# Dead Cells Update 35: The End is Near is now live! - Product: Dead Cells (https://whatsnew.fyi/product/dead-cells) - Vendor: Motion Twin - Date: 2024-08-19 - Original notes: https://store.steampowered.com/news/app/588650/view/6100774879119621994 - Permalink: https://whatsnew.fyi/product/dead-cells/releases/2024-08-19-update-35-the-end-is-near-is-now-live 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. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Add three new curse-themed mobs: Sore Loser, Doom Bringer, and Curser that apply curse stacks on defeat or hit - **added** — Add Cursed Biomes biome effect that spawns cursed mobs in exchange for gear that drops one level higher and increased cursed chest spawn chance - **added** — Add three new curse-themed weapons: Anathema, Indulgence, and Misericorde - **added** — Add three new colorless mutations: Cursed Flask, Damned Vigor, and Demonic Strength - **added** — Add over 40 new head skins for character customization - **added** — Add almost 20 new legendary affixes including Almost Perfect, Filthy Rich, Punish Combo, Mirror Coating, Parry Streak, Armoured Door, and Whirlwind - **added** — Add ability to visit both Return to Castlevania biomes in a single run - **added** — Add new accessibility options - **changed** — Rebalance and rework legendary weapons 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]_