Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Celestial ReturnNewsWeek One: Survived
Community

Week One: Survived

Celestial Return · published 22 Jul 2026, 22:47 UTC

All newsPlayers around this dateRead on Steam

It’s been one week since our game hit the wild.

For four years, this game was almost our entire lives. Every evening after work, every weekend, every holiday Bilge (Whiplash) and I poured absolutely everything we had into this project. Seeing you all actually play it, and care about it... has been the most overwhelming, beautiful experience of our lives.

The Bumps in the Road

Of course, not everything went flawlessly. We had more bugs than we'd like. Some systems misbehaved, and players rightly pointed out continuity hiccups, awkward pacing, or spots where we could have done better.

As a result, this week has been a blur of patches. We’ve smashed progression blockers, fixed save issues, ironed out dialogue bugs, added more collectible Dice, buffed items, and tweaked the Dice economy. We know the balance still isn't quite where it needs to be, but we are wrestling with those systems every single day. The whiteboard is still full, but we're excited to keep crossing things off. Thank you for your incredible patience while we get it right.

The Highlights

The best part of this whole week? Watching the community form around this game. I've never felt such a deep sense of belonging.

A Massive Community W: To the absolute legend who took it upon themselves to fully localize the game into Russian. you completely blew our minds. We never in a million years thought something like that would happen. Just... wow. We are so incredibly humbled and grateful. You can find their work here:

PlayStation Store is LIVE! Console players, we've got news: our PS Store page is officially open! The page still needs some polishing, but we wanted to spread the word early so you can go hit that wishlist button.https://store.playstation.com/tr-tr/concept/10020364

Known Issues

We're still investigating a few issues that haven't been fully solved yet:

Quest Log: Sometimes the quest log appears to lock itself visually. This is only a visual issue, your actual quest progress is not affected. We're still trying to track down what's causing it.

Intro Video Stuttering: The opening cinematic is still stuttering on certain setups. We are actively looking into it.

First-Launch Colorful Blocks: When opening the game for the first time, some players are greeted by random, colorful blocks on the screen. It behaves very differently depending on the machine.

So far, the community has found two temporary workarounds:

  • Switch to Windowed Mode, then back to Fullscreen.

  • Restart the game.

We're still investigating the root cause and working on a proper fix.

What Comes Next?

We want to make this the game it deserves to be.

Finally, thank you to everyone who has left a Steam review. We're still hoping to reach more players. We've got a few Steam events coming up, so fingers crossed more players discover Celestial Return through those.

Whether you've been here since day one or just picked up the game yesterday... Thank you for giving our first game a chance.

Here's to week two.

– Kerem (Vermin Devourer) and the Metaphor Games Team

More from Celestial Return

Other announcements

All news
In-game event1 Sep 2026Still Standing! A Little Update From UsHey everyone, Earlier today, mikeydsc made a discussion post just to check if we were okay because we’ve been a little quiet lately. (Can we spam the comments with “Thank you, mikeydsc”? <3) We feel like we ended up with the best community we could have asked for. You’ve all been so kind, patient, thoughtful, and supportive. We love you all. And yes, we’re okay(ish)! Very overwhelmed, a little…Major update26 Jul 2026Patch 1.0.6 is LiveAnother patch just dropped! Hey everyone! We've fixed one of the biggest headaches in the game: the startup bug where the game could get stuck on a gray square the first time you launched it. This should finally be gone! If you still run into it for any reason, please let us know. We're keeping a close eye on it. We've also tweaked the dice balance a bit more. In particular, the section before…Game update19 Jul 2026Patch 1.0.5 is LiveAnother patch is live! Changes · Improved the reliability of save/load in a few edge cases. · Fixed several dialogue issues and typos reported by the community. · Updated the Dice tutorial to make it clearer that Dice are consumable resources. · Added more collectible Dice to several scenes throughout the game.