Biomes

Biomes are the different areas within Dead Cells which players must progress through. There are currently fourteen 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. Up on some ledges, behind the giant skeleton, is the blueprint for the Quick Bow, accessible through rolling. Large glass flasks containing unlocked 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 bottles containing the player's unlocked items 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

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
 * Exits: The Ramparts, The Prisons Depths, The Ossuary
 * 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.

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


 * Difficulty: 3
 * Enemies: Zombies, Scorpions, Ugly Worms, Undead Archers
 * Exits: The Ramparts, The Old Sewers
 * Timed Door: 3.5 minutes
 * Traps: Poisoned water.

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
 * Exit: The Black Bridge
 * Timed Door: 6 minutes
 * Traps: Gaps between towers.

Old Sewers
Belier's rune required.

Similar to the Toxic Sewers.


 * Difficulty: 4
 * Enemies: Zombies, Host Zombies (Sewers), Corpse Worms (spawned by Host Zombies (Sewers)), Shield Bearers (rare), Flying Biters, Scorpions, Ugly Worms, Kamikazes, Spikers
 * Exit: The Ramparts, The Insufferable Crypt
 * Traps: Poisoned water, spiked balls, spikes.

Ossuary
Teleportation rune required if from Promenade of the Condemned.

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.

A Slasher elite can be found here who drops the Belier's rune. He disappears after being defeated once.
 * Difficulty: 4
 * Enemies: Zombies, Shield Bearers, Slashers, Shockers, Thornies, Death Spitters, Spawnlings (spawned from Death Spitters)
 * Exits: The Black Bridge
 * Timed Door: 3.5 minutes

The Prison Depths
Spider's rune required.

Another underground dungeon. There is a metal door that can be unlocked with gold for a large amount of cells.


 * Difficulty: 5
 * Enemies: Zombies, Thornies, Slashers, Foggers, Mechanical Spiders, Kamikazes, Corpse Biters (spawned by Mechanical Spiders)
 * Exit: The Ossuary
 * Traps: Spiked balls, spikes, and some slowing water.

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, Slumbering Sanctuary

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: Slumbering Sanctuary, Graveyard
 * Special: The Collector is stationed just before the exit to the Slumbering Sanctuary/Graveyard. However, the Collector's room is also present just before Slumbering Sanctuary/Graveyard.

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: Host Zombies (Sewers) (can also spawn from worm eggs), Corpse Worms (spawned from Host Zombies (Sewers)), Sick Worms (spawns from worm eggs), Meat Grinders, Pirate Captains, Kamikazes
 * Exit: The Clock Tower, Forgotten Speulchre
 * Timed Door: 10.5 minutes (That door is in the Collector's room just before Fog Fjord)

Graveyard
Spider's rune required.

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: 5
 * Enemies: Host Zombies (Graveyard), Inquisitors, Catchers, Bats, Kamikazes, Corpse Biters, Foggers, Slashers (rare)
 * Exit: Forgotten Speulchre, The Cavern
 * Traps: Spikes, spiked balls, and slowing water.

Slumbering Sanctuary
Spider's rune required if from Black Bridge.

An old sanctuary with blue color theme and some enemies, along with blocked yellow doors. You can find and activate the AT Switch, which open all the yellow doors that leads to the outside portion of the level, and also changing sanctuary's color theme to orange. Most statues you encounter will be pure decorative until activating AT switch, which after that will glow yellow then come alive starting to fight you if you get close to them.

An Orb Caster elite can be found here who drops the Spider's rune. He disappears after being defeated once.
 * Difficulty: 5
 * Enemies:
 * Before activating AT switch: Zombies, Catchers, Foggers, Orb Casters
 * After activating AT switch: Grenadiers, Inquisitors, Defenders (already spawned), Kamikazes (already spawned), Golems
 * Exit: The Clock Tower, Forgotten Speulchre
 * Traps: Spikes, spiked balls, and unstable platforms

Forgotten Sepulchre
Teleportation rune required if from Fog Fjord.

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, Spinners, Meat Grinders, Kamikazes, Shockers
 * Exit: Clock Room
 * Timed Door: 10.5 minutes
 * Traps: Spikes, breaking lamps

The Clock Tower
Available after finding the key in one of the upper rooms of the Fog Fjord. It expands only upwards with an occasional branch to the side.
 * Difficulty: 6-7
 * Enemies: Trackers, Cannibals, Bombardiers, Spinners, Flying Biters, Bats
 * Exit: Clock Room
 * Traps: Spikes, and spiked balls

Cavern
Unaccessible stage that have entrance from the Graveyard. Nothing known about this stage and its future yet.

Clock Room
The top of the Clock Tower, consisting a path to the room with look on giant clock from the inside. There will be your final battle.
 * Enemies: The Assassin
 * Exit: The Wharf

The Wharf
The Wharf is currently the ending point of Dead Cells, only consisting of a short pier with "Work In Progress" sign and a pipe leading back to the start of the game.