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Dead Cells

액션 전투플랫포머

원문 · 영어Dead 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.

ROGUE BY ROGUEV1

자체 평점

86.5/ 100
전체 공동 순위 #05
자체 리뷰 / RBR V1

이 점수의 이유는?

원문 · 중국어 간체

以出色的动作反馈为核心,路线与武器差异支撑重玩;后期判定和重复开局是主要限制。

01

핵심 게임플레이

가중치 25%9.5 / 10
원문 · 중국어 간체

快照一致强调移动、翻滚与武器动作的响应,武器动画赋予不同攻击节奏,动作反馈是最强项。

02

빌드와 전략

가중치 25%8.5 / 10
원문 · 중국어 간체

武器、技能和变异的搭配带来有效选择,但高难度下部分武器偏弱,构筑深度不能只按装备数量计算。

03

다회차 플레이 가치

가중치 20%8.5 / 10
원문 · 중국어 간체

分支区域与 Boss Cell 新机制要求调整路线和打法;固定前期区域及蓝图积累带来重复负担。

출처01 ↗
04

무작위성과 공정성

가중치 20%8.0 / 10
원문 · 중국어 간체

观察动作与翻滚能稳定改善结果,辅助模式可调挑战;快照仍报告墙外攻击及判定不一致。

출처01 ↗
05

완성도와 편의성

가중치 10%8.5 / 10
원문 · 중국어 간체

快照肯定低配置与掌机表现、辅助选项;DLC 入口提示及个别改键限制仍打断使用体验。

출처01 ↗
평가자
원문 · 중국어 간체
Rogue by Rogue · AI 资料评测
평가한 버전
원문 · 중국어 간체
具体构建未知;以所引资料描述的版本为准

평가 범위와 한계

원문 · 중국어 간체

基于收录资料与官方页面的主观归纳,未进行试玩。资料覆盖本体与部分 DLC,并混有 2023 年评论;未逐项复测所有武器和 Boss Cell 难度。

평가 근거 자료 02

  1. 01
    보관 자료
    원문 · 중국어 간체

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的 Tier list Part 1 (2023) 及 玩家好评与批评 中的机制、交互、重复与易用性反馈;未将外部分数或旧等级用于计算。

    보관된 외부 자료 보기 ↓
  2. 02
    웹 자료
    원문 · 중국어 간체

    Dead Cells 官方产品说明

    2026-10-08 访问。确认分支道路、持续解锁、武器与变异、翻滚战斗,以及本体和扩展包分列。 官方页面不单独证明平衡或稳定性。

    원문 보기 ↗
YOUTUBE + BILIBILI / VIDEO

영상 리뷰

영상 4개

언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.

평가 근거 자료

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자체 점수에 미반영

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플레이어 의견 요약

원문 · 영어A 2D roguelite action-platformer with Metroidvania-style exploration and fast, souls-lite combat, where each run through a procedurally assembled castle ends in permadeath and permanent unlocks.

원문 · 영어Dead Cells is one of the most acclaimed roguelites ever made: 97% positive across about 184k Steam reviews (Overwhelmingly Positive), Metacritic 89 and OpenCritic 89 from 150+ critics, plus multiple Best Action/Indie awards in 2018. Players and critics agree the combat feel, movement, art, music and build variety are best in class. Complaints center on the unlock grind, same-y repeat runs, hard-to-read hitboxes and two-hit deaths at high difficulty, and especially the way DLC content is visibly gated inside the base game. It left Early Access in August 2018 and has sold over 10 million copies. Content updates ended with Update 35 'The End is Near' in 2024 after Motion Twin cancelled further Evil Empire work; the game is now in bug-fix-only maintenance, which still draws some community resentment.

플레이어가 칭찬한 점

  • 원문 · 영어Fluid, responsive combat with very tight controls and animation; often cited as the genre benchmark for game feel
  • 원문 · 영어Huge weapon, skill and mutation variety that supports many distinct builds (e.g. crit, brutality, tactics scaling) and run-to-run experimentation
  • 원문 · 영어Strong roguelite loop: each death unlocks blueprints, runes, and shortcuts so failure feels like progress
  • 원문 · 영어Exploration with rune-gated secret areas and hidden details that reward curiosity, blending Metroidvania ideas into runs
  • 원문 · 영어Beautiful, vibrant pixel art with fluid animation, and a well-regarded soundtrack
  • 원문 · 영어Boss Cell difficulty tiers (BC 0-5) let players scale challenge and add new enemies and mechanics, giving endgame replay value
  • 원문 · 영어Assist Mode lets players tune difficulty without disabling achievements; widely praised as true accessibility
  • 원문 · 영어Runs well on low-end hardware and Steam Deck; many free updates and cheap, well-liked DLC (Queen and the Sea, Return to Castlevania)

플레이어가 비판한 점

  • 원문 · 영어DLC zones, doors and achievements appear inside the base game with buy prompts, which many reviewers see as pushy and as making the base game feel incomplete
  • 원문 · 영어Unlock grind: weapons and blueprints must be bought with cells/souls repeatedly across runs, so the grind is seen as the content
  • 원문 · 영어Fixed early structure means the first biomes are replayed constantly, so runs feel repetitive despite procedural layouts
  • 원문 · 영어Hitbox and move-cancel inconsistencies: weapon visuals larger than actual hit areas, tiny enemy hitboxes, and attack animation lock-in make some deaths feel unfair
  • 원문 · 영어Enemies attacking from offscreen or through walls and occasional glitches are reported as cheap damage sources in later difficulties
  • 원문 · 영어Weak, sparse narrative and lore that many players find underdeveloped
  • 원문 · 영어Some weapons feel weak, gimmicky or are hard to make viable, narrowing the builds that actually work at high difficulty
  • 원문 · 영어Controller rebinding limitations and achievement restrictions on some options cited by a few reviewers
  • 원문 · 영어Some players find combat floaty and the game simple or shallow in build composition, with rewards for successful runs not satisfying enough to keep grinding

차별화된 특징

  • 원문 · 영어Roguelite and Metroidvania fusion: permanent movement runes open new routes in later runs instead of a fixed world map
  • 원문 · 영어No checkpoints, no level-up stats: power comes from picking weapons and three-color scroll upgrades within a run (brutality, tactics, survival)
  • 원문 · 영어Player-controlled route choice between biomes each run, with a nonlinear branching castle
  • 원문 · 영어Curse mechanic (one hit kills until you clear enough kills) as a voluntary risk-reward system
  • 원문 · 영어Originally designed as a 3D project by Motion Twin and reworked into pixel-art 2D, which fans credit for its animation quality
  • 원문 · 영어Long post-launch life: five years of free updates, crossovers (Castlevania, Hollow Knight, Hades, etc.) and mobile/console ports

의견이 갈리는 점

  • 원문 · 영어Difficulty: many call it fair and skill-based, while others feel two-hit deaths and Curse make higher tiers frustrating
  • 원문 · 영어Grind and repetition: fans feel constant progression, while critics feel the core run structure barely changes after 30+ hours
  • 원문 · 영어DLC and monetization: many say DLC is cheap and optional, others feel base game is gated and incomplete
  • 원문 · 영어Motion Twin vs Evil Empire after update cancellation: some players negative-review to protest the studio, others defend the decision or praise the game regardless

반복과 부담

  • 원문 · 영어Repeatedly grinding the same early biomes just to fund blueprint unlocks
  • 원문 · 영어Dying at high Boss Cell difficulty to two hits after a long run, where a single mistake wipes the run
  • 원문 · 영어Buy prompts for DLC content interrupting fast runs, including timed door challenges
  • 원문 · 영어Luck-dependent weapon drops that can leave a run without a workable build
  • 원문 · 영어Runs that feel deflating after the early game: ramping back up after each death feels barely worth it to some players

기대하는 개선 사항

  • 원문 · 영어Less intrusive DLC presentation (or hiding DLC content/prompts for non-owners)
  • 원문 · 영어Faster or less repetitive unlock economy so the meta progression feels less like a grind
  • 원문 · 영어More variety in early-game biomes and route structure so runs diverge earlier
  • 원문 · 영어Clearer, more consistent hitboxes and animation-cancel rules
  • 원문 · 영어Better balance for underused weapons and more build-defining synergies at high Boss Cell levels
  • 원문 · 영어Deeper story and lore delivery and more bosses (base game has few bosses, per critics)

원문 · 영어Launched in Steam Early Access in May 2017 and quickly passed 1 million sales; 1.0 launched August 2018 on PC and consoles with very strong reviews and Golden Joystick Best Indie and Game Award wins. Motion Twin later sold over 10 million copies (announced at GDC) helped by 34 free updates and a mobile release; third-party revenue estimates (Steam-only, Boxleiter method) give roughly $178M gross / $52M net. Publishing duties shifted to Evil Empire for live ops from 2019 and they produced the DLC (Rise of the Giants, Bad Seed, Fatal Falls, Queen and the Sea, Return to Castlevania). In 2024 Update 35 'The End is Near' became the last content update; Motion Twin said it wanted to avoid 'more of the same', but co-creator Sebastien Benard publicly called the explanation misleading and pointed to an economic cut in favor of Motion Twin's new game Windblown. Recent Steam reviews show a small wave of protest negatives against Motion Twin and notes that the final update shipped unfinished from beta. Metacritic page cites platforms PC, PS4, Xbox One, Switch, iOS.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 1 (2023)

원문 · 영어Dead Cells is a fast-paced action roguelite where you always play the same character and build each run around the weapons and gear you find. He considers it very popular for good reason, with distinct weapons, great balance and superb game feel. He also praises the developers' constant stream of updates and DLC. He disputes the metroidvania label but still calls it one of the best action roguelikes and places it in S tier.

제작자가 칭찬한 점

  • 원문 · 영어Every weapon feels distinct, with its own animations and clearly careful design
  • 원문 · 영어Excellent balance: almost any weapon is viable for a successful run
  • 원문 · 영어Game feel is outstanding; you are fast and feel powerful, cutting through enemies
  • 원문 · 영어Each run feels unique even with few passives, since weapons carry the variety
  • 원문 · 영어Developers keep releasing updates and DLC, adding bosses, biomes and weapons
  • 원문 · 영어Developers published a talk explaining how they designed it to feel good

제작자가 지적한 문제

  • 원문 · 영어Marketed as a metroidvania, which he disagrees with; it is effectively a standard roguelite once the traversal abilities are unlocked
  • 원문 · 영어Only three to four hours of ability unlocking gate the world traversal, after which the metroidvania element fades
  • 원문 · 영어Few unique passives, so variety relies almost entirely on weapons

설계에 대한 관찰

  • 원문 · 영어Variety comes from weapon design rather than passives or differing characters
  • 원문 · 영어Weapon animations and feel are individually designed, making each one a different playstyle
  • 원문 · 영어Ongoing content updates keep the game fresh for years
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