
Celaria is a first-person racing parkour platformer in which the player races against the time on various tracks. Find the fastest path to the goal and take advantage of the environment in order to improve your runs as much as possible.
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is one of the best first person platformer/parkour games in the genre, with gameplay second only to Neon White, in my opinion. The presentation is minimalist and uninspiring, and the total number of gameplay elements is quite small, but that just makes the depth available even more impressive. The movement system has a lot of specific nuances and idiosyncracies (like the lack of air control, the fact that you keep your speed when jumping off of walls, or crouch jumping) which you need to figure out and understand on your own, since the game doesn't teach you them very well, however each piece is deliberate and carefully considered to create a tight and expressive movement system with a great sense of speed and flow. The skill ceiling in this game is incredibly high, and you are expected to master this movement system, step by tiny step. The level design is top-notch, levels will usually have many viable routes, and figuring out the best way through each one is very satisfying, as they often have tricks and skips you don't notice on your first run through. Being able to race against player ghosts is great for this, when you are struggling and need confirmation on what the perfect line actually is. There's a map editor with steam workshop support and multiplayer, but the multiplayer, while still functional is absolutely dead, and I can't vouch for the quality of most community maps. Even without the extra content, I think the game is absolutely worth the price, and if it's on sale, even better. This is a very hard game. You might look at the Steam page, see that it has 25 levels, and think "that's not a lot of content" but you can look at the 70 hours I have on record, and know that that is all only for getting all gold medals (which isn't even the highest tier), and all spheres (secondary collectables hidden around on each level). The level of precision and consistency which is asked of you, sometimes just for finishing a level cleanly, let alone getting a gold or platinum time, is often at the level of difficulty I would expect from hidden/post-game completionist content in any other speedrunning game (green medals in Trackmania, red medals in Neon White), especially as you push into the last 10 levels. This is not inherently a problem, if you're willing to bash your head against the levels and develop a proper mastery, but this is not really a game where you can muddle through with slow times and a mediocre understanding of the mechanics and still have a good time. Most of the content here is at a level where you need to really master it to engage with it properly, and if you aren't willing to make that commitment, you probably are either going to get really frustrated, or just not make it through the whole game. I can tell you that I made the commitment, and I found it incredibly worthwhile, but you have to figure out your own threshold for acceptable difficulty.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $21.2K | 149 | 65% | $4.99 | |
| $21.2K | 59 | 78% | $15.99 | |
| $21.2K | 75 | 67% | $7.99 | |
| $21.2K | 217 | 88% | $5.99 | |
| $21.2K | 72 | 78% | $9.99 | |
| $21.2K | 137 | 92% | $7.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $870.4K | 4.2K | 95% | $14.99 | |
| $292K | 2.1K | 95% | $5.99 | |
| $33.9K | 142 | 96% | $9.99 | |
| $15.8K | 53 | 91% | $16.99 | |
| $1.7K | 8 | 75% | $9.99 | |
| — | 0 | — | — |
Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
reptile fellow goes fast, i enjoy
It's quite nice if you know what you're in for, which is a time trial parkour game. Pretty high skill ceiling - at first you might think "oh, this green column adds a dash of color to this area" but if you check on someone's platinum-time replay, people are most definitely wall-jumping off it in some way to shave off a little more time. There are replays. You can parkour alongside your best attempt on the map to date, or alongside your friend's best attempt, or pick anyone from the global leaderboard, really. This is situationally handy for figuring out how to save the last couple seconds for gold/platinum times. There's a level editor. Might seem a little quirky compared to your personal gold standard for level editors, but evidently functional enough that there's a bunch of published maps on the workshop. There's online multiplayer, which sounds interesting, but, just like in any racing game, you'd need to play with people that have similar skill as you. My list of small annoyances with this game is just about: [list] [*] Mysteriously, player ghosts/replay display is tied to one of the two shadowmap settings. [*] UI sounds (like checkpoint sounds or countdown timer) are much louder than the in-game sounds, but they share the volume slider. Fortunately, these are just OGG files in a folder so it's not too much trouble to edit them. [*] Though there's a level editor, you can't clone campaign maps, so there's no easy way to practice a portion of a map that gives you trouble beyond re-playing from the preceding checkpoint. A slight inconvenience for 4/5-star maps where sections between checkpoints get longer and safety nets (floors) under tricky platforming parts become less common. [/list]
This is the best first person runner I've ever played. I've never played a runner like this where I felt so confident in every little input. Once you get a feel for it the controls are crisp and every move is smooth. I started it up for a quick try last night and then suddenly it was three hours later. I just played a level called Pillars where you have to do a bunch of 180 degree switchbacks and they even made that feel smooth. Your momentum is preserved through every move you make, I can just imagine the character's legs redirecting their movement as I turn the mouse. It works well because you know as long as you're on the ground you're traveling in the direction of your crosshair, so as long as you're precise with your mouse movements you can control exactly where you're going to jump towards. The one thing I wish I had was a way to replay others' ghosts, because I'm stuck with how to get gold on Pillars. I need to find about 3 more seconds which I think means there's a route I haven't found, so I think I'm going to go do that now. Update: You can view ghosts by quitting out to the level select, reselecting the level and then clicking on a ghost. You have to do this every time you want to switch ghosts, which seems like a really strange, clunky decision since the same leaderboard you use to select the ghosts is visible from within the level. Also I've found loading new songs can cause big lag spikes, and the only way to reduce them is to rename the soundtrack folder so the game can't find them. That's a shame because most of the songs are total bangers, but this problem really hurts the playability of the game.
Very fun until world 4. Big difficulty spike in the first 3 levels which was fun at first, but then came an insane one for the fourth level, where I gave up. Unless I'm missing some obvious strat, going for gold in pressure is not the same game as before. WR strat seems just as doable as whatever I was trying, the movement goes from mirrors edge to mario64 bljs, and bc keeping momentum is so important you cant even practice the sections individually. If I find a feasible strat for that level I might come back. I'm still itching for levels on world 3 or 4-1/2/3 difficulty, but this is just ridiculous. Still happy with what I got out of it, just wish there were more that's all.
Very nice game. The gameplay is really fun and it's satisfying to improve your times on the various levels. The physics and controls feel great although it did take me a bit to figure out wall running (though i did skip the tutorial so that's kinda on me 😅). The level editor is also a great addition, i've always believed that custom content is one of the best things a game can have, though the editor in this game is pretty unintuitive and the mouse controls can be frustrating. Still, it's a very fun game and worth the price. Would recommend for any furries who don't like the edges of a mirror.
One of the most skillful and fun parkour games ever. It feels like everything that you were enjoying in Mirrors Edge, like the whole essence, was taken out and put into this game. Levels are designed perfectly with many possible roads, and it depends on you and your skills how you gonna finish it. Many interesting mechanics, a level editor with many great maps created by community, emphasis on speedrunning, mulitplayer and much more! For sure i will spend in this production many hours.
There is a full speed map known as "Speedline". When you first play the map it seems simple. A couple wall runs and some yellow speed platforms. Its a super quick map, and nothing really that special right? For the past 2 years me and my friend have been climbing the leader-boards of that level. I am currently in 3rd place, he is in 5th. Our times are only 3 milliseconds apart. ♥♥♥♥♥♥♥ amazing map, on an amazing game.
best fps parkour runner, nothing comes close devs take note of ledge mantle and air crouching!!!
Celaria, developed and published by Lewa, is a tightly focused first-person parkour game that thrives on precision, speed, and the quiet satisfaction of self-improvement. It wastes little time on exposition or narrative framing, instead dropping players directly into a streamlined experience where the goal is simple: move as efficiently as possible through a series of obstacle-filled environments. What initially appears to be a minimalist indie project quickly reveals itself as a deeply mechanical and skill-driven game, one that demands attention to timing, positioning, and momentum in equal measure. The defining strength of Celaria lies in its movement system, which feels both intuitive and demanding. Actions like wall-running, sliding, jumping, and chaining maneuvers together are handled with a smooth responsiveness that makes every successful run feel earned. The game is built around momentum, encouraging players to maintain a constant flow rather than stopping and recalculating. As a result, each level becomes less about simply reaching the end and more about refining the path taken to get there. Small improvements—cleaner jumps, tighter angles, better use of speed boosts—translate into noticeable gains, reinforcing a loop where repetition feels purposeful rather than tedious. Level design supports this philosophy by offering courses that balance accessibility with depth. Early stages introduce the mechanics in a manageable way, but later levels push players to think critically about route optimization and execution. Multiple viable paths are often present, allowing players to experiment and discover faster or more efficient solutions. Environmental elements such as acceleration pads or vertical traversal sections add variety, while hidden collectibles reward those willing to explore beyond the obvious route. This layered approach ensures that even after completing a level, there is still a strong incentive to return and improve performance. A major contributor to the game’s longevity is its competitive framework. Leaderboards and ghost replays create a constant sense of comparison, turning personal bests into stepping stones rather than endpoints. Racing against another player’s recorded run introduces a subtle but effective form of competition, pushing players to refine their techniques further. The addition of multiplayer races expands this dynamic, while the level editor opens the door for community-driven content. User-created maps significantly extend replay value, often introducing creative challenges that differ from the base game’s design while still adhering to its core principles. Visually, Celaria adopts a clean and functional aesthetic that prioritizes readability. The environments are simple but vibrant, allowing players to quickly identify surfaces, routes, and hazards even at high speeds. While it lacks the visual complexity of larger productions, this clarity is a deliberate strength, ensuring that nothing interferes with the core gameplay. The audio design complements this approach, with an energetic electronic soundtrack that reinforces the sense of momentum and urgency without becoming intrusive. However, the same qualities that define Celaria can also limit its appeal. The absence of a narrative or broader context means there is little emotional engagement beyond the mechanics themselves. Players looking for story-driven experiences or varied gameplay systems may find it too narrow in scope. Additionally, the reliance on precision can make the experience unforgiving, especially for newcomers who are not accustomed to trial-and-error gameplay. Progress often requires persistence and a willingness to repeat sections multiple times, which may not resonate with everyone. In the end, Celaria stands out as a confident and focused entry in the parkour and speedrunning genre. It succeeds by committing fully to its core idea—mastery through movement—and refining that concept into something consistently engaging. While it may not cater to a broad audience, those who appreciate skill-based challenges and incremental improvement will find a rewarding and addictive experience. Its combination of responsive controls, thoughtful level design, and competitive elements makes it a strong example of how simplicity, when executed well, can be deeply compelling. Rating: 8/10
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