
COMMUNITY INTEGRATION
BiomorphArchipelago randomizer mod
Explore Core's Lab, Blightmoor and Mezzo Skyway with equipment and monster rewards arriving from other worlds. This early-game prototype ends when you reach the Dunes of Time.
Maintained by BeanOnARibcage
- Reviewed build
- 0.3.1
- OS
- Windows
- Last reviewed
- 9 Oct 2026
- Installation
- Manual installation
How the game changes
- This early-game prototype covers Core's Lab, Blightmoor and Mezzo Skyway through the entrance to the Dunes of Time. Its 39 checks include one locked starting-weapon pickup; this is not a randomizer for the full campaign.
- The starting weapon can be The Bruisers, The Executioner, Fubirang or Scarbyttle. It stays at the opening pickup. The remaining equipment, movement, quest items, resources and progressive rewards enter the multiworld.
- Three checks reward transforming into six Fubirangs, six Scarbyttles and twelve Scarbyttles. The mod separates those checks from the monster rewards received as Archipelago items.
- Wall Jump opens the underground and return-to-lab routes. Boyd's quest uses the Ferrosculating Fluxograph, Tracking Center Blueprint and S.A.F.E. Kit; further blueprints and the Letter-Tapper Relic connect later rewards.
- Reach the Dunes of Time to finish. The World models a Wall Jump route and a route requiring The Bruisers or Fubirang; finishing the base game is not the goal.
- Scouted pickups show their item and recipient. Received rewards wait for available game interactions, and saved item counters help resume a session. These mechanisms have the recovery limits described below.
- Mod 0.3.1 adds a load/return-to-SAFE guard intended to prevent duplicated monster-check rewards. Pair it with APWorld 0.3.0, which adds Mezzo Skyway and the new goal.
Before you start
- Use the Windows Steam edition and the separate mod 0.3.1 and APWorld 0.3.0 downloads. The World declares Archipelago 0.6.7 or newer. Install MelonLoader and the documented Archipelago.MultiClient.Net 6.7.1 dependency before the mod; the loader and exact game build are not pinned.
- The mod guide covers DLL placement and connection preferences, but does not document the complete APWorld/YAML/room-generation workflow. Keep the mod and World versions above together and start a fresh dedicated room and save for the expanded scope.
- Back up saves and fully close the game before switching rooms or saves. The inspected code has no seed-and-slot binding guard and retains session counters in memory; do not load an ordinary campaign while randomization is enabled.
- The mod attempts login when loading a save and retries initial failures. After an established connection drops, its slot-based connection check can retain a stale state. Confirm important checks and victory on the server and restart the game if recovery stalls.
- Stay within the documented prototype area. Quest state, deferred rewards and repeated item history retain unresolved edge cases; the new SAFE-return correction does not establish complete crash-safe or duplicate-safe delivery.
- There are no game-specific generation options. Keep starting inventory, item links and advanced item placement at their defaults: the published generic item-creation helper has an unresolved name reference and does not preserve the item table's classifications.
- Configure UserData/MelonPreferences.cfg before launching. Its password is readable; keep the file private. A bare server address can fall back to unencrypted transport, while an explicit wss:// address requires a server supporting it.
- Use a separate Archipelago text client for commands such as hints. Disabling the mod's enable preference removes its patches but does not undo changes already saved. Linux, shared-save co-op and DeathLink are not established by this release.