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Archihot-SuperhotArchipelago-0.2.2 icon

SuperhotArchipelago

Adds SUPERHOT as a playable Archipelago multiworld slot: levels unlock via received items, secret consoles are checks, and progress syncs live to your Archipelago server.

Date uploaded 3 days ago
Version 0.2.2
Download link Archihot-SuperhotArchipelago-0.2.2.zip
Downloads 32
Dependency string Archihot-SuperhotArchipelago-0.2.2

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.3 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.3

README

SUPERHOT Archipelago

The original SUPERHOT (2016 — not MIND CONTROL DELETE) as a playable game slot in Archipelago, the multi-game randomizer.

This is the in-game half (a MelonLoader mod). You'll also need the matching apworld to generate a multiworld game — see "Setting it up" below.

What does randomization do to this game?

SUPERHOT's campaign is a linear chain of story levels played through an in-fiction "computer" hub, with no branching and no inventory carried between levels. Each level is shuffled behind its own Level Access item, so levels unlock out of order as items arrive from other players instead of the game's normal strict sequence. In-level secret consoles are separately-checkable locations too.

The goal is beating the final level, same as vanilla.

What gets randomized

  • 58 locations: one <level> Complete for 31 of the 32 real levels, plus one <level> Secret for the 27 levels with an in-level secret console. The 32nd level (the game's real ending) has no completion location of its own.
  • 58 items + 1 event: one Level Access item per level except the first (already open by default, so an item for it would do nothing), padded with White Space filler to match the location count, plus the logic-only Victory event.
  • Optional exclusions: the exclude_slow_levels YAML option (off by default) drops 99 - Dog1, 98 - Dog2, 99 - Dog3, and 32 - Longway (including its secret) from both pools — they're known for slower, more repetitive gameplay than the rest of the campaign. Excluded levels stay freely playable and always unlocked, same as 01 - Kick; they just aren't part of the multiworld pool.

What other changes are made to the game

  • One hub folder for everything Archipelago-related: an ARCHIPELAGO icon on the hub's main screen (alongside LEVELS/ENDLESS) opens a folder with three entries.
  • Connect in-game instead of hand-editing a config file: CONNECT opens a native- styled screen for your server/slot/password, with live connection status on the icon.
  • Toggle Archipelago mode without uninstalling: AP MODE flips ON/OFF in one click. Off plays vanilla SUPERHOT — no gating, no hub overlay — and drops any active connection; back on reconnects and picks up where you left off.
  • In-game notifications: a short popup appears whenever you receive an item or send a check, skipping the batch of past items a fresh connection replays. AP LOG opens a scrollable history of everything received and sent this run.
  • Level buttons and secret-console badges reflect what Archipelago has actually checked this run, not leftover native save data from a previous playthrough.
  • 34 - Free (the real ending) has a second lock: even once its access item is received, it stays closed until enough of the other 31 levels are actually completed — so a lucky early item can't end the run right away. How many levels are required is a YAML option, levels_required_for_free (0–31, default 25, 0 disables it).

Setting it up

  1. Install the official Archipelago app — the real multiworld generator/server/client, and what actually creates and hosts a game.
  2. In the Archipelago Launcher, click Install APWorld and pick superhot.apworld from this project's GitHub releases. SUPERHOT now shows up as a supported game.
  3. Install this package. It declares MelonLoader as a required dependency, so a Thunderstore-aware mod manager (r2modman, Gale, the Thunderstore Mod Manager) installs MelonLoader alongside it automatically and drops the Mods/ UserLibs contents straight into your SUPERHOT install. Installing by hand instead? Grab MelonLoader yourself first, install it into your SUPERHOT folder (same folder as SUPERHOT.exe), launch and close SUPERHOT once to finalize it, then unzip this package and copy its Mods and UserLibs folders in the same way.
  4. Generate and host a game as usual through the Archipelago Launcher (Generate, then Host on the resulting .zip) — or join an already-hosted room.
  5. Launch SUPERHOT. MelonLoader prints console output on top of the game — look for lines starting with [SuperhotArchipelago] confirming it loaded.
  6. On the hub's main screen, open the ARCHIPELAGO folder and select CONNECT, then enter your server/slot/password. Tab/Enter move between fields, Enter on the last field connects, Esc closes the screen. Settings save automatically.
  7. Play the first level. A line in the MelonLoader console confirming a check was sent is the sign everything's wired up correctly.

Bug Reports & Feature Requests

Found a bug, or something feel off? Open an issue with whatever the MelonLoader console printed (especially red/error lines) and which step you got to — that's the fastest way to track down whether it's a patch not firing, a version mismatch, or something more basic.

Source & Credits

CHANGELOG

Changelog

0.2.2

  • Fixed the shipped default popup look not matching what was actually live-tuned via PopupTuning.json -- the JSON tuning file always took precedence for anyone using it, but a fresh install with no tuning file was still getting the old, untuned defaults.

0.2.1

  • Declared MelonLoader (LavaGang-MelonLoader-0.7.3) as a proper Thunderstore dependency, so mod managers install it automatically alongside this package.
  • Cleaned up the README for tighter, more direct writing.

0.2.0

  • Removed the author's personal name from every public-facing spot: mod metadata, LICENSE, the Archipelago tutorial listing, and the sample player file (now superhot_example.yaml, slot Player1).
  • New Thunderstore icon.
  • Fixed: killing the final enemy with a flurry of clicks (SUPERHOT's melee punch is left-click, the same button used to click through the ending) could immediately skip the ending and exit the level before you meant to. Clicks are now ignored for a short, configurable buffer (EndingClickBufferSeconds in the config file, default 1.5s) after the ending starts.

0.1.1

  • Removed the "LOCKED" / "Return to hub to continue" popups shown when walking into a still-locked level — the block itself (redirect to hub, input suppression) is unchanged, it's just silent now.
  • A blocked click during the SUPERHOT title-card sequence now redirects to the hub instead of silently doing nothing.
  • In-game popup notifications now use a mod-owned overlay rendered with the game's real terminal font, with a JSON tuning file for live-adjusting size/position/timing.
  • Word-wrap and configurable width/height caps for the popup box.
  • Archipelago mode can be toggled on/off in-game without uninstalling the mod.
  • In-game notification log (AP LOG) and per-classification popup filters (ARCHIPELAGO > SETTINGS).
  • 34 - Free (the real ending) requires a configurable number of other levels completed first, not just its own access item.
  • Optional exclude_slow_levels YAML setting to drop the four slowest levels from the item/location pool entirely.