
COMMUNITY INTEGRATION
GLYPHSArchipelago randomizer mod
Explore GLYPHS with your abilities scattered across a multiworld. Puzzle rewards, discoveries, shop purchases and boss rewards send checks, while received movement and combat upgrades open new routes toward your chosen ending.
Maintained by BuffYoda21
- Reviewed build
- 1.3.0
- OS
- Windows
- Last reviewed
- 9 Oct 2026
- Installation
- Manual installation
How the game changes
- The default World defines 87 checks across the main regions, Smile Shop, Dark Region, the Between, Collapse and the Void acts. Optional Buttonsanity adds 228 named button checks. Story events support the logic separately and do not send additional network rewards.
- Choose False Ending, Good Ending, True Ending, All Star, Epilogue or All Endings. True Ending is the default. The goal does not shrink the item or location pool, so an earlier ending can still require items found in later areas.
- Progressive Sword first grants a weapon, then improves its damage. Three Progressive Dash Orbs provide movement, dash attack and faster charging. Progressive Parry unlocks parrying and then reduces its cooldown; Grapple and Shroud are separate abilities.
- Silver Shards improve maximum health in groups of three. Glyphstones, Rune Cubes, Gold Shards, Smile Tokens and Void Gate Shards participate in puzzles, purchases and progression. Hat Shuffle is on by default; disabling it supplies the hats at the start.
- Starting Sword and Starting Dash are optional and off by default. Swordless combat, wall jumps, flower-puzzle skips and assumptions about solved dash puzzles are separate logic options, also off by default.
- Colour randomization, Buttonsanity and button shards are optional and off by default. Version 1.3.0 adds the button checks and repair shards, revises early-item placement and supplies a Universal Tracker slot-data import path. Wizard and Wraith requirements and shop prices remain configurable.
- DeathLink is optional. Five trap types can disrupt movement, dash speed, the screen or the encounter; traps are enabled by default and can be disabled. These effects can change comfort and difficulty independently of the selected ending.
- The 1.3.0 mod adds a moving platform to the opening region and updates the sword item sprite lookup. These changes are visible in the source; a complete playthrough was not independently performed.
Before you start
- Use the Windows Steam game with MelonLoader 0.7.0 and both files from release 1.3.0. Other game editions and Linux or Proton compatibility have not been established. Back up existing saves before installing.
- Copy the two DLLs from ApGlyphs.zip into the game Mods folder and install glyphs.apworld on the generator. Launch once until the intro is skippable, then close the game to create UserData/ConnectionConfig.json. The packaged World tutorial is missing; use the linked README for mod setup.
- Before each new multiworld, follow the maintainer reset procedure for UserData/localInventory.json and UserData/Gamestate.json and start a fresh save. These files are shared between rooms and do not check seed or slot identity. Preserve separate backups if returning to an older room.
- ConnectionConfig.json contains the room password in plaintext. Keep it private when sharing logs or backups. Inventory and story-state files use direct overwrites rather than recoverable transactions.
- The new button checks and shards rely on components installed only when colour randomization is enabled, although the options can be selected independently. Leave the new options off for the simpler reviewed setup; enabling colours does not establish that every expanded layout is playable.
- One conditional region-3 route does not consistently enforce its traversal prerequisites. The World logic improvements and Universal Tracker support announced for 1.3.0 do not establish correctness for every route or option combination.
- Keep the room available during play. Reconnection refreshes received items, but the mod has no persistent queue for unsent checks or victory. A pickup or ending recorded during interruption may require recovery; exactly-once delivery across restarts is not established.
- Traps are enabled by default and may affect movement, screen orientation or encounters. Their timed effects use 30-second cleanup in the source. Scene preparation and game-object readiness still have gaps, so disabling traps is not a general stability guarantee.