- Version
- 1.26.0 fix
- Developer
- Motion Twin
- Interface in
- Russian, English, German, Spanish, Italian, Chinese (Simplified), Korean, Portuguese, Turkish, French, Japanese
- Licence on file
- DRM-free
- Chip support
- Intel 64-bit
- Edited with it on
- macOS Sonoma, MacBook Air (M1. 2020)
- Out on
- 7.08.2018
- Voices in
- Music only
In the edit
The current version of Dead Cells is 1.26.0 fix, and it keeps the same tight loop that has defined the game since launch: die, learn, upgrade, repeat.
Rogue-lite — each run is different
Death sends you back to the start, but permanent weapon unlocks and character upgrades carry forward. The randomised levels mean no two attempts play the same way.
Metroidvania exploration — but not quite
The world opens up as you gain new abilities, so you can revisit earlier areas. It borrows the map-and-key structure without the full interconnected sprawl of a true Metroidvania.
Souls-like combat — deliberate and punishing
Enemy attacks hit hard. You learn patterns, time your dodges and parries, and accept that one mistake can end a run. It rewards patience over button-mashing.
Fast action and unlocking tools over time
Players who like fast 2D action, don't mind losing progress, and enjoy unlocking tools over time. The music-only audio and eleven interface languages make it widely accessible.
Settings worth changing before your first run
Dead Cells doesn't throw a wall of options at you, but a few tweaks make the early hours less punishing. Under the gameplay options, I'd turn on auto-hit if you find yourself mashing the attack button — it keeps the swing going without extra taps. The auto-aim setting for ranged weapons helps when you're still learning enemy timings; it locks onto the nearest threat rather than firing into empty air. For the controller crowd, check the button mapping early. The default layout works, but swapping dodge and jump to shoulder buttons can save you from accidental rolls off a ledge.
One more thing: the camera shake slider. Turn it down a notch or two if the screen feels busy during boss fights. It's a small change that makes reading attack tells easier.
Common snags people hit (and how to sort them)
Even after a few runs, Dead Cells has a habit of catching you out in the same ways. Here are the ones I see most often:
- Stuck on a wall or platform after a dodge. The dodge roll has a short recovery window. If you feel stuck, wait a beat before pressing anything — the game will let you move again. Spamming buttons only extends the delay.
- Running out of health flasks too early. The game gives you a limited number of refills per run. Don't use them after every hit. Save flasks for boss rooms or biomes with poison floors. The health fountain at the start of each biome is your real friend.
- Weapon choice paralysis. You find a new sword and a new bow in the same chest. Pick the one that fits your current build — if you already have a fast melee weapon, grab the ranged option for versatility. You can always swap later, but you can't carry everything.
- Missing the secret areas. Walls that look slightly different or have a crack in them can be broken. Keep an eye on the map for hidden rooms. They often hold cells or blueprints you won't find elsewhere.
What the latest version changed in everyday use
Version 1.26.0 fix is a maintenance release, so don't expect new biomes or weapons. What it does is clean up a few persistent annoyances:
- Fixed a crash that could happen when transitioning between biomes on certain Intel Mac configurations.
- Adjusted the hitbox on a handful of enemy attacks that felt unfair — the spinning attack from the Rampager, for example, now matches its visual animation more closely.
- Improved controller support for third-party gamepads. The game now recognises a wider range of controllers without manual configuration.
If you were on an earlier build, you might notice fewer stutters during the loading screen between areas.
A typical session — step by step
You launch Dead Cells from the deadcells file in the game folder. The menu music hits, and you pick your language from the eleven on offer — English works fine, but the French and Japanese options are worth a try if you want the original voice of the dev team.
First run of the day: you choose a starting weapon from the three the game offers. Today it's a balanced sword, a shield you barely know how to use, and a turret skill. You roll into the Prisoners' Quarters, kill a few zombies, and die to an elite enemy you should have dodged. That's fine. You unlock a new blueprint from the cells you collected.
Second run: you pick the shield again, determined to learn parry timing. You make it through the Promenade of the Condemned, find a cursed chest, and pick up a legendary bow. The run ends in the Black Bridge against the Concierge — you misjudge his AoE attack. Still, you unlocked a new mutation from the blueprints you earned.
Third run: you feel the rhythm now. You parry the Rampager, dodge the Grenadier's bombs, and reach the Clock Tower. The time keeper falls. You're in the castle, and the Hand of the King is waiting. You know the pattern. You win. The credits roll, and the game asks if you want to start again with a higher difficulty. You say yes.
That's the loop. Die, learn, upgrade, repeat. It never gets old.
Anyone looking for a story-driven campaign or a relaxed pace.
Mac it needs
- macOS version not specified by developer
- Intel processor (x86 64-bit)
Questions I actually get
Does Dead Cells have a story mode?
No. The game is light on narrative and focused entirely on gameplay loops, combat and progression through repeated runs.
Can I pause during a run?
Dead Cells does not include a traditional pause. The game continues in the background, so plan your sessions accordingly.
What languages does the interface support?
The interface is available in Russian, English, German, Spanish, Italian, Simplified Chinese, Korean, Portuguese, Turkish, French and Japanese.
Installing on a Mac
- Unpack the archive and run the standard installation procedure.
- Choose the installation location when setup finishes.
- Launch the game using the
deadcellsfile in the game folder.
Notes from photographers
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