Monday, October 20th 2025
Motion Twin Addresses Dead Cells 2 Demand: "We Are Driven by What We Want To Make"
Dead Cells has been one of the most talked-about indie games in the seven years since its launch, with fans clamoring for a sequel that seems to never be coming—despite plenty of other content having recently been added to the game. In a recent interview with PCGamesN, Motion Twin, the developer behind the smash-hit roguelite, has addressed the demand for a sequel to Dead Cells. The co-creative director and game designer at Motion Twin, Yannick Berthier, explained that Motion Twin is "a collective of individuals that are creative and want to create stuff," and that the company's unorthodox structure allows it to follow creativity instead of pursuing profits.
Berthier went on to say that part of the reason Motion Twin made Windblown instead of Dead Cells 2 is that the team wanted to create something in "a new universe, super bright, that could be co-op." He also supposed that the company's indie nature allows it to continue exploring things that the creative team want instead of appealing to shareholders or the internal pressures of a parent company. Windblown launched nearly a year ago, on October 24, and although it's still in Early Access on Steam, it's still notable that it has not yet surpassed Dead Cells when it comes to player counts, at least according to SteamDB. Despite this and the continued pressure from fans for the sequel to the beloved roguelite, Berthier says that Motion Twin doesn't regret pursuing Windblown instead of Dead Cells 2, going on to say that the eight-person, employee-owned studio "followed its heart." Windblown has changed greatly since its launch, with frequent updates mostly based on player feedback, but it still seems to be fighting a bit of an uphill battle to be able to compete with its predecessor. Currently, Windblown is only available in Early Access on Steam, and a full 1.0 launch date has not yet been announced.
Sources:
PCGamesN, SteamDB
Berthier went on to say that part of the reason Motion Twin made Windblown instead of Dead Cells 2 is that the team wanted to create something in "a new universe, super bright, that could be co-op." He also supposed that the company's indie nature allows it to continue exploring things that the creative team want instead of appealing to shareholders or the internal pressures of a parent company. Windblown launched nearly a year ago, on October 24, and although it's still in Early Access on Steam, it's still notable that it has not yet surpassed Dead Cells when it comes to player counts, at least according to SteamDB. Despite this and the continued pressure from fans for the sequel to the beloved roguelite, Berthier says that Motion Twin doesn't regret pursuing Windblown instead of Dead Cells 2, going on to say that the eight-person, employee-owned studio "followed its heart." Windblown has changed greatly since its launch, with frequent updates mostly based on player feedback, but it still seems to be fighting a bit of an uphill battle to be able to compete with its predecessor. Currently, Windblown is only available in Early Access on Steam, and a full 1.0 launch date has not yet been announced.


10 Comments on Motion Twin Addresses Dead Cells 2 Demand: "We Are Driven by What We Want To Make"
Devs should be able to make or work on whatever game they want and not be dictated to.
If their next game doesnt live up to the the same hype as their previous release then thats on them. They set the bar too high to overcome it.
If working on what they want gives us games of Dead Cells' calibre I say go for it.
absolutely everyone that played and finished the game is eager for Wukong 2, a DLC, something
then they came and said "Nah we're gonna pivot to another story / mc"
I think that's being cocky and assuming sny shit you make will be successful... thats ignoring that fans that allow you to make games in the first place
And ignoring the fans because you as a dev have a clear concept you want to execute, is something a lot of devs can learn a lot from. What it does require is having the balls to actually defend a concept and an actual concept that is worth a damn.
after that... sure, fans can come in and have their say and you could patch some things if what they say has merit. But its a capital mistake to let fans determine your thinking process.
I can say though thank goodness for Indie studios!!