Grunn

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
Goal & Pools

Goal

The victory condition for your slot. - good_ending: reach the Good Ending (defeat the End Demon with the Magic Sword and the Purified Stone, then leave through the front gate). - true_ending: reach the Good Ending after restoring the owner's soul (requires the 3 Soul Fragments). This is the default. - all_endings: see all 11 endings (the demo ending is excluded).
0
25
0
0

Keep Shears

If enabled, the Shears (secateurs) stay in their VANILLA location - the player hut - instead of being shuffled into the multiworld. Improves early-game accessibility, since cutting grass is the renewable source of income. Note: with lock_player_hut on (the default), the hut itself is locked, so the vanilla shears still sit behind the Abandoned Key.
25
0
0

Exclude Bridge Key

If enabled (default), the Bridge Key stays in its vanilla location instead of being shuffled into the multiworld. The Bridge Key is THE first key of the game: it opens spawn (the bus stop on the road) into the garden, and the bus blocks every other exit. When it is shuffled (this option off), sphere 1 contains only the "Obtain BridgeKey" check itself (plus the bus gulden if coinsanity is on) - always at least one check, so no special generation handling is needed, but the start is extremely restricted. Turning this off is discouraged for async play without coinsanity.
0
25
0

Polaroid Checks

If enabled (default), collecting the world's polaroids sends checks. (Ending polaroids are awarded by the endings themselves and are never shuffled.)
0
25
0

Ghost Checks

If enabled (default), calming the 7 ghosts scattered across the world sends checks.
0
25
0

Chore Checks

If enabled (default), finishing a maintenance job sends a check: trimming every hedge, cutting all the grass, clearing every molehill, watering every flower and picking up all the litter IN THE START GARDEN, plus trimming the 8 potted plants scattered around the world. The five garden jobs normally pay 2 gulden each the first time they are completed; with this option on, that money is replaced by five "Golden Gulden" items (worth 2 gulden each) shuffled into the multiworld, so the economy is unchanged - you simply receive the coins instead of earning them on the spot. Trimming the potted plants pays nothing in vanilla, so it adds no coin. Independent of Coinsanity: these checks exist either way.
0
25
0

Coinsanity

If enabled, the 15 placed gulden become checks, and buying things requires receiving "Gulden" items from the multiworld instead of cutting grass for money.
25
0
0
Extras & Tuning

Persistent Shortcuts

If enabled, comfort shortcuts are restored after each run reset: the Bijkeuken shortcut, the hedge cut out of the back yard, the park's hay-bale garden and maze accesses, the bramble burnt between the park and the road, and any lock already opened. Read by the client mod; no logic impact.
25
0
0

Lock Player Hut

Enabled by default. The player hut door is locked and requires the Abandoned Key (an orphan key in vanilla: the v0.3 door table shows it unlocks nothing - it most likely opened this very hut originally). IMPORTANT - what the key really gates: the only usable BED is inside the hut (dump: Hide_PlayerSchuur/interior/bed0; the game's only other bed is in the endgame AtticRoom), so the key also gates SLEEPING, i.e. reaching day 2+. The logic models this via rules.can_advance_days: the Mist ending (day 3), the Bus ending (dayIndex >= 2), the Ferry crossing (day 2) and Calm Ghost #3 (redCar, day 2) all require the key when this option is on [2026-07-27, playtest]. It also gates the vanilla Shears / Toilet Key spots and the Sunday-evening hallway. The Abandoned Key therefore becomes an early, high-value progression item - especially interesting in multiworld, where it can come from another player's world. Turn this off for a looser run where the hut (and sleeping) is free from the start.
0
25
0

Trap Percentage

Percentage of filler items that are replaced by traps.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Buff Count (per buff)

How many copies of each progressive buff (Move Speed / Cutter Range / Cutting Rate) are added to the item pool.
This is a range option.

Accepted values:
Normal range: 0 - 10
0
25
0
0
0
0
0

Death Link

Death link. Every death ending you meet (any ending except Bus, Picnic and the good/true ending) sends a DeathLink to the multiworld. Receiving a DeathLink shows a nightmare jumpscare and resets your current run (week) - no ending is triggered and no check is granted.
25
0
0

Exclude Bad Endings

Enabled by default. Removes the checks of the "bad" endings - the 8 endings that KILL you, i.e. exactly the ones that fire a DeathLink: Mist, SacredFlowers, Drown, Darkness, LongHallway, HedgeMaze, WorldEnd and Dog. Only Bus, Picnic and the good/true ending keep an ending check, so you are never forced to die - and, under DeathLink, to kill everyone else - just to collect a check. Turn it off to put those 8 checks back in the pool. The endings themselves are still reachable in game, they simply stop being locations. Ignored when the goal is "all_endings": that goal requires meeting every ending, so removing their checks would make no sense.
0
25
0

Mask Items With Archipelago Model

Hide what every location holds: instead of showing the item it contains, each spot displays an Archipelago model coloured by its class - progression, useful or filler. This covers Grunn's own items too, which is the point of the mode: you can tell how valuable a check is, never what it is. Traps borrow one of the three models, picked per location and always the same one, so a relaunch never gives them away. Purely cosmetic: it changes no logic, no item placement, and the pickup message still names what you actually got.
25
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"

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.