게임 정보 / ROGUE BY ROGUEDead Cells
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.
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。
- 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
- 01보관 자료보관된 외부 자료 보기 ↓
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。
- 02웹 자료원문 보기 ↗
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。
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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.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file) ↗
- 원문 · 영어Steam appid 588650 store data: 97% positive, Metacritic 89, SteamSpy owners, revenue estimate ↗
- 원문 · 영어Metascore 89 (35 critic reviews on PC); user score 8.3 (1,450 ratings, shown as Switch-specific) ↗
- 원문 · 영어OpenCritic 89, 95% recommend, 152 reviews, IGN 9.5, GamesBeat 98 ↗
- 원문 · 영어Aggregated Steam review themes: DLC gating, permadeath, weapon balance, weak narrative, RNG ↗
- 원문 · 영어Update cancellation story and deepnight's public reaction ↗
- 원문 · 영어Evil Empire ending support; Update 35 is final content update ↗
- 원문 · 영어Dead Cells sales passing 10 million copies ↗
- 원문 · 영어10 million sales announced at GDC with long-tail factors ↗
- 원문 · 영어Estimated Steam gross/net revenue (Boxleiter method) ↗
- 원문 · 영어Critic review coverage of combat, art and story ↗
- 원문 · 영어Steam community discussion surfaced in search (not fetched) ↗
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


