A downloadable Celaria (Alpha) for Windows

Celaria is a first person parkour platformer with emphasis on fast and reactionbased gameplay.

Latest video-update:

  • Parkour Moves: Run from the startpoint to the goal as fast as possible. Make use of your parkour abilities like wallruns, walljumps, slides and rolls.
  • Power-Ups: Use the colored blocks to your advantage! They provide you temporary "power-ups". Green blocks allow you to jump higher while yellow blocks double your running speed.
  • Map-Editor: Create your own maps in the built-in map-editor and share your creations with other players.
  • (In development) Multiplayer-Mode: Create your own server and race against other players.

Want to download maps created by the community? Check out our forum:

Celaria Custom Maps

IMPORTANT! If the game crashes with a "Shader compilation error" you will need to install the DirectX 9 End User Runtimes in order to run it:

DirectX End User Runtimes: https://www.microsoft.com/en-us/download/details.aspx?id=8109

Be aware that the game is still in alpha.

You can follow the development of the game on Twitter and Youtube.

More information

Published130 days ago
StatusIn development
Tags3D, 3D Platformer, Colorful, First-Person, parkour

Install instructions

Download the .zip file which contains the game. Extract the whole content from the .zip file anywhere on your PC. (You can as an example create a folder on your desktop and extract the content of the .zip in there.)

After that's done simply start the .exe file which was extracted from the zip.


Celaria_open_alpha_v5.zip (20 MB)
Celaria Map Editor Introduction.pdf (5 MB)


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I have played an old version of the game that my brother introduced to me and it looked fun But this was like 2 years ago. BTW nice graphics optimized well 

i cant reach the bottom of the screen

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This can happen if your game resolution is higher than that of your monitor. (you probably changed it in the video options menu.)

You can reset the settings by opening the appdata directory (type "%localappdata%" into the windows search bar and press enter.) then navigate to "Celaria_open_alpha_v5\profile\" and delete the config.ini file located in there. 

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Will there be character customization in the beta/finished product?

Also, I would request that you make the game free to play, but with purchasable character customization options. Just don't make it Pay-to-Win, trust me, that won't end well, take it from a person who lost his game to the horrid world of P2W.


        Koolen (the g'shep :P)

P.S. Loving the game so far, thanks for putting your time and effort into it. :3

EDIT: Nevermind, I just found the customization options. And just to clarify, by paid character customization options, I meant accessories like hats, different tails, different body shapes, etc. And that's only if you're monetizing the game. If you read this, I hope you take my recommendations into consideration. Thank you in advance. ^.^

The character customization will remain the same as it currently is in the alpha. (The menu interface will look better though.) I considered adding individual parts to the character customization which can be unlocked and swapped in the customization menu (Helmet, arm/leg protection, etc...) but i'm somewhat limited to the engines capabilities and the animation technique which i use in the game. But this is something which i would like to add in a potential sequel. :)

The game will be released on Steam with a regular launch.

this is cool and has the vibe of mirror's edge along the mechincs feels like mirror's edge 


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i cant imagine that u use gms to make this! how can u make 3d animation in gms?

I wrote a basic morph-target shader for the animations in Celaria. :) LINK

how can i convert obj, d3d, gmmod to bao?

There is a tutorial on the forum (click on the link which i posted above) which explains how to convert .obj models to .bao animation files.

Hi, I need help. So I was turning up the resolution and after i had saved, my mouse cant reach the bottom half of the screen. Help

You probably selected a resolution which was higher than your display resolution. Open the localappdata directory (open your windows search bar , type "%localappdata" without the "" and hit enter), then navigate to "\Celaria_open_alpha_v5\profile" and delete the config.ini file in this directory. This will reset the settings of the game.

Hey I was wondering if you were planning on changing the wallrun to running into the wall without having to hold jump button (space). This would really help fixing the misspress pattern of buttons.

I don't plan to change the wallrun mechanic. Making a wallrun automatic without having to hold the space button is (in my opinion) less intuitive and takes the control away from the player. Not to mention, there might be szenarios where you would want to stop doing a wallrun in mid-air. The current system is the best approach to solving this problem.

Please consider putting this into Steam Greenlight! :D

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It is already on greenlight. ;) http://steamcommunity.com/sharedfiles/filedetails/?id=657987818

Great! Also, I can tell this is heavily Mirror's Edge-based, since the mechanics are very similar :)

Hey just wondering if this game will be for mac later in its developement?

Currently there are no plans for a mac port.

wouldn't run much disappontment

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Can you tell me what exactly doesn't work? Is there any kind of error-message which i can look at?



FATAL ERROR in Vertex Shader compilation

ShaderName: sh_shadow_projection

D3DXCompile failed - result

at gml_Script_scr_render_scene



stack frame is

gml_Script_scr_render_scene (line 0)


(Edited 3 times)

This error can sometimes happen if the game can't compile the DirectX 9 shaders. (Some DirectX 10 and 11 installations don't seem to be fully backwards compatible with DirectX 9.) You can fix that by installing the DirectX 9.0c end user runtimes found here: https://www.microsoft.com/en-us/download/details.aspx?id=8109 (It will install the missing bits for DirectX 9).

Hi Lewa !

I'm a huge fan of your game but i'm waiting for the beta. When do you think you will upload the beta for the public ?

Sorry for my bad English, greetings from France ;)


Hi! Can't say exactly how/when the beta is going to be released. The game is actually nearly complete (some minor additions to the server need to be made and all singleplayer maps need to be finished and compiled.) I'm currently also looking into the possibility of potentially releasing the game commercially on steam (would be my first commercial game. :D ) and this requires me to sort out a lot of legal stuff.

Sooo daaaamn hard, but very joyfull. But how did you managed to reached platinum medal's score? Like for real? :D

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Platinum times are set by me. :) After finishing building a map in the map-editor you have to validate the map by running through all checkpoints as fast as possible before exporting it as a mapfile. (This makes sure that it's possible to finish the map as a player.) The time which you achieve during the validation process is also used as the platinum time. :)

There's a button to run faster? xD

I reach my limit at copper medal, or maybe I use wrong routing, but I feel like I can only improve my score for 1 or 2 seconds, with more linear paths, better jumps on walls to avoid climb animation, but not that much.

The level design is nice to me, I got to rediscover some maps after wandering why a structure have been placed like this which makes it looks weird. So I'm like "there must be a reason" and try to reach it realising it connect to a shorter path.

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No, there isn't an additional run/sprint button. :)

The levels are specifically built for having multiple pathways between checkpoints. Generally speaking the easier paths are more obvious (but slower) while the less obvious paths are faster but harder to pull off. Balancing those paths is (in terms of level design) a bit tricky because i didn't want to have faster paths which are easy (or easier) to pull off compared to the more obvious paths. :P

So in order to get better times you will have to experiment a bit with the level geometry in each map and look for potential pathways to reduce your time even more. :)

great game it makes me feel like im playing lucio again from overwatch

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Game is awsome BUT, there should be:

1.A LOT of more levels.

2. next level option after finnishing course.

3. crosshair.

4. downloadable levels made by players.


Thank's for reading my feedback #MakeIndieGamesGreatAgain

(Edited 1 time)

1) There will be more levels :) (25 maps are planned for the singleplayer.)

2) a "next level" button will be added to the final release

3) already thought about adding it. I'll note that on my todo-list. :)

4) there are already downloadable levels for the game. (on the games forum: http://forum.celaria.com/viewforum.php?f=13 )

5) Slow-motion isn't going to be added. Mostly because i wanted the gameplay to be 100% in realtime (rewarding players with quick reflexes) and because of the upcoming multiplayer mode. (Slow-motion simply doesn't work if you play against other players in realtime.)

This is a great game, but let us start at the beginning: The Main Menu reminds me a lot to „Mirror's Edge", which isn't a bad thing because it brings nearly the same amount of freedom. Freedom is also the main aspact of the game; not only because the super awsome looking alien playermodel can be custumized by painting but also because there are no connections to the real world: The courses consist out of blocks which consist out of smaller cubes, the floor seems like a giant glass plate shimmering in the light of the sun, which creates an atmosphere of freedom and peace. And of course: The alien can jump unimaginally high and wide and can perform extremely long horizontal wallruns and wallrun combos. Now we reached the gameplay: The mechanics work quite well but they are hard to master. Really hard. Especially the horizontal wallrun to jump to horizontal wallrun move. If the player doesn't reach the wall in the right angle the alien won't perform a wallrun but instead falls directly down. This can be frustrating but it also can be a motivation to gain more skill in those moves. The other mechanics work great, but it is a bit unrealistic that the alien can perform the vertical wallrun when standing as high as when running.

The predesigned courses are more levels than actual locations, the blocks are placed senselessyl around the map to give the player some obstachles and they don't seem to express something. The idea to add colored blocks wich have an effect on the player's movement is pretty great. However, hitting the floor doesn't kill the player, which opens some doors to cheaters and glitchers. And at least we have the course editor. I like course editors. And I am sure that will solve the problem of the random looking leveldesign.

I can recommand this game to everyone who does parkour himself or likes 3D platformer cause this is the ultimate form of freedom.

From the video it looks realy cool!


Hum, a more playable Mirrors Edge. Looks cool!