Dash Mountain
Celeste x Geometry Dash. A new Geometry Dash level set appears on Celeste's chapter select. Each chapter
is a real Geometry Dash level, rebuilt from the level file in your own copy of Geometry Dash as one long room
dressed as a Celeste chapter, and scrolled in time with the level's own song.
Levels in this version
| Geometry Dash level | Celeste chapter it wears |
|---|---|
| Stereo Madness | Forsaken City |
| Back On Track | Old Site |
| Polargeist | Celestial Resort |
| Dry Out | Golden Ridge |
| Base After Base | Mirror Temple |
| Can't Let Go | Reflection |
| Jumper | The Summit |
| Time Machine | Core |
| Cycles | Farewell |
That is one level for each of Celeste's eight numbered chapters. Every level and every B-side is open from
the start. A B-side is the same level, block for block, with a twist borrowed from the chapter it wears,
and the level's own song remixed live (lower, echoed and swept, at the same speed, so it stays on the beat):
| B-side | Twist |
|---|---|
| Stereo Madness | played right to left |
| Back On Track | the camera sits close on Madeline, so less of what is coming can be seen |
| Polargeist | Mr. Oshiro chases her and charges across the screen (without Celeste's slow motion) |
| Dry Out | Golden Ridge's snowballs fly at her |
| Base After Base | the room is dark |
| Can't Let Go | Badeline hunts her with her boss attacks, the tracking laser and the aimed shot, with a rest between each |
| Jumper | the Summit's snowballs fly at her |
| Time Machine | the Core's heat and cold: lava rises from the bottom of the screen until a Core switch turns it to ice coming down from the top, and the next switch turns it back. Touching either is death. Each starts just off the screen and is a little under the next switch (the ice a little over it) when she gets there, changing speed smoothly on the way so that it never covers a footing, orb or pad she needs. Both are a little see-through, and only the one whose turn it is is in the room: the other fades away, and after the last switch both are gone, so the end of the level and its last coin are yours. Every switch has to be taken; miss one and it comes on fast and takes her. The switches hang off her path, in the flight sections and over one open stretch of floor |
Cycles and the levels after it stay locked until you have beaten every A-side and every B-side from
Stereo Madness to Time Machine; then they open together. They wear Farewell. Cycles is the first of them;
the levels after it are planned but not in this version (each needs many Geometry Dash objects this mod
doesn't know yet).
What you get
- The real levels, read from your Geometry Dash install when Celeste starts: every block, slab, spike, pad,
orb, portal and secret coin, placed as Celeste tiles, Celeste spikes, Celeste springs and strawberries.
- Geometry Dash's song for each level, streamed from your Geometry Dash folder and kept in sync with the scroll.
- Geometry Dash's rules: the screen never stops, one hit sends you back to the start, and an attempt counter
and percent bar track how far you got. Fall behind the left edge of the screen and the attempt is over.
- Madeline moves like the Geometry Dash cube: GD's own jump speed, gravity and fall speed, so every jump is
the same 2.17 blocks high and 4.5 blocks long, with no steering left or right. She is also as wide as the
cube (one block), so she leaves ledges and catches the next one exactly where it does. Hold Jump to keep jumping.
Her dash and climb are still Celeste's own.
- The view moves up and down by Geometry Dash's own camera rules: on foot it only moves when she nears its top
or bottom, and drops back to the ground when she last stood on the ground; in ship sections it sits on the
flight corridor; either way it eases there as it does in Geometry Dash.
- A mirrored screen stays mirrored through a death.
- Every B-side ends on a blue crystal heart floating at the finish: the level is only complete if you dash
through it (flying into it is enough in a ship section). Run past it without a dash and the attempt is over.
- Geometry Dash's New Best: an attempt that ends further than any before it shows New Best! and the percent.
- Each level scrolls at the speed its own Geometry Dash level file sets.
- The ball (from Cycles on): no jump. A press while it rests on a floor or ceiling turns gravity over and it
rolls across under lighter gravity. Madeline rides in one of Celeste's bubbles.
- The UFO: every press is a small hop in mid-air. Madeline hangs under one of Farewell's jellyfish.
- The wave: Celeste's feather again, pale blue, but it only ever moves on the diagonal: up while you hold,
down when you let go. Any block it touches ends the attempt.
- The robot: its jump goes higher the longer you hold, which is Celeste's own jump. Madeline's hair turns steel.
- Pink pads and pink orbs have their own, lower launch (the way to Can't Let Go's last coin needs it). Every
pad stands squarely on a block: one that hung in mid-air or half off its block has been given one or centred.
- Yellow pads are Celeste springs. Yellow orbs let you jump again in mid-air: press Jump while inside one.
- Blue pads flip gravity and stop her fall: she rises to the portal above, which turns gravity back. They can
be landed on even when they stand in a row of spikes (the way to Back On Track's first coin).
- Gravity portals turn gravity over for Madeline herself, as they do for the cube: she is upside down, falls
upward, runs on the ceiling and jumps downward until a portal turns it back. Pads on ceilings work for her
there, she can still dash, and in a ship section the flight is inverted instead.
- Ship sections: past the pink portal Madeline changes into Celeste's feather form, which glows and leans
into each climb and dive. Hold Jump to rise, let go to sink, until the blue portal.
- Secret coin routes are real: Geometry Dash's plain fill blocks are passable background, so the fake walls
its coins hide behind can be walked or flown through here too. So is the fake block on the way to Jumper's
second coin.
- Mirror portals (Time Machine) flip the screen and your left and right, as they do in Geometry Dash.
- A portal acts the moment Madeline touches it, on Geometry Dash's own portal hitbox, so she turns over and
lands where the cube does. A gravity portal she goes over or under does nothing, as in Geometry Dash.
- Upside down means all of her: her fringe and hair are turned over with her and hang toward the ceiling.
- Every level wears its paired chapter's backdrops as well as its tiles, tinted with Geometry Dash's own
background colour of the moment: the colour the level starts in, then each of its colour changes, fading as
they do in Geometry Dash. The tint pulses with the loud moments of the song.
- Floor and ceiling spikes hurt only as near their middle as a Geometry Dash spike does, so landings that
clear a spike in Geometry Dash clear it here (the drop off the hanging pillar halfway through Jumper).
- Beating a level goes to Celeste's own chapter-complete screen, with the paired chapter's artwork and a band
showing the run's attempts, time, jumps and coins.
- A B-side's coins show as ordinary strawberries on its chapter card.
- Chapter select shows what you have beaten: a tick on the level's icon (gold once its B-side is beaten too)
and a Completed ribbon on the chapter card, or your best percent so far.
- A Debug Room chapter at the front of the level set: one set of spikes, then a pad, an orb, a coin, a ship
section, gravity portals, a blue pad and mirror portals in turn, for trying each piece on its own, including the ball, the UFO, the wave and the robot.
- Your attempts and best percent are saved with your Celeste save file. Beating a level completes its chapter.
- Single player.
What you need
- Celeste, with Everest (Melty installs Everest for you).
- Geometry Dash installed through Steam on the same PC. Nothing from Geometry Dash is included in this mod:
the levels and the music are read from your own copy while you play. Without it, each chapter opens on a
screen that says Geometry Dash wasn't found.
How to play
Open Celeste, pick a save file, and on the chapter select switch level set to Geometry Dash.
The test player
gd_bot true in the debug console lets the mod play by itself, through the game's own Jump and Dash buttons.
On foot it looks ahead with the cube's physics and presses only when it has to: it jumps spikes, walls and
gaps, uses pads and orbs, rolls the ball, and dashes when nothing else would save it. In flight (ship, UFO,
wave) it steers for the middle of the open air ahead. It is a testing tool: it clears the Debug Room but not
whole levels.
Practice
With Celeste's debug console open (Everest's Debug Mode), gd_practice 40 starts every attempt at 40%.
Practice runs don't count as a best or as a completion. gd_practice 0 turns it off.
Credits
- Celeste by Maddy Makes Games / Extremely OK Games. Everest by the Everest team.
- Geometry Dash by RobTop Games. Music: "Stereo Madness" by ForeverBound, "Back On Track" by DJVI,
"Polargeist" by Step, "Dry Out" and "Base After Base" by DJVI, "Can't Let Go" by DJVI,
"Jumper" and "Time Machine" by Waterflame.
- Dash Mountain by Souli, MIT licence. Built with AI assistance (Claude) using the universal-modder toolkit.