Dead Cells has become a popular choice among enthusiasts of the expanding roguelike genre and has received widespread praise from both critics and fans. Even in its unfinished Early Access state, the game managed to sell an impressive 700,000 copies. The game's precise controls, addictive "try-and-try-again" gameplay loop, and exciting collaborations with other indie games like Hollow Knight and Hyper Light Drifter have all played a role in its latest achievement: a staggering 10 million copies sold.
To commemorate this significant success, Evil Empire COO Benjamin Laulan held an interview with Game Rant to discuss the game's journey to triumph. He discussed why he believed the game resonated with so many players, the changes the game has undergone throughout the years, and the future prospects for Dead Cells and its developers. The interview has been condensed for conciseness and clarity.
Q: Dead Cells has achieved an astonishing milestone of selling 10 million copies. What do you believe has made the game so captivating for such a large audience?
Laulan: Honestly, it's mind-blowing. It's somewhat unusual because we were aware that we were heading towards that number, considering the sales figures. It's not as though we suddenly sold two million copies in the past few weeks. So, it's not surprising in that sense. However, attaining this milestone is truly remarkable. To answer your question, I believe it is a combination of luck and our unwavering dedication to the game, along with the vast amount of content we continuously add. We are currently working on the 35th update for the game. We like to say that we have never truly left Early Access because we constantly strive to provide more, driven by the incredible audience and community that surrounds us.
I believe our community has been instrumental in the game's success. They consistently support us, yearning for more content and pushing us to explore new avenues of creativity in gameplay. Their dedication enables us to continue delivering for them. It's a reciprocal relationship where we strive to cater to the community, and in return, they remain committed to playing the game and recommending it to others. Consequently, the game continues to sell well, affording us the opportunity to maintain a fully dedicated team.
Q: You mentioned that the game is currently on its 35th update. What do you believe have been the most notable changes throughout the years?
Laulan: I believe the most significant transformations occurred during Early Access, where we dedicated extensive efforts to refining the game's core mechanics. This phase marked the implementation of the most notable changes. As we progressed, we eliminated the excessive grind and introduced enhancements to the storyline and lore in preparation for the official launch. These additions added a newfound depth to the game. One recent noteworthy update was the Accessibility Update, which we released this year. This update emphasized the importance of enabling most players to fully enjoy and customize their gaming experience as they see fit. It was greatly appreciated by the gaming community.
I appreciated the update because I struggle with Dead Cells. It's great that there are options to make the game more accessible.
Laulan: And that's perfectly fine. We never intended to dictate to players, "This is the only way to play the game, and our creative vision cannot be altered." If you prefer playing with assistance or modifications, that's perfectly acceptable. We want you to enjoy the game too. While it may not align with our original design, we won't judge you for using the easy mode or any similar features.
We aimed to reach as many players as possible and felt overwhelmed by the increasing number of updates. The game can be overwhelming for newcomers due to the numerous pop-ups about updates and DLCs when they launch it for the first time. We recognize the need to improve the onboarding experience. While we are proud of releasing 35 updates, we also want the game to be easily accessible for those who have not followed Dead Cells in recent years.
Regarding crossovers with other indie games like Hollow Knight and Hyper Light Drifter, we carefully consider our approach. We select games to work with based on a variety of factors.
In the past, some indie friends had approached us, asking if they could use content from Dead Cells in their own games. We would evaluate the quality and audience appeal of their games before granting permission to use our Beheaded character or a weapon. However, I began to think, why not extend the same opportunity to our audience? With the intention of gifting these collaborations as Christmas presents, I started reaching out to my contacts. I expressed my admiration for their games and proposed the idea of including their characters and weapons in Dead Cells. The response was overwhelmingly positive. It was a dream come true to have Hollow Knight and Hotline Miami featured in our game. Sometimes, all it takes is a simple request.
It’s a very unique thing about Dead Cells. The crossover items from other games have interesting mechanics and aren’t just reskins of existing Dead Cells gear.
Laulan: Yeah, that's not something we'll ever do. Not even for the base game content. We will never have a sword that simply changes between fire, ice, and poison effects. While there have been many updates since the beginning, our priority has always been creativity. We do everything because we have ideas and we're excited about implementing them into the game. This mindset also applies to our collaborations.
I'm not sure if you've played the two updates - we've had two "friends" updates in Dead Cells - but there's a significant difference in scope and content between the second one and the first one. In the second update, we were really focused on the Lore Rooms that we added to the game. They contain major references to their own games, which explains the appearance of the DeLorean. The first update was a bit more modest and focused on the weapons. As independent developers, we are stronger when we unite. It's important to stick together when faced with such large AAA games.
Q: Dead Cells offers a wide array of weapons and mutations to be discovered. How do you determine what to add next? Do you have specific goals in mind for each new addition?
Laulan: Our focus lies in pushing the boundaries of creativity and exploring fresh, captivating gameplay elements. We don't just create superficial changes like new skins with different colors and call it a day. Our team has an extensive wishlist of features we aspire to incorporate into the game. Additionally, we closely engage with the Dead Cells community through platforms like Discord and Reddit, actively listening to their ideas. If certain concepts resonate strongly and are highly requested, we may consider implementing them into the game.
However, it also plays a significant role in our team dynamic. One of the team’s greatest strengths, and let me tell you, this team is truly incredible, is the level of creative freedom we grant them in their respective areas. Typically, a game programmer collaborates closely with an artist, allowing for rapid prototyping and the generation of innovative ideas. Our Dead Cells game designer oversees the overall vision for updates and DLCs, but our gameplay programmers (GPPs) and artists are encouraged to unleash their creativity and contribute their own ideas to the project. Even if these ideas may seem outlandish, if they make sense and are validated by the entire team, including Motion Twin, we strive to implement them into the game.
This is precisely how a Sharknado ended up being incorporated. Combining a shark with a tornado resulted in the creation of a Sharknado.
Laulan: Previously, we made it a point to acknowledge any changes in our patch notes that were directly influenced by feedback from the community. This label served as a recognition of the community's input and its integration within the game. We also made efforts to enhance accessibility and collaborated with the community on Twitch integration, allowing viewers to actively participate in the game by throwing bombs and creating annoyances for the player.
I appreciate their contributions and want to acknowledge their ideas. However, it is important to prioritize and not be able to incorporate every suggestion from the community. As the one responsible for delivering the game's vision and creative direction, it is crucial to stay focused on that. Nonetheless, it is beneficial to strike a nice balance and appreciate the amazing ideas they bring to the table.
Q: According to the website, Evil Empire gets its name from a desire to defy unethical practices in the industry and uphold player respect. How does this philosophy influence your approach to game development? Are there specific practices that you avoid?
Laulan: Yes. Just to provide some context, Evil Empire had four co-founders, three of whom had a background in marketing. We were responsible for publishing and orchestrating the entire campaign for the launch, essentially serving as the public face of Motion Twin. Hence, the irony behind choosing the name Evil Empire, as marketing is often associated with negative connotations. We embraced this and used the name to playfully mock it.
In regards to your question, our top priority at Evil Empire is to avoid any form of crunch. We adhere strictly to a zero crunch policy, prioritizing the well-being of our team members above all else. If any issues arise due to poor production management, we are willing to delay projects rather than burden our employees. There is no alternative solution. It would be unfair to expect our team to work excessively long hours just to meet our commitments. This principle is paramount.
This principle also extends to our relationship with the community. We have learned the value of transparency in our interactions. By honestly explaining any mistakes or delays we may have encountered, we find that the community understands that we are human beings working together. Mistakes happen, and as long as we are truthful and sincere, they are forgiving. In the past, we have experienced delays in updates and certification issues on consoles. In those situations, we offer a genuine apology, explaining what went wrong and assuring them that we are committed to improvement. The key is to be genuine and humble with them, never resorting to deception. Our approach is to provide them with the truth and maintain our integrity.
Indie developers often receive a great deal of encouragement from gamers in such situations, with numerous comments expressing understanding and support for their well-being and urging them to take the necessary time they need.
Laulan: Maybe the leniency towards us indie developers stems from the fact that, despite the gaming community often mocking the apologies and excuses made by AAA developers for delays, we recognize that they too are human. It has become a meme, but perhaps our ability to establish a more relatable and personal connection through our channels resonates with players. Maybe AAA studios should consider adopting a more down-to-earth and human approach to communication. I can't really explain it, but I agree with you. It seems that smaller games like Hollow Knight, such as Silksong, tend to experience delays more easily than larger AAA titles.
Q: Many games claim Dead Cells as their source of inspiration. Were there any games that influenced the development of Dead Cells in return?
Laulan: It's amusing how you mentioned that because we were incredibly humbled and delighted when Supergiant approached us for advice on Early Access and our roguelike. They even mentioned that they would use our game as the main inspiration for their next game, Hades, which turned out to be a success. We were genuinely thrilled and excited about it.
However, to address your question, the main inspiration behind our game is undoubtedly Castlevania: Symphony of the Night. Initially, our goal was to pay homage to this monumental game. But our aim was not to replicate its gameplay in Dead Cells. Instead, we wanted to recreate the feeling that players experienced while playing Symphony of the Night. It's important to note that if we were to simply transplant Symphony of the Night's gameplay into Dead Cells, it would create an entirely different game.
Our primary focus was on enhancing the game's feel and increasing its speed to create a gratifying, fast-paced combat system. This is our way of paying tribute to the game. Interestingly, many of the weapons, levels, and items are inspired by those found in Castlevania. This led to some embarrassment when working on the actual IP for the Return to Castlevania DLC, as we realized that many of the weapons we wanted to include were already present in the game, albeit under different names.
The main inspiration for our game comes from Dark Souls, particularly the combat system we aimed to achieve. Although our combat is more fast-paced, we aimed to incorporate elements such as dodging, rolling, and intense encounters with formidable enemies that instill a constant fear of death throughout the game. In terms of gameplay, our game is more akin to Dark Souls, while drawing influence from Castlevania: Symphony of the Night.
Q: Dead Cells has played a significant role in the growth of the roguelike genre, but not all games have managed to achieve the same level of success. In your opinion, what do you believe is the most crucial aspect for a game like Dead Cells to be enjoyable and captivating for players?
Laulan: The game feel. I believe that the key to success lies in the game feel. You can easily sense it when you hand the controller over to someone during game shows and they instantly respond with a positive reaction like, "Hmm... Not bad!" It feels satisfying and instinctive. Even if they die in the first level, as is often the case for those who have never played the game before, it still possesses that incredible game feel that keeps players engaged. That's what really captures their attention while playing.
During the initial five-second span, maneuvering your character, effortlessly obliterating enemies, and forcefully barging through doors create a gratifying sense of control. This remarkable feature is what truly defines Dead Cells. Motion Twin dedicated countless hours perfecting the tiniest details that often go unnoticed, ensuring a seamless experience with concealed helpers and other mysterious elements. Without these integral components, the game would be completely transformed and, in my opinion, rather exasperating.
Q: After reflecting on our progress, what are our plans for the future of Dead Cells? How far have we planned ahead? Do we have specific goals we're striving for in the future?
Laulan: What I can share is that now that we've released the Castlevania DLC, which served as a tribute to our roots – and it was incredibly fulfilling to finally bring our homage to life – our focus is shifting towards our own game rather than further crossovers. While we've enjoyed doing them and had a great time, we don't want to be solely known for collaborations.
Evil Empire has its own unique universe, storyline, and characters that we deeply cherish and wish to expand upon. Our goal is not solely focused on collaborations with other games. While we appreciate and admire many incredible games that we would love to incorporate into Dead Cells, at the moment, our primary focus is on exploring diverse ways of gameplay. We are committed to taking the necessary time to develop a fresh approach to Dead Cells, which may require a longer development period than in the past. Consequently, there may be a slightly reduced frequency of updates in the forthcoming years. However, this is due to our dedication to creating something truly distinct this time. Rest assured, during this period, we have other exciting projects in the pipeline, including an animated TV show and a board game.
As for our plans and ideas for a brand-new game, Evil Empire is indeed enthusiastic about the prospect. However, currently, we are not able to disclose specific details or provide insight into our plans.
Laulan: We've been keeping most of it a secret. The Evil Empire team has experienced significant growth. Currently, we have a dedicated group of 15 individuals fully committed to the development of Dead Cells. In addition, we have two separate teams working on complete game projects. With our team now consisting of over 60 talented individuals, we are currently working on three projects. One of them is Dead Cells, while the other two, which I'm unable to discuss at the moment, are incredibly exciting for us. It's quite a challenge for a relatively new studio like ours to focus on these three projects, but I believe we're on the right path.
Q: Can you discuss the Dead Cells animated TV show? How did it come about, and what has the process been like creating it?
Laulan: Basically, we collaborated with Bobby Prod and Bobbypills, a French animation studio, to create animated trailers for each DLC and the game's release. These one-minute animations added depth to the universe and characters, exploring the background of the Beheaded. The animated version of the Beheaded was inspired by the game but had its own unique interpretation, and it was well-received by fans.
We have received numerous inquiries about the release date of the animated series for each DLC. The animation style is highly impressive, and the action scenes showcased in the trailers have been truly breathtaking. Every time we check the comments section on YouTube, there is always someone asking about the TV show. Initially, we didn't take it too seriously due to the significant cost involved in producing just a minute of content. However, we had extensive discussions with Bobbypills about the possibility of bringing this idea to life. Several opportunities arose, and we eventually reached a favorable agreement with Bobbypills and ADN (Animation Digital Network), a French animated streaming service, which paved the way for this project.
We had the chance to view some episodes, and they were incredibly enjoyable. The series is slightly different from what I had envisioned initially, but I am unable to reveal much about it at this time. It strikes a pleasant balance between exploring the Dead Cells world in an unexpected manner: as a buddy movie! There is a great deal of comedy, jokes, and, of course, action, as this is Dead Cells after all. We are not here to simply wander around the castle; encountering zombies is inevitable. This is the general concept of the series. While specific dates are not available yet, the progress thus far has been promising.
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Dead Cells is available now on Mobile, PC, PS4, Switch, and Xbox One.