Biomes

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

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

With the exclusion of the Black Bridge, the Insufferable Crypt, the Clock Room, and the Throne Room, each biome always contains a shop and at least one treasure chest.

After exiting each biome, the player will enter the Collector's room. Here, they can turn in blueprints, spend cells, and replenish their health and health potions. Time spent near treasure chests and within shops and the Collector's room does not count towards timed doors.

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

See Biomes_Table for condensed view.

First Stage: The Prisoners' Quarters
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 * Enemy Tier: 1
 * Gear Level: 1
 * Scrolls of Power: 2
 * Dual-Stat Scrolls: 0
 * Enemies: Zombies, Shield Bearers, Grenadiers, Undead Archers; Inquisitors (1+ BSC, replace Undead Archers); Bombardiers (4 BSC, replace Grenadiers).
 * Wandering Elite Chance: 0%
 * Elite Room Chance: 5%
 * Exits: Promenade of the Condemned, The Toxic Sewers
 * Cell doors: none

The Promenade of the Condemned
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 * Enemy Tier: 3
 * Gear Level: 2
 * Scrolls of Power: 1
 * Dual-Stat Scrolls: 2
 * Enemies: Zombies, Grenadiers, Runners, Bats, Protectors, Bombardiers (1+ BSC, replace Grenadiers), Kamikazes (1+ BSC); Trackers (4 BSC, replace Zombies).
 * Wandering Elite Chance: 50%
 * Elite Room Chance: 0%
 * Exits: The Ramparts, Prison Depths, The Ossuary
 * Timed Door: 2 minutes (1 Scroll of Power, Assault Shield blueprint)
 * Traps: Spikes, spiked balls
 * Cell doors: 1 cell - weapon shop; 2 cells - cells ; 3 cells - chest; 4 cells - chest
 * Runes: Vine Rune

The Toxic Sewers


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 * Enemy Tier: 3-5
 * Gear Level: 2
 * Scrolls of Power: 1
 * Dual-Stat Scrolls: 2 (Brutality/Survival) (Tactics/Survival)
 * Enemies: Zombies, Scorpions, Disgusting Worms, Undead Archers; Grenadiers (only while 1+ source cells are active); Bombardiers (only while 4 source cells are active, replace Grenadiers), Purulent Zombie (Sewers) (only while 4 source cells are active, replace Zombies).
 * Wandering Elite Chance: 70%
 * Elite Room Chance: 5%
 * Exits: The Ramparts, The Ancient Sewers
 * Timed Door: 2 minutes (1 Scroll of Power)
 * Traps: Poisoned water.
 * Cell doors: 1 cell - chest; 2 cells - cursed chest
 * Runes: Teleportation Rune

The Ramparts


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 * Enemy Tier: 6-8
 * Gear Level: 3
 * Scrolls of Power: 2
 * Dual-Stat Scrolls: 2
 * Enemies: Zombies, Undead Archers, Flying Biters, Inquisitors, Shield Bearers; Slashers (only while 1+ source cells are active); Cannibals (only while 4 source cells are active, replace Slashers), Zombies and Undead Archers stop to appear (only while 4 source cells are active).
 * Wandering Elite Chance: 60%
 * Elite Room Chance: 0%
 * Exit: The Black Bridge; The Insufferable Crypt (only while 3 source cells are active)
 * Timed Door: 8 minutes (1 Scrolls of Power)
 * Traps: Gaps between towers.
 * Cell doors: 2 cells - food shop; 3 cells - exit to The Insufferable Crypt, cursed chest; 4 cells - cursed chest

Ancient Sewers


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 * Enemy Tier: 7-10
 * Gear Level: 3
 * Scrolls of Power: 3
 * Dual-Stat Scrolls: 1 (Brutality/Survival)
 * Enemies: Zombies, Purulent Zombies (Sewers), Corpse Worms (spawned by Purulent Zombies (Sewers)), Shield Bearers (rare), Flying Biters, Scorpions, Disgusting Worms, Kamikazes, Spikers (with 1+ BSC, Kamikazes spawn in packs of 2-3).
 * Wandering Elite Chance: 10%
 * Elite Room Chance: 100%
 * Exit: The Insufferable Crypt
 * Traps: Poisoned water, spiked balls, spikes.
 * Cell doors: 2 cells - Cursed Chest; 4 cells

Ossuary


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 * Enemy Tier: 8-10
 * Gear Level: 4
 * Scrolls of Power: 3
 * Dual-Stat Scrolls: 1
 * Enemies: Zombies, Shield Bearers, Slashers, Shockers, Lacerators, Thornies, Spawners, Corpse Juice (spawned from Spawners); Dark Trackers, reduced Zombie spawns (only while 1+ source cells are active).
 * Wandering Elite Chance: 20%
 * Elite Room Chance: 80%
 * Exits: The Black Bridge
 * Timed Door: 8 minutes (1 Scroll of Power, Marksman's Bow Blueprint)
 * Runes: Ram's Rune

Prison Depths


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 * Enemy Tier: 7-9
 * Gear Level: 3
 * Scrolls of Power: 1
 * Dual-Stat Scrolls: 0
 * Enemies: Zombies, Thornies, Slashers, Foggers, Hammers, Kamikazes, Lacerator, Corpse Biters (spawned by Hammer); Lancers (only while 4 source cells are active, replace Undead Archers).
 * Wandering Elite Chance: 20%
 * Elite Room Chance: 80%
 * Exit: Ossuary
 * Traps: Spiked balls, spikes, and some slowing water.

The Black Bridge


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 * Enemies: The Concierge
 * Enemy Tier: 11
 * Exit: Stilt Village, Slumbering Sanctuary
 * Timed Door: 15 minutes, seconds (post-stage passage)
 * Runes: Challenger Rune

Insufferable Crypt


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 * Enemies: Conjunctivius
 * Enemy Tier: 11
 * Exit: Slumbering Sanctuary, Graveyard

Stilt Village


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 * Enemy Tier: 11-13
 * Gear Level: 4
 * Scrolls of Power: 3
 * Dual-Stat Scrolls: 1
 * Enemies: Purulent Zombies (Sewers), Corpse Worms (spawned from Purulent Zombies (Sewers)), Weaver Worms (spawns from worm eggs), Pirate Captains, Kamikazes, Zombies; Maskers (only while 1+ source cells are active); Inquisitors, no more Zombie spawns (only while 2+ source cells are active); Runners (only while 4 source cells are active)
 * Wandering Elite Chance: 75%
 * Elite Room Chance: 0%
 * Exit: The Clock Tower, Forgotten Sepulcher
 * Timed Door: 17 minutes (1 Scroll of Power)

Graveyard


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 * Enemy Tier: 12-14
 * Gear Level: 4
 * Scrolls of Power: 2
 * Dual-Stat Scrolls: 3
 * Enemies: Purulent Zombies (Graveyard), Inquisitors, Catchers, Bats, Kamikazes, Corpse Biters, Maskers, Slashers (rare); Protectors, Kamikazes appear in packs of 2-3 (1+ BSC); Cannibals (4 BSC).
 * Wandering Elite Chance: 0%
 * Elite Room Chance: 0%
 * Exit: Forgotten Sepulcher, The Cavern, Repository of the Architects
 * Timed Door: 19 minutes, 30 seconds (2 Scrolls of Power)
 * Traps: Spikes, spiked balls, and water.
 * Cell doors: 1 cell - chained items; 2 cells - cells; 3 cells - cells; 4 cells - chained items

Slumbering Sanctuary


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 * Enemy Tier: 12-14
 * Gear Level: 4
 * Scrolls of Power: 3
 * Dual-Stat Scrolls: 1 (Brutality/Survival)
 * Enemies:
 * Before activating AT switch: Zombies, Catchers, Foggers, Casters; Cannibals (only while 4 source cells are active).
 * After activating AT switch: Grenadiers, Inquisitors, Protectors (already spawned), Kamikazes (already spawned), Golems (3+ BSC, Kamikazes spawn in packs of 2-3 rather than singly); Bombardiers (2+ BSC, replace Grenadiers).
 * Wandering Elite Chance: 20%
 * Elite Room Chance: 80%
 * Exit: Clock Tower, Forgotten Sepulcher
 * Traps: Spikes, spiked balls
 * Cell doors: 1 cell - cursed chest, 2 cell - food seller
 * Runes: Spider Rune

Forgotten Sepulcher


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 * Enemy Tier: 15-17
 * Gear Level: 5
 * Scrolls of Power: 3
 * Dual-Stat Scrolls: 2
 * Enemies: Trackers, Inquisitors, Lacerators, Cleavers, Kamikazes, Shockers (if 3+ source cells are active, Kamikazes spawn in packs of 2-3 rather than singly); Shield Bearers (only while 1+ source cells are active); Inquisitors appear more often (only while 4 source cells are active).
 * Wandering Elite Chance: 50%
 * Elite Room Chance: 50%
 * Exit: Clock Room
 * Timed Door: 26 minutes (2 Scrolls of Power)
 * Traps: Spikes, breaking lamps
 * Cell doors: 1 cell - cursed chest; 2 cells - chained items; 3 cells - cursed chest; 4 cells - chained items

Clock Tower


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 * Enemy Tier: 16-18
 * Gear Level: 5
 * Scrolls of Power: 2
 * Dual-Stat Scrolls: 3
 * Enemies: Trackers, Cannibals, Bombardiers, Bats, Undead Archers (if 1+ source cells are active, The Trackers spawn more frequently and in pairs rather than one at a time).
 * Wandering Elite Chance: 100%
 * Elite Room Chance: 40%
 * Exit: Clock Room
 * Traps: Spikes, and spiked balls
 * Cell doors: 1 cell - Weapon Seller, 2 cells - cells, Bell, 3 cells - chest
 * Bell Tower Key: Look for the 4 Bells and hit them once from low to high pitch.

Cavern
Unfinished stage. Its biome data has not been implemented yet, however graphical assets exist in game.
 * Enemy Tier: 13
 * Gear Level: 7
 * Exit: The Guardian's Haven (speculative)

Repository of the Architects
Technically inaccessible stage. The entrance is behind the door that requires 5 boss cells to open. Upon altering the number of inoculated boss cells and entering the stage it can be seen that it has the same 'darkness' mechanic as the Forgotten Sepulchre. Only enemies present in the stage appear to be Cannibals, which are lot stronger than usual. The majority of the stage is locked behind the door that requires the 'Key' key to open.

Clock Room


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 * Enemies: The Time Keeper
 * Enemy Tier: 21 (the Assassin's Brutality and Survival tiers are set to 17)
 * Exit: High Peak Castle

The Guardian's Retreat
In-game assets suggest that another second boss called the Guardian is currently in development which would dwell in a place called the The Guardian's Retreat. The Guardian's Scroll may be related to this boss, similarly to how the Assassin's Scroll may be related to its namesake boss.

Sixth Stage: High Peak Castle


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 * Enemy Tier: 22-24
 * Gear Level: 6
 * Scrolls of Power: 1
 * Dual-Stat Scrolls: 2
 * Enemies: Guardian Knights, Lancers, Catchers, Inquisitors.
 * Wandering Elite Chance: 60%
 * Elite Room Chance: 0%
 * Exit: Throne Room
 * Traps: Spikes and spiked balls

Third Boss: Throne Room


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 * Enemies: The Hand of the King
 * Mobs summoned by The Hand of the King (1 or 2 will be Elites): Zombie, Inquisitor, Grenadier, Lacerator, Scorpion, Disgusting Worm, Cleaver. Slasher
 * Enemy Tier: 26
 * Exit: The Fountain

Trivia

 * As of the Baguette Update alpha, the paintings in the Castle depict the various NPC's of the game, such as the Tutorial Knight, the Collector and others:
 * There is a painting of a mariner with tentacles for limbs and one red glowing eye hidden under a hood. This character was an NPC, now removed, found in the Pier with the purpose of announcing the player that "your vessel hasn't docked yet" as to intend that there is currently no content after the Pier. He would've then proceeded to kill the player with one of the Watcher's tentacles, effectively counting the run as completed;
 * A painting of the island Dead Cells itself takes place on is present.
 * There are also many paintings with easter eggs and references to other games such as:
 * A parody of the famous painting The Scream;
 * A portrait of Alucard from Castlevania:Symphony of the Night;
 * A portrait of the main characters from Nier: Automata;
 * A picture of a bonfire with a curved sword embedded in it, clear reference to the bonfires from the Dark Souls franchise;
 * Landscape paintings of the Obsidian Woods and Magaari Ember Highlands, from the game Duelyst.
 * A landscape of a firewatch tower, in similar style to the game Firewatch.
 * The titular sword from the game Transistor.
 * A painting of a boy walking into a culvert/cave, from the Netflix series "Dark."
 * A painting of the Estate from the game Darkest Dungeon.
 * And a picture of Solaire of Astora, character also from Dark Souls, in his trademark pose "Praise the Sun!"
 * The fact that there are paintings of characters from the franchises of Castlevania and Dark Souls is probably a joke about Dead Cells being a metroidvania (game with the level design of Metroid and Castlevania) that shares a similiar combat system with Dark Souls