Riven

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 Options

Goal

Determines the victory condition. Good Ending: Trap Gehn, Free Catherine, and open the Star Fissure. The full Riven experience. Star Fissure: Open the Star Fissure. A more streamlined experience with no need to visit Tay or 233.
25
0
0

Extra Progressive Star Fissure Telescope Solutions

Determines how many extra Progressive Puzzle Solution: Star Fissure Telescope items are added to the pool. No matter your goal, you will always need 10 to logically be able to reach it. 0 means you need 10 / 10 5 means you need 10 / 15
This is a range option.

Accepted values:
Normal range: 0 - 5
25
0
0
0
0
0
Gameplay Options

Starting Movement Speed

Determines the starting walk / run speed. Slower: Slower walk / run speed than vanilla (400 -> 300 units) Vanilla: Vanilla walk / run speed (400 units) Faster: Faster walk / run speed than vanilla (400 -> 500 units) You can optionally add Progressive Movement Speed items to the pool to speed you up.
0
25
0
0

Progressive Movement Speed Item Count

Determines how many extra Progressive Movement Speed items are added to the pool. Each Progressive Movement Speed adds 100 units (Vanilla walk / run speed is 400 units)
This is a range option.

Accepted values:
Normal range: 0 - 5
0
25
0
0
0
0
0
Trap Options

Trap Percentage

Determines what percentage of filler items will get converted to trap items. Trap Items are made up of the following types: - Post-Processing Effects (Black and White, Bloom, Chromatic, Color Inversion, Mobile Game, Tunnel Vision) - Movement Speed Effects (Slow)
This is a range option.

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

Trap Weights

Determines the relative weights of each Trap Type if Trap Percentage is greater than 0. Each weight is required to be zero or more.
This option cannot be modified here. Please edit your .yaml file manually.

Trap Duration

Determines how long each trap will last (in seconds).
This is a range option.

Accepted values:
Normal range: 20 - 300
0
25
0
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 Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" The game decides what the replacement items will be.

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.