A couple of years ago, there was a Dead Cells crossover with half the indie games you’ve played, adding a vanity set and weapon from each respective game. This included Terraria, giving a costume based on the default look of the Terraria player, and the Starfury, which was incredibly mid.
That said, Terraria usually reciprocates every crossover they get, and if you didn’t know, that was the entire reason 1.4.5 started development. It began as a small update to add some stuff from Dead Cells, then became the Terraria update with the longest development time of any.
I’ll be showcasing the vanity set, pet, blocks, and all of the weapons added with the Dead Cells Crossover in Terraria’s Bigger and Boulder update, and how to get them.
The Beheaded’s Set

If you want to look like the better design for Dead Cells’ main character, the in-game appearance is represented as a craftable vanity set. The Cuirass and Trousers are both rather simple, being crafted at a loom with 5 ancient cloth and a shackle or 5 tattered cloth, respectively.
The head is a bit more complex, though. First, you need 10 Souls of Night, which requires you to be in Hardmode, plus 10 Vertebrae or Rotten Chunks. To craft it, you also need a Shadow Candle, crafted with Demonite or Crimson Bars in a Graveyard, and then you can make it at a Demon or Crimson Altar.
Swarm Grenade

Unfortunately, the Swarm Grenade is a pet, and not an actual grenade. The Zoologist sells it during a Party, so you need to get the Party Girl to move in by having a ton of friendly NPCs, which counts pets. Either wait for a party to happen naturally, or use a Party Center to get the Swarm Biter.
Item Flask

Rather simply, the Item Flask is crafted with 6 Glass and a Chain at a furnace, and you can hang it from rope-like items, such as chains. This is a rather sick way to display items, and you can make the bottle change shape by pressing up or down while holding it.
Ram Rune

Appropriately, the Ram Rune is found in a place that is just as dark and grimy as Dead Cells’ main setting, the Dungeon. Inside random Golden Chests, or in the lockboxes you find in Dungeon Crates, you get the Ram Rune, which, appropriately for a Dead Cells crossover, allows you to ground slam.
It feels a bit odd at first, but once you adjust to flying up and then pressing the jump button again to slam back down to the ground, it’s actually a really damn good accessory. This does quite a bit of knockback and works very well for getting enemies off of you.
Alchemy Flask

Obtained by getting an Alchemy Table from the dungeon and throwing that into the Shimmer, the Alchemy Flask should be in all of your arenas from now on. Not only does it work as a better potion crafting station, but it also increases the duration of your buffs by 20% after you interact with it.
Mushroom Staff

The Dead Cells Crossover happened to give us an early-game summoner option that is nowhere near as good as the Palworld Crossover’s options, so that sucks. Either way, the Mushroom Staff is made at an anvil with 300 Glowing Mushrooms and 5 Mushroom Grass Seeds, plus Tissue Samples or Shadow Scales.
The Mushroom Boi acts like a pre-hardmode Blade Staff that can’t fly, as it just does a low amount of damage somewhat quickly and jumps onto enemies. However, even with Whips giving it Tag Damage, it is rather pitiful, so it’s really only worth making for novelty.
Barnacle Staff

For some reason, I’ve had to fish for a real-life hour to obtain the Barnacle Staff, as it’s a sentry obtained exclusively by fishing in the Hardmode Jungle. Realistically, it should be just as rare as the Crystal Serpent Staff or Toxicarp, but it feels far rarer for no justifiable reason.
That said, once you do get your hands on it, it’s a half-decent weapon. I wouldn’t say it’s worth getting, as it’s far less simple to obtain and a little less effective than the Ballista Staff, while functioning nearly identically. The Dead Cells crossover wasn’t very kind to Summoners, unfortunately.
Killing Deck

The easiest of the Hardmode Dead Cells Crossover weapons to obtain, the Killing Deck is simply purchased from the Wizard during a Blood Moon. This puts it in line with the Sky Fracture and Crystal Serpent as a very early Hardmode mage weapon, and it works pretty well.
It does similar single-target damage to those two weapons, when factoring in the delayed burst of damage that spreads it out over a longer period of time. The multi-shot of cards also does quite well at hitting crowds of enemies, making this a very solid option for the Destroyer.
Barrel Launcher

The only scrap of love that Ranger was given from this entire update, the Barrel Launcher shoots out a massive explosive ball that detonates on contact with an enemy. This thing is incredibly overtuned, and feels like sipping water at 3 AM while your tongue feels like Sandpaper after the nerf to Darts.
It takes no ammo, no thought, and no prisoners. It’s a somewhat common drop from the Pirate Invasion, so you can get it as soon as you get into Hardmode, and especially with the small change to Shroomite Armor, you can use this thing all the way up until the Celestial Pillars.
Flint

My favorite of all of these additions, the Flint is crafted with 24 Adamantite or Titanium bars plus 20 Hellstone bars at a Hardmode Forge, and it goes crazy. It hits like a truck and generates a massive shockwave on the ground, which works excellently for crowd control.
It outclasses the Titanium Sword with ease, and even does the Night’s Edge when comparing how effective they are at taking out crowds of enemies. It’s absolutely a great early hardmode option for the Melee class, despite that class absolutely not needing another one.

