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This page lists features in Celeste that can be found in the game's files but ended up not being used in the actual game itself. This page does not cover ideas or items from pre-release builds that have been deleted later.
Event/Demo Modes[edit | edit source]
There are two hidden modes in the game: Event Mode and Demo Mode. The latter doesn't seem to be doing anything, however Event Mode was meant to be a sort of early access version, possibly with the intention of being played during gaming events before the game's official release.
Although it's unknown, there's a possibility that Demo Mode might have been a scrapped idea of implementing a demo version of the game, before the player was able to buy the game. Both of these modes are inaccessible without editing the game config files, or using mods that allow to change the game's build.
Unused level modes/metadata[edit | edit source]
- Underwater mode: causes the entire room to appear underwater. This feature was most likely meant to be used during Reflection's early development, when the chapter was meant to be mainly an underwater stage. As the rooms ended up being deleted, the mode remained unused.
- Theo in booster: allows players to enter a bubble while carrying the Theo Crystal. This feature has never seen the light of the day, as there are no bubbles in the crystal checkpoints of Mirror Temple.
Unused stylegrounds[edit | edit source]
- Planets: an early version of Farewell's planet background, which appears to fit the name more accurately, as the background looks a lot more like actual planets, unlike the version in the actual level, where they appear as floating starfish creatures.
- Dream background: an old version of the Old Site background that can be seen on Polygon's teaser. It's still possible to use it via modding, by using the "dreamstars" effect. It was replaced by a metadata feature that enables a new, more detailed dreamstars background.
- Tentacles effect: a styleground effect that shows a background version of the tentacles entity in Chapter 6. Similarly to the entity, they move away from a player, however they do it constantly instead of depending on the node Madeline reaches. This background unfortunately doesn't work properly with vertical scrolling, causing the game to crash.
Unused entities[edit | edit source]
- goldenBlock: a floating yellow block that has the Golden Strawberry on it. They appear only when the player reaches a room while carrying a Golden Berry, but it was eventually replaced with an alternate ending leading to the Golden Room in Farewell. Upon interacting, it behaves very similarly to a Starjump Block from Reflection and Core.
- glassBlock: a dark blue glass block with colorful shapes on it. It's purely made for decorative purposes, and it creates a wavy effect to blocks that are in front of it. They were used in old builds of Farewell, but they eventually ended up being scrapped. They can still be found through modding.
- Moon jumpthrough: an unused version of the semisolid, which fits the aesthetics of Farewell. The actual chapter uses wooden semisolids instead, making this entity remain unused in the game files.
- Nega Block: a block with a placeholder texture that removes dash refills when Madeline is standing on it. They were most likely meant to be used in Core, or for testing purposes when Chapter 8 was being worked on.
- Unused Flying Golden Strawberry: a copy of the original , which behaves very similarly to a regular Golden Strawberry. The used version is strangely named "memorialTextController" for the sole purpose of making datamining more difficult right upon the game's release.
- dreamHeartGem: a more wavy Crystal Heart variant that only appears blue, no matter the side it's in. It was most likely meant to be used for the poem in Old Site. It cannot be collected.
- fakeHeart: a Crystal Heart variant that behaves very similarly to the regular Heart, however it vanishes for a short amount of time, when Madeline dashes through it, recharging her dash similarly to Dash Refills. The color of the heart shuffles between blue, red and gold, most likely depending on its initial position.
- Alternate trigger spikes: although the vanilla game only uses growing dust, there are trigger spike types for every spike texture, however they are never shown in the actual game. The regular trigger spikes however, were used in beta builds of the game, before the dust tendrils were drawn.
Unused graphics[edit | edit source]
- Full Clear stamp: if the player would have gotten every full clear, the flag on the file stamp would change from red to yellow. This was removed in 188.8.131.52, but the graphic can still be seen in the game files.
- Dashes icon: a leftover icon from a mechanic that was meant to track dashes, but it ended up being scrapped.
- Journal page: in Atlases/Gameplay/objects/journal there's a few frames of a journal entity that was meant to be used with a special NPC that was planned during Celeste's development. The sprites remained unused after the NPC ended up being removed.
- Gate borders: the folder Atlases/Gameplay/objects/switchgate has a sprite named border.png which seems to be intended for the gate, when all of the coins are activated, but it never appears in the actual game.
- Unlit yellow torch: Atlases/Gameplay/objects/temple has a sprite for a deactivated yellow torch. In the game, yellow torches are always lit up.
- Diving board: the object file has two images of a diving board that was never used in the game. It's speculated that it might have been planned for the Granny cutscene in Golden Ridge.
- Mr. Bones door: a thin, wooden door or gate with a rather peculiar name. Its planned use is unknown.
- Snowberry: a small green stem that sticks out from a pile of snow. Its intention might have been hinting towards a hidden Strawberry.
- Unused downwards arrow: Atlases/Gui/controls/press.png has a small pixely arrow pointing down that's most likely a leftover from early builds.
- Assist Mode stamp: Atlases/Gui/assistmodestamp.png has an old Assist Mode stamp that's been replaced in the Farewell update with a small badge on the side of the file. The old graphic is replaced by the bird stamp you get after finishing Chapter 9.
- No Kevin Block lights: one of the frames in the Kevin Block sprites has no blue borders, implying there might have been stationary Kevin Blocks that were impossible to move. They were never used in-game.
- Old Core Blocks: Atlases/Gameplay/Objects/BumpBlock contains old sprites of Core Blocks. The actual sprites are named "BumpBlockNew".
- Dream Orb: Atlases/Gameplay/Objects/dreamorb contains an orb that potentially was an old activator for Dream Blocks. A very similar sprite can be seen on Polygon's 2016 Teaser.
- Eye bombs: Atlases/Gameplay/Objects/eyebomb features a sprite of the old turret sprite, from a beta build of Mirror Temple. The turrets would eventually evolve into Puffers in Farewell.
- Old gondola: there's extra frames of the gondola in Golden Ridge which seems to have a slightly more stretched shape.
- Copper frame: a copper variant of the resort mirror can be found in Atlases/Gameplay/objects/mirror/resortframe_copper.png, but it was never used in-game.
- Starjump tiles: an unused tileset named starjump.png can be found, although it's just a copy of Reflection graphics. The actual Starjump Blocks are entities.
- Template tiles: a template file can also be found in the tileset folder. It's not used in-game, but instead it was used for creating tilesets.
- Golden Strawberry seeds: in the Golden Strawberry sprites, seed frames can be seen but they look identically to normal seeds. They most likely were leftover from copying and editing the graphics of a normal berry.
- Beta Oshiro: an old sprite of the Oshiro boss can be found in the characters/oshiro/New Folder file, which shows all frames in one image.
- starMorph: several frames of Madeline's sprites can be found, that look like she's about to transform in a star. They're old graphics as Feathers were originally planned to be stars.
Unused portrait images[edit | edit source]
- Madeline phone images: there's several unused images with Madeline having a normal and surprised expression when talking by the phone during a cutscene in Old Site.
- Mom's portraits: originally Madeline's mom appears only during the phone cutscene in Old Site, but there's images of her expressions without holding the phone.
- Most of Theo's mirror expressions are unused, including: nailedit, yolo and worried.
- The only used mirror expressions of Madeline that are used, include "determined" and "determineclosed". The rest can be found in the game files, but are never used.
Unused level decals[edit | edit source]
Unused Music and Sound Effects[edit | edit source]
- Area 1 Demo: a chiptune-y track composed by Lena Raine that was the first version of First Steps, before the track was rewritten from scratch. Despite that, it's surprisingly a part of the B-Sides soundtrack.
- music/mus_lvl6_thefall_loop is a duplicate of the third variant of the Reflection theme, with one of the synths lacking in the background.
- char/dialogue/secret_character: a custom made Rickroll made out of Madeline's dialogue "voice". It's left in the game's FMOD project by Kevin Regamey as a joke or prank.
- fluff_tendril_recede: an unused sound of the dust trigger spikes retracting back. It hints that they most likely were meant to appear temporarily, however as the idea was scrapped, the sound effect is never happenning in the game.
- ui/game/increment_dashcount: a quiet click sound which seems to have been used for the game tracking the amount of dashes a player has used in a chapter.
Unused FMOD parameters[edit | edit source]
- if_bubble: a parameter that can be found in Joy of Remembrance. It doesn't seem to be doing anything, and even Kevin himself mentioned he doesn't remember what it was supposed to be. According to the name, it could possibly be an event caused during the transition at the end of Power Source.
- too_damn_fast: a special parameter that was meant to transition to the 3rd and 4th segments of Farewell if the player ended up going really fast. It's functional, however it was never mentioned in the game's code, rendering it unused.
Music differences[edit | edit source]
- In the game's OST, In The Mirror has an extra music layer which originally was meant to appear when a Seeker is in its aggressive state, but for unknown reasons it doesn't happen in the actual game.
- The Farewell theme has an outro at the end, which can be heard in the OST, however it's cut in the game due to the last segment looping before it happens.
- Final Defiance features cassette ticking noises through the majority of the theme, which all go depending on the Cassette Blocks tempo, however in the OST they keep ticking in a constant, specific speed, as well as the sounds being more echo-y, creating a more gloomy and unsettling atmosphere.
Other[edit | edit source]
- A go_to_past event that was meant to be used in the first cutscene in Farewell, most likely for the purpose of going back to the bright background.
- A dash counter which originally would appear at the chapter card, showing the player's lowest dash count. The statistic eventually ended up being removed from the chapter card, as it could have caused unnecessary confusion, however the assets and mechanic is still left out in the files, but it cannot be activated without modding the game.