
COMMUNITY INTEGRATION
Untitled Goose GameArchipelago randomizer mod
Unlock village areas, NPCs and props through a multiworld while completing familiar goose tasks, pickups and interactions. Choose how to obtain the Golden Bell, then carry it home.
Maintained by PixelShake92
- Reviewed build
- 2.2.1
- OS
- Windows
- Last reviewed
- 10 Oct 2026
- Installation
- Manual installation
How the game changes
- Checks: 268 default locations, including two fixed goal placements; up to 336 with optional task, interaction and church-peck families.
- Items: Five area accesses, optional NPC/prop souls, permanent upgrades, coins and four temporary trap types.
- Goals: Seven conditions for obtaining the Golden Bell; every route ends by carrying it home.
- Options: Starting area, task families, first pickups/drags, interactions, soul requirements, filler weights and DeathLink.
- Release: Alpha_2.2.1 is an AP 0.6.8 hotfix; shipped World version is 1.2.1.
Before you start
- Use the paired Alpha_2.2.1 files from October 6: the maintainer describes an Archipelago 0.6.8 hotfix. The APWorld manifest says World 1.2.1 and minimum AP 0.6.6; older guide/YAML minimum strings differ. Native plugin metadata still says 1.0.0. The delivered World contains generation/logic corrections absent from the tagged Python tree, so its release bytes are the reviewed reference.
- Install BepInEx 5.4.9 x64 separately for the Steam PC game, plus .NET 6 for the proxy. Place GooseGameAP.dll, APProxy.exe, APProxy.dll and APProxy.runtimeconfig.json together in BepInEx/plugins. The maintainer also documents a Proton setup route; this review provides no Linux play verification. Only a secure WebSocket AP host is supported by the examined proxy.
- Default options create 268 locations, including two fixed goal placements; all optional families can raise this to 336. Areas, NPC and prop souls gate progression. Seven goal choices control how the Golden Bell becomes available, and the final action remains carrying it home. Generic custom-item configurations should avoid Progressive Area: it is registered but has no receipt handler and is not used in the normal pool.
- On same-slot connection, the client clears in-memory Mega Honk, Speedy Feet and Silent Steps without restoring them, while retaining the received-item index. This can remove those effects across reconnection; F9 restores gates, not those upgrades. Panludia has not run a seed or game to measure the practical impact.
- Keep connected for unique checks and final victory. Local check marks can precede transmission and have no durable offline retry. Saved AP state compares host and slot, but not port or room seed; use separate backed-up game/progress data before changing parties. Item application and receipt bookkeeping do not form one atomic save.
- Traps are documented and temporary, with weights that can be disabled. DeathLink drops held props and returns the goose to the hub; its initial subscription and self-echo filter retain implementation limits. F1 opens connection UI, F2 the soul tracker, F4 new tasks and F9 gate resync.
- The password UI is masked, but the proxy console logs raw outgoing Connect messages containing the room password. Keep proxy output and support logs private. The local proxy is discovered through ordinary filesystem paths rather than checked against the release hash.
- Mod and several dependency MIT notices are present in source. The four runtime assets do not include the original game assembly, but the source archive contains game/Unity libraries without a package-specific permission basis established in the examined files. This records a documentation limit rather than an accusation; Panludia does not host these downloads.