It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Game looks great, and I'd love to support its development, but lack of a Linux version keeps my wallet closed.
"[...] with plans to bring it to macOS and Linux in the future."
- https://en.wikipedia.org/wiki/Dead_Cells

As we all know, plans can change, but I have a good feeling about this.


Edit (3 days later):
I just noticed that (at least the Steam version of) the game has a platinum rating for Wine. While it is not my intention to say that there would be any reason for any game to not run on Linux natively, I think that information might be something some users might want to take into consideration.
Post edited November 20, 2017 by HeartsAndRainbows
The beta is available on Steam. I hope to see it on GOG soon.
avatar
b1101: The beta is available on Steam. I hope to see it on GOG soon.
I hope the same.
Is it possible to play that beta branch with the gog-version?

EDIT: because the linux-version is currently only available in the beta branch
Post edited June 22, 2018 by Vanarill
avatar
b1101: The beta is available on Steam. I hope to see it on GOG soon.
avatar
Vanarill: I hope the same.
Is it possible to play that beta branch with the gog-version?
I'm assuming yes since it's available for purchase to play on Windows. The moment it's available on Linux here I'm buying it.
avatar
Vanarill: I hope the same.
Is it possible to play that beta branch with the gog-version?
avatar
b1101: I'm assuming yes since it's available for purchase to play on Windows. The moment it's available on Linux here I'm buying it.
Hey all,

It was supposed to be live for you guys right now, but we're having a bit of trouble uploading the build to the servers. We've got crappy internet here and there seems to be a bottleneck on the other side too. We'll get it up for you guys tomorrow for Mac and hopefully Linux too, but definitely in the next few days.
avatar
b1101: I'm assuming yes since it's available for purchase to play on Windows. The moment it's available on Linux here I'm buying it.
avatar
filbz2441: Hey all,

It was supposed to be live for you guys right now, but we're having a bit of trouble uploading the build to the servers. We've got crappy internet here and there seems to be a bottleneck on the other side too. We'll get it up for you guys tomorrow for Mac and hopefully Linux too, but definitely in the next few days.
sweeeeeeet. Thanks for the update.
avatar
b1101: I'm assuming yes since it's available for purchase to play on Windows. The moment it's available on Linux here I'm buying it.
avatar
filbz2441: Hey all,

It was supposed to be live for you guys right now, but we're having a bit of trouble uploading the build to the servers. We've got crappy internet here and there seems to be a bottleneck on the other side too. We'll get it up for you guys tomorrow for Mac and hopefully Linux too, but definitely in the next few days.
I bought a Mac version, but I can not play - the game does not start! :(
I hope this problem is resolved as soon as possible. I am very anxious to play
The Linux version has arrived and works nicely! Thank you very much!
I am not so happy with the fact that the daily challenges are absent, and for that reason, some of the items in the game cannot be unlocked by playing on Linux. I guess this should be expected, though, as on Windows these features depend on GOG Galaxy.

Maybe it would be possible for the devs to implement a way of just obtaining the daily level seed and playing without user authentication or highscore submission. Or perhaps just have the game generate a random offline challenge, with a seed one could share with a friend. That could be an alternative way of unlocking the blueprints...
Post edited June 30, 2018 by ZePedroPONTO
avatar
ZePedroPONTO: I am not so happy with the fact that the daily challenges are absent, and for that reason, some of the items in the game cannot be unlocked by playing on Linux. I guess this should be expected, though, as on Windows these features depend on GOG Galaxy.

Maybe it would be possible for the devs to implement a way of just obtaining the daily level seed and playing without user authentication or highscore submission. Or perhaps just have the game generate a random offline challenge, with a seed one could share with a friend. That could be an alternative way of unlocking the blueprints...
Although I'm not very interested in this personally I think it would be nice to have. I have just unlocked the Daily Challenge mode and can confirm that it doesn't work (just says it failed to connect).
Just to be clear, I don't mean to criticise Motion Twin with my previous post. This is clearly a situation where GOG are the ones who need to step up their game and bring Galaxy to Linux.
avatar
ZePedroPONTO: Just to be clear, I don't mean to criticise Motion Twin with my previous post. This is clearly a situation where GOG are the ones who need to step up their game and bring Galaxy to Linux.
Personally I think it's a shame that developers implement store specific features. This is what leads to these issues in the first place. People are only OK with it because steam is so dominant and it cements steam dominance because everyone who buys on another store is a second class customer who doesn't get the full game experience.
Galaxy is the crutch that GOG needs to alleviate this issue, but it's still a crutch.

Of course nothing that Motion Twin does will change that, but any game that uses store specific features is part of the problem.
In principle I would entirely agree with you. Having store-specific features could even be understood as an implementation of DRM on those features. However, when it comes to online functionality, the alternative would be for each developer to implement their own infrastructure, which would be a lot of redundant work, and indeed unfeasible for most smaller teams. As I think more about it, it seems to me that the best possible approach is to have the number of features requiring some sort of authentication be as small as possible. In this particular case, unlockable items that are tied to online challenges ought to have an alternative unlocking method offline. How about a cheat code that unlocks these specific blueprints? That would seem like an acceptable compromise.
avatar
ZePedroPONTO: In principle I would entirely agree with you. Having store-specific features could even be understood as an implementation of DRM on those features. However, when it comes to online functionality, the alternative would be for each developer to implement their own infrastructure, which would be a lot of redundant work, and indeed unfeasible for most smaller teams. As I think more about it, it seems to me that the best possible approach is to have the number of features requiring some sort of authentication be as small as possible. In this particular case, unlockable items that are tied to online challenges ought to have an alternative unlocking method offline. How about a cheat code that unlocks these specific blueprints? That would seem like an acceptable compromise.
perhaps just have the game generate a random offline challenge, with a seed one could share with a friend.
https://tgw.onl/hostgator/ https://tgw.onl/dreamhost/ https://tgw.onl/bluehost/
Post edited April 09, 2019 by salminho