I have a crash issue on the default steam branch (1.4.0.0 unmodded). I can reproduce it by completing Farewell and skipping the first two cutscenes. the Mountain icon/animation shows up and completes, then the game crashes. Trace is found at the bottom of the post. This does not occur if I read through the cutscene without skipping. Completion is credited so at the end of the day this isn't a huge problem, but I figured it wouldn't hurt to document it. Didn't see anyone else with this issue in this channel. Also worth mentioning that my system has sufficient memory (64g), so I believe this is a result of the 4g upper limit of the game and not my system.
If anyone else has this issue and has stumbled upon this post, install Everest and it will fix it.
Ver 1.4.0.0
2/19/2026 11:53:34 PM
System.OutOfMemoryException: Insufficient memory to continue the execution of the program.
at Microsoft.Xna.Framework.Helpers.GetExceptionFromResult(UInt32 result)
at Microsoft.Xna.Framework.Graphics.GraphicsHelpers.GetExceptionFromResult(UInt32 result)
at Microsoft.Xna.Framework.Graphics.Texture2D.CreateTexture(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipMap, UInt32 usage, _D3DPOOL pool, SurfaceFormat format)
at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height)
at Monocle.VirtualTexture.Reload()
at Monocle.VirtualContent.CreateTexture(String path)
at Monocle.Atlas.ReadAtlasData(Atlas atlas, String path, AtlasDataFormat format)
at Monocle.Atlas.FromAtlas(String path, AtlasDataFormat format)
at Celeste.CS10_Ending.<Cutscene>d__30.MoveNext()
at Monocle.Coroutine.Update()
at Monocle.ComponentList.Update()
at Celeste.CS10_Ending.Update()
at Monocle.EntityList.Update()
at Monocle.Scene.Update()
at Celeste.Level.Update()
at Monocle.Engine.Update(GameTime gameTime)
at Celeste.Celeste.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Monocle.Engine.RunWithLogging()