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Well, yeah, of course she is. This feels painfully obvious to a lot of (mostly trans) people, and likewise it feels painfully obvious to me too, in retrospect. It has also become painfully obvious to me that I, myself, am trans. But these are things that I was not aware of during the development of Celeste, where I was writing Madeline and speaking from her perspective. Creating Celeste with my friends helped me reach the point where I could realize this truth about myself. During Celeste’s development, I did not know that Madeline or myself were trans. During the Farewell DLC’s development, I began to form a hunch. …

I get a lot of questions about how the physics work in TowerFall and Celeste. It’s a very simple system that I arrived at after about a decade of experimenting with tile-based platformers. I wrote an engine ages ago for Game Maker platformers that uses these same basic concepts, and since then I’ve simplified and improved it a bit. Also, the Celeste and TowerFall engines are written in C# so we have fancy features like delegates and structs that make everything nicer. It’s nothing ground-breaking, but I decided to write it down in case it helps anyone!

(This post was originally written about TowerFall, before we created Celeste. It all applies to Celeste as well, so I updated the text to reflect that for readers who only have Celeste as a reference point.)

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Long time no see, archers. It’s been over 3 years since the last big TowerFall update— the Dark World Expansion! The saga of TowerFall has taken us many places over the years, and with its forthcoming release for Nintendo Switch we want to put a period at the end of that storied history in proper fashion.

Inspired by classics from the golden age of couch multiplayer, TowerFall centers around hilarious, intense versus matches — best played against friends, sitting cross-legged on the floor within punching distance of each other.

The core mechanics are simple and accessible, but hard to master, with a huge amount of gameplay variants, arrow types, power-ups, and levels. And when you need a break from the competition, team up in 1–4 player co-op modes, where you’ll fight off a wide variety of monsters, enemy archers, and bosses. …

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Celeste box art, by Amora and Pedro

“This is it, Madeline.
Why are you so nervous?

You can do this.”

Good afternoon, climbers! It’s a sweltering day here in Vancouver, and the air flow in our apartment is… not optimal. Our cats are unfazed, but I’ve gone into hiding to write this development update from the safety of an air-conditioned coffee shop. Out the window, the peaks of the mountains are just barely visible through the smoke blown in from the Oregon wildfires, hanging over the north shore.

First thing’s first: Wheels have been put into motion and we can now announce that we’ll be launching Celeste on XBox One! Our delay into January gave our wonderful porting studio, Sickhead Games, enough breathing room to make this happen. We can also confirm that we’re launching the PC and Mac versions of Celeste on, in addition to Steam. This puts us at 5 launch platforms: PC, Mac, Nintendo Switch, PlayStation 4, and now XBox One. Yes, we are aware that this is… ambitious for such a small team. Really, this entire project is ambitious for a team of our size, so we appreciate your patience and support as we roll with the punches here. …

Hey everyone! I’ve got a pretty big announcement to share about our mountain-climbing platformer Celeste. I want to talk about release dates — let’s pretend the title didn’t already give it away. It isn’t the window we were originally hoping for, but we’re still very excited to announce a January 2018 release. We’re still launching on Nintendo Switch, PlayStation 4, and Steam (PC and Mac). We’re incredibly proud of the game we’ve created and we can’t wait to share it with you.

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How releasing a game feels

We tried very hard to get Celeste ready in time to be a Nintendo Switch “launch window” title. We learned with TowerFall how valuable launch title status can be — the relative lack of games competing for attention thrusts yours into the spotlight. I’m sure many PlayStation 4 (and Ouya!) owners who wouldn’t have otherwise noticed our little game gave TowerFall their attention because of the sparseness of the early marketplace. So having the privilege of being there close to launch feels like an opportunity that shouldn’t be wasted. We’re grateful that Nintendo believed in Celeste, and us, enough to afford us that opportunity. But in the end, we know that business opportunities can’t take priority over the quality and completeness of the game itself. …


Maddy Thorson

Makes games ❤ Celeste, TowerFall, Give Up Robot, Runman, Untitled Story, Jumper, etc

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