Beacon Relay (Celeste Classic source port)

Playable

PC · 2026 · Platformer · Source port

Guide a service rover across three original courses, collect lights and reach each beacon.

About 10.3 MB on first load. Silent edition; no audio device.

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Controls
Click the gamefocus keyboard controls
Left / Right arrowsmove
Up / Down / Left / Right arrowsaim a dash
Z or Spacejump / start a relay
Xdash / start a relay
P or Pausepause/resume
Next coursecontinue after a native beacon collision and save checkpoint
New relay / Resume checkpointrestart or return to a saved course entrance
Stopstop 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

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.

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