Return of the Obra Dinn

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

Trap Chance

Percentage chance that any given junk item will be replaced with a trap.
This is a range option.

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

Batten down the hatches

Modify ship access. Default: The entire ship is accessible from the start. Restricted: Progression doors and accessways are locked by default, access items are added to the item pool (Note: requires more locations than vanilla to generate properly) Doorsanity: All doors and accessways are locked by default, access items are added to the item pool. Opening a non-progression door counts as a check.
25
0
0
0

Amnesia

Modify memory access. Default: All memories are accessible from the start Checks: All memories are accessible from the start, entering a memory for the first time acts as a check. Items: All memories are inaccessible from the start, memory access items are added to the item pool (Note: requires more locations than vanilla to generate properly) Both: All memories are inaccessible from the start, memory access items are added to the item pool, entering a memory for the first time counts as a check
25
0
0
0
0

Lose Focus

Modify focus ability. Default: You're able to focus on people from the start. Locked: The ability to focus on people is added as an item in the item pool (Note: requires more locations than vanilla to generate properly). First: The ability to focus on people is added as an item in the item pool, and focusing on someone for the first time in any memory is a check All: The ability to focus on people is added as an item in the item pool, and focusing on someone for the first time in every memory is a check (Beware: This will add 300+ checks to the pool!)
25
0
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"

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.