Version History

In this page we collect all patch notes ever released.

= The Corrupted Update =

The first part of Dead Cells can be very tedious without any skills and the stat points that come with it. We hope that this upgrade will help with that. Dodge to place up to nine caltrops on the ground, damaging and slowing enemies. Stick an arrow in two or more enemies to make them share the damage they take. Dodging just in time slows nearby enemies and prevent them from inflicting malaise.
 * Corrupted Confinement: A new optional (mini) biome has been added, mirroring Prison Depths. Both biomes are now very short, thought as challenged areas with one cursed chest at the beginning.
 * Scroll Fragments: These are "quarters" of scrolls, called fragments, which began to appear at BC3+. Find four of them to make a whole triple scroll!
 * Recycling Tubes: A new meta upgrade, unlockable when beating the Hand of The King for the first time in BC1. Replace the starting gear with four set of 5 random items (melee, range, shield and two skills). Choose one.
 * Explorer Instinct: A new rune, which reveal the whole map and its points of interest (scrolls, chest, merchants, etc.) when you've explored most of the level.
 * Fewer Curse Chests : While we do think it's great mechanic, being forced to open all the curse chests to not fall behind on the curve (BC3+) can be frustrating. The chance of random cursed chest in each level has also been updated.
 * New Tactic mutation: Crow's Foot
 * New Tactic mutation: Networking
 * New Tactic mutation: Tactical retreat
 * Colorless items with stat boosts now increase your highest stat dynamically. Highest base stat, before the bonus given by other items is taken into account.
 * Removed the possibility to equip two version of the same item. Think double boomerang or heavy turrets. Legendary items are not concerned by this restriction.

A Custom Mode option reverting this change has been added (locks achievements).
 * Added a Custom Mode option to increase the number of mutations equipable (locks achievements).
 * Community suggestion | Added a Custom Mode option to make every item colorless (locks achievements).
 * Community suggestion | Two new achievements, including one for beating Gigantus without taking a single hit.
 * Community suggestion | You now have to allow at least 20 items in the custom runs to unlock achievements.

Balancing

 * Community suggestion | Remove hard damage cap of 99999 damage, in order to stop penalizing heavy hitting weapons against bosses. Very much monitoring this change, as it could causes unforeseen issues.
 * Cannibal now pauses longer after it's third hit, giving you a new window of opportunity to strike.
 * The Guardian's Haven now directly leads to the Throne Room.
 * Community suggestion | Corrupted Power damage buff now scales with item level and quality.
 * Protector platform cost increased (which means less mobs around).
 * Great Owl of War blueprint drop rate increased
 * Maximum number of Knife Thrower on one platform decreased.
 * Sweepers platform cost increased (which means less mobs around).
 * Community suggestion | The bestiary of Prisoners' Quarters, Promenade of the Condemned and Ramparts have been tweaked.
 * Community suggestion | Scrolls spread in-between biomes has been slightly balanced to be more coherent with the difficulty of the level and to prevent some roads and biomes to be a clear better choice than its counterparts.
 * Community suggestion | Cleaver cooldown reduced and health points increased.
 * Community suggestion | Ice Crossbow now scales with Survival in addition to Tactics.
 * Community suggestion | Frost Blast now scales with Survival in addition to Tactics.
 * Ice Bow now dual-scales with survival in addition to Tactics. The idea behind green-scaling freezing items is to begin offering alternatives to shield in the secondary slot.
 * Community suggestion | Lightning Bolt doesn't scale with Survival anymore
 * Limited the spawn of Hammer to one per room instead of two.
 * Community suggestion | Advanced Forge upgrade cell cost divided by 2.
 * Community suggestion | Increased drop rate of blueprints dropped by Hammer.
 * Increased the drop rate of Axe Thrower blueprint.
 * Dark Tracker now drop the Hayabusa Boots at BC1+.
 * Community suggestion | Prevent mobs from spawning in various secret zones, vine rooms, teleport rooms, etc.
 * Community suggestion | Legendary items and items obtained in Cursed chests now have one bonus level in BC3+
 * Improved detection of perfect dodges for mutations Adrenalin and Tactical retreat.
 * Community suggestion | When unlocking an item at the Collector, the item now drops with a higher level and take your forge level into account.
 * Community suggestion | Prevent the laser eyes and the cristal shower from happening at the same time while fighting the Giant.
 * Community suggestion | Reduced Sweeper attack range.
 * Community suggestion | Added some invulnerability frames for Telluric Shock.
 * Community suggestion | The Shovel now repel all grenades in range.
 * Community suggestion | Librarians now have a more limited detect range.
 * Bosses skip their "tutorial" phase at BC1+. That means they're actually easier because they start with fewer HP, it's actually like you had beat their first phase without having been hit at all.
 * Alienation now reduce Malaise as well.
 * The resistance buff given by the Legendary Altars to the enemies around has been decreased.
 * Frantic Sword now inflicts critical damage if you have less than 50% of your life or at least 50% of your Malaise bar filled up.

Level design

 * Increased the size of the Flask Room to accomodate for the growing item pool.
 * Prevent altars from spawnning in front of ladders.

Graphics & UI

 * Added broken flasks in the Flask Room to show the items locked using Custom Mode.
 * Community suggestion | Improved killstreak icon. The icon now change to display whether you already reached 30 or 60 enemies killed without taking damage during the level.
 * Flipped Flint icon. Hello from the other siiiiiide...
 * Community suggestion | Made some dedicated sprites for electric wall and gravity well traps.
 * Added a couple of warning frames before Lightning Bolts starts hurting you. Power, with a few limitations.
 * Community suggestion | Added icons on dropped items to show which items have starred or damage affixes.
 * Lore rooms have now their own color on the map!
 * The leech, double damage and quad damage affixes now have their own icons in item descriptions. Version 1.5.2

Quality of life

 * Community suggestion | The timer is now paused in the Specialist's Shop.
 * Community suggestion | Added an option to start with a random unlocked outfit.
 * Community suggestion | Added an option to automatically skip cinematics.
 * Community suggestion | Magic Missiles and Pyrotechnics now shoot automatically when holding down the attack button.
 * Community suggestion | Added an option to display milliseconds during level loading and at the end of a run.
 * Doors leading to sublevels are greyed up on the minimap once visited at least once.
 * Community suggestion Alpha saves have everything unlocked from the get go.
 * Added a sound and a visual fx when Symetrical Lance and Oil Sword crit conditions end, and when Lightspeed's backdash ends without being used.
 * Added a screen bound warning for enemies attacking from outside of the screen.
 * Community suggestion | The grenade affix on weapons no longer un-freeze enemies. Version 1.5.2
 * Community suggestion | Enemies under the effect of the Hunter's Grenade drop the Hunter's Grenade if killed accidently. Version 1.5.5
 * Community suggestion | Uniformized the selling price for items on multi-choice altars. Be careful, the uniformization only applies while the item is still on the altar. No more back and forth to determine which item sells for the highest price. Version 1.5.6

Music & SFX

 * Added a SFX for Adrenaline triggering. Version 1.5.1

Bug fixes

 * Fixed Predator mutation having no cap for its duration.
 * Fixed Bats not always facing the hero before attacking.
 * Fixed Sweeper not always facing the hero before attacking.
 * Fixed the transition between the Cavern and the Guardian's Haven having a higher item level than both levels.
 * Fixed Parry Shield queuing attacks for a very long time.
 * Prevent grenades from hitting you after you managed to kill the Hand of the King.
 * Prevent being able to roll out of the boss room when the boss screams (and getting locked outside).
 * Fixed a certain spoiler item hitting through walls. Version 1.5.1
 * Fix not being able to drink a certain potion during a certain secret boss fight if the number of flask has been set to 0 with the Custom Mode. Version 1.5.4
 * Fixed using Giant's Whistle during the Timekeeper fight sometimes bugging the boss. He always found a way to get on her nerves. Version 1.5.4

= Who's the Boss update =


 * Who's the Boss Update! This patch brings 7 new weapons (one for each of the five bosses of Dead Cells, one for a certain really challenging fight, and a mystery one) thematically tied to Dead Cells' bosses. Beat them and claim their weapon as yours.
 * In addition to the new weapons, we welcome 6 new mobs - also thematically tied to the bosses - in the family. We hope you will love them as much as we do!
 * Community suggestion | The Color Scaling of many items has been changed. We've been rethinking how each color should offer several specific approaches of the combat.

- Tactics: Glass Cannon with an emphasis on being well positioned. Survive by not being hit, and in dire need of suitable tools (defensive or helping with re-positioning) to do that job consistently. - Brutality: A well balanced build focused on fast weapons, melee combat, damage-over-time and offensive skills. - Survival: Slow weapons, great shields, lot of health, offensive skills with high cooldown but decent control alternatives. Everything tied to healing.

Hence, why we felt the need to change a few of the current weapon scalings to be more in line with the global philosophy behind. Here is the full change list: - Stun Grenade, Ice Grenade, and Root Grenade are now Tactics/ Survival instead of Brutality/ Tactics. - Death Orb is now Survival instead of Tactics. - Corrupted Power is now Brutality/ Tactics instead of Tactics/ Survival. - Vampirism is now Brutality/ Survival instead of Tactics/ Survival. - Tonic is now Survival only instead of Tactics/ Survival. - Corrosive Cloud is now Tactics/ Brutality instead of Tactics only. - Lacerating Aura is now Tactics/ Brutality instead of Tactics only. - Throwing Knife is now Tactics/ Brutality instead of Tactics only. - Meat Skewer is now Tactics/ Brutality instead of Brutality only. - Assassin's Dagger is now Tactics/ Brutality instead of Brutality only.

Two of the 14th update’s new items have also received a color change, with Lightspeed becoming a Tactic/ Brutality, but with a higher cd than before. A certain other spinning skill has become Brutality/ Survival instead of Tactics/ Survival. Version 1.4.2
 * Community suggestion | 3 New Tactics Mutations! Albeit not being designed to fit into range build but to make Melee purple an unstoppable killing machine. Until you take a hit.

- Scheme: Using a skill gives a flat bonus damage to your next melee attack. - Initiative: Gives a flat bonus damage to your first melee attack against an enemy. - Predator: Killing an enemy with a melee attack makes you invisible during X secondes.

We've been thinking about making an Assassin's build (Glass Cannon with the highest damage and great mobility but the lowest tankyness of the game) viable in Dead Cells for some time now, and the recolor of some items was the perfect opportunity to try it.

The Assassin is thought to be built around skills where you need to be at the center to make the most of it (Lacerating Auras, Knife Dance) and excellent defensive options or even panic buttons (Wave of Denial, Decoy, now Lightspeed and the control grenades). We also had the weapons fitting the gameplay theme of the assassin scaled with Tactics to give a few more options for this build.

These mutations are available to everyone by default for testing purposes at the moment. Version 1.4.2

Balancing

 * When locked, the Rampager will now launch her attacks without waiting to be in range of the player. This will prevent cases where she will go on rampage, get locked, then attack the player without warning as soon as they get close.
 * Increased level of items from Cursed Chest and Legendary Altar by one.
 * Community suggestion | One-time damage buffs (from Grappling Hook and Counter Attack affix) don't trigger on some minor damage dealt (arrow affixes, grenade affix, Crossbow hook, Phaser, Grappling Hook itself).
 * Community suggestion | Disengagement now removes all poison on the beheaded when it triggers.
 * Poison will no longer kill you, but bring you down to 1HP instead. This will prevent some deaths that could feel unfair while still being pretty threatening.
 * Valmont's Whip is now a Brutality/ Tactic weapon instead of Brutality/ Survival. It's survival scaling was justified back in the days when it was quite a slow weapon. It's not the case anymore, while a good positioning (a staple of Tactic gameplay) is still required to get the most out of the weapon.
 * Community suggestion | Grappling Hook is now Tactics/Brutality instead of Tactics/Survival as being well positioned is needed to optimally using the weapon, but it fits the brutality playstyle more than the survival one.
 * Magnetic Grenade is now a Brutality/Tactic weapon. Keep your foes from approaching while your turrets shred them.
 * Community suggestion | Ripper damage increased. Version 1.4.2
 * Community suggestion | Parting Gifts range and damage slightly increased. Version 1.4.2
 * Phaser won't trigger Thorny's back damage anymore. Version 1.4.3
 * Hook cooldown now resets when missing. Version 1.4.5
 * Community suggestion | Elite Golems can no longer have the clone skill. Version 1.4.9
 * Elite's turret skill increased cooldown between bursts. Change was actually live since 14.5 but we forgot to mention it in the patchnotes... Version 1.4.9

Level design

 * Knife Thrower has been taken out from the ramparts to reduce the number of range enemies, from Clock Tower to reduce the number of invisible enemies and from Toxic Sewers where the knife thrower was redundant with the Scorpion (samey kind of horizontal range, invisible).
 * Inquisitor has been taken out of the Cavern (redundant with its three-hands bigger brother Arbiter).
 * Community suggestion | Added a light in each trap room in Forgotten Sepulcher. Version 1.4.3
 * Community suggestion | Fixed some problematic rooms: floating walls, softlocks, projectiles leaking from challenge rooms, etc. Version 1.4.9

Graphics & UI

 * Community suggestion | Infected Food now appears green on the mini-map.
 * Community suggestion | Added an icon above enemies that still have a blueprint unlockable while wielding the Hunter's Grenade.

Quality of life

 * Community suggestion | Added key bindings to move the camera with the keyboard (IJKL by default).

Bug fixes

 * A certain enemy in a certain really challenging fight can now throw fireballs from inside the wall. This sounds like a bug but I swear its actually a fix. Pinky promise.
 * The elite skill Cage will now correctly follow the elite mob when charging up again. Charge time was also increased a little for better readability.
 * The Parting Gift now correctly scales with your Tactics level.
 * Great Owl of War now correctly follows you through sub-levels.
 * Prevented Legendary Altar from spawning in front of mini-teleporters.
 * Root Grenade now applies poison or bleed correctly when it has the corresponding affix.
 * Corrosive Cloud and Bloodthirsty Shield now work correctly with the affix "bleeding causes poisoning."
 * Slasher's third strike will not go over gaps anymore.
 * Kamikaze in Prison Depths or Ancient Sewers won't drop keys anymore. A kamikaze would not drop its key if it killed itself, and killing one while it was flying over a wall would make the key appear in weird places. This should fix all that.
 * Various crash fixes. Complicated dev stuff, semi-colons and all that.
 * Fixed Slammer and Rampager sometimes levitating. We listened to you, and now they will never feel the breeze under their wings again. You monsters. Version 1.4.1
 * Friendly Worms no longer freeze enemy attacks. Version 1.4.1
 * Replaced "stun" by "root" in The Boy's Axe description. Version 1.4.2
 * Fixed "Legenday" typo in difficulty choice panel. Version 1.4.2
 * Magnetic Grenade will not turn friendly bombs or traps into grenades anymore. Version 1.4.2
 * No more stalactites falling after killing the Giant. Version 1.4.2
 * Parry Shield now parries grenade on the ground without a small delay. Version 1.4.2
 * Fixed enemies teleporting to you even when invisible in BC4+. Version 1.4.3
 * Fixed Hook not applying its affixes to the next attack. Version 1.4.3
 * Fixed being able to parry the horizontal AOE elite skill multiple times. Version 1.4.3
 * Fixed Slasher shockwave hitbox. Version 1.4.3
 * Fixed Failed Experiment not taking damage from spikes on the ground. Version 1.4.3
 * Fixed Zombie jumping hitbox preceding the visuals. Version 1.4.3
 * Fixed weird hit detection of Magistrate of Death. Version 1.4.3
 * Fixed the legendary forge displaying the wrong error message sometimes. Version 1.4.3
 * Fixed being able to stomp with your body when using homunculus rune while climbing a ladder. Version 1.4.3
 * Fixed Protectors shielding Friendly Worms. Version 1.4.3
 * Fixed some Spikes hitboxes. Version 1.4.3
 * Fixed DOT and other alternative sources of damage not having increased damages in the very last phase of a certain secret boss. Version 1.4.3
 * Fixed the prisonner floating in the air when climbing a wall with a platform behind his back. Version 1.4.3
 * Multi-state items (Tonic, Vampirism, Great Owl of War, Lightspeed, etc.) don't swap places when used on the left slot anymore. Version 1.4.6

= Update the 13th =

= Rise of the Giant DLC =

= Custom mode & Balancing =

= Release =

= Mac & Linux =

= Babel update =

= Back to the roots / Baguette update =

= The Hand of the King update =

= The Foundry update =

= Brutal update =

Important features

 * The world has changed. We're now preparing the final form of the game. Most levels have been updated to reflect this, including their difficulty, or their location on the world map.
 * The Watcher boss is now a mid-game boss, while the Assassin new boss becomes the final encounter. Note that the current game ending still isn't the final one: we plan to add the real game nemesis in a later update.
 * 2 new biomes have been added: the infamous Clock Tower and the mysterious Slumbering Sanctuary. Both include new enemies and loots.
 * The old tier system (ie. Strength/Skills/Health) has been replaced by Brutality / Tactic / Survival.

- Brutality (red): includes all weapons (except shields) - Tactic (purple): include all active skills - Survival (green): include all shields

Some items (weapons or skills) are Dual colors, which means they can rely on 2 different stats, and use the highest value. You may also encounter random Colorless items: these ones will always use your best stat.

Here are the effects of these new 3 stats when you augment them:

- Brutality (red): raise all red items damage, add +18% life - Tactic (purple): raise all purple items damage, reduce all active cooldowns - Survival (green): raise all green items damage, add +40% life

Your level-up decisions are much more important than ever.
 * Level up scrolls have been changed. You may find "classic" Power Scrolls that allow you to add +1 to any tier among 3, or Double Scrolls that only allow you to augment 1 stat among 2 (randomly chosen). Single forced scrolls are no longer a thing.
 * The way item stats/affixes are generated has been changed:

- Based on their level, all offensive items (ie. item that deals damage) now have a "Damage +X%" stat, while all non-offensive items (ie. all other items) now have a "All damage received -X%" stat. - "Tier +1" affixes on Weapons and Skills are now only found from very specific sources (Treasures or shops) and are to be considered rare. - Talismans have a guaranteed "Tier +1/+2/+3", on item level III or more. Balancing
 * The Collector can no longer upgrade items using Cells. For now, his only role is to unlock new content. A whole new upgrade mechanic will come back in the next update, which should come shortly after this one!
 * A new special grenade can be unlocked at the collector (it will then appear in the Prison Cells). It allows you to hunt specific blueprints when the RNG is not being nice to you. Throw it on a mob that has unknown blueprints on him, fight him and right before killing it, use your grenade extracting ability to get your blueprint. No one said it would be easy.
 * All Cursed treasures now drop Colorless items. Right now, it's the only way to get this kind of item.
 * Community suggestion | You can now ask for specific item categories in Shops (like bows, or melee weapons) and reroll shop content if what you see is not interesting to you. However, these options are upgrades you have to buy using cells at the Collector.
 * Community suggestion | New Shield gameplay! You can now hold any shield as long as you want! If you hold a shield, a specific amount of damage received will be absorbed (around 75% for most shields). If you short-press and don't hold your shield, you'll attempt a PARRY. Like before, this technique allows you to negate all damage received, as well as most of the negative side effects of being hit (like being repelled). A successful parry is now a critical hit. It's a risk-reward mechanic: hold and take a small amount of damage, or try a full Parry with the risk of missing.
 * Community suggestion | You can now reflect enemy arrows using any shield! The amount of damage you deal depends on your Survival tier.
 * 10 new items, including weapons, shields and active skills!
 * 4 new enemy types!
 * A Castlevania inspired diet has been added in your game options :)
 * Community suggestion | The classic grenade has been splitted in 2 different grenades: one that deals damage on a large area, but with a longer cooldown, and one that deals strong damage on short area with short cooldown. Version 0.4.1
 * Community suggestion | We balanced pretty much every parts of the scaling system of the game. Scrolls now grant +25% damage instead of +43%, and all enemies & items have been updated. Everything should now feel more balanced. Feedbacks are more than welcome! Version 0.4.2
 * The Fog Fjord has been completely updated. The whole level design has changed and a few new mobs have been added. Version 0.4.3
 * You can now see a link between 2 mini teleporter in the sepulchre once you use one of them Version 0.4.7
 * Community suggestion | Ammo stuck in a mob will now drop automatically after a few seconds, event if you don't kill him. It's still always faster to kill the enemy directly or use a grenade with the proper affix, but this should avoid stucked situations with "bow only" builds.
 * Community suggestion | The Tonic is now an item that can be refilled using Healing Fountains, so you can now use your tonic once per level. It can also be used even if your health is full. More "consumable active skills" will probably come later.
 * Community suggestion | All bows now have a slight auto-aim. They still shoot horizontally, but it's MUCH easier to shoot small enemies or mobs standing on lower platforms.
 * The Electric Whip is now a cool weapon again: its damage has been buffed up.
 * Horizontal turret and Ceil turret now have 1.5x longer range
 * The game timer is now paused when visiting Shops, Treasure rooms or Cursed Treasure rooms.
 * The Decoy active skill now explodes after a short time, dealing lots of damage to all nearby enemies.
 * Teleporting is now blocked if the caster is rooted (applies to some teleporting mobs or to the Phasing skill).
 * The Biter Swarm worms are now much much more resistant (like 10x stronger). The active skill cooldown has also been reduced.
 * Community suggestion | The Toxic Cloud skill is now twice faster to cast.
 * Community suggestion | The amount of HP recovered through the Rally Effect (the HP you recover when attacking immediately after being hit) is now capped. This cap can be raised by augmenting your Survival tier.
 * The Phazer skill now buffs the next attack, even if it's not a melee attack.
 * The Frost Blast weapon now inflicts lots of damage if the target is not frozen when it hits (it deals 0 damage if the target is already frozen).
 * Corrupted Power now adds extra damage instead of adding a fixed percentage. This extra damage is now scaled with the Tactic tier.
 * Community suggestion | Food items now restore a fixed percentage of your max HP.
 * The Phazer enemy is now a little bit faster. It's melee attack hitbox has also fixed.
 * Enemy grenades you repel with a shield do way more damage to enemies.
 * The Quick Bow deals a little extra damage.
 * Quick Bow now behaves like an autofire weapon (like the Repeater Crossbow). You can hold fire button to shoot quickly.
 * New shield affix: better damage absorption
 * New shield affix: bullet absorption
 * Sturdy shield: stun duration is now twice longer on successful Parry.
 * Shove shield: the bumping effect is now much more powerful on successful Parry.
 * Force shield: the force field now only triggers on a successful Parry. It also lasts much longer.
 * Blood shield: the bleeding only affects the blocked victim when holding the shield. It affects all nearby enemies on a successful Parry.
 * Spiked shield: inflicts much more damage.
 * The dash shield has been adapted to the new gameplay, including some balancing and minor bugfixes.
 * Situations where the player was standing on the edge of a platform and got bumped away off a platform by walking/idling enemies should now occur more rarely.
 * Community suggestion | Vampirism skill now applies to ranged attack too. Version 0.4.1
 * Lightning whip damage have been balanced. It also doesn't give you air control any more. Version 0.4.2
 * Cursed treasures no longer drop Scrolls. Version 0.4.2
 * Start Bow is now MUCH faster than it used to be. Version 0.4.2
 * Infantry bow has a little bit more ammo. Version 0.4.5

Level design

 * New rooms added for all levels
 * All rooms have been reworked for "WallGrab" et "StompJump" mechanics
 * Added extra teleporters to Old Sewers & Promenade. Version 0.4.1
 * Balanced all timed doors. Version 0.4.5
 * Community suggestion Added timed doors to Fjord village & Cemetery Version 0.4.5

Graphics & UI

 * Graphic improvements for all biomes (fog, particules...).
 * The "sewer depths" now have a corrupted skin.
 * The "Zombie-Worm" in "The old sewers" now has its very own skin.
 * The "Zombie-Fly" in "The Graveyard" now has its very own skin.
 * Fixed incorrect damage displayed on shield tips.
 * You can see now the number of monsters left to kill during Challenge.
 * The HUD has been updated regarding the new Brutality / Tactic / Survival system (still work in progress)
 * Some weapon and skill icons has been updated
 * Tier are now visible in your character page (in pause menu). Version 0.4.3
 * Elevators skin has been updated Version 0.4.5
 * Item hiddens in HiddenBlock are now visible once these discovered. Version 0.4.8

Bug fixes

 * Fixed a bug that cancelled shield bearer mobs attacks when they jumped away from the player.
 * Throwing a grenade in the middle of a Fly pack will now deal damage to all flies in the group.
 * Blocking an arrow using a global shield no longer bumps the archer mob
 * Blood Shield should now properly trigger on parried ranged attacks
 * Incomplete One shockwave attack can no longer be parried using a shield
 * Community suggestion Cells dropped from cell shrines are always automatically picked up, even if you run away.
 * Aura of Laceration no longer make you float for 1 sec when activated
 * Bleed propagation affix should no longer apply bleeding on small breakable props lying on the ground. Version 0.4.1
 * Fixed many issues with shield parrying detection. It caused some shields to not trigger properly on a successful parry. Version 0.4.3
 * Fixed the Nut Cracker hitbox Version 0.4.4
 * Grenades should no longer break doors through walls (and therefore, you shouldn't be Cursed from accidentaly breaking a door through walls) Version 0.4.4
 * "Freeze on parry" shield affix now works properly Version 0.4.5
 * Invisible mobs no longer have the same damage buff as an invisible player. Version 0.4.8

= Who's your daily? =

Important features
Important note: we have plans to give you ways to "re-lock" items you have unlocked but don't want to see in normal mode, but it won't come before Update 4. Also, we'll also make sure that insanely rare drops are not a thing in Dead Cells: this drop system balance will also make it to the Update 4. Version 0.3.9 Balancing
 * Added the "Daily run" mode! Same level & loots for everyone, changing every day. You can try as many times as you want to rank up: only your best score is kept in the leaderboard.
 * A new ability is available at the Collector booth. It allows you to sell items lying on the ground and you don't want! Just long-press the "pick-up" button of your controller when in front of a useless item. It will be destroyed and turned into gold. This ability works on most weapons, active skills, talismans and food items.
 * Community suggestion | Gold keeping has been completely rebalanced. Instead of "keep X% of your gold upon death", the new upgrade now allows you to "keep at max X gold upon death". It goes from keeping 3k gold up to 15k gold.
 * Added new achievements !
 * Speed combo: if you kill enemies quickly enough, you will be granted a temporary run speed boost. Keep killing enemies to maintain this advantage!
 * Many many minor ergonomic changes have been made to the hero movements to make your undead life easier (see below for more details). We fixed and adjusted many small things like: ladder transition speed, jump through thin platforms, hard to "grab" platforms etc.
 * Added the Items Altar : there is 2 items, but you can choose only one! Version 0.3.6
 * Added 2 new weapon blueprints and 1 new active skill blueprint as rewards for Daily Runs you complete (that is killing the boss). You can only get rewards once a day. The first reward is given on the first time you beat the Daily Run, the second one the fifth time and the last one the when you beat your tenth Daily Run. Version 0.3.9
 * Daily Run: Some items are now forbidden. You need to unlock them in the normal mode to use them in Daily Run mode.
 * Community suggestion | If you have unlocked one of the 3 "Random weapon" upgrades, you will now be able to find the good' old rusty start weapons hidden somewhere inside the flask room. Just in case you need them for, like, an achievement. Version 0.3.10
 * Added experimental DirectX support (available on beta branch only). Version 0.3.10
 * The run timer is now paused when you are in a challenge room
 * You can now exit a ladder from the top faster by rolling on last second (see: http://gph.is/2tx5NQk )
 * Community suggestion | It's now a little "harder" to grab ladders on-the-fly when playing with the sticks on a gamepad. This means that you need to move your stick further to UP or DOWN to grab a ladders, so it's not possible anymore to grab a ladder using LEFT+UP for example. This should reduce accidental ladder grabs during combats.
 * You should find precious gems a little more often on mobs.
 * The dive attack should now allow you to jump through thin platforms in relevant situations. Before this change, you may have sometime "missed" your dive attack when you tried to use it and jump through a thin platform at the same time (resulting in a very short dive attack on the spot).
 * Balanced Impaler spear damage (1st strike is more powerful, 2nd strike is a little bit less)
 * Fixed some situations where it was "difficult" to jump through a thin platform using double jumps.
 * Add some anticipation for the Watcher "bullet hell" attack
 * Community suggestion | Repeater Crossbow is now an automatic weapon: you can keep your attack key pressed to shoot arrows. Its charge time is also twice faster and its damage have been balanced. Version 0.3.2
 * The Mechanical Spider grenade damage have been reduced. Version 0.3.2
 * The way the hero life scales has been slightly changed (you get +48% extra life each time you pick +1 LIFE, instead of +41%). Version 0.3.2
 * The Crusher active skill blueprint is now a Common drop, and not a Rare one anymore. Version 0.3.10

Level design
Graphics & UI
 * Enemies should no longer start in toxic in sewers (they can still fall it though)
 * Added many new variations to Promenade level design
 * We removed tons of useless ladders from the game (ie. ladders leading to platforms you could easily jump on). Note this should also reduce a lot issues like "accidentally grabbing ladders while trying to avoid this two gren.. omg omg NO NO NOOOO fuuuuuuuuuuuuu*"
 * Added new variations to Sewers level design
 * Added new variations for rooms that require Vine or Rub-rub runes
 * Changed the design of the large crypt in the Graveyard
 * Added an option (in Misc settings) to automatically cancel your dodge before falling from a platform. This won't trigger if you start your roll when you're close from the cliff.
 * Updated the collector exit door
 * Added extra particles to some heavy weapons, 'cause they are heavy you know
 * New skin for the grenadier (ennemy and bombs)
 * The Vine ladder is now more visible and readable
 * The mini-shop has been updated and Guillain, a new NPC, has been added
 * The level name will no longer display on Title Screen
 * Community suggestion | Key mapping for next/previous is now configurable
 * New skin for the Runner ennemy
 * Community suggestion | Added option for fullscreen mode (fullscreen or borderless) Version 0.3.2
 * Added the seed to the large Map view (it will be useful to us when you screenshot impossible or problematic levels) Version 0.3.2
 * Added infos about save slots in menu (last change date, etc.) Version 0.3.6
 * Improved performance in Promenade of the Condemned and Graveyard Version 0.3.6
 * Performance improvement of the fog rendering Version 0.3.7
 * Improved performance of camera zoom Version 0.3.8
 * Added a feedback to indicate when your speed buff is about to disappear. Version 0.3.9
 * Added Japanese version. Version 0.3.11

Music & Sfx
Bug fixes
 * Add Portal closing SFX
 * New musics for the weapon and food shops
 * The Incomplete One will no longer hit you if he's frozen while jumping
 * Fixed an infinite lock that could occur during some cinematics (like "running against a wall forever").
 * Fixed a few rare "null access" crashes
 * Fixed a bug that made enemy grenades disappear in walls.
 * Fixed some issues with "bouncing" items Version 0.3.2
 * Renamed the French version of the Flying Biter mob. Version 0.3.2
 * Blueprints can no longer be stuck in a wall. Version 0.3.3
 * Pirate bombs can longer be triggered by throwing kunais on it or by dropping a turret in front of them. Version 0.3.5
 * Added support for DualShock 4 controller connected via the Sony USB Wireless adaptor Version 0.3.6
 * If you crouch or stand while using a bow or a crossbow, your character should animate accordingly. Version 0.3.7
 * We fixed a rare bug that could make enemies appear suddenly on screen, like if they were teleporting to abnormal positions. Version 0.3.9

= Hello Darkness my old friend =

Important features
Explore a whole new area located right after the Ossuary... Hope you don't fear darkness.
 * The levels organization has been vastly changed: Ancient Sewers cannot be reached anymore from the Promenade, while Ossuary leads to... well. Let's call these, "new places". A few other changes happened to the loot balance pretty much everywhere.
 * 2 new enemy types! We can't spoil you too much about them, but we really look forward to them killing you.
 * New gameplay mechanic: the Darkness. Stay for too long into it and you're dead.
 * New weapons, including Hayabusa boots, or High velocity crossbow!
 * All shops now contain 5 items instead of 4.
 * Added option to deactivate Steam Cloud, including an optional transfer of files between local only and Steam cloud.
 * Community suggestion | If a Workshop mod is available for your language, it is now automatically installed.
 * Community suggestion | We know you LOVE the shocker enemy from the Ossuary, so we doubled their frequency. Oh. Wait. No, we actually divided their frequency by 2. And we made sure their positionning was much more balanced. Version 0.2.1
 * Installed workshop mods are now automatically update Version 0.2.1
 * We removed the Shield breach mechanic completely. If your Strength was too low, your shield could be "breached" by high level enemies. This is no longer the case, allowing new combinations like using a shield efficiently with a Skill based build. This is meant to be tested and balanced with a future shield update. Version 0.2.2
 * The "Super deal" mechanic of shops has been changed (you know, when you see an item in a shop with a large green banner behind it). A super deal is now an item that has a guaranteed tier+1 affix on it, which STACKS with all its regular other affixes. A tier+1 affix is one that augments Health, Weapon or Skill. Version 0.2.3

Balancing

 * The Quickbow now only requires 2 arrows to grant criticals instead of 3
 * The amount of cells you can drop have been balanced everywhere. Gold drops also have been adjusted.
 * The shovel attacks much more quickly.
 * Shocker mob from Ossuary can be frozen
 * The broadsword can now hit enemies behind you
 * Community suggestion | The Frantic Sword has been totally rebalanced. Regarding damage, it now stands right between light weapons and heavy ones.
 * Community suggestion | The Spiteful Sword has been redone: it still deals critical blows after getting hit by an enemy, but it's now faster and the third strike has been replaced a kick that stuns the enemy. Which is much more fun.
 * Community suggestion | The Sadist sword is now a dagger: it deals a critical blow if the victim is either bleeding, poisoned or burning.
 * The long bow (sniper) is now faster.
 * Community suggestion | We nerfed the free forcefield duration you get when you have a shield equiped. We plan another update (but later) on shields gameplay, so this nerf is more like a "hotfix".
 * Community suggestion | The Tonic now heals twice more and grants a global shield when used.
 * Community suggestion | Reduce Shield of the Behemoth when is changing phase
 * Added extra treasures behind the Timed door in Ossuary, for those who are fast enough to get them, of course. Version 0.2.1
 * Vampirism skill duration has been balanced Version 0.2.2
 * Elite mobs now only drop weapons & talismans Version 0.2.2
 * Community suggestion | Hard levels like Ossuary now have better cell drops Version 0.2.2
 * Standard mobs should now have very low chance to drop an equipment item (weapon or skill) but much higher chance to drop large gems Version 0.2.2
 * Changed the way scrolls are spread in levels. Most shops should now have 1 scroll for sale. Version 0.2.3
 * The ossuary difficulty has been slightly adjusted. Version 0.2.3
 * Removed all cells from cursed chests, they were replaced by Tier+1 scroll. Version 0.2.4
 * Community suggestion | Adjusted Tier+1 Scrolls quantities in all levels to ensure each path has a better risk/reward balance Version 0.2.4
 * Community suggestion | The Valmont whip that ignores shields now also ignore the Thorny spikes damage Version 0.2.5
 * Fire bomb has a longer cooldown Version 0.2.5
 * Adjusted grenades cooldowns (+/- 1 sec) Version 0.2.5
 * Community suggestion | Balanced Frost blast diminishing efficiency (it should now work better on bosses) Version 0.2.8

Level design

 * Community suggestion | Added many teleporters in levels that lacked.
 * Added new variations to "The promenade of the condemned"
 * Added a disclaimer sign before entering Ossuary using the hard way (from Prison Cells) Version 0.2.2
 * Added a shop between Prison Cells and Ossuary Version 0.2.2
 * Community suggestion | Fixed some levels with annoying ledge grabbing issues Version 0.2.2
 * Added new rooms in Ossuary Version 0.2.4
 * Added new rooms to Prison Cells Version 0.2.4
 * Added new special ladders in Fog Fjord to unlock shortcuts to large house roofs. Version 0.2.4
 * Changed a few rooms in Cemetery Version 0.2.5
 * Added 2 new hidden do... oh. No sorry, we can't talk about that yet. Version 0.2.5
 * Fixed a rare Promenade level design issue Version 0.2.8

Graphics & UI

 * Graphic improvements in the Graveyard (cemetery)
 * Community suggestion | You can now zoom and scroll the minimap using keyboard
 * Updated the Shove Shield animation Version 0.2.3
 * Updated minor teleporters in Cemetery crypts Version 0.2.4
 * Implemented a new stairs climb animation used in most exit doors Version 0.2.5
 * Chains are now more visible in Ossuary Version 0.2.5

Bug fixes

 * Fixed some aiming issues with the Lightning bolt
 * Assault shield is not blocked anymore by small breakable props in the background
 * Incomplete One AoE cannot be blocked by shields anymore
 * Community suggestion | The screen shifted to the right when the key 9 was pressed
 * Fixed an exploit than allowed to roll through a solid wall using roll + jump down (yeah, I'm looking at you speed runners ;)
 * Community suggestion | Fix Boss Counting (Stats)
 * Community suggestion | Fix Pirate Chief anim when thawn
 * Community suggestion | The game now receives gamepad inputs when it does not have focus. Version 0.2.2
 * The Sewer Creature cinematic will no longer start if you are falling or dodging. Version 0.2.2
 * The Rapier should now crit properly when you also hit some background props during a fight Version 0.2.3
 * Fixed shield affixes that triggered when protected by a global force field Version 0.2.3
 * Fixed Slasher mob name. The new spinning guy is now... a Spinner. We're not running for academy award on this one. Version 0.2.5
 * Fixed "+300% dmg on parry" shield affix. It should now work as expected and won't apply anymore to the shield parry damage. Version 0.2.8
 * Assault Shield should no longer hit doors from different floors. Version 0.2.8
 * Fixed a translation error that read "+75% dmg on stunned target" instead of "+75% dmg on slowed down target" Version 0.2.8

= Elemental update =

Important features

 * New elemental gameplay! For example, Fire & Oil have been totally redone. You can now put oil on the ground, put it on fire and watch your enemies die in awful ways. Or maybe will you appreciate the new interactions between electricity and water? For science!
 * Community suggestion | New weapons, including mace, torches, spear etc.
 * Community suggestion | New active skills, including Ceil Turret or Vampirism.
 * Added many new affixes that will change weapons, active skills & talisman gameplay, including many new elemental affixes (like leaving a toxic cloud when dodging).
 * Community suggestion | Shield gameplay buffed! If you have a shield equiped and get hit by anything, you will be granted a temporary global force field. This means that equiping a Shield now allow you to have a much more efficient defensive gameplay style: you basically can't be chain-hit by multiple enemies. This change affects all existing shields. Also, we fixed a bug that prevented you from using a shield to block multiple attacks. Now, if you're good enough and do it in proper timing, you can now block ANY number of successive attacks coming at you.
 * A mysterious door has appeared in the Prison Cells
 * Community suggestion | Statistics! Track your progress and some other funny counters. We will add more gradually.
 * Community suggestion | Achievements! There are awesome. Like statistics, we will add more with the next updates.
 * Turrets and most deployable traps (like Meat Grinder) now require you to be at medium range to operate. If you go too far away, they will simply not work until you get closer again.
 * Dead Cells is the first game that allows you to pick your food diet. Be it carnivorous, vegetarian, frugivore or monstrous. Go check the game options.
 * 2 new enemies have been added
 * A mysterious character has been added in sewer depths
 * Shops will sometime have a special "deal" on one item: this means higher quality loot but also more expensive.

Balancing

 * We added many extra teleporters to sewers levels
 * Oil sword & oil bomb now put oil on the ground
 * Community suggestion | Your rolls can now break doors
 * Community suggestion | We fixed many minor ergonomic issues you won't probably notice with ladders (faster to grab from the top, easier to leave when jumping from the top etc.)
 * Community suggestion | Active skills can now be used as "cancels" (eg. you can cancel a Broad sword attack by throwing a Grenade)
 * Firethrower turret & flame thrower now put ground on fire
 * You can now electrify mobs standing in water
 * Community suggestion | The freeze blast is now 50% faster to use, which makes it much more efficient in most combat situation!
 * All grenades generated by item affixes now explode much faster.
 * Improved auto-aim on some weapons like Throwing knives (eg. higher priority on elites/bosses)
 * Community suggestion | Ice bow now freezes all enemies around the hit target. It also has 4 ammo instead of 3
 * Community suggestion | Blocking an arrow with the Greed Shield will now drop a golden arrow.
 * Community suggestion | Hook skill is now slightly faster and the Stun effect last twice longer
 * Community suggestion | Crossbow now has 15 ammo
 * All the bosses can now see you even if you are invisible
 * Stun grenade now lasts less time and deals less damage
 * Ice grenade lasts longer and deals more damage
 * Lightning whip range has been slightly reduced
 * Fire now deals more damage if the target is covered with Oil
 * Community suggestion | All timed doors now have much more interesting loots behind
 * Better challenge portal rewards
 * Community suggestion | Cursed chests loots has been improved
 * The rally effect (healings on counter attacks) is now less effective if you have a global force field active on you.
 * Community suggestion | Grenades you repel using a shield will now inflict damage to enemies (aka. Tennis mode)
 * Shocker enemy now properly announces its area of effect
 * We changed the ways the cells were distributed in game to ensure a better balance between different levels.
 * Rapier now deals less damage than the Assassin dagger (crit and non-crit). It also has a shorter crit window.
 * We balanced all blueprint costs (everything is a little more expensive)
 * Assault shield now has a much more powerful dash effect. It can also break doors.
 * The rusty sword has been nerfed to be rustier than OP.
 * Hook skill now adds an extra damage bonus on hooked enemies.
 * The spear is now twice faster to use and has a small dash effect
 * Meat grinder now inflicts Bleeding (more cheese pleeaaaase)
 * Bear trap now deploys 3 traps per use!

Level design

 * More rooms added to add variety in runs (especially in Prison Cells)

Graphics & UI

 * Graphic improvements in Fog Fjord and Prison Courtyard
 * Fix Texts
 * New skin for Merchants : each shop (standard, weapons, heal) now has a proper skin
 * Z doors are now more visible in Fog Fjord (Stilt Village)
 * Improve challenge message (can be skipped, and it has a better location)
 * New art for vine ladders
 * New skin for the Scribe, we suggest you to talk to him :)
 * Map improvements : added feedback for timed doors and rune path locations

Bug fixes

 * Items dropped by the Collector right before the final boss now have a correct Quality Level
 * Dropped items should no longer block a door or an exit
 * Phaser skill can no longer receive damage related affixes
 * Dual daggers should no longer force you to jump from a platform if you use them near a cliff.
 * Shield mobs should no longer hit you from behind
 * You can no longer cancel a shield cooldown using another shield
 * Shield effects triggered by blocking an attack will no longer trigger when attacks are blocked by something else (like a global forcefield)
 * The game timer now runs when you leave the flask room
 * The broadsword should now drop again properly
 * You cannot heal anymore by swapping items that add +1 LIFE
 * You cannot reset your cooldowns anymore by swapping items in your inventory
 * Tentacles won't be stuck any longer in ground
 * You can't anymore exploit the mega jump (shooting during a double jump)
 * Phazer damage bonus now applies to the first close combat attack dealt by the player.
 * Items unlocked in late game now appears in flasks (in prison cells)
 * Grenade from grenader can't bump you anymore during cinematic
 * All DOTs are removed when you change level (and go through secret portal)