Version History

= Legacy update =

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.

= The Corrupted update =

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

= Who's the Boss update =

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

= Update the 13th =

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

= Rise of the Giant DLC =

= Custom mode & Balancing =

= Release =

= Mac & Linux =

= Babel update =

= The Baguette update =

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

= The Hand of the King update =

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

= The Foundry update =

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

= Brutal update =

Important features

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 Strength/Skills/Health) has been replaced by Brutality / Tactic / Survival.


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

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

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


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

Your level-up decisions are much more important than ever. 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? = August 17, 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 = June 29, 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 update = May 31, 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)