Dead Cells 2 didn’t happen because the developers ignored “pressure” from players and followed their hearts

When a beloved indie title transitions into the mainstream, it often invites a chorus of opinions and expectations from fans and industry observers alike. This has been the experience for Motion Twin, the innovative developer behind Dead Cells, a game that has consistently ranked among the best roguelikes since its debut in 2018. However, rather than opting for the conventional route of a sequel to capitalize on their success, Motion Twin has chosen a different path entirely.

Embracing Creative Freedom

“We are driven by what we want to make,” shares Yannick Berthier, co-creative director and game designer at Motion Twin, during a recent conversation. He elaborates on the company’s distinctive structure, where each member of the nine-person team is a partner, empowering them to make decisions rooted in passion rather than profit.

“If we were a ‘business,’ we would be talking about Dead Cells 2 right now,” Berthier reflects. “But instead, we are discussing Windblown, because we are a collective of individuals eager to create.” After dedicating significant time to Dead Cells, the team felt ready to explore new horizons. The success of their previous title has afforded them the liberty to venture into uncharted territory: “a new universe, super bright, that could be co-op.” Although Windblown initially faced criticism for being “too punishing,” the game has evolved significantly through early access, benefiting from continuous fan feedback.

Berthier believes that had Motion Twin been part of a larger corporation or subject to shareholder pressures, the narrative might have unfolded differently. “If we were under another company, the internal pressure to produce a sequel would have been much stronger,” he notes. Externally, the demand for a follow-up to Dead Cells remains palpable, with comments such as, “OK, cool, when is Dead Cells 2?” appearing frequently on their posts. Yet, Berthier embraces this reality, acknowledging that while it may not be the most conventional business decision, the team chose to follow their creative instincts.

Now, a year into Windblown’s early access phase, Berthier stands by the choice to carve out a new direction rather than retrace the steps of their previous success. The true advantage of Motion Twin’s cooperative model lies in the freedom it provides. “We can shape our future,” he asserts. “I wouldn’t say ‘decide’ it, because we’re part of the real world, but we can definitely influence or choose our strategy.”

This strategy focuses on innovation and iteration, allowing the team to create something distinct from the legacy of Dead Cells, which, while successful, also sparked its share of controversy upon its conclusion. Although Windblown has a considerable journey ahead to reach the heights of its predecessor, the developers are relishing the opportunity to craft a game that resonates with their vision.

Windblown is currently available in early access. Interested players can find it on Steam. For those seeking similar gaming experiences, a curated list of the best indie games awaits, alongside recommendations for the most challenging soulslikes.

If you’ve had the chance to play Windblown, we invite you to share your thoughts in our community Discord server, where both staff and readers engage in discussions guided by passion rather than mere logic.

AppWizard
Dead Cells 2 didn't happen because the developers ignored "pressure" from players and followed their hearts