Beacon Relay (Celeste Classic source port)
PlayablePC · 2026 · Platformer · Source port
Guide a service rover across three original courses, collect lights and reach each beacon.
Controls
| Click the game | focus keyboard controls |
| Left / Right arrows | move |
| Up / Down / Left / Right arrows | aim a dash |
| Z or Space | jump / start a relay |
| X | dash / start a relay |
| P or Pause | pause/resume |
| Next course | continue after a native beacon collision and save checkpoint |
| New relay / Resume checkpoint | restart or return to a saved course entrance |
| Stop | stop the player |
About this build
Three independently authored courses use developer-released Celeste Classic movement, jump/dash, collision, collection, goal and respawn code. Own rover sprites and animation, glyphs, palette, text and maps replace original media. This is a source port with an original challenge, not a decompilation, ROM emulator, clean-room certificate or the original Celeste campaign. It is intentionally silent and needs no original game files.
- Built from
- Developer-released Celeste Classic C# gameplay algorithms with independently replaced UI literals in the Mono WebAssembly runtime; independently authored Canvas2D host
- Type
- Source port
- Game files
- No ROM or original game files needed. Original cartridge/Lua, Emulator.cs, commercial engine/player code, art, font, maps, animation, audio and XNA/FNA/Monocle dependencies excluded.
- Code licence
- Author-released Classic.cs MIT; own geometry/host/controller MIT; separately retained .NET/Mono, Emscripten/musl/LLVM, Unicode/ICU, zlib and timezone grants/notices
- Assets
- CC0-1.0 independently authored maps, graphics/animation designs, pixel glyphs, palette and text. Inherited native gameplay/procedural effect algorithms MIT; browser system fonts retain their terms. No audio implementation.
- Source
- NoelFB/Celeste ↗
What has been tested
Private ordinary keyboard/button completion of all three authored courses, all lights, native jump/dash consumption/recharge, deliberate fall/respawn and goal collision. Completed/unfinished checkpoint retained across full browser shutdown/new process; Pause/focus input release, short taps, malformed/out-of-range storage, unavailable-save feedback and Stop. Missing assets/stalled manifest fail before gameplay. Extracted corresponding-source archive replays all 51 packaged files exactly. Site/production acceptance recorded separately; no original campaign or audible claim.
Last tested 2026-10-14 in Headless Microsoft Edge on Windows; muted. Full playthrough: verified. How games are tested.
See the dated distribution and gameplay record.
Known limitations
- Three original courses, not the original PICO-8 or commercial Celeste campaign, matching decompilation or all original object/rendering features.
- Keyboard, Canvas2D and a modern browser supporting the selected Mono WASM runtime are required; touch, controllers and other browsers/devices unverified.
- Checkpoint index only. Tested malformed/out-of-range saves and injected unavailable storage; real quota exhaustion, adversarial forgery, crash/rapid-close and migration unverified.
- Required assets are preflighted and loading has a 30-second deadline; unusually slow connections may require reloading.
- Silent edition with no audio implementation; audible playback unverified.
- Prebuilt native framework/SDK objects not independently rebuilt; selected notices retain a conservative template/header superset. Game code remains managed IL inside Mono WASM, not game AOT.
Saves
Next course saves the next course index on this origin/profile; wait for Checkpoint saved. Resume starts at that course entrance or restores the completed relay. Position, lights, retries and elapsed time are not saved. New relay keeps the prior checkpoint until the next successful checkpoint. Clearing site data removes it; no portable import/export.
Build and corresponding source
Compiled with .NET SDK9.0.318 / Mono browser-WASM9.0.20; independently authored Canvas2D host from revision 1b0ce45c75e05649ae91b44a8bb6b196684e4352.