Celeste and TowerFall leaving Xbox shows the boycott's real cost
Delisting two beloved indie games is a principled act, but it signals Xbox is bleeding indie goodwill, and players and the studio are the ones paying for it.
Photo: Maddy Makes Games Inc. / Steam (uso editorial)
What does it say about a platform when two of the most beloved indie games of the last decade walk out the door on purpose? Not because of a licensing spat or a bad revenue split, but as a statement. That is where Xbox finds itself this week.
The facts are short. Maddy Thorson posted that, for those asking, Celeste and TowerFall were delisted on Xbox to support the BDS boycott, as Polygon reports. It follows Australian studio House House, which said its co-op hit Big Walk would not come to Xbox in line with the Palestinian-led BDS movement's call to boycott Microsoft. That was announced on October 15, 2026, according to This Week in Video Games.
Indie goodwill is the currency Xbox can least afford to burn
Two cases do not make a stampede, and we should not pretend they do. But the pattern matters more than the count. Indies are the ones who define a platform's cultural credibility, and they are now publicly choosing to be absent from Xbox rather than merely indifferent to it. Celeste is not a niche curiosity; it is one of those games people recommend to non-gamers. Losing it from a storefront is, in our view, a symbolic hit far bigger than its sales on that store.
The timing is awkward for Microsoft. Per Eurogamer, Xbox revenue fell two percent year on year this quarter, hardware sales dropped 14 percent, and Amy Hood said the dip was driven by declines in third-party content and Game Pass. We would not claim the boycott caused that number; the documentation does not say so. But it is a bad look to be courting third parties in the same week some of them leave on principle.
Asha Sharma's line that there is "more demand than consoles available" may well be true. It does not answer the question of what the library will look like on that console.
The principle is real, and so is the bill
We think it is worth taking the developers at their word. Taking a game off a store is probably not a free gesture, and a studio that does it is likely accepting a cost voluntarily. House House even acknowledged, according to Windows Report, that the decision will disappoint fans. That honesty deserves credit.
The ones with no say in this are Xbox players who simply want to play Celeste or play Big Walk with friends. Co-op games in particular punish a split audience: if your group is half on PlayStation, the Xbox person is left out. A boycott aimed at a corporation lands first on its customers, many of whom did not choose Microsoft's cloud contracts. That is the uncomfortable part, and we would rather say it than skip it.
There is also a preservation angle. Existing owners may well keep what they bought, but a delisted game is a game new players cannot find, and "temporary" absences have a way of lasting. House House has tied Big Walk's Xbox release to Microsoft and Xbox no longer being BDS boycott targets, and Thorson's post gives no timeline for Celeste or TowerFall. Whether that changes is not something any player can influence.
Our verdict: respect the choice, but don't call it free
We think the delistings are a legitimate use of a studio's autonomy, and we are not going to lecture anyone for it. Developers get to decide where their work lives. But let's not romanticize it as costless protest. The developers lose an audience, the Xbox player loses a game, and Microsoft loses something harder to measure: the assumption that indies want to be on its platform.
If you are an Xbox owner, the practical advice is simple: if you have been meaning to play Celeste, check where else you can, and keep your existing copies safe. If you are Microsoft, the signal worth reading is not the sales line. It is that the people who make the games that make a platform interesting are starting to treat leaving as a statement. That is a problem a refurbishment program will not fix.
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