Archipelago

Try it out solo (no save)

What's new

Made by Spineraks and fariel.
The images displayed on this website are loaded directly from external sources and are not hosted or distributed by this site.
Archipelago Logo © 2022 by Krista Corkos and Christopher Wilson is licensed under Attribution-NonCommercial 4.0 International.
Amazing artwork by le_becc.
Changelog
Current changelog version: 0.10.3
This changelog appears automatically when a new changelog version is detected and can always be reopened from the login page.
Once you're in a jigsaw, please check out the ✨ cosmetic menu and the 📷 view controls menu!
Version 0.10.3
  • Memory & performance: Guy who said he had 23 jigsaws open, this is for you. Significant improvements. Single-canvas rendering (one main canvas instead of per-piece) cuts memory while keeping behavior the same. Per-tab memory can drop by roughly 5–15× in typical use. At 1080p and above, piece edges are drawn at higher resolution and scaled down for smoother borders.
  • Less CPU when idle: The puzzle uses less CPU when you're not interacting. Synced preview, drop-location indicator, and start-screen preview only redraw when the image/video or settings change (or for the next frame); animated previews follow the game framerate to save CPU and battery.
  • Settings on first load: Zoom/pan sensitivity, puzzle area size, video frame rate, display options (background, felt, play area, shadow), and view options (zoom/pan toggles, scaling, pan button) now apply as soon as you open a puzzle — no refresh needed.
  • Visual fixes: Bevels use the same outline as pieces and no longer appear shifted. Bevels now show at any piece count when the slider is above 0 (the 150+ piece limit is removed).
  • Image, video & preview: Correct media aspect ratio (no stretching/squishing). Padding no longer reduces image quality. "Uniform piece size" crops to fit instead of distorting. Same crop/alignment for static images, video/GIF, and grayscale; pre-start preview matches final puzzle framing. Play area centering is more stable.
  • Piece layering: Larger groups of connected pieces stay behind smaller groups and single pieces, so an almost-finished section doesn't cover everything when you grab it. Layering updates only when you merge or release, not every frame.
  • Responsiveness & dragging: Grabbing and dragging feel more responsive with less lag and "snap," especially with many pieces or on slower devices. Canvas2D redraws only the moving piece while dragging; the rest comes from a cached layer. WebGL does less redundant work and fewer GPU state changes. Hit-testing is faster; input is processed before drawing; grab/release no longer trigger heavy rebuilds. Input stays responsive when lots of moves happen at once.
  • Speed & setup: Puzzle generation and loading from save are faster, especially with more pieces. Merges and boundary updates are quicker. Main render and shadow handling are more efficient.
  • Bug fixes: Unlocking fake pieces in 180° rotation mode now applies the correct rotation. The "Piece shape" dropdown is visible again when playing online; your choice overrides the Archipelago server.
Version 0.10.2
  • Fix piece merge flicker, for real this time.
  • Revert routing video directly to the canvas as it sometimes caused pieces to get the wrong canvas position.
  • Fix changing renderer didn't refresh puzzle pieces, so issues could linger.
  • Fix black square / faulty initialization when webgl failed part-way through, leaving black squares instead of puzzle pieces.
  • Restore the images page. It got moved when I cleaned up unlinked files. It's not linked from within the repository so I overlooked it. Oops.
  • Fix some quirks with z-index where things could shift while you were holding a piece.
  • Improve (?) the Cosmetic Options menu.
Version 0.10.1
  • Resolution & display: Puzzle resolution now supports 1440p, 4K, 8K, and 16K (default stays 1080p). Higher resolutions can affect performance—a tooltip on the dropdown reminds you. The puzzle image uses more of the play area (90% instead of 85%) so pieces look a bit sharper. Scaling looks better when resolution is capped, and piece edges are crisper.
  • Cleaner, consistent windows: Chat/Log, View controls, Cosmetic options, Piece drawer, and Load custom media all use the same compact header and layout. Less padding, smaller titles, and the same look everywhere. Chat can be resized shorter; only the content area scrolls. Load custom media opens in the right place and stays on top of other UI.
  • Performance: Piece movement is smoother, piece picking is faster, and the piece you’re holding stays on top. Dropping a piece checks only nearby pieces for merges, so drops feel snappier. Resizing the window spreads redraws over several frames so the game stays responsive. The preview/sync window only redraws when it’s open. One animation loop instead of two and fewer things drawn each frame help on slower devices. Several console logs that could slow things down were removed.
  • Video and animation: A new “Video / animation framerate” option (Cosmetics) lets you cap video/GIF updates at 30, 24, 20, or 15 fps (default 30). Lower values reduce load on weaker devices. Video and GIF no longer push at full decode rate, so the game stays responsive. The grayscale reference behind pieces updates less often with video/GIF (about 8 times per second) to save work. Video and GIF now work correctly and more efficiently with both Canvas2D and WebGL.
  • Cosmetic options: “Preview outline only” draws an outline around the puzzle preview so you can see the puzzle size without showing the full grayscale image. The outline follows the actual image area (including square pieces and other layouts).
  • View controls: The default pan button is now right mouse instead of left, so left-click drag is reserved for selecting pieces. You can still cycle the pan button (Left / Middle / Right) from the View Controls window.
Version 0.10.0
  • Media source options expanded significantly: GIF support (usually best when uploaded locally), camera source support (including OBS Virtual Camera workflows so your game feed can become puzzle "screen space"), and capture-source support for YouTube/Twitch via a helper window + browser capture flow. It can capture anything your browser allows, but minimizing the captured source window may freeze playback in some browser setups.
  • The URL loader is smarter for extension-less links: you can force media interpretation with imageType=image, imageType=gif, or imageType=video.
  • Linked media now handles cross-origin (CORS) issues more gracefully. If an external host blocks secure media access, the game explains what happened and downgrades rendering when possible. The main hard limitation is animated GIFs from CORS-blocked URLs; for those, local upload is usually the best fix.
  • When a media compatibility issue happens, you now get an in-game popup with guidance instead of a silent failure. If you are sharing GIF puzzles, the most reliable workflow is usually to save the GIF locally and have both players load that file directly.
  • A built-in changelog was added. New versions now show an update modal once, and players can reopen it anytime from the login page with "Show changelog."
  • The renderer was rewritten to use WebGL/OpenGL-style acceleration when available, with automatic fallback to Canvas2D when not. Both paths are a major upgrade over the old renderer, and scale to much larger puzzles more reliably.
  • Overall puzzle performance was improved in general, especially in heavier scenarios where rendering and piece updates used to bottleneck sooner.
  • Local puzzle generation now supports up to 2500 client-generated pieces.
  • Performance was improved for piece placement when pieces are added onto the board (separate from local piece generation), so drops feel snappier under load.
  • The image preview now scales by image aspect ratio to remove the gray dead zone it used to make... except with GIFs, because browsers still hate GIFs.
  • A new puzzle-area scaling option based on image aspect ratio is available. It tends to feel best in local play, but can be used in AP too if you prefer unusual puzzle shapes.
  • A brand-new drop-location handle was added. It is a movable placement marker inside the play area, and you can use it to choose exactly where board-added pieces should land. It is hidden by default; enable it from Cosmetic Options.
  • Drawer-to-board dropping can now target the drop-location handle position as well, making drawer placement more predictable.
  • View/navigation controls were expanded: pan by click-drag, near-infinite zoom (within reason), zoom/pan toggles, scaling toggle, reset view, pan-button selection, and adjustable zoom/pan speeds from the View Controls window.
  • The play area got a visual upgrade: felt-like texture, rounded corners, and clearer "held piece" shadow feedback.
  • Cosmetic controls are now accessible from a dedicated bottom-right window, including: board background color, piece bevel depth, held-piece shadow darkness, corner radius, renderer selection, puzzle resolution/performance settings, grayscale reference background (Banjo-Kazooie style), and drop-handle visibility/color.
  • Several in-game windows were cleaned up and refactored for readability and easier navigation, including the main start-game menu flow.
  • Also included: a curated assortment of brand-new, artisanal bugs, handcrafted for your personal puzzling experience.
Before we recorded history.
we don't know what happened. It's lost