Bloodstained Archipelago Setup Guide
Requirements
- Bloodstained: Ritual of the Night for Windows
- Archipelago 0.6.7 or newer
- The Bloodstained AP 1.1.0 release bundle
True Randomizer, .NET, and UE4SS are no longer required. The release includes one pinned, seed-independent
BloodstainedAP.pak for all supported slots and difficulties.
Paid DLC is not part of the world or item pool. Content distributed for free is included even when Bloodstained's internal data marks it as DLC; this includes the Shantae crossover update.
Install the APWorld
Open Archipelago/bloodstained_rotn.apworld from the release bundle with Archipelago's Install APWorld
command.
Install the game client
The game installation folder is the folder containing BloodstainedRotN.
- Copy everything inside the bundle's
Gamefolder into the game installation folder, preserving the folder structure. - Remove
BloodstainedRotN/Content/Paks/~mods/Randomizer.pakif it exists. The old generated pak conflicts withBloodstainedAP.pak. - Remove the old AP
version.dllproxy fromBloodstainedRotN/Binaries/Win64if it exists. The includedwinhttp.dllis the loader; the AP client itself isplugins/BloodstainedAP.asi. - Launch the game and start a new story save. Bloodstained AP saves from before 1.1.0 are intentionally rejected.
- Press
F5after loading the save, enter the server, slot, and password, then select Connect.
The title screen reports whether the exact 1.1.0 pak is installed and whether a legacy Randomizer.pak conflicts
with it.
Difficulty
Normal, Hard, and Nightmare use the same static pak. Select the intended difficulty in the YAML before generating the multiworld, then create the story save on that same difficulty. The client rejects a mismatch rather than silently using the wrong logic.
Tracking and item behavior
- Reachable rooms retain the game's native explored/unexplored map shading.
- Chests, breakable walls, and shard-room hints are Unreal UI widgets inside the native main-map/minimap hierarchy. They therefore follow native clipping, fades, warp effects, HUD scaling, and z-order.
- A physical chest may contain multiple AP checks. Its marker remains until all checks assigned to that physical chest are complete.
- Ordinary enemy drops are shuffled by the client from the room seed name and slot ID. Corresponding slots on different racing teams receive the same drops.
- Every item available from a vanilla or included-free-content enemy drop remains assigned to at least one enemy.
Troubleshooting
The client log is written to
%LOCALAPPDATA%/BloodstainedRotN/Saved/Logs/BloodstainedAP.log. Include it with the matching Archipelago server log
when reporting connection, item, or location-check problems.