Update on Dead Cells Breaking Barriers reveals all accessibility possibilities

Update on Dead Cells Breaking Barriers reveals all accessibility possibilities ...

Dead Cells is a difficult journey; while difficulty and accessibility are two key concepts, it is still important that developers create games for as many individuals as possible. So, motion Twin has released the Breaking Barriers update, which includes a large number of accessibility options.

You may change your controller inputs from the start of a biome, and improve what you see on the screen. This should be beneficial to individuals who have sensory overload. View the full list of new accessibility options below and visit the Dead Cells patch notes page for more updates.

Breaking barriers in Dead Cells are allowing the public to access all of these technologies.

  • Continue Mode: each time you die you can resurrect from the beginning of the biome (this effectively already existed by quitting the game when you die, now its just official).
  • Auto-hit mode: automatically target nearby enemies with your primary melee weapon.
  • Adjustable trap damage, enemy damage and enemy health in % increments.
  • Option for slower parry window and trap speed

New Gameplay Options

  • Hold to jump.
  • Hold to roll.
  • Shield toggle option, instead of long press.

New Input Options

  • Customizable Long Interact input.
  • Customizable Dive Attack input.
  • Customizable functions for the Left Stick, Right Stick, and D-Pad.

New Video Options

  • Customizable HUD transparency and size.
  • New font option: Arial.
  • Customizable Brutality / Tactic / Survival colors.
  • Display stats icons in addition to their color.
  • Display critical strike feedback on the HUD.
  • Display effect icons in item descriptions. If two effects synergize with each other, the icons glow.
  • Outlines for the Beheaded, Enemies, Skills, Projectiles and Secrets.
  • Disable blood.
  • Reduce the number of particles.

New Sound Options

  • Customize categories of sound effects individually (active, enemies, environment, etc.)
  • Added a customizable sound priority system, to limit the number of sounds at once.