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A Difficult Game About Climbing official Steam artwork

COMMUNITY INTEGRATION

A Difficult Game About ClimbingArchipelago randomizer mod

Turn climbing surfaces into multiworld checks. Receive grip strength and machinery upgrades from other players to restore movement and reach the mountain summit.

Maintained by BlastSlimey

GAME MECHANICS

Explore game mechanics

Browse possible checks, rewards and settings. What appears in your game depends on your World options.

Source catalog Release A Difficult Game About Climbing APWorld 0.1.2 and Grabbing Checks mod 0.1.2World source is in BlastSlimey/Archipelago; the paired BepInEx mod release is 0.1.2.

The World defines 16 addressable surface checks, all present by default, and a separate Goal event with no network location address. The location IDs are based on the enum order in the reviewed World.

Actions and milestones that can send a check to your multiworld.

16 locationsDefault marks checks from configurations selected by standard options; the generated set can still vary with logic and seed.

Rock

Default

Grab the Rock surface type for the first time to send this check.

Menu

Wood

Default

Grab the Wood surface type for the first time to send this check.

Menu

Foliage

Default

Grab the Foliage surface type for the first time to send this check.

Menu

Plank

Default

Grab the Plank surface type for the first time to send this check.

Early game

Wet

Default

Grab the Wet surface type for the first time to send this check.

Early game

MetalStiff

Default

Grab the MetalStiff surface type for the first time to send this check.

Early game

Metal

Default

Grab the Metal surface type for the first time to send this check.

Early game

Bone

Default

Grab the Bone surface type for the first time to send this check.

Fossils

Concrete

Default

Grab the Concrete surface type for the first time to send this check.

Fossils

RunningWater

Default

Grab the RunningWater surface type for the first time to send this check.

First checkpoint

Rubber

Default

Grab the Rubber surface type for the first time to send this check.

Clothesline

Cloth

Default

Grab the Cloth surface type for the first time to send this check.

Clothesline

Ice

Default

Grab the Ice surface type for the first time to send this check.

Late game

Snow

Default

Grab the Snow surface type for the first time to send this check.

Late game

Mushroom

Default

Grab the Mushroom surface type for the first time to send this check.

Late game

Cloud

Default

Grab the Cloud surface type for the first time to send this check.

Late game

Playing with others

Each player uses a separate game instance and exchanges items and checks through an Archipelago room. The mod does not add shared-screen or shared-character co-op.

Known scope and limitations

  • This review covers mod release 0.1.2 and its bundled World. The game is available on Windows and macOS, but this integration listing covers the documented Windows installation; macOS compatibility was not established.
  • Install BepInEx 5.4.23.2 and copy the mod ZIP into the game directory. Launch once to create the configuration, close the game, then set ConnectionList and ActiveSlot before restarting. The guide lacks a complete standalone APWorld generation walkthrough.
  • Avoid the challenge setting for this release: the World has no matching branch through its After cogs transition, leaving later locations logically inaccessible even with all items.
  • A Deafness Trap is always included in the item pool and permanently disables game audio. No game-specific opt-out is provided.
  • Full item resynchronization can reapply previously received effects. No automatic reconnect lifecycle is provided by the mod; a failed synchronous check send can also leave a game hook waiting.
  • Save paths are separated by server seed and slot, but the seed suffix is not sanitized. Room passwords are stored as ordinary configuration text. Use an explicit wss:// address when supported and remove credentials before sharing configuration.
  • The World models completion on reaching its late-game region, while the client signals the white-screen ending. An exact final-ascent logic model is not established.
  • The inspected distributions contain integration code and identified libraries, with no complete game assembly or audiovisual asset payload found. Package notices and reproducible build instructions remain incomplete; no game execution was performed.