Sat. Aug 1st, 2026

Celeste is a game about climbing a mountain that is really about learning to live with your own mind, and it is precise, difficult, and unexpectedly tender in equal measure.

Developer Maddy Makes Games
Genre Precision Platformer
Platforms PC, Switch, PlayStation, Xbox
Foremy Score 9.3 / 10

Climbing Celeste Mountain, One Frustration at a Time

On the surface, Celeste is a simple pitch: a young woman named Madeline decides to climb a fictional mountain in Canada called Celeste Mountain, and the game is the eight-or-so hours it takes to get to the top. But almost immediately, the mountain starts behaving strangely, and Madeline is confronted by a shadowy double of herself, a manifestation of her own anxiety and self-doubt that the game treats not as a villain to defeat but as a part of herself she has to learn to integrate. It’s a surprisingly direct, unsentimental treatment of anxiety and panic attacks, and the writing never oversimplifies the subject into a tidy lesson.

Movement So Tight It Becomes the Whole Game

Celeste’s entire identity rests on its movement, and it’s hard to overstate how precisely tuned that movement is. Madeline can jump, wall-cling, and perform a single air dash in eight directions, and almost everything the game throws at you is built from combinations of those three tools. Spikes, disappearing platforms, wind currents, gravity-flipping crystals, and moving blocks are introduced one at a time, mastered in isolation, and then recombined in increasingly demanding ways, a design structure closer to a well-built puzzle game than a traditional platformer.

What makes this work is how forgiving the game is about failure itself. Deaths are instantaneous and respawns are just as fast, often under a second, and each of the game’s over two thousand screens is small enough that a death costs you seconds, not minutes. This tight feedback loop turns what could be a rage-inducing gauntlet into something closer to a rhythm, try, fail, immediately try again, with almost no friction between attempts. The game also tracks your death count openly rather than hiding it, treating a high number not as a mark of shame but as a visible record of persistence.

For players who want an even greater challenge, hidden throughout each chapter are Strawberries, optional collectibles that require detours through some of the hardest platforming sequences in the game, and B-Side and C-Side remixes of each chapter unlock after completion, ratcheting the difficulty up dramatically for players chasing full completion. There’s also an assist mode that lets players adjust game speed, invincibility, or stamina, a deliberate and non-judgmental inclusion that lets more players experience the story without gatekeeping the entire game behind its hardest platforming.

Pixel Art and a Soundtrack That Became a Genre Touchstone

Celeste’s pixel art is simple but extremely expressive, small character sprites convey surprising emotional range through animation alone, and each chapter has a distinct color palette and environmental gimmick, from the wind-battered cliffside of the opening chapter to the surreal, mirror-filled Reflection chapter that externalizes Madeline’s internal conflict directly into the level design.

Lena Raine’s soundtrack is, without exaggeration, one of the most celebrated video game scores of the last decade. Tracks shift between delicate piano motifs and driving electronic synths depending on the emotional beat of a given chapter, and the score does as much narrative work as the dialogue itself, particularly during the game’s most intense late-game sequences where music and mechanics escalate together toward genuinely moving crescendos.

The B-Sides, Golden Strawberries, and Chapter 9

For players who clear the main eight chapters and want more, Celeste’s post-game content escalates the difficulty to a genuinely extreme degree. Each chapter’s B-Side, unlocked by finding a hidden cassette tape, remixes that chapter’s mechanics into a noticeably harder gauntlet, and clearing every B-Side unlocks C-Sides, tight, three-screen challenge rooms that rank among the hardest platforming content available in any commercial release. Golden Strawberries, meanwhile, require clearing an entire chapter without dying even once, turning an already demanding platformer into something closer to a speedrunning discipline.

Chapter 9, Farewell, added as a substantial free update roughly a year after launch, serves as an epilogue to Madeline’s story and is widely regarded by the community as some of the best platforming content in the entire game, tying up narrative threads left open at the end of the main campaign while introducing new mechanics, including a brief homage to the movement systems from Maddy Makes Games’ earlier title, that longtime fans immediately recognized and appreciated.

A Small Team’s Outsized Impact

Celeste grew out of a much smaller game jam prototype built in a few days, and that origin is worth remembering, because it explains why the finished game feels so tightly focused rather than padded with filler mechanics chasing feature parity with bigger releases. Every mechanic introduced across the campaign earns its place, is combined meaningfully with at least one other mechanic, and is retired before it overstays its welcome, a level of editorial discipline that’s genuinely rare even among well-regarded platformers.

That focus extended to the game’s handling of mental health themes as well. Rather than treating Madeline’s anxiety as a plot obstacle to be defeated and forgotten, the story frames her relationship with her own panic as something to be acknowledged, understood, and carried forward rather than eliminated entirely, a more honest resolution than the genre typically attempts, and one that resonated strongly with players who saw their own experiences reflected in Madeline’s climb.

A Difficulty Curve That Isn’t for Everyone

Even with assist mode available, Celeste’s default experience is genuinely hard, and the game’s back half, along with nearly all of its optional content, will test even skilled platformer players. Some sequences demand frame-perfect inputs repeated many times before success, and while the fast respawns soften that difficulty considerably, players who bounce off precision platformers generally may still find long stretches of Celeste more frustrating than rewarding. The narrative, while thoughtfully handled, is also fairly minimal in total dialogue volume, so players expecting a heavily story-driven experience may find the plot thinner than the emotional weight it carries would suggest.

The main campaign is also relatively short for players who have no interest in strawberries, B-Sides, or C-Sides, a focused first playthrough can be finished in well under ten hours, which is worth knowing if you’re weighing the purchase primarily against longer, more content-dense platformers. Whether that counts as a downside really depends on what you’re looking for; the game is priced and paced like a tightly edited short story rather than a sprawling novel, and judged on those terms it rarely wastes a moment.

Tips for Getting Up the Mountain

Players new to precision platformers often try to slow down and play cautiously through tricky sections, but Celeste actually rewards the opposite instinct. Committing fully to a jump or dash, even one that looks likely to fail, tends to produce more consistent results than hesitating mid-air, since Madeline’s moveset is generous about momentum as long as inputs are decisive. Learning to recognize the small color and sound cues the game gives just before spikes activate or blocks disappear is also far more useful long-term than memorizing exact frame counts.

It’s also worth turning on assist mode without any guilt if a specific screen is causing genuine frustration rather than enjoyable challenge. The developers have been explicit that assist mode exists to let more people experience the story and are not shy about the fact that finishing the game on assist settings is just as valid a way to play as a deathless B-Side clear. Strawberries, meanwhile, are entirely optional and best treated as a bonus for a second playthrough rather than a requirement to chase on a first run through the story.

Final Verdict

Celeste is a rare case of a game’s mechanical design and thematic content reinforcing each other perfectly: a story about pushing through anxiety and self-doubt, told through a genre built entirely around pushing through repeated failure until you succeed. It asks a lot of your patience and your fingers, but it gives back one of the most focused, beautifully composed, and quietly moving platformers ever made in return.

Pros

  • Extremely tight, responsive movement with near-instant respawns
  • One of the best video game soundtracks of its generation
  • Thoughtful, non-judgmental assist mode expands accessibility
  • Story and mechanics reinforce each other unusually well

Cons

  • Default difficulty is steep, especially in optional content
  • Narrative dialogue is fairly sparse overall
  • Not for players who generally dislike precision platforming

Across every platform it’s available on, Celeste runs and controls essentially identically, which matters more than usual for a game this dependent on precise input timing, and there’s no meaningful reason to favor one version over another beyond personal preference for handheld versus docked play. Whichever platform you choose, budgeting time for at least one full clear of the main eight chapters before deciding whether the harder post-game content is for you is the right way to approach a first playthrough.

Reviewed on PC by the Foremy Team.

By Foremy

Foremy

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