DUSK

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0 ❌
25 ❌
0 ❌
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0
Levels

Episode 1

Include Episode 1: The Foothills.
0
25
0

Episode 2

Include Episode 2: The Facilities.
0
25
0

Episode 3

Include Episode 3: The Nameless City.
0
25
0

Secret Levels

Include each included episode's secret level (E1MS, E2MS, E3MS). Their access is an item like any other level.
0
25
0

Goal

bosses: finish the final level of every included episode (E1M10, E2M10, E3M10). all_levels: finish every included level.
25
0
0
Checks

Randomize Weapons

Weapon pickups (Pistol, Shotgun, Super Shotgun, Assault Rifle, Hunting Rifle, Crossbow, Mortar, Riveter, Sword) become checks, and the weapons themselves are shuffled into the multiworld. ~270 checks.
0
25
0

Randomize Keys

Red/Blue/Yellow key pickups become checks, and each level's keys become items. ~90 checks.
0
25
0

Randomize Powerups

Hallowed Health, Fast Fire Totem, Serum of Blistering Heat, Flashlight and Backpack pickups become checks. Thermal Suits are never randomized. ~105 checks.
0
25
0

Randomize Secrets

Discovering a secret area is a check. ~165 checks.
0
25
0

Randomize Treasure Chests

Opening a treasure chest is a check. 16 checks.
0
25
0

Randomize Health

Medical kits, small medical kits and magic potions become checks. ~525 checks.
25
0
0

Randomize Morale (Armor)

Morale pickups (gold coins, bags of gems, diamonds) become checks. ~580 checks.
25
0
0

Randomize Ammo

Every ammo pickup becomes a check. ~1440 checks; this makes for a very long seed.
25
0
0

Randomize Flashlights

Make the Flashlight pickups (E2M4, E2M8, E3M4) checks (only with randomize_powerups). Off by default: they stay vanilla Flashlights, so dark levels such as E3M4 can be completed normally.
25
0
0
Logic

Combat Logic

Only matters when weapons are randomized. How many distinct firearms (weapons other than the starting sickles and the sword) the logic expects before a level is considered in logic. More required firearms means you arrive better armed. Each episode's first level never needs any; secret levels need as many as the end of their episode. exorcist: for testing. All 10 weapons (both Progressive Pistols, both Progressive Shotguns and the other six; not the Sword) are placed in the first levels: all of E1M1, all of E2M1 except Level Complete, and E3M1's checks that need no keys (all of E3M1 except Level Complete when Episode 3 is the only episode). Every other check needs all 10 weapons. easy: Episode 1 needs 1 from E1M3 and 2 from E1M6; Episode 2 needs 2 from E2M2 and 3 from E2M6; Episode 3 needs 3 from E3M2 and 4 from E3M6. normal: Episode 1 needs 1 from E1M6; Episode 2 needs 1 from E2M2 and 2 from E2M6; Episode 3 needs 2 from E3M2 and 3 from E3M6. unhinged: no combat logic. Sickles are enough for everything; you may play a long time with only them.
0
25
0
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.
 

Excluded Locations

Prevent these locations from having an important item.
 

Priority Locations

Prevent these locations from having an unimportant item.
 

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.