
COMMUNITY INTEGRATION
Void SolsArchipelago randomizer mod
Explore a minimalist soulslike with equipment and keys arriving from the multiworld. Item pickups form the core checks, with optional sparks, torches and hidden walls rewarding a more thorough exploration.
Maintained by Cookie966507
- Reviewed build
- 1.0.2
- OS
- Windows
- Last reviewed
- 9 Sept 2026
- Installation
- Manual installation
How the game changes
- Weapons, secondary equipment, artifacts, relics, key items and upgrades are distributed through Archipelago. Item pickups and selected bespoke actions provide checks; small Sols currency bundles fill remaining rewards.
- Starting Weapon offers eleven specific weapon choices or a randomized choice, which is the default. The selected starting weapon is precollected rather than left somewhere in the room.
- Sparks of Light, torches and hidden or cracked walls are independently optional check categories. All three are off by default. Enabling them expands exploration checks without changing the final goal.
- Enemy randomization is enabled by default. It shuffles most ordinary enemies, not bosses and every exceptional encounter. Disable it for a more familiar first run.
- Regional keys and usable traversal tools determine access. The East Wing Key is deliberately placed in the accessible western section of Supermax Prison, respecting enabled check categories rather than allowing it to lock itself behind the eastern door.
- Reach the Apex, defeat Zenith and interact with the World Spark to finish. Goal logic requires the Gatekeeper route and all three colored data discs before Zenith; merely owning a strong weapon is not completion.
- Received equipment appears with an item notification and can be equipped at a light spark. The world also exposes optional DeathLink, disabled by default.
Before you start
- Use the Steam Game Versions & Betas menu to select archipelago-stable, then update the game. Verify the Archipelago marker on the title screen. The ordinary default branch and the free demo are not the documented AP route.
- The game-side connection interface is supplied through that Steam branch, not a separate BepInEx archive. Install void_sols.apworld in Archipelago for generation; do not expect installing the APWorld alone to modify the normal Steam game.
- Generate using the reviewed 1.0.2 world, then start New Game in the AP-enabled build and enter the room address, port, case-sensitive slot name and optional password.
- Resume through the same save entry. Its three-dot menu edits saved connection information if the server address changes. Use separate saves for unrelated rooms and keep backups before changing Steam branches.
- The reviewed public guide establishes this Steam workflow, but does not provide a separate Linux, Proton or macOS integration validation. Windows is the conservative listing here; the base game's macOS availability is not proof that the AP branch works there.
- Some progression items are consumables. Avoid spending tools needed for an unresolved route casually; the published placement rules do not constitute a guarantee about every possible sequence of consumable use.
- The 1.0.2 APWorld fixes Gatekeeper access logic. An older generated seed retains its old placements and logic assumptions even if the local package is replaced.
- Connection details are remembered with the save. Treat saves and diagnostic exports as private if they contain room credentials. Offline check recovery and exact DeathLink timing are not independently established by the public world package.
- Public source covers generation and rules, while the playable client comes from the game's Steam branch. Panludia has reviewed the documented workflow and APWorld, not inspected that game build or independently completed a campaign.