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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…


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…


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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…


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Celeste box art, by Amora and Pedro

“This is it, Madeline.
Breathe.
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…


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…

Maddy Thorson

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

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