About Celeste
Madeline sets out to climb Celeste Mountain, where demanding platforming turns every jump, dash and grip into a small problem to solve. Hand-built rooms, hidden strawberries and harder side routes extend the ascent, while the story follows her encounters with the people and strange reflections she meets along the way.
Celeste follows Madeline as she attempts to reach the summit of the mountain that gives the game its name. The climb is both a physical journey through a series of distinct environments and a personal story about the fears and pressures she carries with her. The mountain's hazards and uncanny encounters give that inner struggle a visible form, while conversations with people she meets along the route add quieter pauses between stretches of precise movement. The story keeps its focus on Madeline's effort to continue, so the changing landscape, difficult rooms and character scenes all belong to the same upward journey.
The basic vocabulary is deliberately compact: run, jump, grab surfaces and use an air dash to cross gaps or redirect a jump. A dash can move horizontally, vertically or diagonally, making its direction a choice to make in midair rather than a fixed attack. Grabbing a climbable wall lets Madeline scale it, but stamina makes that hold a limited resource; ledges and safe ground become useful places to recover before committing to the next section. The challenge comes from combining those actions with careful timing and positioning, not from collecting a large menu of moves. Each room teaches its own spatial question through platforms, hazards and reachable exits.
Most rooms are short, self-contained tests arranged along the mountain route. Spikes, moving blocks, wind, fragile ground and other obstacles ask the player to read a space, decide when to jump or dash, then adjust after seeing what happened. When Madeline falls or touches a hazard, she quickly returns to the room's entrance, letting another attempt begin without a long replay of earlier ground. That structure makes experimentation part of forward progress: a failed crossing reveals timing or distance information, and the next try can change one piece of the approach. Checkpoints divide longer stretches, so a tough sequence can be learned in pieces.

Celeste's environments add mechanics as the ascent continues. Some blocks move when touched or respond to the direction Madeline steers them; other rooms use dream-like passages that carry her through solid-looking spaces, or platforms that appear and disappear to a rhythm. Objects such as Theo's crystal give carrying and throwing a role in navigation, since the player must manage both Madeline's route and the object's position. These elements are introduced within the spaces that use them, then combined with the familiar dash and climb actions. A room can therefore feel like a small puzzle in movement, with a clear exit but several hazards between the start and a safe landing.
Strawberries sit away from the most direct route through many rooms and reward detours that demand extra control. They are optional collectibles rather than keys required to reach the summit, so the player can choose whether a risky side path is worth attempting during a first pass. Cassette tapes and Crystal Hearts also connect exploration to additional challenges and chapter goals. Finding these items may require noticing a tucked-away route or solving a movement sequence that is more involved than the main path. The game records progress across chapters, allowing a return to earlier areas when the player wants to look for something missed or revisit a particular stretch.
Hidden cassette tapes unlock the B-Side for the chapter where each tape is found. Reaching one means leaving the most direct route and solving a short detour; the reward is a separate stage that remixes that chapter's movement ideas into tighter, more demanding sequences. B-Sides are playable from chapter selection, so collecting a tape opens a new course rather than adding a one-off screen to the main climb. C-Sides extend the set of optional challenges with compact, highly demanding rooms. Together, these sides turn exploration into a progression path: find a secret, unlock a new arrangement of familiar mechanics, and decide when to attempt it.

Assist Mode lets players adjust the challenge to suit how they want to approach the mountain. Options include changing game speed and using Dash Assist, and Assist Mode can be switched from the file-select menu. It is a set of adjustable aids rather than a separate campaign: players can tailor help and continue through the same chapters and rooms. This flexibility sits alongside fast retries and checkpointed progression, giving players several ways to engage with a difficult screen. The precision platforming remains centered on reading the room and using Madeline's movement, while the settings can reduce the pressure of execution.
Farewell is a separate ninth chapter that continues beyond the main mountain ascent with a new sequence of platforming rooms. It is not another B-Side or C-Side remix of one earlier chapter: its rooms bring in new movement objects and mechanics, then build challenges around learning how those elements interact with Madeline's established jump, dash and climb actions. Chapter checkpoints let players resume within this extended course, while chapter selection keeps it distinct from the main mountain route. Farewell adds a new leg to the game's chapter progression and a different set of movement problems, rather than simply asking for a harder replay of the same earlier level.
- Developer
- Maddy Makes Games Inc.; Extremely OK Games, Ltd.
- Genre
- Single-player 2D platformer; Steam genres Action, Adventure, Indie
