
Help Madeline survive her inner demons on her journey to the top of Celeste Mountain, in this super-tight platformer from the creators of TowerFall. Brave hundreds of hand-crafted challenges, uncover devious secrets, and piece together the mystery of the mountain.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 288 reviews with recorded playtime.
Reviews
Themes across 287 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Celeste is an extremely difficult, but fun platformer that changes your life (literally, I'm a girl now!)
i don't really enjoy 2d platformers; i grew up with the extra dimension, and consider myself quite bad at them. that said, 49h and 13,000+ deaths later - i've finished all of the chapters and achievements this game truly deserves all of the praise it gets
never thought i could complete the game, but here i am. fantastic game, this has a special place in my heart.
This game is just PEAK -PEAK soundtrack (the drummer is just so talented) -PEAK story (literally cures depression) -Literally runs on a bag of chips -Beginner friendly while being difficult This game is just life changing
[h1] THAT'S PLATFORMER IS SO COOL [/h1] [hr][/hr] I think this is one of the best games i ever played - beautiful pixel desing (like in old games) - Fairly pleasant and intuitively simple game mechanics - Wonderful musical accompaniment throughout the entire game (with several unique tracks for each lvl) [u] Some helpful Things/Tips about game [/u] - Try to complete the levels sequentionally (You'll probably spend less time and die fewer times on that level if you come back to it later). - Use binoculars (otherwise it might backfire :)) ) - Remap the default controls to your liking (honestly, playing on a controller is much better) - Secret rooms give themselves away through small fetails (pay attention to the edges of the "screen", or just look around to find Eastereggs or strawberries or crystal hearts) [u]- AND THE MOST IMPORTANT THING IS: BREATH, JUST BREATHE)))) BADELINE TAKE IT[/u] [spoiler] Endure. [/spoiler] [spoiler] Embrace the pain. [/spoiler] [spoiler] Keep suffering. [/spoiler] [hr][/hr] [h3] I guess that's all for the future climber. GLHF and dont forget to breathe!!!!! :))[/h3]
The moment I got mods for this game, I knew it was all over. I've currently beaten a few hardlist levels, and the end is still nowhere in sight. Seriously please help I can't stop playing
Избиение, удушение, вырывание ногтей, отрезание конечностей, выжигание глаз, пытка бамбуком, веселица, электрический стул, четвертование, сожжение заживо и колесование это цветочки, по сравнению с 9 главой этой замечательной игры
I'm quite on the fence on this one, once again one of those cases where Steam should allow for a "Neutral" option. Principially it's a tight and hard-to-master platformer, but with a broad bandwith of difficulty: From just finishing each level to get to see the story (which I found to be rather bland, but isn't the focus of a platformer anyway), to collect every strawberry (even collecting one is completly optional) or finishing the B- an C-sides. The levels are also quite distinct with some creative mechanics one has to understand anew each time. Sadly, there's a big BUT: The (already widely complained about) AnalogueStick-Input. Since Celeste allows for 8-directional-input, one would expect that each on correlates to a 45° range on the stick. This somehow ain't true. Just for example, sometimes it feels like you push the stick to 89° and still do a up-right dash instead of an expected right dash, while sometimes pushing to 45° results in simply dashing up instead of up-right. Furthermore, even this weird input range seems to not be consistent. There where situations where you had to dash in the same direction consecutively, and without (noticably) moving the stick, the first realized direction (i.e. left) was different from the next (i.e. left up). First I thought something ain't right with my Deck, but soon found out that this seems to be a known problem (which -considering the age of Celeste- won't be fixed). And whilst I might exaggerate a wee bit in my description, there definitly is a significant wobbliness to the analogue input. And imprecise controls are a no-go for a precision platformer where you have to chain multiple perfect dashes in a row, where failing one due to random input interpretation leads back to square one. Playing on PC/WASD is supposed to be better/free of this issue, but I found switching to D-Pad not helping on the Deck. So yeah, it's still playable if you take this spongieness into account and bring some tolerance for randomness, but demotes the overall experience. So, try on your own risk.
After playing 100 hours of this game I can tell you that it is [strike]peak[/strike] summit. No, seriously this game is amazing. From the moment I pressed play I knew I was in for a treat. And oh boy, am I happy to tell you it did not disappoint. I played the game from start to finish, did all optional levels and even beat some levels deathless. Everything is perfect, but the movement is what shines most for me. The amount of things you can do with it that you don't learn in the main game is just mind-blowing. But that was not the end. Modding the game is what kept me coming back again and again. The modding community is great. The mods add so much extra content that you could keep playing forever. If you're like me and didn't want the game to end, go play some mods! Strawberry jam my beloved.
One of the most solid platformers in recent years. Main story levels feature an enjoyable aesthetic and the OST fits the ambience and the setting of each section. Some of the B-Side tracks were much better than others, a couple were really grating personally, but all in all a very enjoyable game. That being said, the game never teaches you that you can hold down to descend faster. This is required for at least two stages. Considering it teaches you other techniques when they're required, I'm very surprised they didn't mention this. There's also a large modding scene for anyone wanting more. I was done after all chapters, B and C-sides. May return if I ever feel the desire. It'd be a platformer of choice. Edit: Fixed minor typo
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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