Version history

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Celeste has had many versions released to it throughout its lifespan. This page will detail each update and the features it contains, in reverse chronological order. Much of this page's content is copy pasted from the official website, but has been organized for ease of reading.


1.4.0.0 1.4.0.0 1.4.0.0 1.4.0.0 1.4.0.0

1.4.0.0[edit | edit source]

Released March 29, 2021. This major update implemented most of the non-reverted patches from 1.3.3.x and 1.3.2.x; basically, everything after 1.3.1.2. No new changes were implemented between 1.3.3.20 and 1.4.0.0, so here are the changes between 1.3.1.2 and 1.4.0.0. The Epic Games release occured later, on March 30.

New options[edit | edit source]

  • Added an additional 'Screenshake' setting: 50%, which is now the default
  • Added the 'Grab Mode' option, which allows you to use the grab button as a toggle rather than holding it

Control rebinding[edit | edit source]

  • Overhauled the control rebinding system, to allow for much more granular and complete rebinding, including menu inputs and more
  • Added a bind for Advanced: Crouch Dash
  • After a 'Crouch Dash' bind is set, a 'Crouch Dash Mode' option will appear. 'Press' mode crouch dashes when the button is pressed. *'Hold' mode crouch dashes when the button is held and a regular dash button is pressed
  • Added binds for Advanced: Directionals for movement- or dashing-only
  • The option to reset all controls to defaults must now be held to confirm
  • Removed the hard-coded Quick Restart shortcut on gamepads (L + R + Start), because it can now conflict with custom rebinds. You can bind a dedicated Quick Restart button to use this feature
  • Control rebinds will be reset to default when you download this update

Pause buffering[edit | edit source]

  • Added 0.1s of input buffering on the Pause input
  • Fixed game timer freezing during unpause (this adds 0.15s IGT to each unpause compared to before)

Physics and gameplay changes[edit | edit source]

  • Madeline now uses the ducking sprite when crouch dashing
  • Moved the bottom screen kill zone down 4px
  • Fixed a bug where wall jumps from the right side of walls could sometimes not gain the momentum of the wall
  • Fixed MoveBlocks giving inconsistent momentum when moving vertically and being steered horizontally
  • Added a grace period of 0.01s for gaining horizontal boosts off of explosions by holding the direction you will be sent in at the moment of impact. Examples of explosions are bumpers, puffer fish, and respawning seekers. 0.01s is a single frame at 100% game speed, but because explosion impacts freeze the game for 0.1s, this is effectively a 0.1s grace period.
  • Dash corner correction no longer applies if the corner has spikes on top of it
  • Dash jump-thru correction no longer applies if the jump-thru has spikes on top of it
  • Dash correction checks now use the hurtbox rather than the physicsbox
  • Dashes no longer correct below to ground with spikes
  • Fixed squish correction putting Madeline in the ducking state while climbing
  • Increased Madeline's maximum vertical squish wiggle distance so that all previously-survivable crush scenarios should still be survivable, despite the previous fix
  • Fixed squish correction not applying when pushed by fast-moving blocks

Farewell changes[edit | edit source]

  • Added a spike to Singular 11
  • Added cracked tiles and indicators to Power Source Hub
  • Added spikes to Power Source 4th Key
  • Added a spike to Event Horizon 9
  • Restructured Determination 8
  • Shifted spikes and electricity, added a refill in Reconciliation 8

Minor changes[edit | edit source]

  • Made Ch3 Master Suite Oshiro idle conversation skippable
  • Keyboard icons will be used instead of Controller icons, if the keyboard was the last device used
  • Reduced High Resolution art asset sizes, as the game doesn't actually draw them at their full resolution. This greatly reduces asset size
  • Removed old Binary save file format from when the game first released
  • Added some visual hints to the Chapter 4 Heart
  • Updated to the latest version of FNA, introducing FNA3D. This means the FNA version can run DirectX on Windows and Metal on Mac
  • Changed the depth of the Chapter 4 white block to be behind Madeline when she enters the room
  • Added '--graphics [DRIVER]' and '--disable-lateswaptear' to FNA command-line arguments, which corresponds with FNA3D_FORCE_DRIVER and FNA3D_DISABLE_LATESWAPTEAR respectively
  • Some minor changes to 3B
  • Small tweaks to 7A flag 11
  • Updated Presented By titlecard
  • Implemented unused Dash Assist aim SFX

Bug fixes[edit | edit source]

  • File Renaming text now respects Photosensitive Mode
  • Fixed 'See Theo' cutscene in Chapter 5 repeating if you leave and re-enter the room
  • Fixed PICO-8 Celeste update-loop inconsistency from the original PICO-8 version
  • Fixed the bird in Farewell flinging you a slightly inconsistent distance after a respawn
  • Fixed XNA crash when moving the game window between monitors
  • Fixed player depth not resetting in Chapter 9 fake heart if you skip at the right time
  • Fixed weird bug in temple ending if you run into the eyeball while holding Theo
  • Fixed Up/Down input repeating bug, where certain applications would cause Celeste to think up/down were constantly being pressed
  • Fixed a few small respawn facing the wrong direction in Ch5 and Ch9
  • Fixed the Chapter Select card graphic being slightly misaligned
  • Fixed Button / Keyboard config menus freezing if opened during the Dash Tutorial in the Prologue
  • Fixed Various PICO-8 Celeste emulation bugs (thanks gonengazit for the detailed notes)
  • Fixed a crash if the Lookout spawns inside an Exit Block
  • Fixed a few missing filler rooms in Ch5 that you could see during room transitions
  • Fixed issue where jumpthrough platforms would show the wrong edge tile if they spawned inside solids
  • Fixed soft lock in Ch5 Cutscene if you save Theo with Dash Assist enabled
  • Fixed Credits soft lock if you have Dash Assist enabled
  • Fixed summit ridge section using resort-style moving wooden platforms
  • Fixed Dream block transition visuals getting stuck if you Skip Cutscene during it
  • Fixed a few small visual errors with decals
  • Fixed threading error with the File Slot graphic which stopped them from becomming visible in rare instances

1.3.3.x (beta)[edit | edit source]

The 1.3.3.x series of updates constitute the current beta versions of Celeste. These were under active development until 1.4.0.0 was released.

1.3.3.20[edit | edit source]

Released March 24, 2021.

  • Fixed some input bindings not refreshing properly when the menu is closed

1.3.3.19[edit | edit source]

Released March 2, 2021.

  • After a 'Crouch Dash' bind is set, a 'Crouch Dash Mode' option will now appear. 'Press' mode crouch dashes when the button is pressed. 'Hold' mode crouch dashes when the button is held and a regular dash button is pressed
  • Madeline now uses the ducking sprite when crouch dashing
  • Fixed control inversions when using Mirror Mode variant
  • Fixed the 'See Theo' cutscene in Chapter 5 repeating if you re-enter the room

1.3.3.18[edit | edit source]

Released February 8, 2021.

  • Added 'Invert' Grab Mode - Madeline grabs when the grab button is not held
  • Fixed inconsistency with dash aiming deadzones
  • Fixed being unable to crouch dash out of red bubble dash state
  • Fixed swimming and feather controls using dash-only binds and not movement-only binds

1.3.3.17[edit | edit source]

Released February 2, 2021.

  • Added Grab Mode option - now you can make the grab button a toggle
  • Added advanced binding options: directionals for movement- and dashing-only
  • Reverted a previous binding priority change that was designed to recreate some specific behavior from pre-beta. The movement- and dashing-only binds should serve that purpose now
  • Reorganized the binding menus a bit
  • The Reset Defaults button on the binding menu must now be held to confirm resetting

1.3.3.16[edit | edit source]

Released January 28, 2021.

  • Removed hard-coded Quick Restart shortcut on gamepads (L + R + Start) because it interferes with custom bindings now that there is more binding freedom. Now you must bind a specific Quick Restart button to use this feature on gamepads
  • Fixed talk and jump buttons being bound to the same button causing Madeline to jump at the start of every talk-initiated cutscene
  • Fixed simultaneous presses of opposing directional inputs not properly cancelling out when calculating dash aim direction

1.3.3.15[edit | edit source]

Released January 24, 2021.

  • Fixed demo dash button not triggering rumble
  • Fixed incorrect button overlap behavior for dash aiming
  • Menu binding clear behavior fix
  • Invalid sfx now played if unable to clear a Menu binding

1.3.3.14[edit | edit source]

Released January 22, 2021.

  • No new features; update pushed since "1.3.3.13 was missing some commits".

1.3.3.13[edit | edit source]

Released January 22, 2021.

  • Menu buttons (up, down, left, right, confirm, cancel, pause, journal) must each have 1 button/key bind that is unique among all of the menu buttons. If a rebind would break this rule, it will fail and a sound will play. Duplicate menu binds that do not break this rule are now allowed.
  • Updated the bind priority system to work closer to pre-beta
  • Removed menu functionality from the Crouch Dash bind. You can now bind menu down + confirm to get that functionality
  • Binding menu controls now stay onscreen as you scroll down the menu

1.3.3.12[edit | edit source]

Released January 21, 2021.

  • Demodash bind is no longer gated behind Cheat Mode
  • Fixed demodash button not skipping cutscene from intro vignette in Prologue
  • LT no longer hides the pause overlay while in the Options menu or Controls config menus
  • Fixed boost bubbles "storing" the last demodash state
  • Overhauled the controls system to allow for rebinding of menu controls and gamepad directional inputs (Note: current bindings will be reset to default when first updated)

1.3.3.11[edit | edit source]

Released January 19, 2021.

  • Fixed demodash button not triggering boost bubbles
  • Demodash button now selects Retry or Skip Cutscene from the pause menu while paused
  • Demodash button is now bindable from the options menu after Cheat Mode has been activated on any savefile

1.3.3.10[edit | edit source]

Released January 19, 2021.

  • Increased Madeline's maximum vertical squish wiggle distance so that all previously-survivable crush scenarios should be survivable again
  • Added a bind for demodash to the settings file (you must edit the settings file directly, there is no in-game option)
  • Implemented unused Dash Assist aim SFX

1.3.3.9[edit | edit source]

  • Fixed squish correction putting Madeline in the ducking state while climbing
  • Fixed squish correction not applying when pushed by fast-moving blocks
  • Fixed summit ridge section using resort-style moving wooden platforms
  • Fixed Dream block transition visuals getting stuck if you Skip Cutscene during it
  • Fixed a few small visual errors with decals
  • Dash correction checks now use the hurtbox rather than the physicsbox
  • Small tweaks to Summit flag 11

1.3.3.8[edit | edit source]

  • Fixed corner correction on spike walls not working
  • Dashes no longer correct below to ground with spikes
  • File Renaming text respects Photosensitive Mode
  • Updated Presented By titlecard (to Extremely OK Games Ltd.)

1.3.3.7[edit | edit source]

  • Reverted ultra changes to pre-beta
  • Added a grace period of 0.01s for gaining horizontal boosts off of explosions by holding the direction you will be sent in at the moment of impact. Examples of explosions are bumpers, puffer fish, and respawning seekers. 0.01s is a single frame at 100% game speed, but because explosion impacts freeze the game for 0.1s, this is effectively a 0.1s grace period.
  • Fixed the bird in Farewell flinging you a slightly inconsistent distance after a respawn
  • Fixed IGT still freezing when unpausing from sub-menus, or from Quick Restart
  • Some minor changes to 3B
  • Quick Restart also has 0.1s of input buffer
  • Fixed PICO-8 Celeste update-loop inconsistency from the original PICO-8 version

1.3.3.6[edit | edit source]

  • Fixed buffered Climb Jumps also keeping momentum from the ultra momentum fix

1.3.3.5[edit | edit source]

Released December 16th, 2020.

  • Experimental: Fixed inconsistent results with jumping during ultras
  • Fixed MoveBlocks giving inconsistent momentum when moving vertically and being steered horizontally
  • Fixed game timer freezing during unpause (this adds 0.15s IGT (9 frames) to each unpause compared to pre-beta)
  • Fixed a bug where wall jumps from the right side of walls could sometimes not gain the momentum of the wall

1.3.3.4[edit | edit source]

  • Fixed stray tile in 7B
  • Fixed a stray spike in Farewell Determination 1
  • Fixed a case where dash corner correction would pop up up above spikes
  • Added '--graphics [DRIVER]' and '--disable-lateswaptear' to FNA command-line arguments, which corresponds with FNA3D_FORCE_DRIVER and FNA3D_DISABLE_LATESWAPTEAR respectively

1.3.3.3[edit | edit source]

  • Fixed boost typo from last build that doubled boost speed
  • Fixed Credits soft lock if you have Dash Assist enabled

1.3.3.2[edit | edit source]

Released December 14th, 2020.

  • Reverted the Determination Secret room to pre-beta
  • Changed the depth of the Chapter 4 white block to be behind Madeline when she enters the room
  • Dash corner correction no longer applies if the corner has spikes on top of it
  • Dash jump-thru correction no longer applies if the jump-thru has spikes on top of it
  • Fixed soft lock in 5A Cutscene if you save Theo with Dash Assist enabled

1.3.3.1[edit | edit source]

Released December 14th, 2020.

  • Moved the new spike in Event Horizon 9
  • Reworked Determination Secret a bit
  • Added a falling block to Determination 8, shifted the exit block back
  • Death pit killbox is now 4 pixels lower than before beta (was 8)
  • Removed ridge gate blocks from Power Source Hub, changed numbers to glowing circles

1.3.3.0[edit | edit source]

Changes and Additions[edit | edit source]

  • Added additional Screenshake option, options are now Off / 50% / 100%
  • Made Ch3 Master Suite Oshiro idle conversation skippable
  • Keyboard icons will be used instead of Controller icons, if the keyboard was the last device used.
  • Reduced High Resolution art asset sizes, as the game doesn't actually draw them at their full resolution. This greatly reduces asset size.
  • Removed old Binary save file format from when the game first released. (The game currently uses an XML-based save file system)
  • Added 0.1s of input buffering on the Pause input
  • Moved the bottom screen kill zone down 8px
  • Added some visual hints to the Chapter 4 Heart
  • Updated to the latest version of FNA, introducing FNA3D. This means the FNA version can run DirectX on Windows and Metal on Mac.

Farewell Level Changes[edit | edit source]

  • Added a spike to Singular 11
  • Added cracked tiles and number decals to Power Source Hub
  • Added spikes to Power Source 4th Key
  • Added a spike to Event Horizon 9
  • Secret in Determination 7 no longer requires demodash
  • Redesigned Determination Secret
  • Shifted the exit block forward in Determination 8
  • Shifted spikes and electricity, added a refill in Reconciliation 8
  • Progress Gates in Power Source never closed properly and had the wrong sprite... Now they do.

Bug Fixes[edit | edit source]

  • Fixed XNA crash when moving the game window between monitors
  • Fixed player depth not resetting in Chapter 9 fake heart if you skip at the right time
  • Fixed weird bug in temple ending if you run into the eyeball while holding Theo
  • Fixed Up/Down input repeating bug, where certain applications would cause Celeste to think up/down were constantly being pressed
  • Fixed a few small respawn facing the wrong direction in Ch5 and Ch9
  • Fixed the Chapter Select card graphic being slightly misaligned
  • Fixed Button / Keyboard config menus freezing if opened during the Dash Tutorial in the Prologue
  • Fixed Various PICO-8 Celeste emulation bugs (thanks gonengazit for the detailed notes)
  • Fixed a crash if the Lookout spawns inside an Exit Block
  • Fixed a few missing filler rooms in Ch5 that you could see during room transitions
  • Fixed issue where jumpthrough platforms would show the wrong edge tile if they spawned inside solids

1.3.2.0 (beta)[edit | edit source]

Released July 29, 2020. Was only made available in the beta branch. Many changes are redundant with 1.3.3.0. This update is not shown in the official changelog.

Changes and Additions[edit | edit source]

  • Made Ch3 Master Suite Oshiro idle conversation skippable
  • Keyboard icons will be used instead of Controller icons, if the keyboard was the last device used.
  • Reduced High Resolution art asset sizes, as the game doesn't actually draw them at their full resolution. This reduces the game size a bit.
  • Removed old Binary save file format from when the game first released.

Bug Fixes[edit | edit source]

  • Fixed XNA crash when moving the game window between monitors
  • Fixed player depth not resetting in ch9 fake heart if you skip at the right time
  • Fixed weird bug in temple ending if you run into the eyeball while holding Theo
  • Fixed Up/Down input repeating bug, where certain applications would cause the game to think up/down were constantly being pressed
  • Fixed a few small respawn facing the wrong direction in Ch5 and Ch9
  • Fixed the Chapter Select card graphic being slightly misaligned
  • Fixed Button / Keyboard config menus freezing if opened during the Dash Tutorial in the Prologue
  • Correct Keyboard binding icons will show up on non QWERTY keyboards

1.3.1.x[edit | edit source]

The 1.3.1.x series of updates is Celeste's main branch, as of now.

1.3.1.2[edit | edit source]

This is the current non-beta version of Celeste present on itch.io and Steam.

  • Redesigned and reverted some levels in Chapter 9 after community feedback

1.3.1.1[edit | edit source]

  • Speedrun Timer continues running while using Dash Assist
  • Redesigned and reverted some levels in Chapter 9 after community feedback

1.3.1.0[edit | edit source]

Changes and Additions[edit | edit source]

  • Added Dash Assist to the Assist Mode options (note: not yet localized)
  • Final dialog in Chapter 9 plays after 50 deaths instead of 12
  • Various small level-design changes and fixes throughout Chapter 9

Bug Fixes[edit | edit source]

  • Fixed Golden Strawberries spawning in Chapter 9 before you have completed it
  • Fixed The File Slot turning Golden when you have 201 Strawberries, instead of 202
  • Fixed bug where the Puffer Fish disappear when they're crushed between walls
  • Fixed bug where exiting a dream block wouldn't always activate wall springs
  • Fixed Spawn bug where the 2nd Checkpoint in Chapter 4 would place you at the wrong position
  • Fixed missing Madeline sprite for when she changes direction when she has no backpack
  • The death warp in Chapter 9 before the Moon Berry only moves Strawberries, which fixes a bug with Keys
  • Fixed a frame-perfect bug with Tween caching which was causing a bug when picking up the Glider or Theo. This potentially also addresses other obscure and rare bugs, like the File Slots not appearing.
  • Fixed a word-wrapping bug in the Journal in Italian
  • Fixed grabbing a Dream-block on-exit when the game is running at high speeds in Variant mode
  • Can no longer hide the HUD in the Farewell ending Cutscene, which caused an empty room to be displayed
  • Fixed the in-game Variants Menu option still having a "BETA" tag in English
  • macOS: Fixed bug where the main thread wouldn't exit gracefully when quitting the game, causing a crash
  • Linux: Updated SDL FMOD binaries to fix a potential race-condition crash when starting the game

1.3.0.0[edit | edit source]

This update is the one which introduced Farewell.

  • Chapter 9: Farewell introduced

Changes and Additions[edit | edit source]

  • Small level updates to CH5 and CH6 B-Sides
  • Made in-game Checkpoint icons more visible
  • Updated the visual design of the creature Barriers in Chapter 5
  • Cassette Block visual pattern is slightly different for each color
  • Optimized loading on Consoles to reduce startup time
  • Using Cheat Mode makes Golden Strawberries always available in the C-Sides
  • Added "Other You" Variant that lets you play as Madeline's reflection
  • Vertical Wind now has a Sound Effect

UI design changes[edit | edit source]

  • Added a Stamp for collecting 8 Cassettes
  • Added a Stamp for completing Chapter 9
  • Made the "Full Clear" icon more subtle
  • Added a short hint when "Return to Map" is selected, to better explain what it does (thanks @0x0ade). It also shows the picture of the furthest checkpoint you've reached.
  • Return to Map and Restart Chapter's sub-menus are no longer titled "Give Up"
  • Assist Mode description text modified (thanks @halfcoordinated & @Kathy_E_J)
  • Assist Mode, Variant Mode, and Cheat Mode File Slot icons changed from Stamps to Tabs
  • Assist Mode Skip no longer moves the camera to the next chapter before unlocking it
  • Option Menu items don't auto-wrap (must press the up/down button)
  • You can now skip the Overworld stat tallying by pressing Start / Enter, regardless of the Speedrun Timer mode
  • Changed some Keyboard button images to use icons instead of text, for non-English speakers
  • You can store a "Default File Name" by holding RT and LT when you Accept on the renaming screen, or by pressing CTRL+S. All new files will then default to the given name.
  • Chapter Timer (IL Timer) no longer hides during cutscenes and visually behaves the same as the File Timer (with the exception of Chapter-Complete, where it will hide after 3s)
  • Removed Full Clear File Stamp

Language updates[edit | edit source]

  • Redid the Japanese Localization (thanks 8-4)
  • Updated the German Localization (thanks shloc)
  • Added a unique Japanese File-Naming screen
  • Added Korean Language
  • Fonts are now only loaded when the language is in-use, instead of always being in memory

Bug Fixes[edit | edit source]

  • Fixed rendering red boosters at a floating position, causing small visual bug on some computers
  • Skipping level stat-tally doesn't show a visual effect on stats that are unchanged
  • Fixed upward dash corner push-around not working with the Super Dash Variant
  • Fixed rendering bug where Madeline's dash trail could face the wrong way
  • Fixed bug where the player would play her idle sound effects while using the Lookout
  • If the player name can't be displayed in the current language (ex. it has Japanese characters but the player is now playing in English), it displays her name as "Madeline" instead of nothing.
  • Fixed bug where you could pause while interacting with the PICO-8 console in Chapter 3. This could cause crashes if you Restart.
  • Fixed bug where 1-UP sound would only play on the first 1-UP. It now plays on each consecutive one.
  • Fixed small background visual bug in Ch1 B-Side where you could see past the bottom
  • Fixed a crash if you die while interacting with a Lookout
  • Fixed bug where you could interact with a Lookout that was a tile above you
  • Fixed soft-lock if you manage to start a screen transition while also interacting with a Lookout
  • Fixed Hazards not always attaching themselves to moving platforms if the hazard also overlapped a wall when entering a level from a save-file.
  • Fixed bug where you weren't always able to grab a dream block as you exit it, if you're playing over 100% game speed.
  • Fixed soft lock if you die on the last (135th) frame of collecting a Crystal Heart
  • Fixed conveyor belt ambient sounds in Ch8 not always playing properly
  • Fixed bug where you could lose Strawberries in 2A if you skip the Payphone conversation without collecting them
  • Fixed getting stuck in a wall in Ch5 if you skip a cutscene while Madeline is at a weird height
  • Can no longer wall-jump off invisible screen barriers
  • IL Timer now properly shows more than 24 hours
  • Theo Crystal wouldn't always bounce off red spikes due to a float precision error on some operating systems / versions of the game
  • Fixed bug in Chapter 2 where you could miss the Instagram / Instapix Filter if you left and re-entered the room between conversations
  • Fixed bug where the Prologue bridge would keep rumbling in Assist Mode if you let the bridge fully collapse
  • Fixed bug where the Pause menu wouldn't scroll or fade properly if you pause during the slow-motion section of the Prologue
  • Fixed various Sound fade-in bugs with Chapter 8 Conveyor Belts and Fireballs

1.2.X[edit | edit source]

TBA...

1.1.0.1[edit | edit source]

This is the initial release of Celeste.