch of items (and I game i enjoyed for 100s of hours). If i unlock an item, I just... have it now. Its in the item pools. I imagine what if instead I found a blueprint for an item in Isaac instead, and then I had to go gather 100 money poops to give to the poop man in the basement first by doing a bunch more runs that maybe give me 40 of them each run. Or in Castlevania SotN, you grind an enemy for a rare weapon drop. What if instead you got a blueprint and you had to go beat up 200 skeletons to get skeleton money to unlock the weapon later. Like why did we do it this way guys. Let me use cool new stuff. Also I dont like the DLC passages being right there on your runs saying "hey you wanna buy the DLC to see this", feels scummy that way. A sad thumbs down, as the surface is a really nice game.
Great gameplay, art, and exploration, but its just not for me.
I am not a big fan of rougelikes, but damn this game is good.