Biomes

Biomes are the different areas within Dead Cells which players must progress through. There are currently twenty-one biomes, with plans to add more.

Within each run, biomes are procedurally generated within the confines of that biome's set parameters. This puts the focus of gameplay on adaptation rather than memorization, while maintaining each biome's distinct feel. The order in which you'll encounter biomes, and the general location of their exits, are predetermined.

Excluding boss biomes, each biome always contains a shop and at least one treasure chest.

After exiting each biome, the player will enter the Collector's room. Here, they can turn in blueprints, spend cells, enter Timed and Perfect Doors if they met the requirements and replenish their health and health potions. Time spent in treasure chests, shops, lore rooms, and the Collector's room does not count towards Timed Doors. You will know if you are in one of these rooms if there is a [Pause] above the timer.

Note: scaling of enemy and trap stats with tiers operates somewhat differently compared to scaling of player damage and health with Stats - though damage and health initially scale exponentially using bases of 1.09 and 1.08, respectively, there are also additional factors in the code called "scale multipliers per tier" with values of 0.55 and 0.12 for damage and health, respectively. It is not yet known how these modify the exponential formulas to produce final enemy and trap stats.

You will also find in many Biomes a set of doors with up to five dotted circles on them, in random spread-out locations. These can only be unlocked once you have obtained the necessary number of Boss Stem Cell s that are only obtained by doing a complete run, and unlock further challenges.

See Biomes Table for condensed view.

First Stage: The Prisoners' Quarters
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 * Runes Needed to Access: None.
 * Enemy Tier: 1
 * Gear Level: 1
 * Scrolls: 2 Power
 * Enemies: Zombies, Shield Bearers, Grenadiers, Undead Archers; Knife Throwers (1 BSC, replaces Undead Archers), Bombers (2 BSC, replaces Knife Throwers), Inquisitors (2+ BSC), Rampagers (3+ BSC, replaces Bombers).
 * Exits: Promenade of the Condemned, Toxic Sewers
 * Boss Cell doors:
 * 1+ cell: Cavern Key door. It's the big red door right after you get your starting gear. The Cavern Key is in there, and you'll need the Homunculus Rune to get it.

The Promenade of the Condemned
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 * Runes Needed to Access: None.
 * Enemy Tier: 3
 * Gear Level: 2
 * Scrolls: 1 Power, 2 Dual-Stat
 * Enemies: Zombies, Grenadiers, Runners, Bats, Protectors, Bombardiers (3+ BSC, replace Grenadiers), Kamikazes (1+ BSC);
 * Exits: Ramparts, Prison Depths (Spider Rune needed), Ossuary (Teleportation Rune needed)
 * Timed Door: 2 minutes (Assault Shield blueprint)
 * Traps: Spikes, spiked balls
 * Boss Cell doors:
 * 1 Cell - Weapon/Skill shop
 * 2 Cells - Cell Container
 * 3 Cells - Treasure Chest
 * 4 Cells - Treasure Chest
 * Runes Found: Vine Rune

The Toxic Sewers
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 * Runes Needed to Access: Vine Rune
 * Enemy Tier: 3-5
 * Gear Level: 2
 * Scrolls: 1 Power, 2 Dual-Stat.
 * Enemies: Zombies, Scorpions, Disgusting Worms, Undead Archers; Grenadiers (only while 1+ BSC are active); Bombardiers (only while 4 BSC are active, replace Grenadiers), Purulent Zombie (Sewers) (only while 4 BSC are active, replace Zombies).
 * Exits: Ramparts, Ancient Sewers
 * Timed Door: 2 minutes (Frenzy blueprint)
 * Traps: Poisoned water.
 * Cell doors:
 * 1 cell - Treasure Chest
 * 2 cells - Cursed Chest
 * 4 cells - Cursed Chest
 * Runes Found: Teleportation Rune

Prison Depths
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 * Runes Needed to Access: Spider Rune (if coming from Promenade)
 * Enemy Tier: 5-11
 * Gear Level: 3
 * Scrolls: 1 Power.
 * Enemies: Zombies, Slashers, Foggers, Hammers, Kamikazes, Lacerator, Corpse Biters (spawned by Hammer)
 * Exit: Ossuary, Ancient Sewers (1+ BSC)
 * Traps: Spiked balls, spikes, and some slowing water.
 * Boss Cell doors:
 * 1 cell - Ancient Sewers exit

Can only be accessed via the Promenade of the Condemned and acts as a optional stage between the second and third stages.

Corrupted Confinement



 * Enemy Tier: 5-11
 * Gear Level: 3
 * Scrolls: 1 Power, 0
 * Enemies: Slammers, Shockers, Bats, Grenadiers, Undead Archers, Zombies; Protectors (1+ BSC, replaces Shockers), Inquisitors (3+ BSC, replaces Undead Archers), Dark Trackers (2-3 BSC, replaces Zombies), Bombers (4+ BSC)
 * Exit: Ancient Sewers, Ramparts (only while 1 BSC is active)
 * Traps: ???
 * Boss Cell doors:
 * 1 cell - Ramparts exit

Can only be accessed via the Toxic Sewers and acts as a optional stage between the second and third stages.

The Ramparts
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 * Entrances: Toxic Sewers, Promenade of the Condemned
 * Enemy Tier: 6-8
 * Gear Level: 3
 * Scrolls: 2 Power, 2 Dual-Stat
 * Enemies: Zombies, Undead Archers, Flying Biters, Inquisitors, Sweepers, Shield Bearers; Undead Archers stop to appear (1+ BSC), Dark Trackers (2+ BSC, replaces Zombies), Rampagers (3+ BSC, replaces Shield Bearers).
 * Exit: Black Bridge; Insufferable Crypt (only while 3 BSC are active)
 * Timed Door: 8 minutes
 * Traps: Gaps between towers, water
 * Cell doors:
 * 2 Cells - food shop;
 * 3 Cells - Exit to The Insufferable Crypt,
 * 3 Cells - Cursed Chest;
 * 4 Cells - Cursed chest

Ancient Sewers
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 * Ways to Enter: from Prison Depths (1+ BSC) or Toxic Sewers (Ram Rune needed)
 * Enemy Tier: 7-10
 * Gear Level: 3
 * Scrolls: 4 Power
 * Enemies: Zombies, Purulent Zombies (Sewers), Corpse Worms (spawned by Purulent Zombies (Sewers)), Shield Bearers (rare), Flying Biters, Scorpions, Disgusting Worms, Kamikazes, Spikers (with 1+ BSC, Kamikazes spawn in packs of 2-3).
 * Exit: Insufferable Crypt
 * Traps: Poisoned water, spiked balls, spikes.
 * Boss Cell doors:
 * 1 cell - Cursed Chest;
 * 2 cells - Treasure Chest;
 * 3 cells - Cursed Chest;
 * 4 cells - 2-choice item altar

Ossuary
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 * Enemy Tier: 8-10
 * Gear Level: 4
 * Scrolls: 3 Power, 1 Dual-Stat
 * Enemies: Zombies, Shield Bearers, Slashers, Shockers, Lacerators, Thornies, Spawners, Corpse Juice (spawned from Spawners); Dark Trackers, reduced Zombie spawns (only while 1+ BSC are active).
 * Exits: Black Bridge
 * Timed Door: 8 minutes (Marksman's Bow Blueprint)
 * Runes: Ram Rune
 * Cell doors:
 * 1 cell - Food Shop,
 * 2 cell - Cursed Chest,
 * 4 cell - Cursed Chest

The Black Bridge
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 * Entrances: Ossuary, Ramparts
 * Enemies: The Concierge (boss)
 * Enemy Tier: 11
 * Exit: Stilt Village or Slumbering Sanctuary
 * Timed Door (after the fight): 15 minutes (Root Grenade blueprint)
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Runes Found: Challenger Rune

Insufferable Crypt
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 * Entrances: Ramparts (3+ BSC), Ancient Sewers
 * Enemies: Conjunctivius (boss), Tentacles
 * Enemy Tier: 11
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Exit: Slumbering Sanctuary, Graveyard

Stilt Village
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 * Entrances: Black Bridge
 * Enemy Tier: 11-13
 * Gear Level: 4
 * Scrolls: 3 Power, 1 Dual-Stat
 * Enemies: Purulent Zombies (Sewers), Corpse Worms (spawned from Purulent Zombies (Sewers)), Weaver Worms (spawns from worm eggs), Pirate Captains, Kamikazes, Zombies; Maskers (only while 1+ BSC are active); Inquisitors, no more Zombie spawns (only while 2+ BSC are active); Runners (only while 4 BSC are active)
 * Exit: Clock Tower, Forgotten Sepulcher (Teleporter Rune required)
 * Cell Doors:
 * 1 cell - Treasure Chest;
 * 2 cells - Cursed Chest;
 * 3 cells - Cursed Chest

Graveyard
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 * Entrances: Insufferable Crypt (Spider Rune)
 * Enemy Tier: 12-14
 * Gear Level: 4
 * Scrolls of Power: 3
 * Dual-Stat Scrolls: 1
 * Enemies: Purulent Zombies (Graveyard), Inquisitors, Catchers, Bats, Kamikazes, Corpse Flies (Purulent), Maskers, Slashers (rare); Protectors, Kamikazes appear in packs of 2-3 (1+ BSC); Cannibals (4 BSC).
 * Exit: Forgotten Sepulcher, Cavern (Cavern Key needed)
 * Timed Door: 19 minutes, 30 seconds
 * Traps: Spikes, spiked balls, and water.
 * Cell doors: 1 cell - chained items; 2 cells - cells; 3 cells - cells; 4 cells - chained items

Slumbering Sanctuary
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 * Entrances: Black Bridge (Spider Rune), Insufferable Crypt
 * Enemy Tier: 12-14
 * Gear Level: 4
 * Scrolls: 3 Power, 1 Dual-Stat
 * Enemies:
 * Before activating AT switch: Zombies, Catchers, Foggers, Casters; Cannibals (only while 4 BSC are active).
 * After activating AT switch: Grenadiers, Inquisitors, Protectors (already spawned), Kamikazes (already spawned), Golems (3+ BSC, Kamikazes spawn in packs of 2-3 rather than singly); Bombardiers (2+ BSC, replace Grenadiers).
 * Exit: Clock Tower, Forgotten Sepulcher
 * Traps: Spikes, spiked balls
 * Cell doors: 1 cell - Cursed Chest, 2 cell (2) - Food Seller, Cavern exit, 3 cell - Treasure Chest
 * Runes: Spider Rune

Forgotten Sepulcher
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 * Entrances: Stilt Village (Teleporter Rune required), Black Bridge (Spider Rune required), Graveyard
 * Enemy Tier: 15-17
 * Gear Level: 5
 * Scrolls of Power: 5
 * Enemies: Trackers, Inquisitors, Lacerators, Cleavers, Kamikazes, Shockers (3+ BSC, Kamikazes spawn in packs of 2-3), Shield Bearers (1+ BSC), Inquisitors appear more often (4 BSC).
 * Exit: Clock Room, Guardian's Haven (2 BSC, 1+ Giant kill required)
 * Timed Door: 26 minutes
 * Traps: Spikes, breaking lamps
 * Cell doors: 1 cell - cursed chest; 2 cells - chained items; 3 cells - cursed chest; 4 cells - chained items

Clock Tower
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 * Entrances: Stilt Village, Slumbering Sanctuary.
 * Enemy Tier: 16-18
 * Gear Level: 5
 * Scrolls of Power: 2 Power, 3 Dual-Stat.
 * Enemies: Dark Trackers, Cannibals, Bombardiers, Bats, Undead Archers (1+ BSC Dark Trackers spawn more frequently and in pairs).
 * Exit: Clock Room
 * Traps: Spikes, and spiked balls
 * Cell doors: 1 cell - Weapon/Skill Shop, 2 cells - Cell Container, Bell, 3 cells - Treasure Chest
 * Keys:
 * Clockmaker's Key: Required to leave. It's in one of the four towers.
 * Bell Tower Key: Look for the 4 Bells and hit them once from low to high pitch. You get the Punishment blueprint from this.

Cavern
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 * Entrances: Graveyard (Cavern Key needed for the first time, always unlocked after that)
 * Enemy Tier: 14-18
 * Gear Level: 7
 * Scrolls: 2 Power, 3 Dual-Stat
 * Enemies: Ground Shakers, Inquisitors, Arbiters, Demons, Lacerators, Slammers,


 * Exit: Guardian's Haven
 * Traps: Lava, magnetic bombs, spikes, rotating spiked balls, electric fields
 * Cell doors: 1 cell - Treasure Chest; 2 cells - Treasure Chest; 3 cells - 2-choice item altar; 4 cells - cursed chest; Festive Outfit
 * Garland Key: 4 BSC required. Look for a vine passage in the ceiling, often near a shop.

Clock Room
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 * Entrances: Clock Tower, Forgotten Sepulcher
 * Enemies: The Time Keeper
 * Enemy Tier: 21 (the Time Keeper's Brutality and Survival tiers are set to 17)
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Exit: High Peak Castle

Guardian's Haven
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 * Entrances:
 * Enemies: The Giant
 * Enemy Tier: 21 (0 BSC), 44 (5 BSC)
 * Perfect Door (after the fight): Flawless fight (Legendary item)
 * Exit: High Peak Castle

Sixth Stage: High Peak Castle
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 * Entrances: Clock Room, Guardian's Haven.
 * Enemy Tier: 22-24
 * Gear Level: 6
 * Scrolls: 1 Power, 2 Dual-Stat.
 * Enemies: Guardian Knights, Lancers, Catchers, Inquisitors.
 * Exit: Throne Room
 * Traps: Spikes and spiked balls

Final Boss: Throne Room
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 * Entrances: High Peak Castle, Guardian's Haven
 * Enemies: The Hand of the King
 * Mobs summoned by The Hand of the King (1 or 2 will be Elites): Zombie, Inquisitor, Grenadier, Lacerator, Scorpion, Disgusting Worm, Cleaver. Slasher
 * Enemy Tier: 26
 * Exit:
 * Fountain (0-4 BSC). This signifies the end of your run.
 * Astrolab (5 BSC required)

Seventh Stage: Astrolab
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 * Enemy Tier: 44
 * Gear Level: 10
 * Scrolls: 2 Dual-Stat
 * Enemies: Bombers, Defenders, Failed Experiments, Magistrates of Death, Slammers
 * Exit: Observatory
 * Traps: Electric field, projectiles, spikes, pits, lava

Spoiler Boss: Observatory
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 * Enemies: The Collector
 * Mobs summoned by The Collector: Grenadier, Lancer, Runner, Undead Archer, Cleaver
 * Enemy Tier: 47
 * Exit: None. After this, your run is over.

Repository of the Architects
Technically inaccessible stage. The entrance was behind the door that required 5 boss cells to open in the Graveyard. Upon altering the number of inoculated boss cells and entering the stage it could be seen that it had the same 'darkness' mechanic as the Forgotten Sepulcher. Only enemies present in the stage appeared to be Cannibals, which were a lot stronger than usual. The majority of the stage was locked behind a door that required the 'Key' key to open.

The Pier
An old ending point of a run that persisted until the 1.0 update came around. It would be accessed after defeating the final boss of the game, which at first was Conjunctivius, then The Time Keeper, and finally, the Hand of the King. It used to have a fisherman NPC right next to a boat, who would impale the Beheaded with a tentacle to let the player start a new run. Later that was changed to a "Work in Progress" sign and a tube, through which the Beheaded would crawl to go back to the Prisoners' Quarters.