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Dead Cells

Main menu · first level renders · playability unverified

October 11 development build, PPSA15552 v01.005.000: after resolving eight NGS2 imports, two shared fixes restore the visible level and menu-audio data. Full-screen copy shortcuts now respect blending, preserving the lit scene. Custom NGS2 sampler voices now accept waveform format, blocks and pitch instead of mixing silence.

Test host
NVIDIA GeForce RTX 3070 Ti
Build
Development build
Recorded runs
2
Confirmed
October 11, 2026
Dead Cells in the Prisoners’ Quarters with the lit room, character, tutorial prompt and HUD
Dead Cells in the Prisoners’ Quarters with the lit room, character, tutorial prompt and HUD

What works

  • The Prisoners’ Quarters room, character, weapon, tutorial prompt and HUD are visible.
  • All 101 periodic reports show zero draw/dispatch failures; the repeat has no image_sample rejection with InvalidStorageBinding.

What does not

  • Automatic Cross presses started the game; combat, progression, saves and longer sessions remain untested.
  • Menu audio is confirmed only by mix levels, not listening. Spatial audio matrices and channel panning remain incomplete.

Measured performance

Seven starting-room window-counter readings: 59.2–68.1 FPS, including 62.5 FPS at capture; not a timed median. Earlier main-menu readings: 71–72 FPS. RTX 3070 Ti, Speed preset, 1080p output request.

NVIDIA GeForce RTX 3070 Ti

Result

Test history

Each entry names the release that includes the reported changes. Work not yet included in a published release is marked as a development build. Dates and FPS remain those of the original runs.

  1. Dead Cells in the Prisoners’ Quarters with the lit room, character, tutorial prompt and HUD
    Development build

    Blended scene composition and custom sampler audio restored

    A copy shortcut ignored blending and replaced the lit scene with a black emissive image. Restricting it to replace blending restores the level and character. The custom NGS2 sampler rack (0x4001) now accepts waveform format, blocks and pitch; the menu mix changes from silence to a peak near 0.12 of full scale. Listening has not yet confirmed the music. Seven starting-room counter readings span 59.2–68.1 FPS; combat, progression and saves were not tested.

    Read the report →
  2. Dead Cells main menu with the Clean Cut Update title art
    Development build

    NGS2 audio functions let Dead Cells link and reach gameplay

    The October 11 development build implements eight libSceNgs2 functions Dead Cells needs to link: buffer-backed creation of the audio system and racks, and the 3D audio geometry helpers — listener basis, distance rolloff, cone, Doppler and speaker panning. Every observed call returns success. The main menu renders correctly, with 71–72 FPS on the window counter; gameplay shows the HUD and tutorial prompt, but the level and the character are dark. The main menu is silent, while gameplay is audible.

    Read the report →

Captures

Captures

Frames produced by the emulator itself during the runs above.

Dead Cells in the Prisoners’ Quarters with the lit room, character, tutorial prompt and HUD

Blended scene composition and custom sampler audio restored

October 11, 2026 · Development build

Dead Cells main menu with the Clean Cut Update title art

NGS2 audio functions let Dead Cells link and reach gameplay

October 11, 2026 · Development build

2

Recorded runs

NVIDIA GeForce RTX 3070 Ti

0.3.5

Current build

October 16, 2026

In-game

Result

Reaches in-game scenes

Other titles

Playthrough reports carry the date the maintainer confirmed them. Every timing refers to the NVIDIA GeForce RTX 3070 Ti development machine and will differ on other hardware. Game content is supplied locally and is never distributed here.