Version History

This is a list of the Patch Notes for every Major Update added to Dead Cells, even ones made before the official release of the game.

Important features
Fatal Falls DLC Update!

2 new biomes, which are direct counterpart to Stilt Village and Clock Tower are now available to the Fatal Falls DLC owners.


 * Fractured Shrine, home to a vicious pagan cult, these floating islands are connected with fragile ledges that are littered with traps and deadly drops. Expect giant snakes lobbing spears at you, even bigger statues wielding mighty axes and frenetic platform fights.
 * Undying Shores, where you will be expected to descend a cliff caught in the middle of a storm while fighting off undead healers and strange yet familiar experiments.

A new boss, the Scarecrow, and its mushrooms companions are awaiting you in the Mausoleum, an alternative to the Giant and the Time Keeper. Time for them to avenge their brothers and sister fell in the Arboretum.

The DLC also include seven new weapons to be found and unlock in the new content:
 * Serennade, the overly protective flying sword and new brutality pet
 * The Ferryman's Lantern, a 2H red weapons allowing you to use the souls of your enemies to be used as devastating projectiles.
 * The Lightning Rods, a skill that calls lightning bolts to smite anything lurking in between the rods you've placed in the ground.
 * The Snake Fangs, a weapon that teleports you to the nearest enemy to inflict melee & poison damage, opening up some speedy slashing gameplay.
 * The Iron Staff parries melee attacks and the combo after a successful parry inflicts critical hits. If your target is still alive, which seems unlikely.
 * Cocoon, a temporary invincibility bubble that will parry anything thrown at you from all directions.
 * The Scarecrow's sickles, that will chase you but kill anything standing in the way.

The new biomes also come with its share of secrets to find and lore room to explore.

We hope you will like it!

Important features

 * Community suggestion | The Malaise is being reworked:
 * The bar now fills with (game) time. The malaise contamination rate is tied to the number of enemies still alive in the level, the fewer enemies, the less quickly your malaise bar will fill. When only 10% of the enemies are left alive, the biome is considered "Malaise cleared".
 * The higher the malaise, the more dangerous the enemies (increased movement speed, quicker teleport, shorter reaction time and at the latter stages, increased damage).
 * Enemies will also randomly spawn around you and from time to time, an enemy will transform into an Elite. The spawn rate and Elite rate will also increase with Malaise.
 * Being hit doesn't increase your malaise anymore. Killing enemies, Elite, and Bosses decreases your malaise gauge.
 * Food looted in walls is always contaminated and will increase your Malaise bar, the "healthy" food looted on enemies doesn't decrease your Malaise bar. Healing with your flask does heal some Malaise too.
 * The "Malaise Cleared" event completely stops the bar from filling until the end of the biome, and even decrease your malaise gauge with the amount you would get by killing all the enemies left in the level. However, these won't get you any more malaise reduction. Mobs and Elites stop spawning.

We're aiming to give a cycling nature to the mechanic, with a Malaise that should stay in-between 3 and 7 during most of the run (except boss fights). Currently, all mutations and items interacting with the Malaise have seen that aspect of their design disabled.

Balancing that new mechanic is going to be a major challenge and we're counting a lot on your help and feedback.


 * Community suggestion | Colours have been rethought following community feedback pointing out the continued decrease in consistency. Hence, we decided to change the scaling of a good chunk of items and of some mutations to (re)focus each statistic on its primary identity.
 * Tactics keeps all things related to ranged gameplay: turrets, range weapons, with some utility and damaging spells to support it. Dual scale with anything that wouldn’t fit in that category but is poison or electricity gameplay.
 * Brutality keeps its focus on fast melee weapons and everything related to jumping into the melee. Grenades stay mostly red. Dual scale with anything that wouldn’t fit in that category but is fire or blood gameplay.
 * Survival keeps its focus on crowd control, survivability, shields and slow, heavy melee weapons. Also supported by heavy damage skills with the long cooldown that goes with it. Dual scale with anything that wouldn’t fit in that category but is root or ice gameplay.

In addition, the health points scaling of Brutality and Survival has been decreased in the late game while the Tactics has been very slightly increased. However, it's mostly felt at high scrolls counts, so it mostly impacts 3BC+ late game.


 * The Backpack introduced in the 19th update to support transitioning from 2-slots weapons to two differents weapons has been reworked. It's now a meta upgrade unlocked at the Collector, in a similar fashion than Recycling or the random starting weapons and can be used with any type of weapons.

You can store any weapons to the exception of the too noble GiantKiller and the 2-slots weapons in your backpack by pressing the backpack key (Y on Xbox controller, △ on a PlayStation one) when picking a weapon. Empty your backpack by holding the "use" key.

Video settings have also been added to accommodate every one preference. You can choose in-between putting the backpack slot to the right of you skill slots or in-between your weapons and your skills. An opacity slider is also available.


 * New Mutations have been added, thought at the start to support 2-slots gameplay through the backpack slot but which are now available for any type of build:
 * Acrobatic Preparation: Attacking with a ranged weapon also attack with the ranged weapon in your backpack. Roll to reload. (Tactics).
 * Porcupine Backpack: Rolling through enemies attacks them with the melee weapons stored in your backpack. (Brutality)
 * Tortoise Wheel: Rolling parry attacks and projectiles with the shield stored in your backpack. (Survival)

A fourth mutation, Fatal Cadence (Survival) has also been implemented, increasing the attack speed when alternating in-between primary and secondary weapon slot.


 * Community suggestion | New Weapon: The Katana, finally added upon popular request. Its unique mechanic allows to chain a standard slash with a dashing charge attack by holding the button. Merry Christmas!
 * Community suggestion | New Mob: The first mob we implement inspired by a discord community suggestion (many thanks to Leylite#4491) using the Explosive Crossbow to hunt you.

We called him the Demolisher because it reminds us of construction workers using explosives to do his job. It can be found in BC0 in the distillery, and in several places later on, mostly as an alternative upgrade to the Knife Thrower.

Tactic lost a fair number of its mutations in this update. This will not compensate for all losses, but should be a step in the right direction until the next update. Update 21.2
 * New Outfits, including 2 Christmas-themed ones.
 * 2-slots weapons can now have different affixes on each part.
 * New Diet! Cheese can now be chosen in the diet options.
 * New tactic mutation : Ranger's Gear
 * Like Scheme, but for ranged weapons.

Balancing
Colour scaling changes:

Mutations:
 * The “Soldier Resistance” and “Berseker” mutatutions, focused on increasing player survivability, now scale with Survival instead of Brutality.
 * The “Predator”, “Initiative” and “Scheme” mutations, focused on increasing melee damage and playstyle now scale with Brutality instead of Tactics.

Melee Weapons:
 * Broadsword (no more red scaling)
 * Symmetrical Lance (no more red scaling)
 * Rapier (no more purple scaling)
 * Meat Skewer (no more purple scaling)
 * Flashing Fans (no more tactics scaling)
 * Rhythm n' Bouzouki (remove red scaling)
 * Crowbar (remove purple scaling)
 * Cursed Sword (remove purple scaling)
 * Assassin's Dagger (remove purple scaling)
 * Frantic Sword (remove purple scaling)
 * Seismic Strike (remove red scaling)

Ranged Weapons:
 * Hokuto’s bow (no more red scaling)
 * Alchemic Carbine (no more red scaling)
 * All Crossbows (add purple scaling)
 * Boomerang (no more survival scaling)
 * Hemorrhage (add red scaling, remove green)
 * War Javelin (remove survival scaling)
 * The Boy’s Axe (remove red, add green)
 * Ice Shards (no more purple scaling)
 * Barrel Launcher (remove red scaling)

Shield:
 * Assault Shield (add red scaling)

Skills:
 * Cleaver (no purple scaling)
 * Crusher (no more purple scaling)
 * Wolf trap (no more purple scaling)
 * Stun Grenade (no more purple scaling)
 * Ice Grenade (no more purple scaling)
 * Root Grenade (remove purple scaling)
 * Swarm (no more green scaling)
 * Grappling Hook (no more purple scaling)
 * Phaser (no more purple scaling)
 * Lacerating Aura (no more purple scaling)
 * Telluric Shock (no more green scaling)
 * Smoke Bomb (add red scaling)
 * Cluster Grenade (add green scaling)
 * Sinew Slicer (add red scaling)
 * Knife Dance (remove purple scaling).


 * The Heart of Ice mutation doesn't decrease cooldown when hitting slowed enemies anymore. It can now be triggered by ranged weapons fired at close range.
 * Oil Bomb does more damage but doesn't spread oil as far as before.
 * Swarm now creates 8 worms per use, with a 10 seconds cooldown.
 * The Concierge red aura size has been slightly reduced to allow dodging with a very well timed dodge.
 * Rhythm n' Bouzouki damage has been reduced.
 * Community suggestion | Spite Sword critical damage has been reduced.
 * Blood Sword damage has been reduced.
 * Hokuto's Bow bonus damage has been reduced.
 * Crusher damage has been reduced.
 * Bloodthirsty shield damage has been reduced.
 * Thunder Shield damage has been reduced.
 * Torch damage has been reduced.
 * Grappling Hook range has been increased.
 * Community suggestion | Oil Sword damage has been reduced.
 * Community suggestion | Sadist's Stiletto critical damage has been reduced.
 * Community suggestion | Tesla Coil and Flamethrower Turret damage has been reduced.
 * Tonic's cooldown now starts after its effects ended.
 * The Vengence mutation damage bonus increased and defence bonus decreased.
 * The Emergency Triage mutation now protects you during only 1 second instead of 3.
 * Community suggestion | The Dead Inside mutation now let you consume food but the efficiency of all sources of healing is now decreased by half.

Level design
All biomes in BC3+ have less mobs overall.
 * Community suggestion | Prison Quarters: Even less rats, and no more shieldbearers after BC1.
 * Some mobs have been removed from some biome to make room for the Demolisher:
 * Inquisitors are replaced by Demolishers in Clock Tower (BC3+).
 * Bombarders are replaced by Demolishers in the Distillery (BC0).
 * Enforcers in Ramparts are now a BC4+ mob, and Slashers a BC2+ mob. Demolishers are met there in BC1+. Weirded Warriors have been removed from this biome.
 * Knife Throwers are a BC1 only mob in Prison Quarters, replaced with Demolishers in BC2+.
 * Stilt Village 's Knife Throwers have been replaced with Demolishers (BC1+). The number of Weirded Warriors has also been greatly reduced.

Graphics & UI

 * Community suggestion | An option to disable the gameplay slow-motion (most notably when elites die) has been added.

Quality of life

 * Community suggestion | Sawblades traps can now be dodged. Update 21.1

Important features

 * New biome: Derelict Distillery. High Peak Castle alternative, currently available from the Collector area leading to the High Peak Castle.
 * New item: Tesla Coil! A medium-range, multi-targeting, shock inflicting turret.
 * New item: Barrel Launcher!: Throw explosive barrels on enemies. Just make sure they don't throw it back to you.
 * New OST: You can now choose between the original version and the brand new demake/8-bit/chiptune version of the soundtrack in the Sound option menu.
 * Added 3 new achievements linked to the Distillery. Version 2.0.5

Balancing

 * Prisoners' Quarters: rats density decreased.
 * Rats behaviour has been tweaked - it now waits a bit less and go less far in-between two attacks.
 * Tweaked damage affixes chances of appearing on an item. They should now more or less have all equal chances of being generated.
 * Community suggestion | Forgotten Sepulchre 3BC door cursed chest has been replaced by a regular treasure. The cursed chest is now in the main level, and hence available at every BC.
 * Weirded Warriors won't be parrying your arrows if you're hitting them after one of the dashes.
 * Community suggestion | Purulent Zombies (the worms trowing one, and yes, we need a different name for one of the two purulent) don't teleport anymore in 4BC+.
 * Community suggestion | Sismic Blade can't proc the bonus damage on rooted enemies affix anymore.
 * Community suggestion | Hayabusa Boots combo is now composed of only three hits instead of four, meaning the last, bumping, hit comes faster. * Damage when bumping an enemy in the wall has also been increased (and mentioned in the description, which will now be in french until we get the translations.)
 * Community suggestion | Nerves of Steel damage increased.
 * Community suggestion | Infantry Bow damage and ammo increased.
 * Community suggestion | Swamp of the banished: reduced density of enemies, Giant Ticks do less damage.


 * Community suggestion | Increase all first bosses and Time Keeper gear level.
 * Dilapidated Arboretum: reduced density of little mushies, no more Oven Knights.
 * Corrupted Confinement: rats density decreased.
 * Explosive Crossbow:
 * Melee attack now starts right away with the downward bumping attack. it's faster but does less damage and the range of the explosion is more limited. The bump to enemies has been buffed, but you're no longer bumped back.
 * Range attack is faster and does more damage than previously, but it no longer stunlocks enemies and bumps them less. Version 2.0.2

Quality of life

 * Community suggestion | Ice Crossbow: prevent the "worms spawn on victim's death" affix.
 * Community suggestion | Added a 60 kills perfect door after the spoiler biome.

Bug fixes

 * Community suggestion | Decreased chance of +% damage on critical hits appearing.

Important features
Weapon rework


 * Following the extremely succesful weapon popularity poll, we tried to give some love to the less liked weapons and slightly nerfed the most effective ones. The aim is to open up a wider range of builds, while not sacrificing what made meta builds fun.
 * Most of the changed consist of slight number tweaks, some are more profound reworks but there is one notable exceptions:
 * All Crossbows (with the exception of Sonic Crossbow which is now named Sonic Carbine) are now two-handed weapons and Survival only.
 * Multiple-nocks Bow, Marksman's Bow and Nerves of Steel are now Tactic only and have been buffed.


 * These weapons never really shined in Tactics because there are few reasons to take them in a Tactic build rather than in a Survival Build. And we were forced to make them less efficient than other pure Tactic range weapons to balance for the dual-scaling.
 * With the 2-handed weapons becoming part of the Survival identity, it felt only natural to increase the efficiency of these weapons to make them better on par with the other choices, and to make it pure Tactic.

Economy rework
 * It has been brought to our attention several times (and, frankly, we knew already) that the economy in Dead Cells was... peculiar. While everything seemed to be fine at low difficulty level, it got worse and worse in high BC, where if you wanted to buy healing you would have to basically never spend any gold on anything else. So to fix this we implemented several changes, small and big, some among them will be detailed later in this patchnote.
 * Here's a short list of what changed:
 * Gold scaling is gone, long live small numbers!
 * A good amount of items had their price changed
 * To replace gold scaling, gear price now goes up with item level
 * Refining and affix reroll costs have been changed
 * Shop categories are now stats instead of equipment type
 * Shop reroll is now free, but makes items on sale pricier

Gear qualities and damage rework
 * Bonus stats have been removed from ++ and S gears, but to compensate new scrolls have been added in biomes, enemy damage has been reduced, and gear damage has been changed to increase with item level.
 * This change was implemented to give back some importance to gear level, and in pair with the economy rebalance give you more opportunities (and an incentive) to switch gears during your run.

New DoT: Shocked and DoT reworks
 * All damage over time statuses seemed to blend together a bit too much for our taste. We decided to try and give each DoT a unique identity, and added a fourth one, shocked, in the process. Most electric weapons and items inflict this new shock DoT.
 * New DoT, Shocked: deal damage over time to the target and all nearby targets.
 * Bleed rework: Stack enough bleed status on a target and the damages left is instantaneously dealt at once.
 * Poison rework: Upon death, propagate the poison status with reduced damages and for the remaining duration.
 * Fire un-rework: Untouched, because fire was already perfect.
 * Also, all affixes giving bonus damage on an enemy with a specific status have updated values.

Damage mutation rework
 * Damage mutations (those who give a bonus DPS to your attacks) suffered from poor scaling, making them extremely useful at low difficulties while being less and less useful as you progress through the game.
 * To remedy to that, we changed their bonus from a bonus DP to a bonus % of damages. This means that everything that boosts your attack (item level, item rarity, affixes, etc.) will synergize with those mutations.


 * Impacted mutations:
 * Combo
 * Vengeance
 * Tainted Flask
 * Support
 * Tranquility
 * Gastronomy
 * Extended Healing
 * Changed and increased the initial pool of mutations.
 * Any diminishing return is now removed after a few secondes. This means that Freeze, Stun, Slows, and everything else that used to be less and less effective against a target in a fight can now be used more efficiently for these long boss fights. Version 1.9.1
 * Community Suggestion | Equipping a two-handed weapon now gives you access to a backpack weapon slot. You can put any one-handed weapon inside so the next time you come across another one-handed weapon, you can equip both at the same time to replace your two-handed weapon. Version 1.9.1

Balancing

 * All bonus damage affixes' chances of being generated have been lowered - with the newest addition, every item felt like it had 3 or 4 DoTs status synergies, making it feel like there is no point in building your build around.
 * Community Suggestion | Gold scaling has been removed from the game. While it's less impressive to gain 500 gold than 42345, it's also more easy to grasp. And more importantly: this makes our work waaaay easier to fine tune the amount of gold generated in a level.
 * Shop Reroll is now free, and the limit has been increased to 5 times. Every time you reroll though, the price of items available in the shop is increased by 40% of their base price.
 * Spoiler level now has a guaranteed heal shop and a random gear shop, instead of two different random shops.
 * Many items' base prices have been changed. The changes might not be completely apparent at first glance, as the scaling heavily modified the prices anyway, but here's the list of items which prices changed.


 * Items that had their price raised:
 * All healing items
 * Powerful Grenade
 * Fire Grenade
 * Heavy Crossbow
 * Explosive Crossbow
 * Repeater Crossbow


 * Items which prices have been lowered:
 * Stun Grenade
 * Giant Killer
 * Ice Armor
 * Ice Bow
 * Long Bow
 * Sonic Carbine
 * Legendary Weapons no longer give scroll and give less bonus damage than before. That's not permanent - we just haven't decided on how to balance them yet.
 * As mentionned above, enemy damage has been decreased to make for the loss of gear scrolls at the beginning of a run. It's very much WIP, we will be very grateful to let us know if you think enemies do too much or too little damage. Thanks!
 * You now get a free amulet at the beginning of a game at BC1+. Most likely subject to changes.
 * Mobs now teleport to you much faster at BC4+.
 * Skills no longer proc rally nor cooldown reduction mutations.
 * Reworked Heavy Crossbow:
 * Now a Survival-only two-handed weapon
 * Off-hand instantly reloads your crossbow with a volley of critical bolts
 * The hook no longer pierce enemies, even with the "pierce ennemies" affixes.
 * The damages dealt by the volley of bolts is now capped by bosses damage cap.
 * Reworked Repeater Crossbow:
 * Now a Survival-only two-handed weapon
 * Main hand fire rate has been reduced and now root every 4 bolts. No longer crit on rooted enemies.
 * Off-hand fires a volley of bolts all at once that inflict critical damages to rooted enemies.
 * Reworked Ice Crossbow:
 * Now a Survival-only two-handed weapon
 * Main hand fire has been mostyl unchanged, except you can no longer charge a volley of critical bolts with it.
 * Off-hand now fire a long range, ultra-fast bolt with infinite piercing which crits on frozen enemies.
 * Reworked Explosive Crossbow:
 * Now a Survival-only two-handed weapon
 * Main fire has not been changed.
 * Off-hand is now a melee combo ... with a surprise.
 * Reworked War Javelin:
 * Pressing the button again teleports you to the javelin.
 * No longer profits from Ammo mutation.
 * Reworked Wings of the Crow:
 * Now features up AND down movement. You can run normaly with the power activated, jump again to take flight.
 * Movement speed is increased while wings are active.
 * Attacking enemies with weapons inflict new Shock status.
 * Stomping and dodging no longer cancel the power, reactivate to cancel the power.
 * Stomping deals extra damages around.
 * Reworked Tonic:
 * No longer requires a health flask or a level change to use again. Has a normal cooldown instead.
 * No longer heals you.
 * Invincibility is much shorter.
 * Grant a portion of your missing health as temporary bonus health (shield)
 * Reduce damage taken.
 * Prevent malaise.
 * Increase movement speed.
 * Shorten dodge cooldown.
 * Reworked Vampirism:
 * No longer requires a health flask or a level change to use again. Has a normal cooldown instead.
 * Totally scrapped the old mechanic.
 * Now transform you entire life plus a portion of your missing life into rally. Strike fast to heal yourself!
 * High risk, high reward, right?
 * Reworked Tentacle Whip: added a kick that bumps enemies away when striking an enemy too close for a critical hit.
 * The goal here is to provide a less clunky chaining when failing to crit.
 * Buffed/reworked Ice Shards: The aim here is to give ice shard a strong identity of secondary weapon.
 * Removed ammo count
 * Increased slow duration
 * Reduced critical damages
 * Buff all starting weapons damages (Rusty Sword, Beginner's Bow and Old Wooden Shield).
 * Buffed Nutcracker:
 * Increased range
 * Reworked model and animations
 * Buffed Root Grenade:
 * Increased duration
 * Slightly increased DPS
 * Buffed Stun Grenade:
 * Reduced cooldown
 * Buffed Frost Blast:
 * Increased range
 * Remove ammunition
 * Buffed Spartan Sandals:
 * Increased hit damages
 * Buffed Torch:
 * Increased hit damages
 * Buffed Knockback Shield:
 * Increased damage dealt to enemies projected against a wall
 * Buffed Crusher:
 * Now slows enemies in its area
 * Buffed Spite Sword:
 * Increased damage
 * Slightly reduced forward momentum
 * Buffed Multiple-nocks Bow:
 * Increased ammo count
 * Removed Survival scaling
 * Slighlty increased fire rate
 * Buffed Marksman's Bow:
 * Increased ammo count
 * Removed Survival scaling
 * Buffed Nerves of Steel:
 * Increased ammo count
 * Removed Survival scaling
 * Buffed Spiked Boots:
 * Reworked animations and hitboxes.
 * Slight damage buff overall.
 * Buffed Balanced Blade:
 * Increased critical time
 * Increased base damage but reduced damage gained with subsequent hit (the maximum damage stayed unchanged)
 * Slightly increased breach values
 * Buffed Blood Sword:
 * Increased bleeding time
 * Buffed Flint:
 * Faster charge
 * Larger sparks area upon full charge
 * Sparks now ignite oil on the ground
 * Buffed Greed Shield:
 * Removed gold cap to receive full gold reward
 * Buffed Sonic Carbine (previously Sonic Crossbow):
 * Increased damage
 * Increased range
 * Buffed Symmetrical Lance:
 * Increased range
 * Nerfed Rampart Shield:
 * Reduced invincibility time after parrying
 * Added a FX to warn invincibility ending
 * Nerfed Flamethrower Turret:
 * Increase cooldown.
 * Nerfed Wolf Trap:
 * Reduced root duration
 * Reduced bonus DPS
 * Nerfed Tick Scythe:
 * Slitghly lower damage.
 * Taking a hit now cancel the critical chain.
 * Nerfed Rythm'n Bouzouki:
 * Reduced damages
 * Nerfed Quick Bow:
 * Reduced critical damages
 * Nerfed Necromancy:
 * only heals you up to 50% health.
 * Electric Whip no longer dual-scales with Brutality (pure Tactics only).
 * Community Suggestion | Clock Tower and Forgotten Sepulcher number of fragments swapped.
 * Community Suggestion | Rapier now dual-scales with Brutality and Tactics.
 * The new Duelist mob in Slumbering Sanctuary has been buffed (breach resistance increased and more hp).
 * Buffed bonus damage on stunned enemies affix chance.
 * New bonus damage on immobilized target and bonus damage on electrified (shocked) target affixes.
 * Community Suggestion | Two-handed weapons can no longer appear as starting gear until the Recycling Tubes are unlocked. Version 1.9.1
 * Community Suggestion | Improved one-shot protection to prevent some unfair deaths related to combos. Version 1.9.1
 * The Duelyst is now named Dancer and occasionnally dash behind you before stabbing you in the back. Omae wa mo shindeiru. Version 1.9.1
 * Community Suggestion | Mobs hitting on the invulnerability shield are now only bumped horizontally, no longer interrupting some combos (Rampagers, notably). Lots of combos are still interrupted (Guardian Knights, Lacerator, etc.) Version 1.9.3
 * Community Suggestion | Affixes and mutations now affect damages dealt by DoTs. This only affects DoTs applied directly by items. Not poison clouds nor fire on the ground. Version 1.9.3
 * Toxic Cloud affix pool have been reworked (no more damage bonus affixes, more bonus effect on trigger, etc.). Version 1.9.3
 * Toxic Carbine now applies one stack of poison on impact. Version 1.9.3
 * Guardian no longer turn towards you during their attack animation. They can still turn during their combo. Version 1.9.3
 * Guardian's shield now requires a small threshold of damages to be applied before breaking. Version 1.9.3
 * Slightly buffed Disengagement mutation to prevent your HP from descending under 20% while the mutation is active. Version 1.9.3
 * Community Suggestion | Conjonctivius "Touhou" rain of tears attack cooldown doubled. Version 1.9.3
 * Community Suggestion | When the eye of the Giant is out, both hands are now invulnerable. Version 1.9.3
 * Community Suggestion | Prevent the "victims burn" affix from appearing on ice items. Version 1.9.3
 * Community Suggestion | Damage received from traps are now capped at 30% of your maximum life. Version 1.9.3
 * Community Suggestion | Prevent food from spawning behind (possibly closed) ZDoors. Version 1.9.3
 * Buffed Grapling Hook: Controls are locked a shorter time. Version 1.9.3
 * You can now drop a maximum of one blueprint from mobs in a single level. This limitation does not apply to blueprints found in secret rooms or by using the Hunter's Grenade. Version 1.9.3
 * Global Shields (the invulnerability bubble) no longer interrupt spinning attacks from Lacerators, Guardian Knights and A certain secret boss. Version 1.9.4
 * Community Suggestion | Nerfed Alchemic Carbine to make up for the multiple buffs received by Poison DoTs. Version 1.9.4
 * Replaced one Food Shop by and Active Shop in Cavern. Version 1.9.6
 * Nerfed A Certain Secret Boss laser beam damages. Version 1.9.6
 * Increased Slumbering Sanctuary and Time Keeper number of Scroll fragments dropped by 1 in BC3+. Version 1.9.6
 * Community Suggestion | War Javelin stun's duration decreases much faster. First strike: 100%, Second strike: 50%, Third and subsequent strikes: No Stun Version 1.9.6
 * Community Suggestion | Killing one of Giant's hand now only decreases the amount of charge by one instead of resetting the charge count. Version 1.9.6
 * Community Suggestion | Prevent more than 2 "+XX% damage on _ target" affixes from appearing on an item. Version 1.9.6

Level design

 * Community Suggestion | Guardians's (soon to be renamed Oven Knights) density has been decreased.
 * Community Suggestion | Slumbering Sanctuary bestiary has been revisited to have new mobs in the "sleeping" part of the biome too.
 * The Bad Seed | Community Suggestion | The Swamp Altar is now a permanent room, and so cannot be deactivated with the "Remove lore rooms" options. Version 1.9.1

Graphics & UI

 * Broadsword, Twin Daggers and Bow and Endless Quiver now display a non-critical value in their description to help comparing items.
 * Community Suggestion | Added an option to display or hide the Seed information above your minimap. Version 1.9.1
 * Clarified some items names and descriptions. Version 1.9.3
 * Community Suggestion | Changed the confusing keyword "immobilized" to the color-coded (and obviously, objectively much clearer) "root" in descriptions to clarify synergies. Version 1.9.3

Quality of life

 * The Vorpan does not appear for the first few runs, and only appear at one merchant per level.
 * The very first run through Prison Quarters does not create lore rooms.
 * Shop categories are now replaced with stats. As the item pool grew, categories made less and less sense. So to make sure the shops you find during your run always have something interesting for you, you can now select Brutality, Tactics or Survival when you have the shop categories unlocked.
 * Community Suggestion | Thunder Shield no longer target doors. Especially golden door. Version 1.9.1
 * Community Suggestion | Explorer Instinct now signals mobs carrying precious loot with a star on the minimap. Version 1.9.3
 * Community Suggestion | Added a Custom Game option to use the old category choices (item types rather than item colors) in the shops. This option does not lock achievements. Version 1.9.5
 * Thornies now face you when aggressively teleporting to you in BC4+. Version 1.9.5
 * Community Suggestion | Forced the aquisition of Boss Cells to avoid the case where one would end the run without unlocking the next difficulty. Version 1.9.6

Music & Sfx

 * The Bad Seed | Added some missing SFX on Jerkshrooms and Mushroom Boi. Version 1.9.2

Bug fixes

 * Fixed weird graphical interaction between invulnerable enemies and Crow's Foot mutation.
 * Bleed on parry affix forbidden on bloodshield.
 * Victims burn affix forbidden on Frostblast and Ice Crossbow.
 * The Bad Seed | Fixed holes sometimes appearing in the walls of the Arboretum. Version 1.9.2
 * Fixed Knives Thrower sometimes dancing undecided on the spot. Version 1.9.2
 * Fixed Rampager sometimes attacking without warning when exiting invisibility. Version 1.9.2
 * Fixed Elite mobs with the cloning ability not taking damage on aggro. Version 1.9.3
 * Fixed being unable to drop an item carried by the Homonculus by pressing dodge on some controller or keyboard configurations. Version 1.9.3
 * Fixed some spikes collisions. Version 1.9.3
 * Fixed invulnerable Guardian reacting to strikes like their shield was broken every time. Version 1.9.3
 * Fixed Adrenalin and Frenzy calculations to only scale with the base damage of an attack (before any scaling or damage buff, except critical hits, is taken into account). We were looking into nerfing these mutations when we found out that they weren't working as expected. Version 1.9.5
 * Fixed Great Owl of War attacking while invisible. Version 1.9.6
 * Fixed blueprints dropping from bosses out of order. Version 1.9.7

Important features
New affixes!

We added 11 new affixes on active skills, aimed primarily at growing the pool of affixes available for some items that didn't have enough. Yes Corrupted Power, I'm looking at you.


 * 8 new normal affixes:
 * Ice, fire, bleed or poison on nearby floors or enemies when the effect of the used active ends
 * A grenade, a volley of arrows, or fire spreads when a deployable trap is destroyed
 * Get all your arrows back when using a skill


 * 3 new starred affixes:
 * Oil and fire spread around when a deployable trap is destroyed
 * Push enemies around you when the effect of the used active ends
 * Extended duration for powers like Wings of the Crow or Smokebomb


 * 6 New Mobs!
 * Six brand news enemies. 3 are biome specific, 3 are dispatched through various levels at differents Boss Cells. At the time being, and until the live release, we prefer letting you unveil their exact locations and types.
 * The 'common' enemy pool was getting a bit too small considering the addition of new levels, and the BC enemies were always too few and hence too repetitive for our tastes. 6 New Mobs!


 * 2 New items
 * Crowbar (part of the 17.3 'Half-Life' pack patch). Fast brutality weapons that crits after breaking a door or a breakable prop.
 * Portable Door: Allow you to bring a door with you - covering your back while you take care of the mobs in front of you and allowing for an elegant stun effect when you decide to turn around.


 * Half-life diet
 * Completing the Freeman' role play pack with medpacks for a true immersion.


 * The Bad Seed | New lore rooms and secrets for the Arboretum and the Morass. Good hunting!
 * The Bad Seed | Balanced bestiary:
 * We took the opportunity of adding new mobs to re-balance the bestiary of the levels in questions. While there isn't any new mobs in the 'Bad Seed' levels, we've tweaked the numbers to make these biomes fairer. Let us know what you think!


 * Ten (10) new achievements!
 * Eight of them are related to The Bad Seed DLC. Classic achievements like "Reach the Arboretum" or more ... secret ones.
 * The other two are accessible by everyone. Version 1.8.3


 * Community suggestion | A new feedback has been implemented for some weapons for weapon which have critical hits for a set duration. Version 1.8.3
 * Balanced Blade
 * Crowbar
 * Flashing Fans (from The Bad Seed DLC)
 * Frantic Sword
 * Oiled Sword
 * Rapier
 * Spite Sword
 * Swift Sword
 * Symmetrical Lance
 * Tentacle Whip


 * Three new outfits have been added to the game.
 * Two are linked to the secrets and lore of The Bad Seed DLC. One is available for everyone that can rise up to the ultimate challenge. Version 1.8.3

Balancing

 * The Bad Seed | Blueprint drop chances of the new items lowered.
 * Cavern mobs' health and damage lowered in all difficulties to make up for the hell-ish bestiary down there,
 * The Bad Seed | Mushroom Boi now break your invisibility on attack.
 * The Bad Seed | Improved Tick Scythes hitboxes to better hit downward.
 * The Bad Seed | Ticks now bump slightly on attacks.
 * The Bad Seed | Ticks now drop five cells and some gold upon death.
 * The Bad Seed | Improved Jerkshroom throwing curve to prevent direct hits from below.
 * The Bad Seed | Thrown Jerkshrooms no longer hurt you when colliding in the air. Who the hell thought it was a good idea?! ... Oh.
 * Knives Thowers now always dodge or dash once before starting to attack you.
 * Added a protection to player when jumping down from one way platforms to avoid taking hits when a mob on the platform is attacking.
 * Frozen enemies are now interrupted in their attacks. No more surprise hits after defrosting your Failed Experiment!
 * Community suggestion | Removed Death Orb damage cap.
 * Community suggestion | Marksman Bow can now have damage bonus affixes.
 * Community suggestion | Ice Armor now gives damage reduction instead of bonus damages on higher levels.
 * Community suggestion | Ice Armor and Ice Shield can no longer have affixes which break the ice immediatly. If you want to break the ice, you'll have to use some clever jokes instead.
 * Enemy grenades repelled by Ice Shield freeze enemies on explosion.
 * Shield Bearers can now damage deployables.
 * Community suggestion | Improved reactivity of the crouching hitbox. Version 1.8.2
 * Community suggestion | Reduced height of Dark Tracker hitbox to better match the animation. Version 1.8.2
 * The Bad Seed | Community suggestion | The Mushroom Boi! no longer attacks when you are invisible. Version 1.8.3
 * Community suggestion | Force Shield ammo decay is now way slower before absorbing one hit. Version 1.8.3
 * Community suggestion | Small amount of damages will no longer break the ice (excepted Fire damages). Version 1.8.4

Level Design

 * The Bad Seed | Slightly improved the Prison exit to Arboretum.
 * The Bad Seed | The Nest is now a right to left level to stay coherent with the Morass.
 * The Bad Seed | Neighbourgh rooms in Arboretum are now inter-connected. No more maze-like structure.
 * The Bad Seed | Reversed Arboretum, Morass and Nest transition to stay coherent with the levels. Version 1.8.1
 * Community suggestion | Prevented the Arboretum entrance from appearing too close to the beginning of the game. Version 1.8.2
 * Community suggestion | Added a teleport at the very beginning of Cemetery so mobs don't spawn too close to the entrance. Version 1.8.2

Graphics & UI

 * The Bad Seed | Added FX for Carnivorous Plant bite.
 * The Bad Seed | Added a (very small) cinematic when entering Mama Tick arena.
 * Dead Cells window is now titled ... Dead Cells. Version 1.8.2

Quality of Life

 * The Bad Seed | Community suggestion | Improved Carnivorous Plant interactions. Notably with stomps and Telluric Shock.
 * The Bad Seed | Added a warning before Carnivorous Plant bite.
 * The Bad Seed | Added a better feedback for Rythm'n Bouzouki timing.
 * The Bad Seed | Changed Rythm'n Bouzouki description to clarify that you can chain the last hit indefinitly given the correct timing.
 * Some teleporters in the Morass and Clock Tower will activate from further away to avoid useless backtracking.
 * Community suggestion | Elite Shrines are now colored diferently on the map.
 * Community suggestion | Added a clear explanation of what went wrong when the loading of a mod failed.
 * Community suggestion | Clarified what went wrong in the error report when trying to create a mod which may impact the DLC security.
 * You can no longer grab ledges directly leading to spikes.
 * Enigma doors (Courtyard's tower of roses, etc.) are now always open when the enigma has been solved once.
 * Secret blueprints are no longer replaced by gems when they have been found once. The gold amount for the whole level stays unchanged. The goal is to avoid forcing you to go out of your way to seek those gems.

Music & Sfx

 * Community suggestion | Interrupt the charge attack sound when the enemy is killed or interrupted. Version 1.8.3

Bug fixes

 * The Bad Seed | Fixed Carnivorous Plants closing while a cinematic is ongoing.
 * The Bad Seed | Fixed Yeeters hitbox.
 * The Bad Seed | Fixed some bugs with Mushroom Boi running in place.
 * The Bad Seed | Fixed Rythm'n Bouzouki timing detection for the third hit. Oups?
 * The Bad Seed | Fix rare camera problems and minimap display in the Morass.
 * (Twitch) Fixed Dual-scrolls transforming into Triple Scrolls when nobody voted.
 * Fixed Magic Missiles and Pyrotechnics always shooting twice even when tapping the button.
 * Fixed a certain secret boss hitbox on thrust attack. No more crouching under, beware!
 * Fixed some projectiles not colliding correctly with doors.
 * Fixed Ice Armor not protecting from spikes.
 * Fixed some crashes.
 * Fixed item description not appearing when you are accompagnied by a friendly mob. Version 1.8.2
 * Fixed Earthquaker hitting through walls. Version 1.8.2
 * Fixed Comboter hitting through walls. Version 1.8.2
 * Fixed Conjonctivius drops sometimes not spawning. Version 1.8.2
 * Fixed Conjonctivius platforms disappearing on reload. Version 1.8.2
 * Improved some crash error messages. So it crashes just as often, but now we know why. Version 1.8.2
 * Fixed a typo in the french description of the Warrior Shield. An english patchnote entry for a french typo ... cool. Version 1.8.2
 * Fixed Lightning Whip hitting hidden blocks through walls. Version 1.8.2
 * Fixed Tentacles hitting behind them while sweeping (the Hook should be safer to use on them now). Version 1.8.2
 * The Bad Seed | Fixed a seed error in Arboretum. Ah! Bad seed ... ehehe. Version 1.8.2
 * The Bad Seed | Fixed a crash on hero death while the Mushroom Boi! was active. Version 1.8.2
 * Fixed missing collisions in some Clock Tower rooms. Version 1.8.3

Important features
The new Stream mode is out!

Your viewers will soon be able to interact with the game through a Twitch extension rather than the chat. Less spam in your chat, more manageable for everyone!

The extension will be available on Twitch in a few days, in the meantime, you can disable the support for it in the Streaming options. Prepare the game for the upcoming The Bad Seed DLC.

Bug fixes

 * Fixed random quarter scrolls appearing in difficulties below 3BC.
 * Fixed Catcher damaging traps on every frames.
 * Fixed Telluric Shock making you invincible when used in a pit.
 * Fixed Frostbite damage calculation.
 * Fixed Heart of Ice not working on slowed enemies.
 * Fixed Ice Armor not preventing poison to be applied (Knives Throwers, Scorpios, etc.).

Important features

 * Community suggestion | The Legacy Update now gives you access to all of the major iterations of the game that we've released. So, you can now play 0.0, 0.1, 0.2 and so on...Cool huh?
 * A new skill has been added, the Ice Armor. Covers your body with ice that explodes, freezing enemies, when you activate the skill again or after a few seconds. If you take a hit while it still active, you don't take any damage/ malaise and the ice explodes, but the cooldown is doubled. Perfect to delay the decaying of your current host...
 * A new shield has been added: the Ice Shield which, surprise, freeze all enemies around you on a successful parry. Parried projectiles will also freeze the enemies.
 * Frostbite a new survival mutation, has been added, turning the "slowed" status into a dot in addition to its usual effect.
 * Cold Blood, a survival mutation, has been added. Reduces cooldown when you melee hit a slowed, rooted or frozen mob.
 * A new skin, honoring our favorite white-bearded gift-bringer reindeer trainer grand' Pa, has been added.
 * Meat Skewer has been reworked, with the first strike of the combo dashing and piercing through mobs. The weapon next attacks inflicts critical damages on the enemies pierced with the first strike.
 * Frontline Shield has been reworked, it now gives you a damage boost on melee strikes after a successful parry.
 * Lightning Whip does more damages, and will also deal damages to the enemies close to the target (currently 50%).

Balancing

 * Community suggestion | The margin for random values has been decreased from 20% to 10% +/-. Basically before, an attack inflicting 100 damages could actually inflict in-between 80 and 120. Now it is in-between 90 and 110.
 * Decrease the cell cost of Health Flask III and IV, Gold reserve III, IV and V and Advanced Forge.
 * Community suggestion | Hemorrage and Thunder Shield blueprints drop rate increased.
 * Community suggestion | Sadist's Stiletto can now have the "bonus damage on bleeding/ poisoned enemies" affixes.
 * Community suggestion | Hunter's grenade is now a legendary item.
 * Community suggestion | Oil Grenade now also scales with Tactics.
 * Community suggestion | Demons can't be shielded by Defenders anymore.
 * Throwing Knives bleed damage and duration has been increased.
 * Community suggestion | Bloodthirsty Shield now scales with Brutality too, making it the second brutality shield of the game. Merry Christmas.
 * Community suggestion | Prisoners' Quarters, Ossuary and High Peak Castle bestiary have been updated, especially at higher diff to make the Failed Experiments slightly less omnipresent.
 * Shockers charge time very slightly longer.
 * Orange worms attack at a slower speed.
 * Invisibility damage buffs now triggers on ranged attacks.
 * One-hit protection now comes back when you drink a potion or when your health gets back to 100%.

Quality of life

 * Community suggestion | Gold and cells are now collected over an unlimited distance by default. Hence, this affix has been removed from the game.

Bug fixes

 * Spiker can no longer charge its attack while there is a cinematic.
 * Thorny and Golem no longer stop in their tracks when dodging their charge.

Important features
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

Important features

 * 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

Important features

 * Thunder Shield rework:
 * Parrying charges you up, dealing damages all around you.
 * Using the shield again when charged up discharge instantly, stunning ennemies.
 * Keeping the shield up still deals damages in front of you.
 * Community suggestion | We nerfed arbiter. That's all folks! And locked them up in the Cavern in all difficulties, for good measure.
 * New mob: the Rampager. Think Zombies, but deadlier. Replaces the Arbiter for difficulties BC3+ in all levels.
 * Community suggestion | Elite rework:
 * Removed minions
 * Removed the bump when the Elite enrages
 * Weapons and Activables dropped by Elites always have a starred affix.
 * Prevented some mob + ability combos : Shield + Shielding pylons, Failed Experiment + Rotating laser and Bomber + Rotating laser
 * Fixed elites seeing you through walls when climbing one-way platforms.
 * Two new Brutality mutations:
 * Adrenalin: Dodge an ennemy attack at the last second and gain lifesteal on melee damages for a few seconds.
 * Frenzy: Gain lifesteal on melee damages while in speed boost.
 * New affix on amulets: Reveal invisible ennemies.
 * Community suggestion | Added an option to remove screenshake.
 * Two new Skins, to celebrate the 14th of July! The Galaxy outfit and the French outfit are available at the Tailor for all player that have unlocked an additional outfit. Liberté, Égalité, Skins de Juillet. Version 1.3.9

Balancing

 * Community suggestion | Arbiters nerf:
 * Now only attacks horizontally.
 * Added a deadzone in close range where the hero is safe.
 * Removed them from all levels in BC3+ and put them in Cavern.
 * Flawless buff: Reduced cooldown before crits from 30 seconds to 15 seconds.
 * Javelin buff:
 * Cooldown before the weapon comes back automatically reduced from 15 to 10 seconds.
 * The weapon comes back immediately if it falls in spikes or lava.
 * Bombers nerf:
 * Increased charging time before melee attacks.
 * Removed them entirely from Toxic Sewers.
 * Demons nerf:
 * Slightly reduced density in Castle.
 * Stunned on contact with the hero when in mid-air.
 * Slightly increased stun time.
 * Golems nerf/fix:
 * No longer stunlock to death.
 * Elite Golems can no longer teleport next to the hero. But they can still teleport the hero next to them.
 * Knifes Throwers nerf:
 * Stunned on contact with the hero. Elite Knifes Throwers are not though, be careful!
 * Added Flask recharges where the Fountain is broken in BC1.
 * Community suggestion | Spikes in Beholder's Pit are now retractable.
 * Community suggestion | Timed Doors now open if you reach them at the exact last second.
 * Community suggestion | [Custom Mode] level modifier Blood no longer resets the kill counter.
 * Community suggestion | Added a tiny time frame of invulnerability after opening a chest or picking up a scroll. Less unfair deaths, yay!
 * Community suggestion | Increased the level of Legendary items behind boss no-hit challenge doors to be on par with other challenge loot. Version 1.3.2
 * Community suggestion | Rebalanced the amount of double and triple scrolls in Graveyard and Cavern:
 * Graveyard: 1 triple/3 double => 3 triple/1 double
 * Cavern: 2 triple/3 double => 3 triple/2 double Version 1.3.2
 * In BC3+, Legendary items have bonus for every tier (Brutality, Tactic and Survival). Version 1.3.2
 * Community suggestion | War Javelin now comes back immediately if no enemy were hit when throwing it. Version 1.3.4
 * Community suggestion | Friendly Worms now teleport to the hero if they're not attacking an enemy. Version 1.3.4
 * Community suggestion | Swift Sword damage increased. Version 1.3.4
 * Community suggestion | Rampart parry damage has been reduced to be on par with Cudgel. Version 1.3.4
 * Community suggestion | Wave of Denial cooldown increased. :'( Version 1.3.4
 * Community suggestion | Frenzy and Adrenaline base value slightly increased. Version 1.3.4
 * Bombardier's grenade will now only detonate after touching the ground. Version 1.3.4
 * Community suggestion | Blood Sword speed and bleed damage increased. Version 1.3.4
 * Caster's HP have been reduced. Version 1.3.4
 * Community suggestion | Caster's orbs now keep the same speed after being countered. Version 1.3.4
 * Community suggestion | Cleaver damage and length improved. Version 1.3.4
 * Community suggestion | Cursed Sword damage improved and lock after reduced. Version 1.3.4
 * Community suggestion | Explosive Crossbow speed decreased. Version 1.3.4
 * Community suggestion | Fast Bow ammo count increased from 10 to 15. Version 1.3.4
 * Community suggestion | Flamme Turret now attack ennemies within their range with no downtime. Version 1.3.4
 * Community suggestion | Forge cost has been reduced. New content in which sinking cells and easier BC0 Dead Cells make us think that we should make advancing the forge level slightly faster. Version 1.3.4
 * Community suggestion | Giant Killer base damage has been substantially decreased, however the weapon is as good as ever to take bosses and elites down. Version 1.3.4
 * Community suggestion | Heavy Turret damage substantially reduced and cooldown slightly increased. Version 1.3.4
 * Community suggestion | Hook lock time reduced when no enemy were hit. Version 1.3.4
 * Community suggestion | Infantry Grenade damage reduced. Version 1.3.4
 * Community suggestion | Knockback Shield: enemies that hit walls take a lot more damage than before. Version 1.3.4
 * Magnetic Grenades now repel enemy grenades. Version 1.3.4
 * Community suggestion | Necromancy base and maximum value slightly lowered. Version 1.3.4
 * Community suggestion | Nutcraker critical damage increased. Version 1.3.4
 * Community suggestion | Oil damage multiplier on Fire increased. Version 1.3.4
 * Community suggestion | Oil can now be spread and set ablaze on water. Version 1.3.4
 * Community suggestion | Oiled Sword have seen its speed increased, its ability to breach enemies improved and now inflicts critical damages for a time after hitting a target on fire. Version 1.3.4
 * Community suggestion | Open Wounds bleed duration increased. Version 1.3.4
 * Community suggestion | Parry Shield is now a Survival/ Tactic shield, but the parry damage has been reduced. Version 1.3.4
 * Community suggestion | Powerful Grenade damage and range reduced. Version 1.3.4
 * Community suggestion | Pyrotechnics lock after the second hit of the combo substantially decreased. Version 1.3.4
 * Community suggestion | Repeater Crossbow damage increased. Version 1.3.4
 * Community suggestion | Sadist's Stiletto is now a Brutality/ Tactic weapon and inflict more critical damage. Version 1.3.4
 * Community suggestion | Seismic Blade damage increased. Version 1.3.4
 * Community suggestion | Speed Buff duration increased from 8 to 10 seconds. Version 1.3.4
 * Community suggestion | Shrapnel Axes damage and ability to breach improved. Version 1.3.4
 * Community suggestion | Sinew Slicer health pool and bleed damage improved. Version 1.3.4
 * Community suggestion | Stun Grenade damage and stun duration improved. Version 1.3.4
 * Community suggestion | Sonic Crossbow bolts now crit on targets beyond the first. Version 1.3.4
 * Community suggestion | Swarm Grenade now spawn 4 worms instead of 2 before, but the cooldown has been doubled too. Version 1.3.4
 * Turrets can no longer be grabbed by the homunculus. Its chiropractor told it to stop any heavy lifting... Version 1.3.4
 * Community suggestion | Twin Daggers speed increased. Version 1.3.4
 * Community suggestion | Reduced The Boy's Axe recall damages, but waiting for the end of the root effect now deals recall damages as well. Version 1.3.4
 * Community suggestion | Valmont's Whip critical hit zone improved. Version 1.3.4
 * Community suggestion | Quick Bow shoots faster and arrows travel quicker. Version 1.3.5
 * Community suggestion | Ramparts invulnerability duration slightly reduced. Version 1.3.5
 * Community suggestion | Spartan Sandal always deals fall damage to enemies and splash damages to enemies around them. Version 1.3.5
 * Community suggestion | The Cage elite skill has been reworked: it now has a 5 seconds up time, then gets down for at least 3 seconds. Version 1.3.6

Level design

 * Community suggestion | Fixed some lore rooms never appearing in Astrolab.
 * Community suggestion | Fixed a challenge room being impossible to finish.
 * Community suggestion | Fixed Cavern sometimes generating an unescapable corridor under entrance bridge.
 * Community suggestion | Added Lanterns in boss arena when the Darkness modifier is active (from [Twitch] or [Custom mode]).
 * Lantern are now spawned in multi-treasure rooms when the Darkness modifier is active.
 * Community suggestion | Improved light generation in Forgotten Sepulcher. Version 1.3.2
 * Community suggestion | Inquisitors are making their comeback into higher difficulties (3BC +) to fill the lack of long-distance shooters let by the Arbiter's retreat into their original lair. A few more change in the bestiary of some biomes have been done to make it more consistent. Details below.
 * Prisoners' Quarters: Inquisitors added to BC3+, Rampager added in BC4 and BC5.
 * Toxic Sewers: Scorpions added to BC3+, Grenadiers added in BC2 and BC3, Zombies replaced by Rampager from BC3 to BC5.
 * Ramparts: Inquisitors added to BC3+.
 * Stilt Village: Maskers replaced by Knife Throwers from BC1 to BC5. Rampager added on BC3+.
 * Slumbering Sanctuary: Inquisitors are back in BC3 (but not in BC4 or BC5). Zombies removed from BC3. Knife Throwers removed. Grenadiers added to BC1.
 * Clock Tower: Inquisitors are back in BC4+, Bombardiers added in BC3+.
 * Castle: Inquisitors added in BC3+. Version 1.3.4
 * Community suggestion | Inquisitors return and Rampager arrival to Prison Quarters made the first level of Dead Cells one of the hardest of the whole game, so we tweaked the density and variety (added base zombie until BC 5) to made it easier. Version 1.3.6

Graphics & UI

 * The Broadsword now glows yellow on the second and third strike.
 * Community suggestion | Fixed a gap sometimes appearing in Astrolab between the shops roof and its decoration.
 * Community suggestion | Fixed Arbiter being stuck in an animation and sliding on the ground.
 * Community suggestion | Fixed color of Treasure rooms spilling out a little in outside levels on the minimap.

Music & Sfx

 * Changed SFX for the Forgotten Map.
 * Added a SFX on Failed Experiment dodge.
 * Community suggestion | Reduced Friendly Worms attack volume. Quiet, you worms! Version 1.3.5

Bug fixes

 * Community suggestion | Legendary altar can no longer spawn in front of doors.
 * Community suggestion | Fixed an elevator not going high enough in Astrolab.
 * Community suggestion | Fixed a small gap sometimes appearing in Cavern entrance.
 * Community suggestion | Fixed meta settings being ignored in [Custom mode]. Speciality shop, random equipment at the start, etc.
 * Community suggestion | Fixed attack indicator on slowed ennemies.
 * Community suggestion | Fixed Hayabusa boots range on the last hit. Did you know that it used to push everyone in the level? Yeah, we didn't either.
 * Community suggestion | Fixed the cooldown for the Owl being inconsistent.
 * Community suggestion | Fixed turrets shooting at Giant's hands after its death. My immersion!
 * Community suggestion | Fixed Failed Experiment hitbox and hurtbox.
 * Community suggestion | Fixed some walls with auto-rectractable spikes being climbable.
 * Community suggestion | Fixed Cells and Golds pickup dropping on ground when performing some actions. Version 1.3.2
 * Community suggestion | Fix Legendary Altar dropping into spikes when spawned on collapsable ground. Version 1.3.2
 * Community suggestion | Fixed Bomber hitting you through walls. This fix only concerns the melee sword strike, the flight patterns and dive attack are meant to go through walls. Version 1.3.2
 * Community suggestion | Fixed a [Custom Mode] bug on the item quality setting. Version 1.3.2
 * Community suggestion | Malaise damages no longer kills cursed hero. Version 1.3.2
 * Community suggestion | Fixed reforging an activated legendary Great Owl of War losing the legendary quality. Version 1.3.2
 * Community suggestion | Fixed Flawless icon staying indefinitely if you drop the weapon. Version 1.3.2
 * Fixed Stomper, Bomber and Rampager following you around even when you are invisible. Version 1.3.2
 * Community suggestion | Fixed a hole in a platform creating wall runes in the ground. Version 1.3.5
 * Community suggestion | Fixed some archs not displaying correctly on prison roof. Version 1.3.5
 * Community suggestion | Cleaver no longer applies bleed effect on bubble-shielded enemies. Version 1.3.5
 * Legendary Cursed Sword can now have a Survival scroll. Version 1.3.6
 * Magister of Death no longer has a seizure when you teleport near it. Version 1.3.6
 * Bats (Kamikaze and other flying critters) no longer aggro through walls. Version 1.3.6
 * Beating the Giant now grants you 30 cells. Version 1.3.6
 * Fixed Shield Bearer dealing damages when stunned. Version 1.3.6

Important features
Custom options were adjusted accordingly. You can unlock by paying for amazing loot boxes in our new Premium Shop using your credit c... Oh wait. No no no. We don't do that anymore. They will just drop as classic blueprints from existing enemies (in higher difficulty modes) and bosses. You might also find a few ones in specific hidden area of the game. You can customize your outfits in the Flask Room. Attacks done with these weapons can no longer be interrupted if you get hit by an enemy, except if this enemy stuns you. Version 1.2.5
 * You'll now get access to the Cavern level after you beat the game for the first time. Look for this place inside the Graveyard... This whole new level is filled with nasty traps, perilous lava pools and violent new enemies. New ways to die!
 * Community suggestion | Custom Mode will be now unlocked after few runs (no need to beat the final boss anymore).
 * A new boss has arrived. Right after the Cavern, you will have access to this epic battle, so be prepared!
 * A new shiny Skinning system was added to the game, giving you access to more than 50 new character outfits.
 * 10 new enemies types were added to the world! Some will wait for you in the Cavern or the hidden level, but many were also added to Hard / Very hard / Expert / Nightmare modes, for your sadistic pleasure. They will gladly bury your face into the ground, burn you to death and slice all your useful organs.
 * 3 new skills, including a flying pet and a single-use scroll that will reveal the current level map.
 * 10 new weapons, including the Giant Killer, the Boï Axe or the Thunder shield, for your violent needs.
 * A new Specialist shop replaces the old Hunter Grenade door in Prisoners' Quarters. It's still unlocked the classic way through the Collector shop. You can buy a Hunter Grenade, a Map or a nice shinny skin there.
 * A new complete hidden level was added for very advanced and skilled players to explore (did someone say Boss-Cells 5?). Unveil a whole new ending to your story by beating the crap out of the mysterious big bad guy that awaits for you there... Yes. There is an hidden boss fight too.
 * A new cursed gem might now drop from enemies that will grant tons of gold, but also curse you.
 * [Custom Game] Added an option to let the fountain always available in BC 1 and + (but will lock achievements)
 * The Custom Mode is now unlocked by beating a mini-boss in Prison Roofs. Version 1.2.1
 * Community suggestion | Food drop was rebalanced:
 * you now have 100% chance to have 1 unit on mobs and 1 unit hidden in walls in every levels,
 * one food unit dropped by mobs is guaranteed to be clear from Infection,
 * food sold by shops is now always clean. Version 1.2.1
 * The Legendary Forge gameplay was updated: you can now invest cells up to 100% drop-rate in any rank (+, ++ and S), but you cannot invest in a rank if the previous one wasn't filled completely. Some ranks are also now locked, based on the current Difficulty setting. Here are the current values:
 * Normal mode: "+" rank up to 100%, "++" rank capped at 50%,
 * Hard mode: "+" and "++" ranks up to 100%,
 * Very hard mode: "+" and "++" ranks up to 100% and "S" rank capped at 25%,
 * Expert mode: "+" and "++" ranks up to 100% and "S" rank capped at 50%,
 * Nightmare mode:all ranks up to 100%. Version 1.2.2
 * Berserker is a new Brutality mutation that grants up to 60% damage reduction after killing an enemy. Version 1.2.2
 * Community suggestion | Decreased every mob tiers in BC1, BC4 and BC5. Other difficulty levels (including BC0) remain unchanged. Version 1.2.2
 * Added the Mirror: this item, once unlocked right after the Specialist Showroom, will help you for blueprint hunting :) Version 1.2.5
 * Community suggestion | Heavy weapons (ie. slow but powerful weapons) have changed. They have unique affixes that will increase their damage, give stun effect or area slow-downs. If you manage to hit your target, it should suffer.
 * Full Malaise will now leave you with ~10% HP max. It will no longer kill you directly. Version 1.2.5
 * Tactics builds now have slightly less HP at higher levels, while Brutality will get a little more HP. Version 1.2.5
 * Community suggestion | New FrontLine Shield which is a Survival/Brutality shield that that gets +X% damage if you recently hit an enemy using a melee attack. It drops in a secret place, somewhere. Version 1.2.6
 * Community suggestion | Increased overall player HP. Version 1.2.7

Balancing

 * Community suggestion | Dash shield velocity no longer reduced when hitting breakable props
 * Community suggestion | NutCracker no longer removes stun/root/frost when it deals a critical hit.
 * Blueprints dropped by the Hand of the King will now be unlocked immediately, as you pick them (there's no Collector shop behind him).
 * Decoy explosion now creates multiple small bombs.
 * Hero pets should now attack invisible enemies if their invisibility is temporarily suspended.
 * The Purulent Zombie in graveyard now has a whole new gameplay.
 * The Purulent Zombie in sewers now has a whole new gameplay.
 * Community suggestion | Legendary altars can no longer shield elites. Version 1.2.1
 * Elite "Cage" skill is now slightly larger but also inflicts slightly more damage. Version 1.2.1
 * Community suggestion | Flask refills bought from shops received a permanent 40% discount. Version 1.2.1
 * Community suggestion | Mobs will now be locked for a longer time after a BC4 teleportation (no more "instant attack after teleportation"). Version 1.2.1
 * Community suggestion | Mob teleportation now interrupts elite skills like "Cage" or "Electric Field". Version 1.2.1
 * Elite skill "Cage" can no longer charge if the mob can't see the player. Version 1.2.1
 * The elite skill "Electric field" (similar to shocker skill) now lasts 0.5s instead of 1.5s. Version 1.2.2
 * Reduced the "+" rank at the Legendary Forge (now 750 cells instead of 1000 cells). Version 1.2.2
 * Community suggestion | Ice Shard now has a limited amount of ammo that refills quickly after a short period of time. Version 1.2.2
 * Community suggestion | Valmont Whip now has a much larger hitbox, making crits easier to happen. It also no longer locks your controls after an attack. Version 1.2.2
 * Community suggestion | Death Orb twice lasts twice longer against enemies before exploding. Version 1.2.2
 * Ammo +1 affix no longer exists as a normal affix. It can still happen on legendary Boomerang. Version 1.2.2
 * Community suggestion | Enemies in BC4 have a much shorter aggro range. Version 1.2.2
 * Community suggestion | Arbiters can no longer teleport in BC4. Version 1.2.2
 * Community suggestion | Reduced a lot aggro distance for many elite mobs (Arbiters, Demons, Inquisitors etc.). Version 1.2.3
 * HotK no longer drops ammo stuck on him when using its own stomp attacks. Version 1.2.3
 * Community suggestion | You can now exit a level even if there are enemies nearby. Version 1.2.3
 * Damage from the Retaliation affix on Talismans can no longer be blocked by a Shield. Version 1.2.3
 * Community suggestion | Dead Inside mutation now increases your Malaise limit. Version 1.2.4
 * Tainted Flask mutation now grants you a Malaise immunity for a few seconds when you use a healing flask. Version 1.2.4
 * New Melee mutation (it completely replaces the old one): it now slows down enemies hit for a short duration and prevents getting any Malaise infection from them for 2 sec. Version 1.2.4
 * Community suggestion | Nerves of Steel now has 4 ammo instead of 6. Version 1.2.4
 * Necromancy mutation now reduces Malaise infection when killing elites and bosses. Version 1.2.4
 * Community suggestion | Bleed, poison and fire DoTs can no longer interrupt enemy attacks. Version 1.2.4
 * Community suggestion | Death Orb now inflicts enough total damage to kill multiple enemies in most levels. Version 1.2.4
 * New rare weapon affix: "the victim emits a toxic cloud on every hits". Version 1.2.4
 * Community suggestion | BossCell 0: balanced all enemy tiers (the beginning of most levels should be slightly easier, but the ending remains the same). Version 1.2.4
 * Community suggestion | BossCell 1-2: enemy tiers before Black Bridge are lower, while the ones after and before Castle are slightly higher. Fixed insane Cavern difficulty. Version 1.2.4
 * Community suggestion | BossCell 3-5: decreased many level enemy tiers, especially before Black Bridge. Fixed insane Cavern difficulty. Version 1.2.4
 * New item: remedy that reduces Malaise level (it can be bought in food shops). Version 1.2.5
 * Tainted flask mutation now refills 1 flask unit if it's empty and you kill X elite enemies. This X scales down with your Brutality. Version 1.2.5
 * Soldier Resistance mutation now limit your Malaise increments to 1 unit every 1.2s (instead of the default "1 unit every 0.35s"). Version 1.2.5
 * You can't received more than 1 Malaise infection marker every 0.35 sec (used to be capped at 0.2 sec). Version 1.2.5
 * Community suggestion | Decreased What doesn't kill me heal values. Version 1.2.5
 * Some very specific weapons are no longer affected by the Ammo x2 mutation (like Boomerang, Frost blast, etc.) Version 1.2.5
 * Extended Healing now heals 85% HP in 15 sec, it adds extra dmg during that duration. It gives a chance to drop a small Malaise remedy when killing Elites. Version 1.2.5
 * Parry and Punishment are no longer Tactic shields. Version 1.2.5
 * Updated the Hayabusa Gauntlets: they now inflict critical hits if the target has 40% HP or less. Version 1.2.5
 * Community suggestion | Balanced Blade will now have increasing damage (up to +100%) as long you continuously hit something. It deals Critical hits after 10 hits. Version 1.2.5
 * Community suggestion | Meat Skewer now performs 3 dashes in a row that pierces enemies in front of you. Version 1.2.5
 * Community suggestion | Bosses & Elites will now get more life in higher difficulties. Version 1.2.5
 * Community suggestion | Poison, bleed and fire no longer trigger the free shield related force-field. Version 1.2.6
 * Community suggestion | Rapier now inflicts critical hits after a shield parry. Version 1.2.6
 * Community suggestion | Added random items as rewards for some puzzle rooms containing blueprints you already have. Version 1.2.6
 * Community suggestion | Enemies protected by shields can't teleport. Version 1.2.7
 * Balanced Pyrotechnics damage. Version 1.2.7
 * Community suggestion | Hayabusa boots will now inflict extra damage to enemies pushed against a wall. The bump effect on last hit is also slightly more powerful. Version 1.2.7
 * Greed Shield now drops higher rewards if you own less than X gold. This number scales with your stats. Version 1.2.7
 * Hokuto Bow can no longer be affected by the Ammo x2 mutation. Version 1.2.8
 * Community suggestion | Ammo stuck on Conjonctivius will now drop during its invincibility phases. Version 1.2.8
 * Fixed some incompatible shield affixes (ie. freeze + poison) Version 1.2.8
 * Shield bearer enemy is no longer stopped by cute worms or turrets when charging. Version 1.2.8
 * Community suggestion | Explosive Crossbow is now about twice faster but has limited ammo (which auto-refills). Its damage & stun ability were balanced accordingly. Version 1.2.8
 * Heavy Crossbow now has a mini-hook when starting to charge that pulls any nearby enemy. Version 1.2.9
 * Added a short "soft interrupt" effect to the Hook skill (temporarily suspends enemy attack charging). This should prevent immediate enemy attacks after hooking. Version 1.2.9

Level design

 * New lore elements were added all around the world.
 * Community suggestion | Toxic Sewers now have 2 cursed chests instead of 1 at BC4.
 * Community suggestion | The exit to Ancient Sewers in PrisonDepths is now right before Ossuary exit.
 * 2 new keys were added to Prison Depths: they will give access to a scroll (the one that used to be in this level) and extra rewards.
 * New special rewards (including cells, gold and items) were added at the end of the Ancient Sewers. You'll need to find specific keys to get these rewards.
 * Community suggestion | Fixed dead-ends without teleporters in Ancient Sewers.
 * Community suggestion | Removed many useless empty corridors in Ancient Sewers.
 * Community suggestion | Fixed lore rooms generated before the middle gate in Fog Fjord. Version 1.2.1
 * Fixed trapped player in Sewer transition level if he doesn't have a spider rune. Version 1.2.2
 * Food shops no longer have a useless Reroll option. Version 1.2.2
 * Removed Cursed treasures from prison depths. Version 1.2.5
 * Fixed Ancient Sewers generation errors. Version 1.2.7
 * Fixed Graveyard generation errors. Version 1.2.7
 * Community suggestion | Fixed lore rooms building in unfortunate locations in Stilt Village Version 1.2.7
 * Community suggestion | Added some spikes on walls in Conjonctivius lair. Version 1.2.7
 * Updated Slumbering Sanctuary level generation: fixed some issues with paths from entrance to exit being way too shorts. Version 1.2.8

Graphics & UI

 * Minor polish in the Ossuary and the Sewer Depths
 * Community suggestion | Camera follow speed slightly increased
 * Community suggestion | Invisible mobs now appear with more clearly when their invisibility is suspended (ie. when you hit them). Their HP bar will also be visible.
 * Improved legendary forge locked message (more precise)
 * The Ossuary Entrance hab been pimped !
 * Added a new cool Hand of the King death cinematic.
 * Community suggestion | BC4 mob teleportation now displays briefly a "ghost shade" of the mob who is about to teleport. Version 1.2.1
 * Community suggestion | Cinematics now properly interrupt player held attacks. Version 1.2.3
 * Enemies should no longer spawn behind secret passages walls. Version 1.2.3
 * Added an ingame message when Malaise infection is reduced by a player action. Version 1.2.4
 * Community suggestion | Invisible enemies will now become briefly visible if they use an attack or skill. Version 1.2.5
 * Fixed Hayabusa Boots & Gauntlets animations. Version 1.2.5
 * Fixed What doesn't kill me description: it only works when parrying a melee attack. Version 1.2.8
 * Removed useless ammo recovery animation on Infinite Bow. Version 1.2.9

Bug fixes

 * [Custom Game] Fixed fixed seed (no more lore rooms will spawn if you enable it).
 * Community suggestion | Hero worms should no longer attack doors.
 * Fixed abnormal CPU usage on some items (like Ice shards or Decoy) Version 1.2.1
 * Thornies are no longer allowed to teleport while rolling over your face. Version 1.2.1
 * Minor CPU optimizations with some weapons & mobs. Version 1.2.1
 * Fixed homunculus not coming back when Conjonctivius becomes invincible. Version 1.2.3
 * Better "in danger" detection (stuff that prevents some actions when enemies are nearby). Version 1.2.3
 * Fixed a bug that did reset item cooldowns for no reason, specifically when picking other items. Version 1.2.3
 * Fixed few exploits with ParryShield (eg. dodging to cancel control locking). Version 1.2.3
 * Fixed an exploit with all shields (except Assault Shield) that allowed control-lock canceling by using dodge while holding the shield up. Version 1.2.3
 * Kicking away a grenade from a Bombardier BEFORE it explodes will no longer generate 3 smaller grenades. If you kick/parry it away after the explosion, it's still too late. Version 1.2.3
 * The Crusher now has gravity, woooo! Version 1.2.4
 * Fixed "!" missing on Lancer Version 1.2.4
 * Fixed the control lock duration after using a shield. The total lock duration should be constant for all shields. Version 1.2.4
 * Kamikaze bat no longer triggers Necromancy. Version 1.2.5
 * Fixed incorrect affix description "Bleed on parry" (which was previously labeled as "Burn on parry"). Version 1.2.8
 * Killed tentacles that could remain in the level after a Conjonctivius battle. Version 1.2.8

Important features

 * Community suggestion | A vast number of items have been updated to make them more useful or powerful. The idea here was to make many "auto-recycle" items much more interesting.
 * New custom game mode released! You can now customize your runs the way you want, like unlocking/relocking items, enabling special gameplay adjustments, changing rules etc. You are under control, have fun :)
 * Community suggestion | Homunculus skill has been vastly improved: you can now grab your own turrets, cancel a grab, it deals more damage, breaks invisibility etc.
 * Community suggestion | Most mutations have been reworked & balanced in order to make some of them more useful. See other notes for more details.
 * Community suggestion | The "mob auto-scaling" mechanic has been removed completely. All the levels now have a fixed "difficulty" that won't adapt to you in weird ways anymore. This affects the game in the following ways:
 * in 0-cell mode: things will be a little bit easier (just a little bit)
 * in 1 & 2-cells modes: difficulty is roughly the same as before
 * in 3 & 4-cells modes: you'll have to be really careful to be properly equipped before getting to late levels (picking cursed chests scrolls is highly recommended)
 * Community suggestion | All the cooldown reduction mechanic has been redone from scratch. The mutations that granted free CD reduction (for active skills and grenades) were removed. They were replaced by 4 new mutations to give you new active ways to reduce your skill cooldowns: by killing enemies in close combat, by killing at distance, by parrying and by dealing critical hits.

For example, one of these mutations reduces all your ongoing skills cooldowns by 2.5 sec for each successful shield parry, and this time value even increases based on your Survival stat.

The one that reduces CD for each critical hit is a new colorless mutation that will scale on your highest stat. Brutality used to give extra HP until level 14, it now caps at level 45 (30 for Tactic). Version 1.1.6
 * Community suggestion | Bosses no longer drop Legendary items, but 1 weapon and 1 active skill instead. Legendaries are now "world drop", so you may encounter them when killing mobs or on the new "legendary altars". The level generator has also been adjusted to ensure you find a "Legendary Altar" in most of your runs. You may also get legendaries as rewards of advanced challenges, like beating a boss without getting hit.
 * Community suggestion | Damage Reduction has been heavily reworked. Most items no longer grant DR anymore, their power has been increased as a compensation. Damage Reduction is not a mandatory strategy anymore and the whole game difficulty has been rebalanced accordingly.
 * Community suggestion | You can upgrade the Forge with the Collector and unlock the ability to upgrade an item quality more than once.
 * Community suggestion | Balanced the way money profits/costs scale on higher difficulty settings. Costs now scale faster than profits. Also, Recycling profits are no longer based on the the buying cost of the item, but on its reselling value, which scales slower (TLDR; recycling no longer breaks the whole economy).
 * New secret holes can now spawn below your feet. Pay attention to hidden runes in the ground and use your stomp move to break them!
 * Most mobs in 4-cells difficulty are now more aggressive: they can teleport, they have a better detection range and they cannot be distracted by deployed traps.
 * Community suggestion | New challenge doors in transition levels will require you to kill X enemies without getting hit in a row. Their rewards are equivalent to Timed Doors. Note you can get hit before or after a serie of X kills, this won't invalidate this challenge.
 * New challenge doors after bosses will grant Legendary items if you kill a Boss without getting hit once.
 * Community suggestion | Timed doors have all been moved to transition levels. They now offer a multi-purpose reward instead of Scrolls. You can now choose 1 reward for free among 3 (picked among weapons, skills and talismans). Their quality level (+/++/S) is guaranteed, based on the current difficulty setting.
 * Healing items (Tonic) & mutations (Necromancy, What doesn't kill me) now heal a percentage of your max life, and this percentage scales with your stats.
 * Elites enemies have been reworked. All of them will now have an additional random elite skill in addition of all their normal skills. Expect many different things, from lightning walls, clones or shield pylons.
 * Community suggestion | Killing a mob while the homunculus is stuck on it no longer triggers the homunculus skill cooldown, allowing you to use constantly, as long as your target dies. If you recall it before the enemy death, it will trigger the penalty cooldown.
 * The Achievements are now visible ingame!
 * You may now find Legendary Altars in some levels. They grant you a legendary item but you'll have to kill all the nearby enemies first. Version 1.1.2
 * Fighter Endurance is a new mutation that increases your HP by a percentage which scales with your Brutality. Version 1.1.3
 * Upgrading items in Forge now costs a fixed flat price that doesn't scale with difficulty. Upgrading "from ++ to S" for example should now be more affordable in BC3 & BC4. Version 1.1.3
 * The Homunculus will now retract if it touches traps like Spikes. Version 1.1.3
 * The 5th money blueprint is now available ingame. Version 1.1.3
 * Community suggestion | The way the player's HP scales has been vastly rebalanced for Brutality and Tactic. You should have much more HP at higher levels, preventing from being one-shot (if your build is balanced).
 * Community suggestion | Increased HP given for each scroll you pick. The new values are +60% HP for Brutality, +50% HP for Tactic and +70% HP for Survival. Version 1.1.6
 * Community suggestion | 3 shields are now Survival/Tactic: Punishment, Parry Shield and Knockback Shield. Version 1.1.6

Balancing

 * Community suggestion | Electricity based weapons now deal critical hits if the target is standing in water.
 * Community suggestion | Elite sidekicks mobs can no longer be grabbed by Homunculus
 * Community suggestion | Increased (a lot) Homunculus DPS
 * Using the Homunculus now breaks invisibility
 * Community suggestion | You can recall the homunculus when stuck on an enemy
 * Community suggestion | Fixed Homunculus enemy grab distance
 * Community suggestion | Pushing a grenade with a shield no longer triggers the "lock penalty timer" of the shield.
 * Pushing grenades lying on the ground using the Parry Shield now properly creates additional bonus grenade.
 * Magnet grenade deals electric damage (crits in water)
 * Community suggestion | Countered bullets can now fly through walls if the countered bullet does.
 * Countered bullets now pierce first enemy.
 * Player Turrets no longer block enemy bullets.
 * Community suggestion | Fixed elite Inquisitor wake distance (at last!)
 * Homunculus can now climb ladders.
 * Countered bullets will now go back to the enemy that sent it (yes, we're looking at you, Inquisitor!)
 * Fixed Lightning Whip not dealing electricity damage in water
 * The frontline shield (which won the "Most useless thing" award in 2017) has been updated. It can now be holded to grant invincibility, but this ability needs to be recharged (using parries or just waiting). It's no longer a zombie blueprint.
 * Vampirism has been redesigned: it now causes bleeding to all nearby enemies and you get free healing when you kill them. It recharges when using your potion.
 * Tonic recharges when using your healing potion. It's blueprint requirement was removed too, so it's available very early in any new game.
 * Community suggestion | Partial hits (like the ones you get from blocking instead of parrying with a shield) no longer give you Infection markers.
 * Spiteful sword no longer stun enemies if the attack wasn't successful (eg. hitting a shield)
 * Added and fixed scores on some monsters for Daily Run Mode
 * Community suggestion | Homunculus comes back to you if your main body gets hit.
 * Fixed elites level
 * Legendary items rerolls at the Forge are now much more expensive, as expected.
 * Balanced refine/reroll costs for most items at the Forge. S-tier items cost much more gold in the Forge.
 * Ice Crossbow now has a much higher shooting rate but its range has been decreased.
 * Community suggestion | Almost tripled the pickup distance of some precious rewards (gold teeth, gold cells etc.)
 * Removed incompatible affixes for the Frantic Sword (like "moar damage when full life").
 * The Electric Whip has been updated: it deals more damage and has a 3-steps attack sequence.
 * Community suggestion | All gems are now automatically picked up as you walk past them.
 * Poison cloud now scales damage instead of giving damage reduction.
 * Community suggestion | Shields no longr grant damage reduction. Parry damage has been increased for many of them.
 * "Combo" mutation deals much more damage but lasts less time.
 * Vengeance mutation now reduces damage taken by a fixed percentage after getting hit.
 * Community suggestion | YOLO mutation now locks its mutation slot if it was consumed (you cannot remove it). You can still remove it if it wasn't used.
 * Community suggestion | You don't get any healing from food when you have the "Dead Inside" mutation.
 * Increased damage reduction on "Tough Nut" mutation. It now grants you a move speed buff when you get hit by a trap.
 * Community suggestion | "Ripper" mutation now removes up to 3 arrows from enemy's body, dealing damage for each arrow.
 * Community suggestion | The "Melee" mutation lasts a little bit longer if the conditions are not met anymore (2 mobs or mob around you).
 * Community suggestion | New perk reset costs (very cheap on first use, very expensive for all the next ones).
 * "Gastronomy" mutation now grants a DPS buff when you recycle food. This buff lasts 5 min and stacks. It still increases food efficiency if you eat it.
 * "Counter Attack" mutation deals almost twice more damage.
 * Community suggestion | Cluster bombs spread much farther and each sub grenade deals more damage. It also has a slightly higher attack breach chance.
 * Oil Grenade now applies oil on twice larger area, and it lasts longer.
 * Community suggestion | Ice Bow now deals more damage but its freeze duration is now 0.5s. This weapon is meant to be an long-range "interrupt" weapon.
 * Community suggestion | Fire grenade now scales its damage with the item level and no longer grants damage reduction.
 * The Boomerang weapon now goes through all enemies, making it much easier to play. It no longer crits, but its damage were been increased accordingly.
 * You may now drop a temporary "increased cell drops" bonus from enemies.
 * Affixes like "Shoot an arrow in front of you" or "Throw a grenade" can no longer interrupt enemy attacks.
 * Nut Cracker no longer stuns enemies but deals critical strikes to frozen/stun/rooted enemies instead.
 * Doubled Spartan Sandal knockback power.
 * Swarm Grenade now invokes 2 minions but can be repeated to have up to 8 minions. It now has a 1 sec cooldown. Minions last much longer, and disappear if they are too far from you.
 * Alienation mutation now increases the number of enemies you have to kill by +50%
 * Acceptance mutation now inflicts Curses when you eat food.
 * Community suggestion | Cursed Items no longer have a "+20% dmg taken" penalty (which never actually worked anyway, thanks to a bug). They are now always "++" tier and Colorless.
 * Community suggestion | Increased Alchemic Gun attack speed (the DPS didn't change).
 * Toxic Cloud is now an "acid" cloud that inflicts bleeding and poisoning. It lasts twice longer.
 * Community suggestion | Elemental affixes (ie. "extra damage on fire/bleed/poison") have been balanced. Fire got nerfed.
 * Community suggestion | Sadism mutation was removed.
 * "Open wounds" is a new mutation that inflicts bleeding on every critical hits you deal to enemies.
 * Community suggestion | You can no longer use your Homunculus while cursed.
 * Community suggestion | Pyrotechnics weapon deals less damage and has a slightly longer initial casting time.
 * Fire Blast weapon description has been updated and its range has been increased.
 * Oil disappears more quickly on burning enemies.
 * Punishment Shield deals more damage and repels + stuns nearby enemies.
 * Community suggestion | Death Orb now explodes after a specific amount of damage dealt, or if the player is too far.
 * Slow-down effect after freezing now has a diminishing return limit (ie. it no longer works after X uses on the same enemy).
 * Community suggestion | "Long Slow-down after freeze" affix now is 2x longer instead of 4x.
 * Community suggestion | Lightning Bolt weapon can now be held beyond the overflow limit. You'll just take damage as long as you hold it.
 * Death Orb no longer has a "rally effect" (recover recently lost HP).
 * Frost blast now has limited ammunition that automatically refills over time. It also has a slightly longer recovery time.
 * The speed buff you get from killing enemies is now twice higher and lasts slightly longer.
 * The Grappling Hook now adds a percentage based damage buff that scales with your stats and stuns the victim on your first attack.
 * Polished and balanced the Time Keeper! Will be more difficult to beat!
 * Balanced some item prices.
 * Community suggestion | Spartan Sandal has a much faster casting time and now has a 3-steps attack sequence. The last attack ignores most knock-back resistances.
 * Community suggestion | The Rapier "crit window" lasts longer after a roll, allowing for more critical hits if you're fast enough.
 * Repeating Crossbow now roots enemies and has 4x more ammo. It inflicts critical hits to rooted targets.
 * Repeating Crossbow is now a Tactic/survival weapon
 * Increased quality level of all items in shops.
 * Community suggestion | Reduced "extra damage on slowed down target" to 25%
 * Fixed item duplication exploit.
 * Blood Sword bleed lasts much longer but inflicts less damage.
 * Increased Hand of the King root resist.
 * Community suggestion | All the unused cells you have with you after you beat the Hand of the King will drop in a bag at the beginning of your next game, in the Prison.
 * Slightly increased Heavy Turret damage.
 * Increased Powerful Grenade damage so it's now actually much more powerful. Its cooldown was decreased.
 * Infantry Grenade has a lower cooldown.
 * Added "Bleed on parry" affix.
 * The BroadSword now inflicts critical hits on 2nd & 3rd strikes.
 * Community suggestion | Balanced Blade has almost no chance to interrupt enemy attacks (ie. stagger).
 * Community suggestion | Elite sidekicks no longer stop arrows. Version 1.1.1
 * Community suggestion | Boomerang can no longer receive "Ammo +3" affix. Version 1.1.2
 * Community suggestion | Decreased Cudgel damage. Version 1.1.2
 * Spiteful sword now deals critical hits if you're cursed OR if you got hit up to 8 sec ago. Version 1.1.2
 * Acceptance mutation now inflicts 5 curses when eating food. Version 1.1.2
 * Prevented some affixes to be added to skills with very short cooldown (ie. Swarm). Version 1.1.2
 * Corrupted Power cooldown was halved. Version 1.1.2
 * "Bow & Endless Quiver" now deals more damage and inflicts a critical hit on last arrow. Version 1.1.2
 * Quick Bow deals more dmg for critical hits and has 1 extra ammo. Version 1.1.2
 * Duplex bow now shoots 3-arrows at a time and is considered a Tactic/Survival weapon. It's slower, but deals more damage. Version 1.1.2
 * Decreased Fire Grenade cooldown. Version 1.1.2
 * Decreased Explosive Decoy cooldown. Version 1.1.2
 * Decreased Lacerating Aura cooldown. Version 1.1.2
 * Decreased Wings of the Crow cooldown. Version 1.1.2
 * Community suggestion | Dead Inside mutation now increases your HP by +50%. Version 1.1.3
 * Community suggestion | Mobs attacked by the Homunculus will now aggro the hero in BC4. Version 1.1.3
 * Community suggestion | Impaler spear now has knockback effect when hitting enemies. Version 1.1.3
 * Infantry Grenade now deals about twice more damage. Version 1.1.3
 * Beating the HotK is now rewarded with cells. Version 1.1.5
 * Fire Turret cooldown is now twice shorter. Version 1.1.5
 * Community suggestion | Phazer cooldown was reduced. Version 1.1.5
 * Wave of Denial is now twice more powerful, its cooldown is twice shorter and it can repel enemy bullets. Version 1.1.5
 * Lacerating Aura can no longer interrupt (stagger) enemy attacks. Version 1.1.5
 * Lacerating Aura has a shorter cooldown and a slightly larger area of effect. Version 1.1.6
 * Limited the frequency of scrolls on mobs. Version 1.1.6
 * Fixed DashShield not properly stopping Thorny mobs when they roll over your face. Version 1.1.7
 * Punishment Shield inflicts damage to nearby enemies when blocking arrows or deflecting bombs. Its damage was slightly increased. Version 1.1.7
 * Player's diving attack no longer stuns enemies if they are under a full shield protection. Version 1.1.7
 * Ice Shard weapon now throws 3 grenades at a time, is twice faster and slows down enemies for twice longer. Version 1.1.7

Level design

 * Scrolls lying on the ground should no longer be too close from each others in levels.
 * Community suggestion | Updated Roofs & Clock tower for speed runners.
 * Added a connection between Prison Depths and Ancient Sewers that requires 1 activated boss cell.
 * Sepulchre now has 5 triple scrolls and no doubles.
 * Ancient Sewers now have 4 triple scrolls and no doubles.
 * Cemetery lost 1 triple scroll.
 * Added 3 boss-rune locked doors to Fog Fjord village.
 * Added 2 boss-cell locked doors and a few extra stuff in Ancient Sewers.
 * Community suggestion | Removed many rooms from Ancient Sewers to make it shorter.
 * Minor balance adjustments in Prison Depths.
 * Rooms added for Ossuary and The promenade of the Condemned
 * New traps added in secret portals!
 * Triggered doors now open almost instantly when walking on a pressure plate.
 * Minor level design fixes
 * Added permanent lights near boss-cell locked doors in Sepulchre. Version 1.1.3
 * Spikes in the Throne room now retract after the HotK combat. Version 1.1.4
 * Sewer rooms have been updated : the sewers are now narrower Version 1.1.7

Graphics & UI

 * Community suggestion | Lightning Bolt color feedback is now more legible.
 * The forcefield wall fx (the one surrounding some bosses) has been updated & optimized
 * Pause & map are now available in Homunculus mode
 * Community suggestion | Added cooldown feedbacks to homunculus skill (hero eye changes color)
 * Fixed blood shield showing an area effect on blocking instead of on parrying only.
 * Added a feedback to invite you to choose a item to replace
 * Some polishes on Pause and HUD: you can now see if an item is a colorless or legendary, and see what tier is used for it
 * Fixed boss lifebar weird resizing
 * Some little UI fixes
 * Bats position on ceil has been improved
 * Pendulum can be tingled by bullets now.
 * Added cell animation in Collector UI
 * Improved camera during Boss Battle
 * Added a label in Save UI to know if these are from the Early Access.
 * Clock Tower: fixed color doors and polish in background
 * Cursed Treasure have now a background + the treasure color in the map
 * Added various feedback on various UI window
 * Added a fourth panel in GameInfos to show the current gameplay modifiers
 * You can no longer access to superior forge rank if you don't have the required boss cells.
 * The door behind the Guillain's Mutation shop now shows a better explanation if you try to open it while it's locked.
 * "Nerves of Steel" bow and "Boomerang" skins have been updated.
 * Improved a lot of UI for our mouse users!
 * Community suggestion | Updated some confusing translations ("victim burns", etc)
 * Fixed Hayabusa Gauntlets description.
 * Community suggestion | Added a limit to the "critical hits" related screen flashing.
 * Made many cinematic animations (like teleporting, or crossing doors) a little bit faster.
 * Added "Resist" feedback on mobs that can resist to all slow-down effects (ie. Hand of the King)
 * Fixed Twin Daggers damage in its description.
 * Weapons that have unconditional critical hits (like Twin Dagger or Broadsword) now only show a single DPS value in their description. Version 1.1.2
 * Long-press feedback (like when recycling items) now shows up on top of everything. Version 1.1.3
 * Community suggestion | You can now break hidden wall blocks using the "Activate" button/key (useful if they are difficult to hit with your current weapons). Version 1.1.3
 * Removed blood fx for critical hits on background props. Version 1.1.7

Bug fixes

 * Ammo stuck on Hand of the King now drop if he jumps.
 * Community suggestion | Fixed Hand of the King attack that did damage the player before the animation actually hits. It also no longer hits player if he's behind the boss on 3rd strike.
 * Fixed Hand of the King issues with Bear Traps.
 * Lightnings generated by an affix no longer hit nearby doors.
 * DirectX "device removed" errors are now handled correctly.
 * Fixed Infection reset exploit during loading screens.
 * You can now sell an item directly from a dual altar.
 * Fixed crash after reloading a game during a Gameplay Twitch vote
 * Oil Grenade now applies oil on its target properly, even if the target was already burning.
 * Community suggestion | Deflecting a grenade with a shield now properly triggers shield "on successful parry" effects (if they can apply), and it no longer locks player controls for 0.5s.
 * The Hunter Grenade no longer has any gameplay affix.
 * Ally worms no longer attack doors
 * Fixed bullets through walls exploit
 * Homunculus attacks can no longer be blocked by shields.
 * Fixed multi activating item with one activate button push
 * The Collector door will automaticaly open if you have nothing to unlock
 * Fixed blueprints not showed in Collector UI the first time
 * Community suggestion | Fixed gastronomy mutation description
 * The mouse cursor is now correctly hidden (DirectX version) Version 1.1.2
 * Fixed PoisonSkin affix (poison enemies if you receive dmg) affecting mobs that shouldn't be affectable. Version 1.1.3
 * Boss Cell should no longer drop in spikes after HotK combat. Version 1.1.3
 * The first bomb (that splits into smaller ones) thrown by the Grenader enemy now properly inflicts damage. Version 1.1.6
 * Fixed small grenades from Grenader mobs that couldn't be countered. Version 1.1.7
 * Wrenchip whip no longer ignore shields on 3rd hit (it's a kick, not a whip hit). Version 1.1.7
 * Fixed Elite Archer asynchronous attack anim. Version 1.1.7
 * Fixed asynchronous animations when a mob is slowed down (using frost weapons for example). Version 1.1.7
 * Fixed Wave of Denial being sometime resisted for no reason. Version 1.1.7
 * Fixed enemy bumps (like using Spartan or Wave of Denial) being resisted for no reason. Version 1.1.7
 * Fixed Spartan boots hit box (not hitting enemies that are too close from you). Version 1.1.7

Important features

 * Added lore
 * Added a new meta key: Homunculus

Level design

 * Added lore rooms

Graphics & UI

 * Removed the Early Access disclaimer

Bug fixes

 * The Conjonctivius Tentacles won't be stuck in the ground anymore. Sorry for that! Version 1.0.3

Important features
Mac and Linux builds are available

Workshop and mod support

 * Community suggestion | Added experimental support for mods Version 0.9.2

Graphics & UI

 * Community suggestion | Add an option to enable the pixel art font (Options->Video->Pixelated Font)
 * Community suggestion | Add an option to disable razer chroma

Bug fixes

 * Fixed Portuguese texts
 * Added a warning dialog when Steam Cloud is activated / deactivated

Important features

 * Added more languages: Deutsch, Español, Italiano, Русский, Português, Türkçe, 한국어, 繁體中文
 * Community suggestion | The hero wears a classy red scarf that follows all its movements. Now you can pretend you're a ninja!
 * Community suggestion | All bows and crossbows received new skins!
 * The Barnacle (ceiling turret) will now deployed nice pink balloons to float mid-air if no attach point can be found. In such a case, it deals slightly less damage.
 * Added support for Discord Rich Presence

Bug fixes

 * Anonymised error reports and stats sent to our servers
 * Fixed line break for Japanese texts

Important features

 * Community suggestion | The Forge has been completely updated. Our primary goal was to come back to the roguelite roots by giving you ways to upgrade your loots but without direct control on which item is upgraded (improvise, adapt, overcome!). The new Forge allows you to invest on drop frequency of each item quality. It's a guaranteed frequency : so if you have 25% for "+" quality items, 25% of all items found will be quality "+". You cannot invest on "++" until you have at least 50% "+" quality (same goes for "S" quality).
 * Community suggestion | A new Minor Forge allows you to reroll affixes on existing items, or upgrade them to higher quality levels (eg. from ++ to S). The reroll costs more & more as you use on a single item.
 * You may now drop random Legendary loots from enemies. These items are similar to "S-level" items: they are Colorless, deal/absorb more damage, have lots of properties, but have slightly less Tier bonuses. You may find these on any standard enemy (rare), on Elites (uncommon) or on Bosses (always).
 * The cooldown reduction mutation has been splitted into 2 distinct mutations: one for grenade cooldowns and another one for all other active skills.
 * Reworking of the Challenge Levels : The treasure is available at the entrance, but if you take it, you must cross the entire challenge level! First good news : don't worry, you won't be kicked out if you are hit. Second good news : no monsters, only traps! Good luck !
 * Community suggestion | A fraction of your existing progress on Forge item upgrades is now imported into the new Forge. Version 0.7.1
 * Community suggestion | Added Baguette food option Version 0.7.1
 * The Nightmare difficulty has been changed a lot. Enemy levels have been slightly reduced, but all of them will now give you an Infection marker on every single hit. If you reach 10 markers, you just die. Be careful, the food can also be infected (its state is written in the description): if you eat such a thing, you will still be healed as usual, but you'll also get 1 infection marker.

You can get rid of some of these markers using your Healing Flask and by eating clean food. Version 0.7.2
 * Difficulty settings have been slightly updated. 1-cell difficulty now has reduced fountains frequency, 2-cells has no fountain but minor refills and 3-cells has no fountain at all. Version 0.7.2
 * Fixed missing treasures in some Daily Runs. Version 0.7.3
 * Greatly increased the damage bonuses of all mutations that granted extra damage to make them more viable in higher difficulty levels (between x2 or x3 increase). Version 0.7.3
 * Community suggestion | All gold & gem drops have been rebalanced everywhere, resulting in less "I have tons of gold" issues, especially by the end of the game in high difficulty settings. Version 0.7.4
 * Community suggestion | Balanced the Recyling I & II permanent skills (now 7% for Recycling I and 15% for Recyling II) to limit the excessive amount of gold you got from them. Version 0.7.4

Balancing

 * Added a new curse-related mutation
 * Community suggestion | Rotating spiked-ball traps can FINALLY be dodged.
 * Community suggestion | Added a new mutation related to traps
 * Added a new mutation related to shields
 * Community suggestion | Enemies will no longer attack you when standing in a Shop.
 * Community suggestion | Impaler now deals more powerful critical strikes
 * Community suggestion | Challenge portals now have a scroll as reward.
 * Challenge portals are now much rarer.
 * Community suggestion | The 3 starting items are capped to "+"' quality level.
 * Hokuto bow mark can now propagates to enemies behind walls Version 0.7.1
 * Community suggestion | Acid Nerves bow received some serious damage buff Version 0.7.3
 * The speed-buff mutation now lasts 3x longer instead of x2 Version 0.7.3
 * Emergency healing mutation now grants a 3s shield Version 0.7.3
 * Community suggestion | All bosses now drop gold rewards (except the last one). Version 0.7.3
 * Community suggestion | Alchemic gun can no longer have "Toxic cloud on death" affix Version 0.7.3
 * Emergency Healing mutation now only heals 45% HP. Version 0.7.3
 * Contamined Healing mutation now heals normally (60% HP) Version 0.7.3
 * Balanced mutations unlock costs. Version 0.7.3
 * Increased Recycling II unlock cost Version 0.7.3
 * Balanced shield unlock costs & shop costs Version 0.7.3
 * Balanced all timed doors rewards & values. All doors before the Bridge now only have 1 scroll to offer. The most difficult timed rewards (Graveyard & Sepulchre) have 2 scrolls. Version 0.7.3
 * Added a new mutation you cannot get. Don't even try, you just can't. Version 0.7.3
 * HotK can no longer take fall damage Version 0.7.4
 * All Kitchen shops now sell a Healing Flask refill Version 0.7.4
 * Community suggestion | Being pushed off a cliff edge no longer interrupts your attacks, nor your dodge. Version 0.7.6
 * Community suggestion | Pushing a grenade with a shield no longer triggers the "lock penalty timer" of the shield. Version 0.7.7
 * Pushing grenades lying on the ground using the Parry Shield now properly creates additional bonus grenade. Version 0.7.7

Level design

 * Updated transitions before Sewers & Ossuary
 * Secret Rooms added everywhere
 * More room variety in "The Ramparts"
 * More room variety in "Clock Tower"
 * Removed a useless teleporter from Throne room
 * Community suggestion | Removed long empty corridors from Ossuary & Old sewers
 * Added many teleporters in the second part of Sanctuary
 * Sanctuary is now longer and contains more enemies.
 * Slightly reduced Clock Tower length.
 * Fixed a room in Prison Roof Version 0.7.2
 * Community suggestion | Added a light in rooms from Sepulchre that needed you to choose between 2 items. Version 0.7.3
 * Added a few secret rooms. Version 0.7.3
 * Fixed some rooms Version 0.7.3
 * Removed scrolls spawning on elevators Version 0.7.4
 * Items & scrolls no longer drop in inaccessible areas in Fog Fjord. Version 0.7.4
 * Main Scrolls can no longer spawn in secret areas Version 0.7.4
 * Added more teleports in Prisoners Quarters Version 0.7.6

Graphics & UI

 * All new UI !
 * The pause menu has been changed and Options, Restart and Quit are now easily accessible.
 * A new page, "Infos", is also in the pause menu.
 * The "stats" guy in "Prison Cells" now shows more information about your progression.
 * Boss cells are now displayed in the minimap when activated.
 * Lots of polish and feedbacks added to make infos more readable during your run!
 * Community suggestion | Gold nuggets can be broken using the Use button
 * The "Tutorial Knight" is now a Tomb Raider©.
 * The "Graveyard" and the "Fog Fjord" now have a diiferent mood in interior rooms
 * Many secrets from the game are no longer be visible on the minimap. You should now pay attention instead of just scanning the map ;)
 * Added a new loading screen between levels
 * Updated the Blood Sword fx
 * "The Insufferable Crypt" has been improved !
 * Fixed DPS displayed on items with double/quad damage affixes Version 0.7.1
 * Fixed x4 not displaying above hero with a quad damage affix equipped Version 0.7.1
 * "Low life" screen feedback (red borders) is now disabled during cinematics Version 0.7.3
 * Added a small tutorial for jumping through thin platforms (Jump+Down) Version 0.7.3
 * Updated HotK grenade skin Version 0.7.4
 * Updated first Knight cinematic "Travolta" animation. Version 0.7.4
 * Updated HotK intro cinematic Version 0.7.4
 * A rotating spiked ball no longer triggers a slow motion & blood fx when hitting a player turret. Version 0.7.4
 * Item swap popup no longer appears while picking up a blueprint. Version 0.7.4
 * The Cannibal (from ClockTower) walk anim has been slightly accelerated. Version 0.7.4
 * Community suggestion | Fixed Phaser mob attack feedback to properly show the actual hit box. Version 0.7.4

Music & Sfx

 * A lot of missing SFXs have been added.
 * The music now stop when you beat a boss, and you even get a jingle victory \o/
 * Added a missing sfx on Barnacle Version 0.7.5

Bug fixes

 * Fixed an exploit that permitted floating around using the Hunter Grenade extractor
 * Fixed Level design bugs
 * Fixed a rare bug involving zombies jumping right after being rooted
 * Fixed an Aura of Laceration crash
 * The protector mob (from Promenade) should now work properly even when not on screen
 * Tornado skill should no longer get stuck when used in shallow water
 * Fixed many level generation crashes
 * Fixed a very old bug with double/quad damage affixes. These affixes now grant +100%/+300% dmg instead of a multiplier (which was actually wrong and that didn't stack properly). Such old bug. Much wow. Version 0.7.1
 * Fixed loading of lang mods at game start. Version 0.7.1
 * Fixed crash related to the Tornado skill when reloading a game Version 0.7.1
 * Fire based weapons can no longer receive "victims burn upon death" affix Version 0.7.2
 * Character animations no longer play when the game is paused Version 0.7.3
 * Fixed a crash during player healing anim Version 0.7.3
 * Elevators can no longer get killed by Talisman that deal damage when the Hero gets hit. Version 0.7.3
 * Fixed Frost Blast freezing buried enemies. Version 0.7.4
 * Pirate Captain can no longer hit you when behind a wall. Version 0.7.4
 * Fixed "+X% dmg on frozen/burning/etc. target" on Explosive Crossbow & Alchemic Gun Version 0.7.4
 * Items falling from the Roofs are now properly destroyed. Beware! Version 0.7.4
 * Prevented Shockers from starting their attack is they can't see the Hero. They will still deal damage through walls though. Version 0.7.4
 * Fixed a bug with Phaser skill + poison cloud affix Version 0.7.4
 * Fixed merchant saying rude things with Shop Categories enabled Version 0.7.4
 * Hero shouldn't be pushed by nearby enemies when using red teleporters. Version 0.7.5
 * Fixed hero being pushed off cliffs by nearby mobs Version 0.7.5
 * Fixed Watcher Tentacles stuck in ground Version 0.7.5
 * Fixed Ceiling turrets flying through thin platforms. Version 0.7.5
 * Fixed font file parsing in --workshop mode Version 0.7.5

Important features

 * The Castle is a whole new level for you to explore, and die into.
 * A new final boss is now waiting for you at the end of the game. Be prepared for an epic battle! Note: "final" doesn't mean last fight boss planned in Dead Cells ;)
 * All grenades items are now Brutality items first. Some of them can be dual-colored with Tactics or Survival.
 * Community suggestion | The hero HP scaling has been balanced. Points invested in Survival give more HP than points in Brutality, and these ones give more HP than points in Tactics. It's not a huge difference, but the idea is to make sure that Survival builds have a little bit more HP than Tactics for example.
 * Community suggestion | Dodging no longer cancels your weapon chained-attacks. For example, with a Broad Sword, this means that you can use the first 2 attack sequences from this weapon, roll, then use the 3rd attack sequence (the heaviest attack).
 * Added new weapons & active skills, just because we could.
 * Added a 4th difficulty level (using the new 4th boss cell): "Nightmare". You get more cells but enemies are of course stronger. You don't have any healing flask refill AT ALL in this mode. Version 0.6.1
 * All the Boss Cells now only drop from the final boss! You get the 1st one when killing him for the first time. The 2nd one can be dropped from him in "Hard" difficulty level. The 3rd one is dropped in "Very hard" difficulty level and the last one in "Extreme" difficulty level. Version 0.6.1
 * Community suggestion | The Fog Fjord level-design has been updated. The level is now almost two times smaller, the axe thrower mob has been removed, you will encounter less worms (but still a lot more than anywhere else) and its content has been updated (shops & treasures). Finally, worms have less HP now and their attack speed has been adjusted. Version 0.6.1
 * Community suggestion | The Graveyard level design has been updated: the level is now almost two times shorter, teleporters locations are now more useful and less frequent and its content has been balanced (shops & treasures). Version 0.6.1
 * Community suggestion | The Sepulchre level design has been updated: the level is now shorter and its content has been balanced (nice treasures). Version 0.6.1
 * The Ossuary has been updated: the level is now slightly shorter. Version 0.6.1
 * The Slumbering Sanctuary has been updated: it now contains different mobs at higher difficulty levels. Version 0.6.1
 * Community suggestion | Extreme (3rd) and Nightmare (4th) difficulties now feature higher quality items. Version 0.6.2
 * Community suggestion | The Wrenching Whip now deals a critical strike on last hit, but this last hit is now a kick instead of a whip attack. Its attack sequence is now also much faster. Version 0.6.3

Balancing

 * The Crusher skill is now Tactics/Survival instead of Tactics/Brutality
 * Heavy Turret is no longer a Survival skill.
 * Community suggestion | Golem can't teleport anymore you if you are invisible
 * The Hokuto bow buff now deals more damage.
 * Flame thrower turret no longer burns mobs protected by a global shield.
 * Rerolling shops is now more expensive and the number of rerolls has been reduced.
 * Bear traps now properly apply their affixes to any trapped target. For example, a trap with "+100% damage on bleeding target", will now make all your bleed-based attacks deal +100% damage on a trapped victim.
 * Fire & poison AoE now apply to mobs more frequently (so for example, this means a little bit more damage if the target mob stays over a platform on fire, or in a poison cloud)
 * The quick-fire turret is now a Dual Turret that shoots 2 arrows at different targets at the same time. Version 0.6.1
 * The heavy turret damage has been doubled. Version 0.6.1
 * The fire turret DoT damage has been increased. Version 0.6.1
 * Added a new mutation that gives you extra +30% HP. Version 0.6.1
 * Community suggestion | The Lightning Whip now ignore shields Version 0.6.1
 * The Punishment shield no longer deals twice damage on a parried target. Version 0.6.1
 * Community suggestion | Death Orb no longer explodes when blocked by a shield. Version 0.6.1
 * Death orb gets even slower when it deals damage to something. This means moar damage to its victim. Version 0.6.1
 * Phaser skill now inflicts a fixed amount of damage which scales instead a fixed percentage that didn't scale. It's also now possible to have many random affixes like "Poison the victim" on it. Version 0.6.1
 * Community suggestion | It's now possible to have 2 Death Orbs at the same time if you do have 2 distinct skills equipped. Version 0.6.2
 * Fire Torrent weapon now inflicts Critical Hits on oiled targets Version 0.6.2
 * Community suggestion | When a grenade is repeled by a shield or another skill, it will now apply the source item affixes properly to the victim on explosion. For example, a shield with "Poison the victim" affix will now poison enemies hit by a repeled grenade. Version 0.6.2
 * Grappling Hook skill is now Tactics & Survival. Version 0.6.2
 * Community suggestion | Grappling Hook now applies a flat damage bonus on next attack which scales properly with your tiers. Version 0.6.2
 * Phaser skill now apply its damage buff only to the victim of the skill. Version 0.6.2
 * The amount of cells you get from Ancient Temple cell shrines is now much much lower. Version 0.6.3
 * Fire torrent weapon no longer burns the ground behind walls. Version 0.6.3
 * The Kunai weapon no longer auto-aim enemies behind you Version 0.6.5

Level design

 * Community suggestion | Added new "dual treasures" in some levels. These are similar to the daily mode treasures: you have to choose between a weapon and an active skill, and the other item disappears.
 * Added new secret areas. Somewhere.
 * Community suggestion | The corridor at the end of the Promenade is now a little bit shorter.
 * Added many 4-boss-cells doors everywhere. Version 0.6.1
 * Cursed Treasure in Old Sewers is not 100% guaranteed anymore. Version 0.6.1
 * New rooms added in "The Prisoner's Cells" Version 0.6.2

Graphics & UI

 * Community suggestion | If you have the YOLO perk equiped and reset your perks at Guillain's shop, you now are able to equip again the YOLO perk in this particular shop.
 * Fixed Quick Bow animation.
 * Community suggestion | Added a small explanation on diet menu.
 * It's no longer possible to accidentally heal multiple times quickly having "Emergency triage" perk equipped and holding the heal button.
 * Fixed UI text align in many different places Version 0.6.1
 * Fixed the damage shown on shields description (it now scales properly with the item quality). This was only a display bug, the real damage were right. Version 0.6.1
 * Updated the Death Orb fx Version 0.6.1
 * Updated the crossbow weapon animation Version 0.6.1
 * Fixed dabbing Phaser mob Version 0.6.5
 * Fixed dabbing Spinner mob Version 0.6.5

Music & Sfx

 * A lot of new missing SFXs have been added

Bug fixes

 * Crow wings no longer triggers the counter attack of the Thorny mobs
 * Perk & collector NPCs no longer require to "kill all nearby enemy first"
 * Remove useless teleporter in Top Clock Tower
 * Enemies no longer walk in spikes by themselves
 * Purple link between meta teleporters in the minimap no longer disappear when you pass through a portal/zdoor
 * Fixed some issues with mobs pushing themselves in the self direction when reaching the border of a platform.
 * Fixed Merchant position when you have unlocked Shop Rerolls & Shop Categorizations Version 0.6.1
 * Fixed crash in Stats Panel Version 0.6.1
 * Fixed the Pyrotechnics hit detection Version 0.6.1
 * Community suggestion | The auto-aim feature on melee weapons have been tweaked a little bit to avoid illogical turnaround in specific situations (for example with the Phaser skill). Version 0.6.1
 * Fixed a crash with Poison Cloud item affix Version 0.6.3

Important features

 * The leveling system has been updated and deeply re-balanced. The old secondary bonuses have been moved to the new Mutations mechanics. Points invested on tiers will now have the following effects:


 * Brutality : +15% damage on red items (mostly close combat weapons), +50% health
 * Tactics : +15% damage on violet items (mostly ranged weapons & skills), +50% health
 * Survival : +15% damage on green items (mostly heavy weapons & shields), +50% health

The health bonus gets smaller as you keep investing on a single stat.

Example: "1st Brutality tier gives +50% health, 2nd one gives +45%, 3rd one gives +40%, and so on until 0%. But if you decide to start investing on another stat, you start again at +50% health."
 * You can gain Mutations between each level, stacking up to 3 of them. These Mutations allow you to customize the extra bonuses you get from points invested in Brutality, Tactics or Survival. The philosophy here is to give the player ways to specialize and experiment.

A mutation can be:


 * scaled on a specific tier (brutality, tactics or survival), like: "+X HP when killing an enemy", "+X DPS when enemies are far away", or "+X DPS for 2 seconds after a kill". The mutation will get more powerful as you invest points in the related tier.
 * generic (ie. not scaled), like: "All bows ammo x2", "Longer rally effect duration" or "Longer speed buff duration".

Here are the concepts behind each tier:


 * Brutality mutations specialize on melee combat and damage buffs
 * Tactics mutations specialize on ranged & skills buffs
 * Survival mutations specialize on shields and healing from new sources (like leeching life from killed enemies).

You can re-specialize between levels if you need to (like, before a boss-fight), but this costs gold.
 * Community suggestion | All ranged weapons are now Tactics weapons first (some are dual-color).
 * Balanced all mobs damage and life. The concept here is: "mono-tiered builds are glass canons (lots of damage, almost no resistance), 2-tiers builds are balanced, 3-tiers build are resistant but weak".
 * It's now possible to drop level-up scrolls from random mobs. Such mobs have a yellow star above their head for you to spot them.
 * Community suggestion | It's no longer possible to one-shot a cursed door.
 * Most shields bugs should now be fixed (ie. shield capacity not triggering on parry, or parry not dealing crit damage). You shouldn't be control-locked anymore after a successful parry.
 * All shields parry window have been reduced slightly.
 * Enemy grenade repelling using a shield should now work all the time, even when the grenade is standing still on the ground.
 * Boss Runes can now be obtained from... well, bosses. Use these nasty little things in the Prisonner's Cells at the beginning of the game to make the whole game harder! Higher difficulty means more powerful mobs, less Healing Fountains (down to 0 on hardest mode, so please to get hit too much) and more cell drops. Also, each may area of the game may see other specific changes based on your difficulty setting, like new mob types in a level etc. Version 0.5.3
 * The Foundry is now open! It can only be accessed if you activated the Incomplete One Boss Rune. The Foundry will then appear after each boss fight.

It allows you to invest your Cells to upgrade any item you've unlocked. Each upgrade will give the item a permanent "Tier +1" affix (which depends on the item) and extra base power. For example, upgrading the Broad Sword once will add a permanent "Brutality +1" on it, and it will have more base affixes and more overall power!

As the Foundry is only accessible after specific levels in the game, you'll have to keep your cells with you instead of investing them with the Collector... Version 0.5.3
 * We fixed incorrect HP values displayed in the window that shows up when you pick a scroll. Previously, successive scrolls would give +50% HP, +45% HP, +40% HP etc. Fixed display now shows +50% HP, +30% HP, +21% HP etc. Dont worry: the "new" HP values may seem lower BUT the actual gameplay values were not changed at all. We only fixed an incorrect display. Version 0.5.11
 * Community suggestion | Hunter's Grenade can now transmute enemies even if they don't have an Elite version. In such a case, they turn into Elite Zombies. Version 0.5.11
 * Community suggestion | Hunter's Grenade now extracts a relevant blueprint from the target enemy if you already carry other blueprints in your bag. Version 0.5.11

Balancing

 * Slightly balanced the Rally effect
 * Ice bow now shoots much faster and the freeze effect lasts longer
 * Ice crossbow has longer casting time
 * The long bow crit distance is slightly shorter.
 * Double damage affix changed: x2 damage dealt, x3 damage received
 * Quad damage affix changed: x4 damage dealt, x4 damage received
 * Force shield now has a diminishing return mechanics when used a single mob (ie. a boss)
 * Electric whip is now a ranged weapon
 * The Hokuto bow mark now propagates to all nearby mobs when the victim is killed.
 * Community suggestion | Gold nuggets now only require 1 hit to be destroyed.
 * Buried mobs now raise more quickly.
 * Fixed the orange slime hitbox when using Rapier
 * The double bow bullet physics is now the same as other bows.
 * Killing trash mobs no longer reduce Curse counter Version 0.5.1
 * Timed doors rewards now include generic level-up Scrolls instead of single stat Scrolls. Version 0.5.3
 * Updated all timed-doors timings Version 0.5.3
 * Elite Archer now a twice longer shoot range Version 0.5.3
 * Cell treasures should now contain more cells in advanced levels Version 0.5.5
 * Balanced the spiked boots damage. It now deals weak damage by default, except when you crit (ie. when you hit an enemy preparing an attack). We also added a more complex sequence of kicks to this weapon. Version 0.5.8
 * Updated the wrenching whip Version 0.5.10
 * Community suggestion | Ice bow can no longer have "shoot arrow behind" affix Version 0.5.10
 * Meat Grinder and Heavy Grenade are now Brutality skills too in addition of Tactics Version 0.5.11
 * Quad damage affix now makes items more expensive Version 0.5.12
 * Cursed sword can no longer get quad damage affix Version 0.5.12
 * Community suggestion | Active skills can now receive Double damage affix Version 0.5.12

Level design

 * Rooms improved and new rooms added for the Vine, Teleport, Stomp and WallJump Runes.
 * Prison Depths is now a much smaller level
 * Added extra map information for all Cemetery doors
 * Added many minor secret area everywhere.
 * Rooms added in Fog Fjord Version 0.5.3
 * Secrets in walls should no longer be too close from each others Version 0.5.3
 * Balanced Sepulchre content Version 0.5.5
 * Fixed timed door position in Sewers (should always be quite close from the entrance) Version 0.5.5
 * Added many teleporters to Fog Fjord Version 0.5.5
 * Added some teleporters to Toxic Sewers Version 0.5.5
 * Added some teleporters to Old Sewers Version 0.5.5
 * Rooms added in the "Promenade of the Condemned" and "Graveyard" levels Version 0.5.10
 * Secrets in walls should no longer be right near another one Version 0.5.12

Graphics & UI

 * Dead leaves added in the "Promenade of the condemned"
 * Fixed a motion sickness issue in Sepulchre
 * Updated the ceiling turret skin
 * Added mutations icons
 * Standard turret design and icon
 * New Golem's visual special effects
 * The weapon shop and its merchant now have their proper skin
 * New Character/Pause UI. All the informations has been split in 3 screens now : Options, Equipment & Inventory. We added some information too (mutations, play time, etc...) Version 0.5.1
 * Cannibal grenade skin has been updated Version 0.5.3
 * Fixed shop rerolls overlapping shop items Version 0.5.6
 * Community suggestion | Healing fountain animation is now slightly faster Version 0.5.10
 * Updated wall run animation (work in progress) Version 0.5.10
 * Fixed flipped item icons Version 0.5.12

Music & Sfx

 * Many sounds have been updated Version 0.5.3

Bug fixes

 * Food should no longer have random affixes
 * Scrolls should no longer drop on teleporters
 * Fixed many visual issues with the Crusher skill.
 * Fixed the "dodge + use shield" exploit
 * Being hit by the Darkness from Sepulchre should no longer block the climbing mechanics.
 * Using stomp attack on Shield bearers should no longer create strange camera issues.
 * Fixed the skip of the Knight NPC
 * Fixed no longer infinite slam on Pirate Chief
 * Fixed duplicate items in Prisonner Cells when you have "Random start weapon" upgrades Version 0.5.6
 * Fixed Dualshock 4 controller detected but not working on OpenGL version Version 0.5.6
 * You cannot grab anymore a cliff when there are spikes on the side of this cliff. Version 0.5.8
 * Fixed dialog texts not disappearing when crossing doors Version 0.5.10
 * It's no longer possible to throw grenades through walls Version 0.5.12
 * Prevented Teleporters from opening too early in specific conditions Version 0.5.12
 * Fixed timed doors wrong message Version 0.5.12

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. Balancing
 * 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.
 * 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? (Version 0.3)
17 August 2017

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 (Version 0.2)
29 June 2017

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 (Version 0.1)
31 May 2017

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)