# Dead Cells changelog > Dead Cells is a roguelite, metroidvania inspired, action-platformer. - Vendor: Motion Twin - Category: Games - Official site: https://dead-cells.com/ - Tracked by: What's New (https://whatsnew.fyi/product/dead-cells) - Harvested from: Steam (app 588650) - Entries below: 25 of 27 (newest first; the rest are on https://whatsnew.fyi/product/dead-cells) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. ## Releases ### Dead Cells Stability Patch: Less Null Access, More Monster Slaying. - Date: 2026-06-15 - Original notes: https://store.steampowered.com/news/app/588650/view/673996847087354843 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-673996847087354843 - **fixed** — Fixed the most common crash when starting the game by adding memory alignment checks to prevent data serialization issues on 32-bit systems - **fixed** — Fixed a null access crash when selecting Dracula's boss cell in Custom Mode while using a fixed number of activated boss cells - **fixed** — Fixed an issue where Wolf Trap failed to destroy both traps simultaneously, leading to subsequent null access errors - **fixed** — Fixed a null access crash that occurred if the inventory was re-arranged mid-attack while using the Flint or Bone - **fixed** — Fixed narrative-driven crashes by adding stability null checks to the Doom Bringer speechdeck - **added** — Added internal cooldowns to most item-pickup and inventory management UIs to prevent racing conditions and related game crashes - **fixed** — Regenerated texture sheets for Asian fonts to properly display previously missing glyphs and characters - **fixed** — Fixed controller issues on Linux by upgrading the SDL library to 2.32.10 Hello everyone! It’s been a hot minute… okay, a _looooong_ minute… since last time. We’ve been closely **tracking your reports**, so we're stepping in today to **squash the most disruptive bugs** weighing down your runs. While our team is currently head-down cooking up the [next Windblown Early Access update](https://store.steampowered.com/app/1911610/Windblown/) (launching later this month 🔥), we wanted to **ensure our Dead Cells gang gets the love and care you deserve**. This Steam **patch focuses strictly on game stability**, and we're actively working on dedicated console patches as we speak! Please find the full breakdown below: ##### Crash Fixes ● Fixed the most common crash when starting the game by adding memory alignment checks to prevent data serialization issues on 32-bit systems. ● Fixed a null access crash when selecting Dracula's boss cell in Custom Mode while using a fixed number of activated boss cells. ● Fixed an issue where _Wolf Trap_ failed to destroy both traps simultaneously, leading to subsequent null access errors down the line. ● Fixed a null access crash that occurred if the inventory was re-arranged mid-attack while using the _Flint_ or _Bone_. ● Fixed narrative-driven crashes by adding stability null checks to the _Doom Bringer_ speechdeck. ● Added internal cooldowns to most item-pickup and inventory management UIs. This prevents "can't replace weapon/active" racing conditions, closing out potential exploits and related game crashes. ##### Localization ● Regenerated texture sheets for Asian fonts to properly display previously missing glyphs and characters. ##### Linux-only ● Fixed controller issues on Linux by upgrading the SDL library to 2.32.10. **Thank you** all for your incredible involvement and for continuing to share your feedback with us. Go enjoy those crash-free runs, see you next time! 💌 Cheers, Bidju & everyone at MT ##### Community Highlight [@nagurama_](https://x.com/nagurama_) ### Update 35: The End is Near is now live! - Date: 2024-08-19 - Original notes: https://store.steampowered.com/news/app/588650/view/6100774879119621994 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-6100774879119621994 Hey everyone! It took us a longer time than usual to prepare, but better late than never: the 35th updated The End is Near is here! In this update, we are stuffing in new mobs, weapons, mutations and biome effects all expanding on the curse mechanic, 40+ new head skins, almost 20 new legendary affixes, extra accessibility options and more! **TLDR:** - New additions based on one of our most iconic mechanics, Curse: 3 new mobs, 3 new weapons, 3 new mutations and a new biome effect for you to choose whether you are gonna take the risk for more rewards or not. - New legendary affixes. - 40+ new heads for customization options. - New routing: you can now go to both Return to Castlevania biomes in one run. - More accessibility options. ** ##### New Curse Additions: ** **3 new mobs:** - Sore Loser: a cutie who can’t hurt you but is super clingy and annoying, always trying to be close to you and dash through you. When you kill it, you get cursed. - Doom Bringer: every melee attack from it won’t cause damage, but will apply 2 stacks of curse and stun you, and you will instantly die if you have already got 50 stacks of curse. Sounds pretty fair right? - Curser: it launches a slow homing projectile that can go through the walls. If you “accidentally” get caught by this projectile, you take damage and 5 stacks of curse. One more surprise! If you get close to it, it will bonk you with its staff. Please note that cursed mobs won’t spawn randomly in your run! (yeah, we know mobs giving curses sounds a bit scary and even annoying) **There is a new biome effect, Cursed Biomes, which features the new cursed mobs in exchange for extra rewards.** You can choose to go into it with its rewards, or go to the other biomes that don’t have any scary cursed mobs. **Here is more info about how Cursed Biome works in your run:** - Cursed biomes only spawn in runs with a Boss Cell level 2 or higher (boss fight biomes won’t be cursed). - Just like biome incentives, there will be a specific icon above the exit to a cursed biome, so that you can have the choice of taking this challenge or just going to the other normal biomes. - A cursed biome always contains 9 (+/-2) cursed mobs randomly selected from Curser, Sore Loser and Doom Bringer. - There is, of course, a reward for that risk: all the items dropped in a cursed biome will drop 1 gear level higher, regardless of their source (shop, loots, etc.). The spawn chance of cursed chests also increases by 10% in such biomes. - There is a cap to the number of cursed biomes that you can go through on your route, depending on the BC level, set as follows: from BC 2 to 5 respectively: 2, 3, 5 and 8 (i.e. in 5BC, there is no cap). - This cap only limits the number of Cursed Biomes that you can go to in a run, it doesn’t mean that you must go through that many Cursed Biomes to finish your run. - Once you have hit the cap, no more cursed biomes will appear in that run. Until you have hit the cap, cursed biomes will continue to appear. - As long as you haven’t reached the cap, biomes always have a 25% chance of being cursed. There will always be at least 1 biome without cursed mobs at any point in your run, no exceptions. With new infested monsters, we of course prepared more powerful weapons and mutations for you: **3 new weapons:** - Anathema: rip a Mushroom Boi’s heart out to fire a heavy indirect projectile dealing AOE damage. However, there is a price for being an utter savage - you will get cursed if your attack hits anything. Yep, you only get cursed if you hit something. Whoever is creating these curses doesn't care how many mushrooms you tear apart, just if you hit anything afterwards. Makes you think... - Indulgence: Calls down a ray of vengeful light on the nearest enemy dealing critical damage if you are not cursed. Targets killed by the ray purge you of 3 stacks of curse instead of 1. Fires 1 additional ray per 5 stacks of curse you have (max: 5 per cast). - Mi _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/588650/view/6100774879119621994]_ ### A New Patch released for current Beta for Update 35! - Date: 2023-10-02 - Original notes: https://store.steampowered.com/news/app/588650/view/3736355809291539536 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3736355809291539536 Hey everyone, We've just pushed a new patch for the beta test of Update 35, including some Balancing works, adjustments on Graphics & UI as well as Music & Sfx, and Bug Fixes of course! *** This patch only affects the current beta test, if you are not participating in the beta, this does not affect you.** If you want to take part in the ongoing beta, just check out (https://steamcommunity.com/games/588650/announcements/detail/3717214876920515900?snr=2_9_100003_) for instructions on how to access. Here's everything we changed: **Balancing:** - Misericorde now applies curses only if the attack doesn't crit. **Graphics & UI:** - Added a Minimap icon when a biome is incentivized. **Music & Sfx:** - Updated a bunch of sounds for the new mobs. **Bug fixes:** - Fixed World Map displaying deprecated paths. - Fixed a bunch of translation problems. - Fixed Cursed and Incentivized biomes not reloading properly with the "Multiple lives" assist option on. - Fixed a crash when using the Emergency Door against Conjunctivius. - Fixed some projectiles not displaying outlines when the options was on. - Fixed some heads unlocking in the Training Room. - Fixed some visual and music bugs when killing Dracula in Training Room. - Fixed Richter not being able to jump down platform. - Fixed the number of cursed biomes always being 0 in some seeds. That's all and thanks for taking part! Cheers, XYZ, Matt, EE & MT ### The End is Near Update is now in Beta phase! - Date: 2023-09-25 - Original notes: https://store.steampowered.com/news/app/588650/view/3717214876920515899 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3717214876920515899 Hey everyone! The upcoming update The End is Near is now in Beta! In case you missed the alpha post, in this update we are stuffing in new mobs, weapons, mutations and biome effects all expanding on the curse mechanic, 40+ new head skins, almost 20 new legendary affixes, extra accessibility options and more! Before we go through the updated list of new content for the update, a quick note here for the players who didn't like the idea of Cursed mobs and might’ve missed our patches in the Alpha phase. **Instead of making cursed mobs spawn randomly in your run , we have introduced a new effect on biomes, Cursed Biomes, to make sure that players can choose to have cursed mobs in their run or not. **Also, the players who choose to take the risk will now get rewards for taking on that risk. _We are gonna elaborate more on this mechanic below!_ **Now, let’s get to the full list of new content:** ##### New Curse additions: **3 new mobs:** - **Sore Loser:** a cutie who can’t hurt you but is super clingy and annoying, always trying to be close to you and dash through you. When you kill it, you get cursed. - **Doom Bringer:** every melee attack from it won’t cause damage, but will apply 2 stack of curse and stun you, and you will instantly die if you have already got 50 stacks of curse. Sounds pretty fair right? - **Curser:** it launches a slow homing projectile that can go through the walls. If you “accidentally” get caught by this projectile, you take damage and 5 stacks of curse. One more surprise! If you get close to it, it will bonk you with its staff. **New Cursed Biome system:** - Cursed biomes only spawn in runs with a Boss Cell level 2 or higher (boss fight biomes won’t be cursed). - Just like biome incentives, there will be a specific icon above the exit to a cursed biome, so that you can have the choice of taking this challenge or just going to the other normal biomes. - A cursed biome always contains 9 (+/-2) cursed mobs randomly selected from Curser, Sore Loser and Doom Bringer. - There is, of course, a reward for that risk: all the items dropped in a cursed biome will drop 1 gear level higher, regardless of their source (shop, loots, etc.). The spawn chance of cursed chests also increases by 10% in such biomes. - There is a cap to the number of cursed biomes that you can go through on your route, depending on the BC level, set as follows: from BC 2 to 5 respectively: 2, 3, 5 and 8 (i.e. in 5BC, there is no cap). - This cap only limits the number of Cursed Biomes that you can go to in a run, it doesn’t mean that you must go through that many Cursed Biomes to finish your run. - Once you have hit the cap, no more cursed biomes will appear in that run. Until you have hit the cap, cursed biomes will continue to appear. - As long as you haven’t reached the cap, biomes always have a 25% chance of being cursed. There will always be at least 1 biomes without cursed mobs at any point in your run, no exceptions. **3 new weapons:** - **Anathema:** rip a Mushroom Boi’s heart out to fire a heavy indirect projectile dealing AOE damage. However, there is a price for being an utter savage - you will get cursed if your attack hits anything. - **Indulgence:** Calls down a ray of vengeful light on the nearest enemy dealing critical damage if you are not cursed. Targets killed by the ray purge you of 3 stacks of curse instead of 1. Fires 1 additional ray per 5 stacks of curse you have (max: 5 per cast). - **Misericorde:** inflicts crits if the victim has less than 50% HP. Curses you if the attack doesn't kill its target. **3 new mutations (all colorless):** - **Cursed Flask:** your health flask has infinite charges but also curses you 20 times each time you use it. - **Damned Vigor:** upon being dealt fatal damage, you stay alive at 1 HP for 2 seconds. If you kill any enemy while under this effect, you will be saved. Otherwise, when the effect disappears or you get hit while under it, you instantly die without an _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/588650/view/3717214876920515899]_ ### A New Patch released for current alpha for Update 35... again! - Date: 2023-09-20 - Original notes: https://store.steampowered.com/news/app/588650/view/6611902998201551265 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-6611902998201551265 Hey everyone, We've just pushed the fifth patch for the alpha test of Update 35, including some Balancing works and Bug Fixes. *** This patch only affects the current alpha test, if you are not participating in the alpha, this does not affect you.** If you want to take part in the ongoing alpha, just check out (https://steamcommunity.com/games/588650/announcements/detail/3693568442144329950?snr=2_9_100000_) for instructions on how to access. Here's everything we changed: **Balancing:** - **Curser** can now detect the player and shoot its projectile through walls. - Fixed **Mimic** despawning when trying to jump a very long distance. - Reduced **Doom Bringer's** speech frequency. - Increased **Doom Bringer's** walking speed when targeting a player. - **Doom Bringer's** stun attack radius was increased, and it can now hit through walls. - **Doom Bringer's** attack now gives two curses instead of one. - **Alienation's** minimum curse was reduced to 5. **Bug fixes:** - Fixed **Death's** instant death attack sending the player back to **Prison** when in Training Mode or Boss Rush. - Fixed heads' particle effects sometimes not playing. - Fixed some lore rooms still spawning in **Dilapidated Arboretum** with the "Disable Lore Rooms" option enabled. - Fixed a crash when **Dracula's Castle** tries to generate a Cursed Chest. - Fixed **Giant** sometimes getting stuck during the double fist slam attack animation. - Fixed some ranged multi-hit weapons (**Scarecrow's Sickles, Cross, Bible,** etc.) not dealing any damage after hitting an unbreakable door. - Fixed head unlock notification not replacing text variables with the right number. - **Ygdar Orus Li Ox** can no longer be removed from the inventory by resetting mutations. - Fixed **Glitch** head not unlock retro-actively. - Fixed Boss Rush **Servants** just standing there when skipping the fight. That's all and thanks for taking part! Cheers, XYZ, Matt, EE & MT ### New Patch released for current alpha for Update 35! - Date: 2023-09-14 - Original notes: https://store.steampowered.com/news/app/588650/view/6611902998201551260 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-6611902998201551260 Hey everyone, We've just pushed the fourth patch for the alpha test of Update 35 yesterday, including some Balancing works and Bug Fixes. *** This patch only affects the current alpha test, if you are not participating in the alpha, this does not affect you.** If you want to take part in the ongoing alpha, just check out (https://steamcommunity.com/games/588650/announcements/detail/3693568442144329950?snr=2_9_100000_) for instructions on how to access. Here's everything we changed: **Balancing:** - Reduced Cursed Biomes chance and increased the number of Cursed Mobs in a Cursed Biome. - Buffed Alienation's healing by reducing the curse threshold for a max heal. **Bug fixes:** - Fixed mob animations not being the right speed, when the mob was taunted or slowed. - Fixed Smoke Bomb damage buff not affecting projectiles. - Fixed Cursed Mobs replacing normal mobs instead of adding themselves to the list. - Prevent Boss Rush modified Concierge from jumping when the other instance is also jumping or throwing a fire wave. - Fixed not being able to roll in the other direction while holding the Morning Star. That's all and thanks for taking part! Cheers, XYZ, Matt, EE & MT ### Update 35 alpha - New system for Cursed mobs i.e the Cursed Biome effect - Date: 2023-09-12 - Original notes: https://store.steampowered.com/news/app/588650/view/3676681305633886920 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3676681305633886920 Hey everyone! During the past few weeks we've seen a bunch of different opinions on the new curse additions, especially the cursed mobs… We fully understand the pushback on mobs that give curses, as curse and its instadeath effect has always been an optional experience that gave extra rewards if you chose to add some spicy danger in your run. In this update so far, the cursed mobs were unavoidable at 2BC+, even with a low chance of them spawning, and they didn't give any reward for the risk. So the choice was removed. For people who want to consciously avoid instadeath – no bueno. Well, we like to trumpet that we work with the community when we add updates so, 'toot toot', we've listened to you, we've had lots of discussions and have come up with a new solution. **New 'Cursed Biome' system** The previous system where, from 2BC+, cursed mobs could randomly spawn in a random biome is gone. Instead, we have introduced a new type of biome, Cursed Biome, which features the new cursed mobs in exchange for extra rewards. NOTE: This is **not a new biome**, it is a new effect on biomes. And of course, you can choose to go into the cursed biome with its rewards, or go to the other biomes that don't have any scary cursed mobs. **How Cursed Biome works:** - Cursed biomes only spawn in runs with a Boss Cell level 2 or higher. - Just like biome incentives, there will be a specific icon above the exit to a cursed biome, so that you can have the choice of taking this challenge or just going to the other normal biomes. - A cursed biome always contains 6 cursed mobs randomly selected from Curser, Sore Loser and Doom Bringer. **_This number might change based on alpha/beta feedback._** - There is, of course, a reward for that risk: all the items dropped in a cursed biome will drop 1 gear level higher, regardless of their source (shop, loots, etc.). The spawn chance of cursed chests also increases by 10% in such biomes. - There is a cap to the number of cursed biomes that you can go through on your route, depending on the BC level, set as follows: from BC 2 to 5 respectively: 2, 3, 5 and 8 (i.e. in 5BC, there is no cap). **This cap only limits the number of Cursed Biomes that you can go to in a run, it doesn’t mean that you must go through that many Cursed Biomes to finish your run.** Once you have hit the cap, no more cursed biomes will appear in that run. Until you have hit the cap, cursed biomes will continue to appear. - As long as you haven’t reached the cap, there can be only up to 2 exits to cursed biomes at once. **There will always be at least 1 biome without cursed mobs at any point in your run, no exceptions**. This system has been implemented in-game with a new patch, you just need to update the game now to have it in your run. We believe that this is a good solution that respects the feedback players gave us, while also honouring our vision for the update, but we are still in Alpha phase so we still need feedback on this new system. The numbers are easily adjustable, so if this new setup works on a basic level then we can tweak chances, percentages, ratios afterwards - if it's mathematical, we can rebuild it, we have the technology. We also made other changes! **Balancing** - Alienation rework. Instead of healing the player per curse reduced, it will now heal the player when the curse is lifted, with the amount of health recovered based on the max amount of curses they had (for that curse instance). The effect only starts triggering when the player had more than 10 curses. - Slightly nerfed Anathema's damage. - Reduced Dracula's Castle (late) scroll fragments count, to match other biomes at the same depth. - Added a small cooldown to Emergency Triage forcefield. **Graphics & UI** - Tweaked the update banner to improve readability. **Quality of life** - Added a tooltip for Cursed Mobs in the Boss Cell Selection UI. - The Tailor's Daughter will now create notifications for any head you might un _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/588650/view/3676681305633886920]_ ### The second Patch released for current alpha for Update 35! - Date: 2023-09-06 - Original notes: https://store.steampowered.com/news/app/588650/view/3676680576887704918 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3676680576887704918 Hey everyone, We've just pushed the second patch for the alpha test of Update 35 yesterday, including some Balancing works and Bug Fixes. *** This patch only affects the current alpha test, if you are not participating in the alpha, this does not affect you.** If you want to take part in the ongoing alpha, just check out (https://steamcommunity.com/games/588650/announcements/detail/3693568442144329950?snr=2_9_100000_) for instructions on how to access. Here's everything we changed: **Balancing:** - Reduced the chance of having Cursed Mobs in a run to 40%. - Increased maximum number of levels where Cursed Mobs can appear. - Increased the spawning chance and the max number of Cursed Mobs per biome. - Removed some affixes from Anathema's pool: Pierce, Super Pierce and Fire Bullet. - Greatly increased Anathema's damage. - Anathema now only applies one curse when hitting an enemy. - Changed Anathema's legendary affix to Global Shield on Use. **Bug fixes:** - Fixed Servant Head not unlocking properly. It now unlocks after having killed all the servants at least 15 times. - Fixed Katana's dash attack not doing any damage if it hits a door. - Fixed Doom Bringer not dealing any damage when the player has more than 50 curses. - Fixed text backgrounds appearing in undiscovered parts of the minimap. - Fixed Deep Pockets not working with arrow or grenade affixes. - Fixed Blue Hole head not unlocking properly - Fixed custom heads' animation stopping in some situations. - Fixed Sewer's Tentacle movement particles not being played enough and being the wrong color. - Fixed a bunch of custom heads' horizontal and vertical offsets. - Fixed Boss Cell head not unlocking retroactively. - Fixed Anathema dealing melee damage. - Fixed Anathema's AoE damage not scaling to player and weapon stats. - Fixed a crash sometimes happening when reloading the game when the Owl was active. - Fixed Damned Vigor not letting the player resurrect when killing a boss. - Fixed heads having a downwards offset in the head selection UI. - Fixed Collector's menu flickering when opening it. - Fixed being able to use the flask at full health, when equipped with both Tainted Flask and Cursed Flask. That's all and thanks for taking part! Cheers, XYZ, Matt, EE & MT ### Patch released for current alpha for Update 35 & details on cursed mob spawns - Date: 2023-08-30 - Original notes: https://store.steampowered.com/news/app/588650/view/3676680576863204643 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3676680576863204643 Hey everyone, We've just pushed a new patch for the alpha test of Update 35, including some Balancing works, Graphics & UI change and Bug Fixes. *** This patch only affects the current alpha test, if you are not participating in the alpha, this does not affect you.** If you want to take part in the ongoing alpha, just check out the post yesterday for instructions on how to access. Here's everything we changed: **Balancing:** - Increased **Anathema**'s damage. - Added a cap to the number of levels that can have cursed monsters. This cap is different per difficulty. - Added a 50% chance for a run to not have cursed monsters. - **Dead Inside** no longer lets you use the Health Flask. **Graphics & UI:** - Removed the crit display for **Anathema**. **Bug fixes:** - Fixed custom head animations not being updated after door transitions. - Fixed exit doors sometimes facing the wrong way. - Fixed **Damned Vigor** not working in training room. - Fixed **Sore Loser** not dropping the **Indulgence** blueprint. - Fixed the cooldown display of **Decoy** and **Maria's Cat**. - Fixed a crash when exiting the game while **Medusa** was performing her Petrification attack. - Fixed a crash sometimes happening when using the **Leghugger** or **Serenade**. ##### Cursed mob spawns We also wanted to give more detail on the system that manages the way the new mobs spawn. It wasn't finished in time for the initial open alpha patch, but the new one released today contains a first implementation of the system. Here is how it works in any given biome: - We start by checking if the run will have "cursed" mobs or not. This will be a 40% chance of happening (50% in the build you're playing on), meaning that in 60% of 2+BC runs, there won't be any cursed mobs at all. - If your run contains cursed mobs, we then check to see in how many biomes you have encountered them up until now. If this value is equal to the cap, you won't see any new cursed mobs in the rest of the run. The cap depends on the BC level and is set as follows, from BC 2 to 5 respectively: 2, 3, 5 and 8 (i.e. in 5BC, there is no cap). - Then, if you are both in a "cursed mobs" run AND you haven't reached the cap, we roll to see if any of the three mobs spawn. In the next alpha update, the probability of a mob spawning will be 60% (50% in the current build) and up to 2 of each mob can spawn in the biome. All of these are SEPARATE: I can very well roll and get no cursed mobs at all, or 1 Curser, 2 Sore Losers and no Doom Bringer. These values are the same across the board and do not vary between biomes. **As a reminder, please note that the cursed mobs start spawning in 2BC and never earlier.** They start spawning after the first boss in 2BC, and then spread to the rest of the game as you progress towards 5BC, in which they can spawn anywhere. That's all and thanks for taking part! Cheers, XYZ, Matt, EE & MT ### Update 35 "The End is Near" is in alpha stage! - Date: 2023-08-28 - Original notes: https://store.steampowered.com/news/app/588650/view/3693568442144329949 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3693568442144329949 Hey everyone! Looooong time no see, I am XYZ, the new marketing dudette of Dead Cells, who will be the main contact with you guys in the future. And for those who might be concerned about Matt, he is doing good, still keeping an eye on Dead Cells, but also taking more responsibility related to a new project! Anyway, let's get to the point: this time, we are back with something fresh and it's actually video game related! The 35th free update of Dead Cells "The End is Near" has an alpha available to test right now! Just be aware that the Alpha and Beta phases might take a bit longer than usual this time, so if the official release comes later than usual, just be cool, it's on the way! In this update, we’ve expanded on one of the most iconic mechanics of Dead Cells, the dreaded Curse, with 3 new weapons, 3 new mobs and of course, 3 new mutations coming into the game! We know that curses and the insta-death that comes with them is scary and sometimes even annoying, so a whole update based around them might be too much. But put down the pitchforks because we think that these new additions make the mechanic more fun, add variety and just make the game more interesting. Plus, this is an alpha so we will be taking any community suggestions seriously! Also, after digesting a bunch of suggestions from you guys, we’ve done a bunch of reworking and rebalancing on the legendary weapons that needed it. Plus, several new balances and new accessibility features are available too! As well as these hardcore additions, the Tailor’s daughter has also learned some new hairstyles to add some variety & fun to your costumes! ##### New Curse additions: **3 new weapons:** - **Anathema:** rip a Mushroom Boi’s heart out to fire a heavy indirect projectile dealing AOE damage. However, there is a price for being an utter savage - you will get cursed if your attack hits anything. Yep, you only get cursed if you hit something. Whoever is creating these curses doesn't care how many mushrooms you tear apart, just if you hit anything afterwards. Makes you think... - **Indulgence:** Calls down a ray of vengeful light on the nearest enemy dealing critical damage if you are not cursed. Targets killed by the ray purge you of 3 stacks of curse instead of 1. Fires 1 additional ray per 5 stacks of curse you have (max: 5 per cast). - **Misericorde:** inflicts crits if the victim has less than 50% HP. Curses you if the attack doesn't kill its target. **3 new mobs:** - **Sore Loser:** a cutie who can’t hurt you but is super clingy and annoying, always trying to be close to you and dash through you. When you kill it, you get cursed 3 times. - **Doom Bringer:** every melee attack from it won’t cause damage, but will apply 1 stack of curse and stun you, and you will instantly die if you have already got 50 stacks of curse. Sounds pretty fair right? - **Curser:** it launches a slow homing projectile that can go through the walls. If you “accidentally” get caught by this projectile, you take damage and 5 stacks of curse. One more surprise! If you get close to it, it will bonk you with its staff. These mobs don't have specific biomes where they spawn, instead they have a small chance of appearing in any biome from 2BC+. For the moment, these 3 new mobs are tuned specifically for the alpha to have a **guaranteed** spawn in Prisoner's Quarters on BC4+ for testing purposes, but that will change in Beta test! **3 new mutations (all colorless):** - **Cursed Flask:** your health flask has infinite charges but also curses you 20 times each time you use it. - **Damned Vigor:** upon being dealt fatal damage, you stay alive at 1 HP for 2 seconds. If you kill any enemy while under this effect, you will be saved. Otherwise, when the effect disappears or you get hit while under it, you instantly die without any sort of protection applicable. - **Demonic Strength:** Damage increases by 30% if you are cursed. This bonus is increased by 1% per curse stack you have. Curs _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/588650/view/3693568442144329949]_ ### Hotfix for Clean Cut update + legendary affixes for Sewing Scissors & Giant Comb - Date: 2023-05-04 - Original notes: https://store.steampowered.com/news/app/588650/view/3704817293690038752 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3704817293690038752 Hey everyone! We've just released a hotfix to address some bugs we missed in the Clean Cut update, so this will be a short post. It's also late on a hot Thursday afternoon, so my energy levels aren't high enough for a long one... There are now legendary affixes for both new weapons that we introduced: Giant Comb: Also deals critical damage while **you** are airborne. Deals additional damage if both you and the target are airborne. Sewing Scissors: Enemies killed by the special effect of this weapon count three times for your kill streak. We also identified a critical bug where by fixing it has removed unlocks that were incorrectly awarded to players. So some of you might notice some slight rollbacks on features related to biome visits that you didn't unlock (for example, having access to bosses in Boss Rush that you hadn't actually encountered before). But you shouldn't have had access in the first place, so just be happy for the time you had together Terminal - Report any errors from the terminal Of course, if anyone else is having problems then you can use the same form to report the issue you're having. Thanks for your patience, Matt, EE & MT ### Hotfix is live - fixing Mac crashes, Steam Deck save issue, softlock in DLC - Date: 2023-03-10 - Original notes: https://store.steampowered.com/news/app/588650/view/3656398527305636627 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3656398527305636627 Hi everyone, Hope you've been enjoying the Return to Castlevania DLC! No rest for the wicked, the devs have been hard at work fixing some issues that came up with the DLC release and we've just released a hotfix to address a decent chuck of them: ##### Major - Crash fix for Mac - Fix steam deck save issue - This shouldn't have been a save wipe situation, but a save lock situation, so your saves should be OK. If you're still having problems let us know - Fix parallax rendering on Castle's Outskirts - Fix softlock on Dracula's Castle for players without spider rune ##### Minor - Fixed the Katana cancel technique being wrongfully removed from the game. - Fixed a crash when loading a very old save. - Fixed random crashes in Richter Mode when using certain affixes. - Fixed Richter Mode Vania-moves disappearing when trying to sell them. - Fixed a softlock in Castle's Outskirts when teleporting through a door with Snake Fangs. - Fixed Medusa's Head clipping through walls. - Fixed World Map vibrating up and down in certain resolutions. - Fixed random crashes on the title screen. - Fixed a random crash when blocking an attack. - Fixed Legendary Items spawning in biomes where loot is disabled. - Fixed Queen's reflected items not having the proper trail color. Have a great weekend and let us know if you've noticed anything else that needs fixing with this form - https://forms.clickup.com/f/2b318-1807/WG3GMB5KUFQB4XRAHX Cheers, Matt, EE & MT - [Official Discord](https://discordapp.com/invite/deadcells) - [Official Reddit](https://www.reddit.com/r/deadcells/) - [Motion Twin Twitter](https://twitter.com/motiontwin) - [Dead Cells' Facebook](https://www.facebook.com/dead.cells.game/) - (https://deadcells.wiki.gg/wiki/Dead_Cells_Wiki) ### Dead Cells: Return to Castlevania DLC is out now! - Date: 2023-03-06 - Original notes: https://store.steampowered.com/news/app/588650/view/3660900859083888792 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3660900859083888792 Hey everyone, It's finally here, the Dead Cells: Return to Castlevania DLC is available now! Storm Dracula's Castle on a new quest, meet famous heroes, fight classic monsters with iconic weapons and confront Death & Dracula in epic boss fights, all backed by original and re-imagined tunes! You can even play as all the main characters from the famous series with 20 new outfits! This is our tribute to the main inspiration of Dead Cells so we have put a ton of our time and effort into making this the best possible Castlevania x Dead Cells experience, we hope you enjoy it ^^ https://store.steampowered.com/app/2101430/Dead_Cells_Return_to_Castlevania/ Our resident marketing artist Steve has created a pretty epic gameplay trailer to get you in the mood for some manic vampire slaying, check it out here: So what exactly is in the DLC? Well, there's a main quest featuring Alucard & Richter Belmont, where you'll fight your way several times through both Dracula's Castle and the main island on the way to a final showdown with Dracula in his iconic Throne Room. Straight from Prisoner's Quarters you'll find an entrance to... ##### Castle Outskirts Before you can enter Dracula's Castle, you'll need to venture through the gardens, across the moat and up the ramparts while avoiding traps and fighting off countless evil minions. Don't get distracted by the view and keep your eyes peeled for hidden pathways, secret rooms and a certain energetic feline... ##### Dracula's Castle Moonlight streaming through stained glass windows. Ornate pillars holding up ceilings of magnificent halls. Towering spires pushing into the night sky over fortified battlements. The beauty of Dracula's Castle hides a dark heart, as undead creatures wait to pounce from every direction. Make your way from the entrance hall to the top of the castle and find the lair of the most powerful vampire of them all... ##### Boss Fights This DLC comes with not 1, but 3 new bosses! Death and Dracula take no prisoners and you are no exception. Be prepared for epic battles against majestic backdrops where the winner takes it all... If you manage to beat these two creatures then prepare yourself for our most ambitious boss showdown yet! ##### Weapons 14 new weapons can be won in this DLC, like the Vampire Killer, Throwing Axe & Holy Water. Each classic Castlevania item has been translated into the fast-paced combat of Dead Cells while keeping their original essence. Wield whips, crosses and holy powers to carve your way through hordes of the undead and tame the evil powers of the night. ##### Richter Mode Hidden somewhere in the castle is a bizarre room that turns you into the indomitable vampire hunter, Richter Belmont! Unlocking a moveset inspired by his appearance in Symphony of the Night, you'll storm through a section of the castle finding vania moves and classic weapons that will push all the nostalgia buttons. ##### Soundtrack We're giving you access to an alternative soundtrack made of 51 of the original Castlevania tunes, that can be heard across the entire game. On top of this, we've taken the 12 most iconic tracks, such as Vampire Killer, Bloody Tears and Simon Belmont's Theme, and reimagined them in the style of Dead Cells as a soundtrack for this DLC, while preserving the Castlevania ambiance of course. ##### Outfits Unlock 20 outfits as you progress through the castle, letting you roleplay as all your favourite characters like Alucard, Richter Belmont, Simon Belmont, Maria Renard, Trevor Belmont, Sypha Belnades, or even Dracula! ##### How much is it? $9.99/9,99€ (or equivalent). The increase in price from the previous DLCs reflects the extra work we've put in to this DLC, as well as the use of the Castlevania IP. The dev team have been working on this for a long time and we think that it shows! ##### AMA We'll be running an AMA on r/gaming tomorrow at 16:00 CET, we'll post a link in the Community Hub and on social media, so come ask us all you _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/588650/view/3660900859083888792]_ ### Hotfix for Everyone is Here Vol. II update - Date: 2022-11-14 - Original notes: https://store.steampowered.com/news/app/588650/view/5455575900542608637 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-5455575900542608637 Hi everyone, We've just released a hotfix for a load of small bugs and quality of life issues, here are the main fixed bugs: - Crash with Diverse Deck in custom mode - Glow effect issues with weapons and mobs - Generation issue with campfire lore room - Crash when using key to unlock Cavern biome - Flawless outfits not dropping - Duplicate icons for Hotline Miami outfit [Full list here.](https://dead-cells.com/patchnotes#v32.3) Thanks, Matt, EE & MT ### The Everyone is Here Vol. II update is out now! - Date: 2022-11-07 - Original notes: https://store.steampowered.com/news/app/588650/view/3385044600557418089 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3385044600557418089 Hey everyone, We're back with another indie crossover update - Everyone is Here Vol. II! We've added more weapons, skills and skins from our favourite indie games, so thanks to all the studios that let us add a piece of their creations to Dead Cells. Watch out for a bundle going live in the next few hours, more on that below... So, who's in the update? ##### Terraria I'm not sure if we can really call Terraria an indie anymore, but they definitely started as one! In any case, we're introducing 'The Guide' and the heavenly sword Starfury! Striking enemies with this gloriously pink sword causes fragments of stars to fall from the sky, dealing critical hits to other enemies around you. The drawback is that it's a relatively slow and static weapon, but chuck a few dodge rolls in there and you'll be fine. ##### Shovel Knight Yeah yeah, we know we've already got a shovel in Dead Cells... But luckily the King Scepter exists, so Shovel Knight will be shoulder bashing your enemies to launch himself into the air, then spinning around the screen drilling enemies into the ground with critical hits. Bouncing on an enemy let's you charge again, so see how long you can keep the chain going! We needed to make it a bit tricky to keep hitting enemies from above as it could be too easy to cheese enemies with it (cough Pure Nail cough), so the movement is quite sensitive to make it hard to master. ##### Hotline Miami Breaking down doors and pummelling the dazed enemies on the other side just got even more fun! Jacket and his trusty Baseball Bat are swinging into Dead Cells, with not one, not two, but three different masks. The Baseball bat crits on stunned enemies, so you're basically required to hit enemies while they're down... Look out for the damage number VFX pulled from Hotline Miami too! ##### Katana ZERO Another head scratcher for us - we've already got a majestic katana in-game so what could Subject ZERO possibly bring to Dead Cells? Well, simply put, the answer is throwing stuff at people! Throwable Objects stun your enemies, allowing you to close the distance and get some shots in, or give you time to charge the katana's dash attack... You've only got 3 charges of throwable stuff, so you'll need to kill enemies to refill your stash. ##### Slay the Spire Translating a deckbuilding card game into Dead Cells was pretty tricky but, after several days of tearing out their hair, the devs managed it. The Diverse Deck translates each of the 4 classes from Slay the Spire into one complex skill. You will initially gain a passive power from one class. You can play with this passive for as long as you like, then activating it provides a one-off boost effect, and the skill moves on to the next class. You will start with Barricade, which gives you an amount of permanent bonus health for the period that this 'class' is in play. Each successful parry grants bonus health for a short period of time. On activation, all current bonus health is removed and damage is dealt depending on the quantity removed. Then the skill moves on to Catalyst. Catalyst makes your melee attacks poison the enemies they hit. On activation, nearby enemies lose all their damage-over-time stacks, and are dealt the remaining damage of these effects in one blow. Next up is Electrodynamics, which creates a lightning orb that circles around you, dealing electric damage on impact with enemies. Each time you use the skill that you have in your other slot, an additional orb appears. On activation, all your active orbs are destroyed and one lightning strike hits a nearby enemy for each orb destroyed that way. After this, the skill moves on to the final class... Foresight lets you avoid the first instance of damage every few seconds. On activation, you become immune to all sources of damage for a period of time, then the skill goes back to Barricade and the cycle keeps going. It all sounds a bit complicated but in practice it's pretty intuitive! ##### Risk of Rain _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/588650/view/3385044600557418089]_ ### Last hotfix for Boss Rush, hopefully! Outfits now fixed - Date: 2022-10-12 - Original notes: https://store.steampowered.com/news/app/588650/view/3556180117858938354 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3556180117858938354 Hello, The latest and hopefully last hotfix for the Boss Rush update is out. We thought we'd fixed the missing outfits and the soft lock when you die against Time Keeper in the Boss Rush... turns out that in fact we hadn't, so this hotfix should rectify those two bugs now! Sorry for the delay! Cheers, Matt, EE & MT ### Boss Rush update hotfix - Date: 2022-10-10 - Original notes: https://store.steampowered.com/news/app/588650/view/3309607313846516662 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3309607313846516662 Hello, A hotfix just came out to fix several annoying bugs from the Boss Rush update, as well as adding Custom Mode settings to the Boss Rush. **Quality of Life** - Added Custom Mode settings to Boss Rush **Bug fixes** - Fixed missing door after stage 2 of Boss Rush - Fixed Boss Rush outfits not appearing at the Collector - Fixed item in Backpack disappearing after equipping a two-handed weapon - Fixed missing background in Panchaku lore room - Fixed softlock when dying to Timekeeper in Boss Rush - Fixed softlock when playing Boss Rush without the Spider Rune - Fixed crash when fighting servants in Boss Rush - Fixed Flint not scaling with gear level - Fixed Conjunctivius' projectiles being offset from their hitbox - Fixed Concierge always giving its Flawless achievement If you're still having issues with outfits not appearing (or other bugs) can you please fill in this bug report form - https://forms.clickup.com/f/2b318-1807/WG3GMB5KUFQB4XRAHX Cheers, Matt, EE & MT ### The Dead Cells 'Boss Rush' update is out now! - Date: 2022-10-05 - Original notes: https://store.steampowered.com/news/app/588650/view/3284836971991009213 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3284836971991009213 Hey everyone, The **Boss Rush** update is available to play right now! Face off against 3 or 5 bosses back-to-back to unlock new goodies. Oh, and look out for some new souped-up boss versions too... We've made a little trailer to show off the highlights: Plus, for the people who prefer visual/audio over text, I quickly whipped up a VLOG to showcase the content: Here's the TLDR and then we'll get stuck into the details! - 4 stages to fight through - 3 bosses back-to-back - 3 **enhanced** bosses back-to-back - 5 bosses back-to-back - 5 **enhanced** bosses back-to-back - New weapon, skill & mutation - 8 skins - Customisable statue - New legendary affixes ** ##### How do you access the Boss Rush? ** There is a new area, accessible through the basement door in Prisoner's Quarters, where you can also access the Training Room and the Tailor. Once you've gone through the basement door just follow the corridor until you come to the third door with the red boss head next to it. Through this door, you'll find _**another**_ 4 doors, leading to 4 different stages where you will fight: - 3 bosses back-to-back - 3 enhanced bosses back-to-back - 5 bosses back-to-back - 5 enhanced bosses back-to-back What the hell are enhanced bosses?! Basically we've given them even more ways to kick your ass. Think extra limbs, healing powers, buddies to help them kill you - all the good stuff! The bosses are randomly selected from the following tiers: **Tier 1** - Concierge, Conjunctivius, Mama Tick **Tier 2** - Time Keeper, The Giant, The Scarecrow **Tier 3** - Hand of the King, The Servants (just the final fight, not the entire tower!), The Queen _Spoiler Boss is not in the Boss Rush BUT it is on the list to add later, if possible._ The stages with 3 bosses back-to-back will pit you against one Tier 1 boss, then one Tier 2 and finally, you guessed it, one Tier 3. Simple! The stages with 5 bosses follow a similar path, but here you'll be fighting two Tier 1 bosses, then two Tier 2s, then one Tier 3. Not quite so simple... **NOTE:** You must have encountered a boss in a normal run for it to appear in the Boss Rush. You don't need to have killed it, just seen it. There is a choice between Brutality, Tactics and Survival at the start of each stage - choosing one will automatically give you stats focused on the one you chose, plus a relevant amulet, and give you a choice of builds focused on the one you chose in the following room. You'll also be able to choose mutations before you start the first boss fight. Between each Tier stage you will enter a transition where there are shops, items, weapon upgrade/rerolls, mutation rerolls and health refills (depending on your BC level of course). So in a 3 boss run this area will appear after the Tier 1 and Tier 2 fight. In a 5 boss run it will appear after the two Tier 1 fights, then after the two Tier 2 fights. ** ##### New unlockables ** There are more goodies to unlock as you progress through the stages, if you can of course! New stuff will unlock depending on the length (3 bosses or 5 bosses), the mode (Normal bosses or Modified bosses), the difficulty (0+BC, 3+BC or 5BC) and your ability to flawless the entire run or not. Yep, the 5-boss 5BC Flawless reward is going to be a bit hard to get! **Weapon - Glyph of Peril (Tacticsl):** A ranged attack with 7 attacks in its combo. The more health that you're missing, the more of the combo unlocks. Critical hits will start after the third hit of the combo. **Skill - Taunt (Brutality):** Taunt an enemy, making it relentessly pursue you for 20 seconds. In doing so, it drops its guard, so it takes 75% more damage from melee attacks during its pursuit. I'll let you discover exactly what taunts the Beheaded uses, but I don't think you'll be disappointed... **Mutation - Wish (Colourless):** The next weapon you pick up is legendary. Once chosen it cannot be removed (like the YOLO mutation). **Skins:** There are 8 new skins to discov _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/588650/view/3284836971991009213]_ ### Boss Rush beta hotfix is out - Date: 2022-09-28 - Original notes: https://store.steampowered.com/news/app/588650/view/3284836971974045759 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3284836971974045759 Hi everyone, We've just released a hotfix for the Boss Rush update beta. **Balancing** - Conjunctivius balancing: - All projectiles are deleted when screaming. - The Shock Attack warning more accurately represents the hitbox of the attack. - Tentacles stop attacking during the bullet hell phase. - Tentacles swipe attack now has a visual warning. - Modified Conjunctivius attacks cooldown increased. - Boss Rush doors now get locked if the player hasn't unlocked enough bosses. - The new Skins now get unlocked with cells. - Boss Rush mode door does not appear if the player has never seen Hand of the King. - Boss Rush shops now only have main stats items. **Quality of life** - Beheaded now spawns next to Mentor Knight after winning a Boss Rush run. **Bug fixes** - Fixed a softlock when skipping Mentor Knight's dialogue. - Fixed a crash with the Grenade on Destroy affix. - Fixed Boss Rush disabled items showing up in shops. - Fixed Boss Rush disabled items dropping from bosses. - Fixed Boss Rush survival amulets not having scrolls. - Fixed Boss Rush legendary altars spawn - Fixed Mama Tick not attacking when angered with Taunt. - Fixed Giant's arms sometimes visually going crazy. - Fixed Queen not dropping cells at the end of a Boss Rush run. - Fixed legendary Flint scaling. Cheers, Matt, EE & MT - [Official Discord](https://discordapp.com/invite/deadcells) - [Official Reddit](https://www.reddit.com/r/deadcells) - [Motion Twin Twitter](https://twitter.com/motiontwin) - [Dead Cells' Facebook](https://www.facebook.com/dead.cells.game/) ### Boss Rush update heads into beta - Date: 2022-09-27 - Original notes: https://store.steampowered.com/news/app/588650/view/3266821940206684296 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/steam-3266821940206684296 Hey everyone, The Boss Rush update has moved into its beta phase. We haven't been able to sort out the issue with Linux and Mac so the beta is only accessible on Windows, sorry about that! For an overview of the update check out [the alpha post](https://store.steampowered.com/news/app/588650/view/3310730767493598472). Here are the changes for the beta: **Balancing:** - Modified Queen is now impervious to damage during her slicing interphases. - Modified Scarecrow no longer spawns Spikers. - Modified Conjunctivius now has 15% less health and does not deactivate platforms periodically anymore. - The Servants are more aggressive in Boss Rush. Euterpe has been slowed down. - Glyphs of Peril and Magic Bow are now Tactics only. - Taunt now has a cooldown. - Taunt legendary affix - Troll: now taunts everything in range instead of just one target. - Glyphs of Peril legendary affix: Overshield on crit: grants 4% max health as overshield (blue health) for 15 seconds, stackable. - The 3 new items must now be unlocked for cells at the Collector. - Disabled the Giant Killer, Wish and spoiler weapon in Boss Rush. - Wish no longer works on weapons that have been recently equipped or are in the backpack. - Added a triple treasure at the start of the Boss Rush. - Rebalanced Boss Rush shops' prices and content. - Cells no longer drop from bosses in the Boss Rush, except the final one. The final boss doesn't drop gold anymore. **Graphics & UI:** - A few modified bosses recolors were changed. - Added all missing dialogues for Mentor Knight. - Polished intro cutscene of Modified Concierge. **Music & SFX/VFX:** - Boss rush transitions now have background music. - Added SFX for Mentor Knight, Glyphs of Peril and the Beheaded Fan. - Changed VFX of Glyphs of Peril. **Bug Fixes** - Arrow and Grenade affixes now properly scale with item damage multipliers - Malaise no longer increase in transition areas - Fixed a few items not displaying their synergy with stun in their descriptions - Fixed not being able to reset equipped Perks before starting a Boss Rush run - Fixed Servants fight music - Fixed Wish turning an already legendary weapon into the same weapon and getting consumed - Fixed two-handed weapons not having the same quality on both hands - Fixed talisman rerolling in Boss Rush every time stats are upgraded ** ##### How to access the beta: ** _**NOTE**: Playing the beta will lock your chosen save slot to update 31. You won't be able to go back to update 30 with this save slot during the entire duration of the beta. However, your progress in the beta will be automatically merged into the main game when we release update 31 officially._ If you want to try out the beta and don't know how, first **BACKUP YOUR SAVE FILE**, then follow these instructions: - Go to your Steam game library. - Right click on Dead Cells and click "properties". - Select the tab "Betas". - In the first dropdown box select "Beta". - Click close and wait for the upload to finish downloading. - Start playing. You can leave any feedback here or on our [official Discord](https://discordapp.com/invite/deadcells) - there are two channels called _update31-beta-discussion_ and _update31-beta-feedback_, or leave a comment here. We also have a [bug report form](https://forms.clickup.com/f/2b318-1807/WG3GMB5KUFQB4XRAHX) for issues and bugs. Cheers, Matt, EE & MT - [Official Discord](https://discordapp.com/invite/deadcells) - [Official Reddit](https://www.reddit.com/r/deadcells) - [Motion Twin Twitter](https://twitter.com/motiontwin) - [Dead Cells' Facebook](https://www.facebook.com/dead.cells.game/)