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Rogue-lite, metroidvania action-platformer Dead Cells [Official Site] is to leave Early Access likely in August, with a Linux version currently being worked on.

Entering my mailbox earlier was the release announcement:

With the seventh update rolling out on Early Access, Dead Cells is very close to being content complete, the lore being the last piece of the puzzle we’re working on for launch day. Although version 1.0 definitely won’t be the end, as we’ve already promised one major free DLC to the community that made all of this possible.

Steve Filby, Producer at Motion Twin

Now, we knew it was going to get a Linux version, so the question has been a matter of when and not if. The developer did say back in February, that they hoped for a May/June date for the Linux version. With the latest update, I spoke to their PR team who told me it will be out at launch or "maybe even before". Turns out, their announcement on Steam actually mentions the Linux version:

This Seventh Update is the first of a few smaller updates before the lore arrives at launch and we are hard at work on the Mac and Linux versions!

I'm pretty excited about Dead Cells personally, as it has some seriously positive reviews with ~94% of over thirteen thousand user reviews on Steam being positive. That's pretty crazy, so they've done something seriously right with it.

Here's a recent video of some gameplay:

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10 comments

chui2ch May 9, 2018
I have been wanting to play this. Hype!
scaine May 9, 2018
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One of those rare games that I won't read reviews on - I'll just buy it the minute it becomes available for Linux. I need something to fill my Salt & Sanctuary pangs!
jgacas May 9, 2018
Quoting: scaineOne of those rare games that I won't read reviews on - I'll just buy it the minute it becomes available for Linux. I need something to fill my Salt & Sanctuary pangs!
^This!
QuoteRogue-lite, metroidvania
So, like a very black sort of white? Or maybe a wet kind of dry.

In my mind rogue-anything and metroidvania are so opposite that they should co-annihilate in a puff of gamma radiation when brought close together.
xavi May 10, 2018
Quoting: no_information_here
QuoteRogue-lite, metroidvania
So, like a very black sort of white? Or maybe a wet kind of dry.

In my mind rogue-anything and metroidvania are so opposite that they should co-annihilate in a puff of gamma radiation when brought close together.

In my opinion, roguelike (always turn based) is not compatible with Castlevania (Vampire Killer) or Metroid, but roguelite it is!

In roguelite you have permadeath but you use to have better objects or more money or some change on your character that makes progression on next try more easy. Think on Risk of Rain or Rogue Legacy. Rogue Legacy play is quite metroidvania, but instead of three lives, you have one, but each time you play you will be more prepared and you will explore more. In Metroid / Super Metroid you are more prepared at next try because you found a new gun...

I know this could be and endless discussion, but think on those games, and think the way you uncover the map and find more clues (Risk of Rain / Super Metroid) to advance in the world. Randomization of levels is also something that share roguelites and Dead Cells.

So, they are not so different IMHO.
no_information_here May 11, 2018
Quoting: xaviRogue Legacy play is quite metroidvania, but instead of three lives, you have one, but each time you play you will be more prepared and you will explore more.
I have played pretty much every good Metroidvania for Linux and enjoyed almost all of them. On the other hand, I played Rogue Legacy and didn't like it at all. It is missing almost everything I like about metroidvania games.

However, don't get me wrong. Everyone has different tastes and I respect that other people love rogue-likes. Indie games are great at experimenting with new things and, who knows, maybe there will be some experiment that I like in the future.
tuubi May 11, 2018
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No proper metroidvania should have randomly/procedurally generated levels. Or permadeath if you ask me. Subjectively speaking, I like a properly designed experience with a clear progression and the repetitive aspect of roguelites almost always just ends up boring me and driving me away.

Dead Cells does look nice despite these drawbacks and I'm definitely interested.
scaine May 11, 2018
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Quoting: tuubiNo proper metroidvania should have randomly/procedurally generated levels. Or permadeath if you ask me. Subjectively speaking, I like a properly designed experience with a clear progression and the repetitive aspect of roguelites almost always just ends up boring me and driving me away.

Dead Cells does look nice despite these drawbacks and I'm definitely interested.

It has procedural levels? Is that new, or are you making assumptions based on the roguelite description? My understanding, might be wrong, was that the roguelite, in this context, referred only to weapon progression. The Metroid piece refers to unlocking capabilities (only two currently) that allow for new routes through existing levels. Finally the "Vania" piece refers to weapon variety and beautiful, interconnected levels.

Unless it's all changed of course. Been a while since I got excited about this, as I'd kind of given up on it a bit. Great to hear it's all back on the radar.
tuubi May 11, 2018
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Quoting: scaine
Quoting: tuubiNo proper metroidvania should have randomly/procedurally generated levels. Or permadeath if you ask me. Subjectively speaking, I like a properly designed experience with a clear progression and the repetitive aspect of roguelites almost always just ends up boring me and driving me away.

Dead Cells does look nice despite these drawbacks and I'm definitely interested.

It has procedural levels?
I had to recheck, but it does actually seem to have procedurally generated levels. At least to a degree. Google finds this dev diary on the subject.
scaine May 11, 2018
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Nice! It was tough to find, but now that you say, tuubi, it's in their Early Access call out on the main steam store page too:

QuoteAll of this takes place in hand designed levels that are proceduraly assembled each run, meaning you never know where the secrets are or exactly where you're going.

Interesting!
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