Beat Saber

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

Number of Tracks

Amount of Tracks to require
This is a range option.

Accepted values:
Normal range: 5 - 100
0
25
0
0
0
0
0

Game Mode

Game mode to generate for (RANDOMIZED PP IS NOT YET IMPLEMENTED, PLEASE TEST OTHER MODES FIRST AND REPORT ANY ISSUES YOU FIND!) randomizedPP: Randomly generates a list of ranked songs, separated by style (Speed, Tech, etc). Checks are gated behind dynamic pp thresholds (one check every X pp, with X going down as you get more checks). Your pp is weighted on both a map curve and a pool curve, meaning as you clear more maps, the amount of pp you get every new clear goes down. Works with OST and DLC maps (thanks to BeatLeader). Win condition: Pass a certain pp threshold (e.g., 1000pp). This is the recommended mode, as it provides a more balanced experience. randomizedAccuracy: Randomly generates a list of curated/ranked songs, separated by style (Speed, Tech, etc). Checks are gated behind per-difficulty accuracy thresholds (e.g getting A or above on Expert+, an S on Expert, etc). Maximum difficulty for songs is based on selected star rating, and the difficulty to play each map is always the highest available. Win condition: A random 'goal map' is selected as the hardest map from the randomly generated pool, and you need to meet the accuracy threshold on that map to win. The goal map is locked until you have a certain number of Bloq Keys (10 by default). randomizedPass: Randomly generates a list of curated/ranked songs, separated by style (Speed, Tech, etc). Similar to randomizedAccuracy, but checks are gated behind simply passing the song at each difficulty. Win condition: Same as randomizedAccuracy, but you just need to pass the goal map instead of meeting an accuracy threshold. Can lead to similarly unbalanced experiences as randomizedAccuracy, but is more accessible for players who may struggle with accing certain songs/difficulties but can still pass them. presetAccuracy:Uses the preset song list under the "Songs" option, and gates checks behind accuracy thresholds (e.g getting A or above on Expert+, an S on Expert, etc). Win condition: can either be a preselected goal map, or just pass the hardest accuracy threshold of your final map. presetPass: Uses the preset song list under the "Songs" option, and gates checks behind simply passing the song at each difficulty. Win condition: can either be a preselected goal map, or just pass the final song in the playlist. (currently only the latter is implemented)
0
25
0
0
0
0

Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0

Songs

Songs that may occur in the custom playlist if a preset game mode is selected. Ignored otherwise. For custom maps: - Specify the levelid from beatsaver (in the url, /maps/<id>) - Set is_official to False For official Beat Saber maps: - Use the levelID (e.g., "100Bills", "AngelVoices", etc. Typically just the song name in PascalCase and no special characters) - Set is_official to True All songs need difficulty (0-4) and characteristic (usually "Standard") Currently, difficulty and characteristic are not utilized for anything, but they are required for future compatibility with potential logic that may want to differentiate between them.
This option cannot be modified here. Please edit your .yaml file manually.

Max Stars

Maximum star rating for maps to be included in the pool, if using randomized map pools. Some reference points, for those unfamiliar with star ratings: Beat Saber Normal is 2.25 stars Country Rounds Hard is 3.3 stars Crab Rave Expert is 6.7 stars $100 Bills Expert+ is 8.2 stars Ghost Expert+ on the Camellia OST is 11.3 stars Power of the Saber Blade Expert+ is 12.6 stars Ov Sacrament Expert+ is 12.9 stars The highest rated map on BeatLeader as of February 2025 is Unwelcome School at 15.9 stars
This is a range option.

Accepted values:
Normal range: 1 - 16
0
25
0
0
0
0
0

Goal PP

PP threshold required to win. Only applicable for randomizedPP mode.
This is a range option.

Accepted values:
Normal range: 100 - 10000
0
25
0
0
0
0
0

Lock Goal Map

Whether the goal map is locked until you have a certain number of Bloq Keys. Only applicable for randomizedAccuracy and randomizedPass modes.
0
25
0

Bloq Keys Required to Unlock Goal Map

Number of Bloq Keys required to unlock the goal map if lockGoalMap is enabled.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0

Extra Bloq Keys

Extra Bloq Keys added to the item pool. Only applicable for randomizedAccuracy and randomizedPass modes.
This is a range option.

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

Formula Sanity

Not currently implemented. Your base pp formula is downgraded. Adds pp formula improvements into the item pool. Only works with randomizedPP.
25
0
0

Song Sorting

The order in which you unlock songs in each playlist. Currently only difficulty count is implemented for preset lists. Difficulty count means single difficulties go first and full spread maps go last. Difficulty sorting is ascending by default (easiest to hardest). Descending would be the opposite (hardest maps go first)
0
25
0
0
0

Map Type Weighting

How commonly each type of map (speed, midspeed, tech, acc) appears in the pool. All modes are randomized, only the weighting of each type is changed. If you set your max stars very low (<7), you may need to pick acc_exclusive, as maps do not get tagged other categories (especially speed) unless they have enough stars.
25
0
0
0
0
0
0

Extra Unlocks

Amount of additional song unlock items to generate, along with the necessary (one per track)
This is a range option.

Accepted values:
Normal range: 0 - 50
0
25
0
0
0
0
0

Accuracy Threshold

Maximum accuracy grade required to check locations in accuracy modes (presetAccuracy, randomizedAccuracy). Every accuracy below the selected one also counts as a check (e.g if you select B, then both $100 Bills Expert (B) and $100 Bills Expert (C) would count as checks) Has no effect in pass or PP modes. The grade is shown in each location name so you always know what's required.
0
0
25
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.