Biomes

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

Each run, biomes are procedurally generated within the confines of that biome's set parameters. This puts the focus of gameplay on adaption 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 and the Crypt, each biome always contains a shop and a 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 in the Collector's room does not count towards timed doors.

The Prisoners' Cells
A run-down stone dungeon. Moss grows on the bricks, and prison cells can be seen in the background, most of them with broken bars. Torches line the walls.

A glass chute in the ceiling is connected somewhere above. Beheaded prisoners can often be found here, either dropped from the chute above or executed on the spot. A giant skeleton sits in the back near the chute. Large glass flasks containing items hang from chains in the next room over, and the Scribe can be found nearby, taunting the player about their failures.

The player begins here in every run, with a bow, shield, and possibly weapon provided for them. Eventually, the player's blueprints can be found here, as well as the aforementioned Scribe who will provide game stats and and the occasional quips.


 * Difficulty: 1
 * Enemies: Zombies, shield bearers, grenadiers, undead archers
 * Exits: The Promenade of the Condemned, The Toxic Sewers, Ossuary

The Promenade of the Condemned
A dormant forest cast in blue. The ground is flat, with wooden buildings built into the land, many of them leading deep below ground.

An Undead Archer elite can be found here who drops the Vine rune. He disappears after being defeated once.


 * Difficulty: 2
 * Enemies: Zombies, grenadiers, phazers, bats, defenders, undead archers(?)
 * Exits: The Ramparts, The Prisons Depths
 * Timed Door: 3.5 minutes
 * Traps: Spiked balls, spikes, water that slows movement.

The Toxic Sewers
Vine rune required.

The sewer system beneath the prisons, with pipes that carry a sickly green sludge.


 * Difficulty: 3
 * Enemies: Zombies, grenadiers, shield bearers, scorpions, ugly worms, undead archers
 * Exits: The Ramparts, The Old Sewers, The Prison Depths, Ossuary
 * Timed Door: 3.5 minutes
 * Traps: Poisoned water.

Ossuary
Teleportation rune required.

A red haze hangs over these chambers. Red sparks float up from below. Through holes in the walls, one can see enormous piles of bones outside, as far as the eye can see. More piles of bones litter the floor of the ossuary itself, and deformed bodies and headless corpses hang from the walls and ceiling.

There is an unmanned shop in the Collector's room before entering the Ossuary.


 * Difficulty: 4
 * Enemies: Zombies, shield bearers, slashers, scorpions, shockers, kamikazes, thornies
 * Exits: Forgotten Sepulchre, The Black Bridge
 * Timed Door: 3.5 minutes

The Ramparts
The castle's dilapidated towers. The sun is setting, casting the towers in a warm orange glow. Gaps separate the towers, promising a dangerous fall to the ground far below. Inside the towers are torture devices and cages.


 * Difficulty: 3
 * Enemies: Zombies, undead archers, flying biters, inquisitors, shield bearers, grenadiers, kamikazes
 * Exit: The Black Bridge
 * Timed Door: 6 minutes
 * Traps: Gaps between towers.

Old Sewers
Vine rune required.

Similar to the Toxic Sewers.

A Slasher elite can be found here who drops the Teleportation rune. He disappears after being defeated once.


 * Difficulty: 4
 * Enemies: Zombies, shield bearers, ugly worms, kamikazes, spikers, flying biters
 * Exit: The Black Bridge
 * Traps: Poisoned water, spiked balls, spikes.

The Prison Depths
Teleportation rune required.

Another underground dungeon.


 * Difficulty: 5
 * Enemies: Zombies, thornies, shield bearers, slashers, mechanical spiders, kamikazes, inquisitors
 * Exit: The Black Bridge
 * Traps: Spiked balls, spikes, and some slowing water.

Forgotten Sepulchre
Teleportation rune required.

A dark underground, with lamps throughout the level. The darkness creeps closer and starts to eat away at the players health after not having been close to a light source for a short while.
 * Difficulty: 6-7
 * Enemies: Trackers, inquisitors, grenadiers, spinners, meat grinders, kamikazes, shockers
 * Exit: Graveyard
 * Timed Door: 10.5 minutes
 * Traps: Spikes, breaking lamps

The Black Bridge
A long stone bridge rising out of the water. A giant raised gate is in the background behind three ships, with a full moon shining through from outside. As the player enters, two barriers raise up and lock the player in.


 * Enemies: Incomplete One
 * Exit: Fog Fjord

Fog Fjord
Sometimes called the Stilt Village, the Fog Fjord's shanties are propped up on stilts. A boardwalk connects the tall houses together. Anchors, barrels, and nets litter the ground. The player can enter and exit the shanties through doors in their sides, which will load another screen. The sky is a teal blue.


 * Difficulty: 5
 * Enemies: Running zombies, meat grinders, pirate captains, phazers, kamikazes
 * Exit: Graveyard
 * 2 Timed Doors: 10.5 minutes for both (One door is in the Collector's room just before Fog Fjord, and the other is within Fog Fjord itself.)

Graveyard
Within the graveyard are doors to buildings, which will load another screen. At the end of each building, you can find a stone that takes you back to the door. Within one of these buildings is the crypt key, which opens a locked door at the beginning.


 * Difficulty: 6
 * Enemies: Host zombies, inquisitors, catchers, kamikazes, corpse biters, foggers
 * Exit: Crypt
 * Traps: Spikes, spiked balls, and slowing water.

The Insufferable Crypt
The Crypt is a large room with a hallway on either side. There are four platforms: one near the ground in the middle of the room, two higher up on either side,, and a fourth in the middle near the ceiling.


 * Enemies: The Watcher
 * Exit: The Wharf
 * Special: The Collector, rather than dwelling in a separate level after the Crypt, is stationed just before the exit to the Wharf.