Celeste Codexery

Forsaken City

An abandoned city where Madeline begins her climb to face her past.

Forsaken City is an abandoned environment featured in the original Celeste (2018), serving as the primary linear setting for Chapter 1. Unlike open-world explorations, this location challenges players with precise platforming across a vibrant 2D pixel art landscape that establishes the game's iconic climbing mechanics. The area acts as a fictionalized version of Mount Celeste where Madeline begins her ascent to contemplate a major life decision.

Quick Facts

Status
Abandoned
Associated entity
  • Madeline
  • Badeline
  • Granny

Lore & Background

The narrative of Chapter 1 unfolds within this abandoned city, where Madeline encounters familiar figures from her journey. Upon arrival, she is greeted by Granny, who questions her motivations for returning to the mountain; Madeline admits she plans to make a "big step" in her life. The setting culminates on a floating island where Madeline finally reunites with Badeline, the physical representation of her anxiety. When Badeline questions why she endures hardship instead of staying happy, Madeline responds that she does not need to justify her actions because "at the end of the day, it feels right," successfully convincing Badeline to return with her.

Reader's Guide

Players control Madeline in this 3D platformer set solely within the abandoned city of Forsaken City. Navigation relies on running, jumping, wall-jumping, and climbing walls to avoid spikes and pits. Movement is enhanced by dashing on the ground or mid-air; however, only one dash is available before recharging on the ground. Collectibles include thirty strawberries located across the main environment and in secret levels unlocked via hidden cassette tapes. These secret areas serve as platforming challenges to help players adjust to the new 3D controls. The game includes a timer to incentivize speedrunning. Development teams noted that keyboard controls can feel "clunky" or "fiddly" for precise movements, recommending controllers instead. Depth perception was a development challenge solved with specific shaders and outlines. The aesthetic intentionally avoids strictly emulating the N64, opting instead for a generic retro style with pixel-art textures designed to tile easily on low-poly geometry.

Did You Know?

What players say: Player verdict on Celeste — Rotten Tweets

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