
TetherGeist is a challenging precision platformer that rewards practice and perseverance. Guide Mae and her axolotl spirit, Bao, on a wholesome coming-of-age pilgrimage while mastering Astral Projection, a tether that links Mae to her spirit and is the source of her strength.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Guide Mae on a coming-of-age pilgrimage in this heartfelt precision platformer, designed for both newcomers and those in search of a challenge.
For hundreds of years, the Mountain Shaman have used their powers of Astral Projection to travel vast distances. But Mae is different – her spirit travel is limited by a tether. When the time comes for a coming of age pilgrimage, Mae must forgo spirit flight and take the journey the long way.
Join Mae on her challenging journey, using tough but satisfying platforming to leap and bound towards her goal. Master seven different Azae that change how your spirit interacts with the environment. Scour the world for secrets, treasures and hidden paths – your curiosity will be rewarded!
Features:
Precision and depth: Progressively unlock seven different spirit abilities
Seek and find: Discover hidden secrets, alternate paths and more
Pure precision platforming: No combat, powerups or skill trees
A speedrunner’s dream: Push your skills to the limit with timed runs!
Tough but forgiving: Frequent checkpoints help you learn from your mistakes
Full of heart: Discover a story about community, difference and growing up

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $16.99 | 351reviews | 98% | — | $147.8K |
| $16.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 82 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's alright. I wish I could put a mixed review instead of yes or no. I'm putting no because it already has a pretty high rating, so I want to even it out a little. This game is really in a dire need of better player expression, polish, and slightly tighter controls. There's really only one way to complete every room - there's not much variation you can do as a player to make the game yours. There's no tricks that are revealed as you play the game that let you zoom through previous sections. It's really just the same thing over and over: You pickup a crystal that lets you use 1 specific ability, and then you use that ability the same way you have hundreds of times before. Repeat for the entire game. Rooms sort of blend into eachother. I felt surprised multiple times that the level hadn't ended yet - that somehow they were still trying to juice a mechanic that had already been thouroughly squeezed. A lot of these mechanics are just kinda dull, or barely a variation of the previously introduced ones. For instance, level 3 introduces a chili pepper that lets you dash with much more momentum, break destructable objects, and bounce off walls. Is it different than the basic dash? Sure. Does it feel that different? Not really. Or, another example, Level 5 introduces an abilitiy that lets you chain multiple tethers together, effectively extending the reach of your tether. Once again, is it different? Yes! Does it really change the gameplay all the much, introduce complexity, or interact with the other abilities in an interesting way? No. It's kinda like if in celeste, all of your movement abilities were locked behind crystals. Want to dash? You need a crystal. Want to climb? Collect a crystal first! Oh, you want to walljump? Hahaha, silly, collect the crystal first. There's no freedom for how you want to move throughout a level. The game spoils its own solution by giving you the exact tools it requires to make it through a level. Often times, you will beat a level by just going through the motions. I collect this crystal, I use the ability. I collect this crystal, I use the ability. There's no combo moves, no flow. You can't do something like a wavedash in this game, because jumping and dashing would be seperate moves that require crystals and have to be used one by one, sequentually, with no overlap. As for the polish, it really needs some in a lot of areas. A lot of rooms can be cheesed by intentionally wasting some of ur ability slots to respawn a crystal when the devs didn't intend, which lets you pick up extra abilities and easily skip over areas. This is in way way way way way more rooms than you would imagine, and I intentionally stopped doing it to make the game more fun. Maybe these were left in on purpose? Idk, but either way I don't like it and it feels unintentional and weird. Secondly, this game doesn't automatically set your spawn point. You have to run into these respawn structures placed in basically every room throughout the map to set your spawn. However, a lot of the time they are really hard to see because they blend into the background and look similar to a lot of the other background objects in the game. Additionally, their hitbox is way too small, and sometimes it won't activate it even when you think you ran through it. Thirdly, a lot of the cutscenes feel very barebones. Audio effects missing, no fitting music, weird gaps and pauses between animations, etc. Especially towards the end it made the story, which I think could have been very cool, feel super flat and unimportant. Finally, sometimes there is just some jank level design. Sometimes there are large stretches of level that feel like they should have a checkpoint but don't. Sometimes difficult strawberry rooms require you to replay the previous section again because they inexplixably weren't given a checkpoint. I have no idea why. Sometimes levels are 10x harder because of a single spike that feels unfairly placed. Sometimes strawberry rooms don't clearly show where the false-wall exit is, so you (Yes, YOU) accidentally leave and are forced to waste time coming back. My final gripe with the game is that, atleast the three controllers I tried, the controls for the tethering are wack. A lot of this game revolves around making precise angles with your tether to get through gaps and aim at certain objects. Unfortunately, on controller, once you reach the max range of your tether, it becomes extremely hard to adjust the angle. If you tap up, the tether moves like 10 degrees, which is a lot! Most of the time I only wanted 1-2 degrees. It doesn't respond to small movements of the control stick, it seems to be all or nothing. Maybe it's a deadzone issue with my controllers, but I've never hard this issue before, so I feel it's a problem with the game. This got so bad during level 3, where you repeatedly have to aim precisely to hit breakable walls, that I had to switch to a keyboard for the rest of the game. So, overall, do I recommend this game? Sorta. It *was* fun at times. especially the levels with the speed ability and the one that travels in a straight line and bounces off of walls. But, I have no desire to play it again, and I was actually relieved when I learned there is no b side or c side like in celeste. I don't really see a reason to buy this game when there are hundreds of free celeste mods that have better mechanics. If the mechanics in the trailer look *really* fun to you, or the art and story intrigue you, go ahead! It is fun sometimes! Maybe you'll like it more than I did!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, German, Japanese, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America
Hours played at review time, across 82 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
What a great experience. The controls are delightfully simple, the puzzles and challenges are well-designed, the story is heartwarming, and the art and music are beautiful. This is a very well-executed spiritual successor to Celeste. It reminded me of everything I love from that game while also providing lots of new ideas. (Also as an extra note, I would ignore the "controller recommended" note on startup. There's only two buttons. I played on keyboard and had a blast)
Overall I liked it, but I'm still a little mixed about some things. I honestly feel like this could have used a lot of polish. Most of the things I have issues with are small things. For instance: - I love the artstyle, but a lot of the level art is a little unclear game-design wise. Some things are hard to tell if they're able to be stood on or background elements (the orange pipes always look like background objects to me at a first glance. Maybe the edges could be made way brighter to indicate the danger?). Several level mechanics can blend into the background very easily, like checkpoints, detonator switches, the area of effect for the blue jellyfishes on certain backgrounds, etc. With checkpoints especially, that's not great, because several times I'd accidentally boost past it without a second thought and lose progress on death. - A lot of the early game felt like "padding" to me, as a lot of the sections felt like it wasn't challenging me enough, and it was having me do the same sort of platforming over and over again. Some of the levels were also just a bit too long in my opinion. Specifically the mushroom level annoyed me a lot because every new room transition I would ask myself "That wasn't the end of the level?!?" Seeing the next level after the town still be in fungal hell made my stomach drop and i had to take a break. (I pushed through it eventually though) - This game has a huge lack of accessibility features, which I guess I can understand - not all games need an assist mode really. But I would have liked to see at least a game speed setting as some inputs are fairly difficult to time (things like the spinning dash wheel mechanisms were really hard as someone who has really bad reaction time). - The blue butterfly-like azae (and also the orange coral-like azae by proxy) has a lot of input on one button imo. I found my fingers hurting from the constant pressing, holding, and tapping for just one "dash". Though I'm not exactly sure what could be done about this. Maybe an option to press the jump button as a final input for these? - While grabbing a ton of the red atropa blossoms for the true ending, I realized that there really isn't any indicator in the pause menu of missed blossoms after you've beaten the level, like Celeste has. I found myself constantly having to exit out of the stage only to check how many there were left, but that also doesn't really tell me generally where they are. Having some direction of whether the one i'm missing is in the beginning or the end of a section would really help as a quality of life, and I genuinely didn't realize how much I'd miss that kind of indication for collectables until I played this. - True Ending: [spoiler]I get what the true ending was going for, but with what little changed compared to the normal ending, I don't feel quite as rewarded as I would have liked. I would have liked maybe just a little more closure with Foyal before being ushered off to the spirit world, or maybe even a post credits conversation in the spirit world? Not a huge issue though, but something I felt just a little bit disappointed by.[/spoiler] - The "in-world" text bubbles should definitely have an optional toggle to make them bigger. I saw that in a previous patch, this was done only for the steamdeck, but I want to be able to do this on pc. I hope this doesn't come across as too negative though, as I actually did like the game. I think Chapter 5 was my favorite for its interesting use of mechanics, and I started enjoying the game MUCH MUCH more from then on.
Super underrated, but the story and npcs are honestly pretty bad. It is worth the price if you liked games like celeste.
You'll enjoy Tethergeist greatly if you liked games like Celeste, though you shouldn't expect it to live up to the same legendary standard. The game has a beautiful art style and great mechanics that I think make it stand out among other platformers. I enjoyed the effort the game put into world building its setting, which while not as expansive as some other games is still more impressive than is usual for platformers of this sort. [spoiler] I think the game succeeded in making the reveal of the city beneath the mountain feel big, but it missed the opportunity to build upon that with additional reveals. The history of the shamans, the reason the city is abandoned, the role of the mountain god, all of these could've added a little spice to the setting of the final chapters. [/spoiler] That being said, I felt its narrative was a little lacking in substance or weight. The story bits were there, but a little more development at each stage of the story would've made me much more attached to the characters. Also the animation in story cut scenes didn't quite succeed in striking the emotional tones I felt the story was building In terms of gameplay, I think most chapters were great, I especially enjoyed how [spoiler] the spirit world threw in a little mix of puzzle into the platformer. [/spoiler] I think the visual design and animation of the game's moment to moment gameplay were just right, excluding the final chapter where [spoiler] it was a difficult to see which Azae and what mechanic to expect at high speed, with the colors being distorted. [/spoiler] If you were annoyed by chapter 2 [spoiler] know that the jellyfish get more manageable in future chapters, but can still be a little annoying in other places. Mostly there's just less of them. [/spoiler] I obviously focused on the negatives in this review (hopefully succeeding in giving some genuinely constructive criticism), but know that overall this is a wonderful game, well worth paying for. I am excited to see what its developers make next!
I love Celeste. It's my favorite game of all time. It's a game I cherish. So when I stumble onto this youtube channel of a developer claiming they are making a sort of spiritual successor to Celeste, I was ecstatic. I bought the game the day it came out and played a level or two. I thought it was great. Fast forward about 3 months later and I have barely touched the game sense. Sure, I did have some life stuff get in the way, but I also just found it a bit hard to play. The controls weren't as tight as Celeste, I felt like my tether was more slippery than a quick dash, which made some of the deaths feel slightly unfair, and the strawberry replacements were way WAY harder than the level they were placed in. I like this game, but I think it set my expectations too high. I expected something to rival, in my eyes, the greatest game of all time. Instead what I got was a decently fun game that definitely took inspiration from Celeste, but was simply not the same game. I would still recommend this game, and maybe my opinions will change as I try to actually beat the game, but I think the developers comparing it to Celeste, while not entirely wrong and definitely led to more sales, probably left people like me feeling a bit disappointed. In short, I would recommend this game, it's fun! But go into it with fresh eyes, and don't expect Celeste 2, like I did.
I liked it a lot, but I’m going to drop it here; I think it’s more my problem, because I came looking for something else. The story and characters are really good, and the unique twist they added made the platforming quite original; however, I ended up comparing it to a certain similar game where you collect strawberries instead of flowers. In that other game, you have 8 possible movement vectors because it’s designed for the D-pad; this one, on the other hand, requires the analog stick, which introduces a lot more angles. This means that in "Game C," if you press the buttons in the right order and at the right time, you’ll always succeed. Here, because it relies on analog sticks, there are situations where I have "jumps" to spare, while in others, I have to retry 100 times until I move the stick to the exact angle needed. There were a couple of moments where I wished the camera would pan ahead so I’d know when to react; I don’t mind the "lose-then-learn" loop, but I dislike it when success is impossible without having lost at least once. Finally and this might just be down to how GameMaker works, I think the spike collisions were left at default settings, making them match the sprite 1:1; it would feel fairer in some sections if the hitbox were smaller. Could I do better? Absolutely not; I wish I had even 1% of these developers' talent. Keep it up. I’ll buy your next game too, and I really enjoyed this one up to the point where I stopped, but I’m calling it quits here.
I played this game for a bit and I really enjoy it. For me it's very difficult, I'm not really that great at these kind of games. I have a variety of computers through out the house and I do have this game installed on all of them because I find it one of those games that I come back too and like to play in short waves. It is one of my favorite indie games this year, and one I will be playing over the year as I enjoy the platforming. Overall for the teams first release I think they did an amazing job. I did recommend it to my co workers, family, and friends. Looking forward to future games from the team.
I have watched the developer making and talking this game since early on and was very excited for it's release. It is a shame to see that this didn't launch to greater success, especially now that I am nearly at the end of the game. The platforming is so satisfying and depth of mechanics really surprised me. The progression is so well paced. Each time you become a master of certain mechanics, the game introduces something new or slightly different. Well recommended for anyone who is a fan of pixel platformers
let me just say I LOVE THIS GAME. its fairly new and i got it on the steam 2026 summer sale and its become a favorite of mine. ---{ Graphics }--- ☐ You forget what reality is ☑ Beautiful ☐ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☑ Very good ☐ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm ☑ Very good ☐ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf ---{ Audience }--- ☐ Kids ☑ Teens ☑ Adults ☐ Grandma ---{ PC Requirements }--- ☐ Check if you can run paint ☑ Potato ☐ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Game Size }--- ☐ Floppy Disk ☐ Old Fashioned ☑ Workable ☐ Big ☐ Will eat 15% of your 1TB hard drive ☐ You will want an entire hard drive to hold it ☐ You will need to invest in a black hole to hold all the data ---{ Difficulty }--- ☐ Just press 'W' ☐ Easy ☑ Easy to learn / Hard to master ☐ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☐ Nothing to grind ☐ Only if u care about leaderboards/ranks ☑ Isn't necessary to progress ☐ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☐ No Story ☐ Some lore ☐ Average ☑ Good ☐ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☑ Average ☐ Long ☐ To infinity and beyond ---{ Price }--- ☐ It's free! ☐ Worth the price ☐ If it's on sale ☑ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☑ Never heard of ☐ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☑ 10 Celeste is one of my favorite games ever and this game has many similarities with celeste such as: female protagonist, precision platforming, pixel graphics and etc. if you are fan of celeste you will love this game. I recommend this to anyone who loves pixel graphics and platformers.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $480K | 892 | 94% | $19.99 | |
| $46.7M | 147.4K | 97% | $19.99 | |
| $25.5K | 88 | 56% | $14.99 | |
| $17K | 48 | 96% | $14.99 | |
| $9.1K | 40 | 62% | $10.99 | |
| $7.8K | 53 | 91% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $147.8K | 353 | 87% | $19.99 | |
| $147.8K | 519 | 52% | $8.99 | |
| $147.8K | 720 | 79% | $9.99 | |
| $147.7K | 245 | 82% | $12.99 | |
| $147.7K | 528 | 90% | $9.99 | |
| $147.7K | 879 | 96% | $4.99 |