the cutting room mirror

Revisional Differences

This is a sub-page of Baldi's Basics Plus.

To do:
Add missing changelogs

Baldi's Basics Plus was released in an Early Access state, as developer Mystman12 felt it was in an at least "playable" state and he didn't want to keep fans waiting. Several updates to the game have been put out since its Early Access release, and several more are to come until it reaches version 1.0 and becomes a finished game.

All of the information was taken from the official devlog.

Version 0.1#

This is the very first version of the game. It was initially released on June 12, 2020, with a lot of major differences alike the previous demos, and also contain a lot of bugs while being modified.

Version 0.1.1#

“Baldi's Basics Plus version 0.1.1 has been released with some bug fixes! Here's what's changed:”

- Changelog June 13, 2020

  • Fixed the game crashing when completing challenge maps.
  • Custom seed values are now limited to int32 min and max values.
  • Fixed a few bugs caused by trying to view the advanced map in field trips or the elevator.
  • The pause menu will now display the current seed to aid with bug reports.
  • Fixed Baldi not moving in the farm field trip.
  • Subtitles no longer prevent menu items from being clicked on.
  • Increased desk and lunch table spawn buffers so that they can no longer spawn so close to each other that they block areas off. Also reduced the size of their hitboxes.
  • Objects can no longer spawn in the center of the Principal's Office.
  • Implemented item slot hot keys and removed unused item slot 6 key option.
  • Fixed the advanced map crashing on pre-made levels.
  • Fixed pause screen weirdness, which involved the system cursor sometimes not re-locking and multiple menu screens rendering on top of each other.
  • The game will now load the last player's screen settings on start.

Version 0.1.2#

“Version 0.1.2 of Baldi's Basics Plus has been released! Here's what's changed:”

- Changelog June 20, 2020

Adjustments

  • Playtime now gets sad when you cut her jump rope.
  • Mrs. Pomp's timer will disappear once her class is dismissed.
  • Gave Mrs. Pomp a new voice line for when she spots a player.
  • The Principal whistle now makes the Principal of the Thing come to your location super fast. This is accompanied by a new voice line.
  • Principal of the Thing has been nerfed. Once he is tipped off, he can be lost, however if he sees you again he will automatically send you to detention. This change does not apply to the Stealthy Challenge.
  • Gotta Sweep has been nerfed.
  • WD-NoSquee can now be used on blue lockers. Nosqueed lockers can be used 3 times before making noise again.
  • Nerfed Beans' gum. It does not slow the player down as much as before, however it will still affect NPCs the same.
  • Safety Scissors can now be used to cut off Beans' gum.
  • One-way swinging doors can now be traveled through in any direction while open.
  • The version number on the main menu can now be clicked to view all devlogs on Itch.io.
  • Fixed a game breaking error that would occur if the NameList.dat file is corrupted.
  • Mrs. Pomp will no longer chase the player while they are wearing a faculty tag.

Bug fixes

  • Fixed the Baldi "jump scare" only working sometimes.
  • Fixed a bug that allowed players to place portal posters on walls adjacent to the edge of the level.
  • Detention time will now properly jump to 99 after reaching a 60 second detention, instead of maxing at 65.
  • Fixed some missing and incorrect subtitles.
  • Playground trees no longer occasionally appear dark.
  • The map background is no longer effected by fog.
  • Fixed a few names that were cut off the sides of the screen in credits on 4:3 displays.
  • Subtitles no longer appear while inside the library.
  • Fixed a typo in farm field trip description.
  • Fixed the "jump scare" audio continuing to play when re-trying a level.
  • Fixed some environment audio loops not being effected by volume settings (Changes made to settings only apply to sounds that begin playing after changes are made).
  • Fixed the You Can Think Pad not rendering on certain challenge maps.
  • You can no longer see the game in the background when using the control mapper mid-game.
  • Fixed the bear traps using a placeholder sound.

Version 0.1.3#

“Version 0.1.3 of Baldi's Basics Plus has released! Here's what's changed:”

- Changelog July 7, 2020

Changes:

  • The faculty name tag item now works against Beans and Chalkles.
  • When wandering into open areas, NPCs will now avoid picking the edges to walk to if possible.
  • Principal of the Thing can now send It's a Bully to detention if he sees him bullying the player.
  • Extended time for the party event. It will now last anywhere from 50 to 80 seconds. Previously, it could last from 30 to 60 seconds.
  • Extended time for the mystery room event. It will now last anywhere from 90 to 120 seconds. Previously, it could last from 45 to 60 seconds.
  • Added a version number to the sign-in screen.
  • Lowered guilt time for using the BSODA from 3 seconds to 0.8 seconds.
  • Removed the rare one-way walls from level 3.
  • Subtitles that are missing a value will now simply display the key it's looking for instead of the generic "Localized text not found" message.
  • Removed some unnecessary debug warnings that could potentially cause slowdown.

Bug fixes:

  • NPCs can no longer pass through Math Machines.
  • Doors now make noise when opened by NPCs.
  • Fixed a bug that caused notebooks to spawn a bit further away from the math machine each time they were spawned in endless mode.
  • Made improvements to save functionality that prevent save data corruption.
  • Instead of crashing, the game will now display an error screen when a corrupted save is attempting to load.
  • If the high scores data file is corrupted, the game will now automatically reset it to defaults.
  • Fixed a bug that caused the backer credits not to display.
  • Fixed a bug that allowed buttons to spawn in mystery rooms.
  • Fixed the invisible trees in the playgrounds of pre-made levels.
  • Entering "-" into a seed field will no longer crash the game, and will instead select a random seed.
  • Fixed a bug that caused Mrs. Pomp to start attacking the player when they clicked on a locked door.
  • When getting moved while inside a locker (By using a teleporter or getting teleported by Arts and Crafters for example) you will now be removed from the locker.
  • Fixed a bug that allowed you to place portal posters on tiles that Chalkles could spawn on.
  • Fixed a bug that allowed you to place portal posters on tiles that are blocked on the player's side of the wall.
  • Fixed the subtitle for Chalkles spawning sound being too short.

Version 0.1.4#

“Version 0.1.4 has released with a bunch of bug fixes and adjustments, here's what's changed!”

- Changelog July 25, 2020

  • Re-added Baldi's countdown and "ready or not" audio clips.
  • Whirlpools no longer remove items. Instead, they will now suck the player and NPCs in and teleport them somewhere else on the map.
  • Also adjusted the amount of whirlpools that spawn in a flood, and the strength of whirlpools.
  • Tweaked shaders for potentially better performance when fog is not active.
  • Updated to the latest version of Unity 2019 (2019.4.5f1).
  • Added a text prompt on the sign-in screen to enter your name if no names have been added.
  • Made multiple fixes to the level generator. The following changes will result in seeds changing.
    • All types of swinging doors are no longer able to spawn on top of each other.
    • Rooms can no longer spawn at the corners of halls and other rooms.
    • Fixed multiple bugs which allowed things such as lockers to spawn over windows and posters to spawn behind wall-covering objects.
  • Principal of the Thing can no longer get stuck inside It's A Bully while trying to send him to detention.
  • Math Machine notebooks will now appear on the map in endless mode when they respawn.
  • The level generator will no longer connect tiles to null tiles, which are used on elevators.
  • Fixed a bug where Playtime wouldn't return to normal speed when using a Nametag while she was chasing you.
  • Fixed upside down locker textures.
  • Principal of the Thing will no longer stop running when being pushed by an outside force when using the Principal Whistle.
  • Fixed a missing subtitle for when notebooks respawn.
  • Fixed Chalkles sprite fade-in. It will now fade in from black to white, instead of from transparent to fully opaque.
  • Fixed Cloudy Copter continuing to blow wind even if he leaves his location to go to a party.
  • Elevators can now be exited from the inside when they are closed as a failsave if the player somehow accesses a closed elevator.
  • Stamina now recharges while inside lockers... except it doesn't because the developer screwed up. This really WAS fixed in the next update...

Version 0.1.5#

“I just released one last minor update before version 0.2 releases in a few weeks! Here's what's changed:”

- Changelog August 15, 2020

  • Whirlpools no longer pull you all the way down to the ground.
  • Increased the speed at which teleporting whirlpools form.
  • Reduced the number of whirlpools that spawn in the flood event.
  • The tape player and pay phone now have a cooldown before they can be used again.
  • Playtime now gets sad and cancels the jump rope minigame if you enter a locker while playing.
  • Fixed a bug that would allow math machine balloons to get dragged down near the ground when being held while the player got sucked into a whirlpool.
  • Fixed the playground skybox.
  • Marked all shaders as opaque. All shaders are now cutout shaders.
  • Stamina now recharges while inside lockers, while teleporting, and while getting sucked up by a whirlpool.
  • Tweaked the NPC navigator to ensure the height value of destinations is always the same.
  • Fixed a bug that would cause NPCs to get stuck when wandering into open areas with only one entrance/exit and with no wall-less tiles.
  • Fixed a bug that would allow the player to retain the effects of the Faculty Nametag after it wore off if they died or quit with one and then used another before restarting the program.
  • Fixed a bug that would cause players to be stuck in the wrong layer (Removing all collision) when quitting while "hidden" (In a locker, while teleporting, or while getting sucked up by a whirlpool), and then hiding again before restarting the program.
  • Fixed a bug that allowed players to use tapes on tape players and quarters on payphones without the items being used up in explorer mode, allowing the items to be used infinitely.
  • Fixed a bug which caused "8" to show up as a subtitle when the fog event started.
  • Reworked the cameras a bit to remove conflicts when being assigned to multiple locations.
  • Fixed a bug that allowed whirlpools to spawn in locations that they shouldn't, like inside the elevator.
  • Fixed a bug that allowed whirlpools to send the player to locations where they could get stuck. This should no longer be possible.

Version 0.2#

“Version 0.2 is finally out! Before checking out this changelog I recommend playing the game and discovering the new stuff for yourself. Here's most of the changes from 0.1.5:”

- Changelog September 12, 2020

  • Added back 1st Prize from ''Baldi's Basics Classic.
  • Added Johnny's Store, where you can spend You Thought Points on items.
  • Added many new ways to earn You Thought Points, including:
    • Picking up regular notebooks (+10).
    • Finishing jump rope with Playtime (+25 if you do it perfectly, the reward drops by 5 each time you mess up).
    • Field trips (+100, +200, or +300 depending on performance).
    • Time bonus.
    • Grade bonus.
  • Added lots of new artwork, mostly replacing graphics that were previously placeholders. Updated graphics include:
    • The Elevator screen.
    • The Elevator in-game. The doors and inside now have proper textures.
    • Gotta Sweep's closet. The door now uses a new "Supplies" texture, and the inside uses whatever textures the halls are using.
    • The Math Machine, although some pre-made maps still use the old graphics.
    • The Grappling Hook. The icon is the same, but the projectile uses a much nicer sprite, and cracks appear where it hits a surface.
    • The Staminometer.
  • The elevator results screen now displays accurate values instead of placeholders (like the time being 99:99).
  • Added a new event: Gravity Chaos.
  • The grappling hook can now be used 5 times before it's used up.
  • Baldi can no longer end the game if his ruler is broken.
  • Made changes to the sprite shaders that should prevent automatic batching, which was causing sprites to turn dark when multiple of the same sprites were near each other.
  • Fixed the script that handles multi-angled sprites (1st Prize, The Test). Viewing angles weren't quite right before.
  • Reworked the script that NPCs use to "see" the player so that they consistently detect the player even if the player is moving quickly or is inside the NPC. This occasionally caused strange behavior.
  • Improved vertical mouse movement with the in-game mouse.
  • Fixed portal posters not rendering properly.
  • Fixed Chalkles not rendering properly.
  • Fixed the arrows not pointing in the direction the Principals are moving in in the Stealthy Challenge.
  • Fixed some materials that were using old shaders that did not have fog or lighting effects.
  • Fixed a bug that made it impossible to enter lockers while being pushed by an outside force.
  • Corrected the color of Principal of the Thing's "I'm coming!" subtitle.
  • Fixed a bug that caused NPCs in field trips to descend below the map.

Version 0.2.1#

“Since I never uploaded a changelog for version 0.2.1, I'll also include that in this update.”

- Changelog September 19, 2020

  • Made it so that 1st Prize can actually spawn.
  • Temporarily disabled Johnny's subtitles.
  • Fixed the store entrance icon not displaying correctly on some displays.

Version 0.2.2#

“Baldi's Basics Plus version 0.2.2 is available now!”

- Changelog September 19, 2020

  • Fixed endless mode using the old texture for Gotta Sweep's closet.
  • Fixed NPCs' vision not being affected by fog properly.
  • Fixed Principal of the Thing sending players to detention twice in a row for no reason.
  • Fixed issues caused by changes made to the way billboarded sprites work that would occasionally cause sprites to flip upside down and do other weird things during the flood event.
  • Fixed some visual issues with the credits.
  • Fixed an issue that sometimes caused posters to not render properly, making them invisible.
  • On OSX, fixed a bug that caused fog to always be white, even if it was supposed to be a different color.
  • On OSX, fixed a shader oversight that resulted in sprites causing extreme slowdown (On some OSX systems).
  • Fixed inaccurate textures on the roto-hall signs.
  • Items purchased from the store will now go straight to your inventory, instead of the counter, if there's room. Items will only go to the counter once the inventory is full.
  • When exiting the store, the confirmation dialogue will now only show if there are items on the counter.
  • The text on the exit confirmation dialogue has been changed to make clearer the fact that items left on the counter will be lost.
  • Shortened Johnny's voice line for when you mouse over the map fill item. He now simply says "This will fill out your map!"
  • Safety Scissors can now be used to stun 1st Prize for 30 seconds. The effect is cumulative, so using multiple scissors on it will result in the stun lasting even longer.
  • Updated the item description for Safety Scissors to offer clearer details on its use.

Version 0.3#

“Version 0.3 has just released, the Speed Up-date!”

- Changelog November 21, 2020

  • Increased the overall game speed and re-adjusted overall game balance.
  • Added a save and continue feature.
  • The Camping Field Trip has been completely revamped. This was done to make it faster and more fun.
    • An endless variant of this minigame can be played in Field Trips mode.
    • All old Field Trip high scores have been erased.
  • Items are no longer lost when losing field trips.
  • While using a controller, you can now press and hold the run button to increase the speed of the virtual cursor.
  • Replaced the original ending of Baldi dabbing (which was meant as a placeholder) with something far more rewarding, although it's still considered a placeholder.
  • Reworked how Baldi moves. His speed is now controlled completely independently from his slap rate. His speed as his anger increases is also now controlled by a curve, and each level has its own curve to allow for a more finetuned difficulty per-level.
  • Baldi will now always reach the same speed once all notebooks are collected, no matter how many are collected before he spawns. The player still gets an advantage when notebooks are collected before he spawns, but once the last notebook is collected he will always be at the max speed for the level.
  • Instead of spawning NPCs once the player walks a certain distance away from Baldi, Baldi will begin counting down from 10 once the player leaves the elevator area, and when Baldi finishes counting, all NPCs will spawn.
    • Furthermore, NPCs (With a few exceptions) can no longer spawn near the player. If an NPC tries spawning while the player is nearby, they will wait until the player wanders away before spawning.
  • Made improvements to the level generator:
    • Added decorative objects.
    • Large rooms will now always have swinging doors placed on opposite sides if possible.
    • When generating extra hallways, sometimes they would stop at large rooms and not connect, creating very bad dead-ends. Now these will be forced to connect, reducing the chances of dead-ends generating in levels.
  • When picking up items with a full inventory, the currently highlighted item will now be swapped with the item you picked up, instead of the highlighted item being destroyed.
  • When solving a Math Machine, Baldi will now stop and give the player positive reinforcement. While he is stopped, collision with him will not cause you to lose a life.
  • Math Machines use a new sound for correct answers.
  • Changed a Kickstarter backer poster at their request.
  • Vending machines will now run out of stock when used.
    • As of this update, vending machines in pre-made levels will not display signs when out of stock.
  • Each level now always generates with a static number of notebooks, instead of a varying number. Level 1 always has 4, level 2 always has 7, and level 3 always has 9. The only exception to this is in rare cases where not enough class rooms generate to place all notebooks.
  • 1st Prize's subtitles are now cyan.
  • Reduced the price of the map on levels 1 and 2.
  • Added Josh, Padre Snowmizzle, LiNX 4, Dave Microwaves Games, and JayskiBean to the credits as game testers.
  • Fixed coin doors occasionally spawning in blocked off areas, potentially trapping players.
  • Added many missing subtitles and fixed some typos.
  • Fixed a bug that could cause extra halls to generate without being connected to anything, creating small areas completely blocked off from the rest of the map.
  • Fixed a bug that caused objects next to a library to be silent.
  • Fixed a bug that caused Mrs. Pomp, Beans, and 1st Prize to not stay in the Principal's Office during the party event.
  • Fixed the water fountain blocking NPCs lines of sight.
  • Fixed a bug that caused subtitles to behave weirdly when entering the library.

Version 0.3.1#

“Baldi's Basics Plus version 0.3.1 is out now with a handful of bug fixes! Here's what's changed:”

- Changelog December 4, 2020

  • Made it so lunch tables require more space to spawn in faculty locker rooms, preventing blocked off areas from being created.
  • Mrs. Pomp's map timer now updates as soon as it appears to reflect the correct amount of time.
  • Fixed a crash that could occur when buying a map on level 1 or 2, and then beating the level before losing a life.
  • Playtime's music, conveyor belts, and the party music now all have subtitles.
  • Added some missing subtitles.
  • Certain NPCs besides Baldi will now ignore conveyor belts, as they were previously getting stuck on them.

Version 0.3.2#

“Version 0.3.2 is out now, and it brings with it the new farm field trip! Here's the full changelog:”

- Changelog December 18, 2020

  • The Farm Field Trip has been completely revamped to match the style of the Camping Field Trip.
  • Adjusted the camping minigame difficulty to be slightly easier in-game. There is now one more three fire problem than before and one less four fire problem than before.
  • Pressing and holding escape for one second while playing on the endless variant of a field trip will allow you to exit it at any given moment. There is no pause function during these minigames to prevent cheating.
  • Reworked Arts and Crafters. The "attacking" animation is now completely different and less annoying. Now only the player will be teleported and Baldi will be unaffected.

Version 0.3.3#

“Baldi's Basics Plus version 0.3.3 is finally ready, and will release this Friday, June 25. As I mentioned in the previous devlog discussing the game's development roadmap, this update is mostly revamped internal stuff, so while there isn't much in the way of new content, this update is very important in fixing up some bugs and making sure development moving forward goes smoothly. The normal development cycle will begin as soon as the game design document is finished, and I'll be sure to let everyone know when that happens!”

- Changelog June 23, 2021

  • Updated Unity to 2020 LTS.
  • New system for loading pre-made levels.

All pre-made maps have been converted to this new format, which fixes a slew of issues they previously had due to the old, poor loading system. The levels using the new system are:

  • Endless medium
  • Speedy Challenge
  • Stealthy Challenge
  • Grapple Challenge
  • This new system also makes it easier for me to make levels by hand, something I'll start doing for many future challenge maps.
  • All levels now use one single Unity scene.
  • Old saves will be converted to the new format.
  • Reworked Arts and Crafters teleportation again.
  • All items now have large and small sprites. Small sprites (32x32) are used in UI elements, and large sprites (64x64) are used for the pickup sprites.
  • Added ambient noises.
  • Adjusted pause screen button positions so that quit isn't so easy to accidentally click on.
  • Added the boots and apple items, and the fog event, to the possible things which can appear in randomly generated endless mode maps.
  • Made some improvements to subtitles
  • Text will now adjust in size in order to fit lengthier subtitles inside the box.
  • Added subtitles to both field trips and Johnny's store.
  • The maze in the farm field trip is now shuffled after every five rounds.
  • Added a buffer to Math Machines that should prevent balloons from getting too close to the player.
  • NPCs can now travel through portal posters.
  • Notebook colors are now randomized.
  • Many Baldi and Principal of the Thing lines have been re-recorded so that they all sound consistent.

With the new level loading system in placed, many bugs that existed in premade maps were fixed, including

  • Math Machines using outdated textures and sounds
  • Elevators using outdated textures and sounds
  • Snack and soda machines not getting the "Out of goodness" sign when used up

Fixed a few bugs with subtitles

  • Subtitles no longer appear when pausing the game.
  • Subtitles will now be visible for sounds that started playing before subtitles were turned on.

Version 0.3.4#

“Baldi's Basics Plus version 0.3.4 has just released! This update was mostly focused on fixing bugs introduced in 0.3.3, but it also contains a few other changes as well. Here's the full changelog:”

- Changelog July 2, 2021

Changes to Mrs. Pomp's Behavior:

  • After telling the player to come to her class, she will now run back to her class room instead of walking back.
  • The way she drags the player to her class has been overhauled.
  • Instead of freezing the player in place when she pulls the player into her class room, she now shuts and locks all the doors.
  • Once Mrs. Pomp finishes teaching, she will now reset after a few minutes, at which point she can invite the player to another class.
  • Mrs. Pomp can now open any locked doors (Not swinging doors) that she comes into contact with.

Other Changes:

  • Balloons now spawn in random positions in their designated rooms, instead of in the center.
  • Fixed the missing closet door in the grapple challenge.
  • Fixed Gotta Sweep not spawning in the closet in the grapple challenge.
  • Fixed endless medium high scores being saved to the endless random leaderboards.
  • Fixed the custom seed field not unlocking when beating the game.
  • Fixed the missing tape player in the endless medium map.
  • Fixed the incorrect subtitle colors for the many of the voice lines for Baldi and Principal.
  • Fixed missing subtitles for a couple of the Principal's lines.
  • Fixed being able to get scolded for breaking rules in the principal's office in the stealthy challenge.
  • Fixed the alarm clock sprite not being affected by fog.
  • Fixed the balloons being stuck in one corner of the room in the Hide & Seek ending.
  • Fixed the detention time text being misaligned with the detention description text.
  • Fixed a bug that caused the elevator doors in the grapple challenge to close even before the player left the elevator.

Version 0.3.5#

"This update is pretty major for a minor one. A lot of that time was spent working on fixes and improvements to the Baldi's Basics Plus framework, benefitting both projects. Lots of polish, lots of optimizations, lots of internal changes that will make development smoother going forward.

Here is the changelog for most of the changes found in 0.3.5:"

- Changelog May 7th, 2022

  • Added support for the Steamworks API. When played on Steam, the following features are enabled:
  • Full Steam Input support.
  • The game automatically pauses when the Steam overlay is opened.
  • An achievement system has been implemented, but the game will not receive any achievements until the 1.0 update.
  • A new file button appears if the game is being played on Steam Deck or in Big Picture mode. This will open an on-screen keyboard allowing you to enter your name with a controller.
  • Clicking on the seed button to enable a custom seed will open an on-screen keyboard on Steam Deck or while the game is running in Steam Big Picture mode.
  • Rumble support. If enabled, the controller will rumble when Baldi is nearby and when being caught by Baldi. If the controller being used has two individually controlled rumble motors, the side of the controller that corresponds with the direction Baldi is in relative to the player will rumble more than the other.
  • Added a visual effect when getting caught by Baldi, similar to the one in Baldi's Basics Classic.
  • Added a slam effect for when 1st Prize is stopped while traveling at high speeds. This sound will get Baldi's attention.
  • Once all notebooks have been collected, Math Machines re-light for bonus questions! Answering bonus questions will reward the player with YTPs.
  • Added screen transition effects. When moving between menus, a dithering transition is used.

Adjustments

  • All menu screens now use the in-game cursor. The OS cursor of your computer is no longer used for anything in the game, except for the control mapper.
  • All menu screens (And other UI based screens, such as the field trips) now render to a 480x360 render texture, which is then displayed on screen. This ensures all GUI elements remain pixel perfect.
  • This screen uses a shader that can filter the pixels so that they appear square, even on non-integer scaled resolutions, with minimal blurring. This eliminates some strange effects where pixels may appear to be different sizes on some displays. This filter is optional, but it's recommended to leave it on for the best appearance.
  • Created a brand new options menu that is compatible with the in-game mouse and features more settings. Changes/additions include:
  • Divided settings into multiple pages.
  • Settings now have tooltips with more info on what each setting is for.
  • Added a rumble toggle.
  • Added a reduce flashing toggle (Currently doesn't do much as Baldi's Basics Plus doesn't have much flashing at the moment).
  • Added a vsync toggle.
  • Added a pixel filtering toggle for the improved GUI rendering.
  • Separate sensitivity settings for mouse and controller sensitivity, and for the in-game cursor and turning speeds.
  • Added buttons to delete a file (The erase toggle on the name select screen has been removed), to reset endless mode high scores, and to reset field trip high scores.
  • Replaced all sliders with segmented adjustment bar thingies (I don't know what they're called).
  • Improved the design of the Rewired control mapper.
  • I plan on eventually adding a fully custom control mapper that uses the in-game cursor and allows for control maps to be saved per-file, rather than being shared across all files. As it turns out though, creating a custom control mapper is complicated! For now, the one included with Rewired (Which is what Baldi's Basics uses to handle input) should be good enough.
  • Added a button to access the Steam Input control mapper if Steam Input is active.
  • Cleaned up the pause menu and added a quit confirmation screen.
  • Updated most menu text to use text from the localization file.
  • All tiles (The wall, floor, and ceiling cubes that levels are made out of) now use a single mesh, instead of a bunch of quads as before. These meshes are textured with texture atlases generated at runtime. The reduced mesh count, along with some other adjustments, has drastically reduced the number of draw calls per-frame (I'm talking dropping from a few thousand to a few hundred!) and improved performance quite a bit.
  • This new tile setup required a new system for windows. Windows are now generated similarly to doors, with their own quad and game object, rather than simply being a transparent poster for a wall.
  • Sprite billboarding is now handled via shaders instead of a script (With a few exceptions). This has also improved performance a little bit.
  • Moved credits to the about screen. The game now closes after clicking the exit button without any further player input.
  • Volume settings now use Unity's Audio Mixer system to control the volume of different types of sound effects.
  • Some sounds now have custom volume multipliers. This is used to make several sounds that were too loud before quieter.
  • Improved randomness of color glitching shader effects (Currently only used in the current end sequence, but will see more use later).
  • Adjusted TextMeshPro assets so that the fonts are spaced better.
  • Gameplay HUD elements will now scale such that they remain pixel-perfect no matter the resolution.
  • Gave the stamina meter (Staminometer) a proper design.
  • Created a custom dithering effect for shaders that isn't bad like Unity's built in one is. This new method seems to be compatible on everything, including Mac OS (Which the old one didn't play nice with), so now the same shader is used on all platforms and fog dithering is available on Mac OS.
  • NPCs now exist in their own layer in order to improve collision. Mainly, NPCs should no longer get in the way of the player trying to click on objects.
  • Posters with text now generate text at runtime, rather than having text baked into the texture. Poster text is now controlled by the currently loaded localization file. This change was made to make localizing the game into other languages easier.
  • As a result of this change, some posters have had their designs tweaked.
  • Game save data and most options are now stored in separate files. This is in order to prepare for Steam Cloud save support, which will be implemented at a later date. Some settings, such as resolution settings, will not be synced on the cloud since they will probably not be the same across different devices.
  • Removed Baldi's Basics Classic Remastered exclusive code that was left in the previous version.
  • Optimized the class NPCs use to "see" the player so that it no longer generates garbage.
  • Made it possible for sounds to contain multiple subtitles. This is used to prevent longer audio clips from having too much text for one subtitle being displayed at once.
  • Reworked how NPCs detect being looked at by the player. It is now much more consistent than it used to be.
  • Reworked Arts and Crafter's behavior to be more manageable, and more similar to how it was in Baldi's Basics Classic. He will now run away if he sees the player for a short amount of time, whether the player is looking at him or not.
  • What counts as looking at Arts and Crafters is now a bit more generous.
  • Arts and Crafters is now hidden when he spawns so that he cannot be found in strange locations before being triggered to appear somewhere.
  • WD-NoSquee has always worked such that, once used on a door, that door can be opened four times before the effect wears off, whether it is opened by the player or by an NPC. Now, NoSquee is only used up when the player opens the door, not when NPCs open it.
  • Textures and sprites now have their contrast slightly increased as lights get darker.
  • Mrs. Pomp now pauses the environment and NPCs when grabbing the player to tell them about her class.
  • Mrs. Pomp now drags the player further into her class room before letting go and locking the doors.
  • Reduced the possible time range for the Gravity Chaos event.
  • Implemented a new detour system for NPCs when they target the player. During Gravity Chaos, this system is used to direct most NPCs to gravity flippers if their current orientation is opposite the player's. This prevents NPCs from annoyingly trying, but failing, to collide with the player over and over again during the event.
  • Reworked The Test's speed increase method. It now will increase to a new pre-determined value each time the player looks away from The Test while in his sight. After a certain number of times doing this, The Test will instantly travel to the player's position when looked away from. Be careful!
  • Level loading will now only begin when the elevator screen door is closed. With this change, you can no longer see the level begin to load when starting a new game or beating/losing a level.
  • The name entry screen has been moved to the same scene as the main menu, allowing for a smoother transition between the two.

Bug Fixes

  • Fixed a minor error in Playtime's animation.
  • Set sprite shaders to the Unlit Sprite material setting. This has fixed some odd issues with certain sprites.
  • Fixed the game loading incorrect window and resolution settings on startup.
  • Fixed issues with the skybox rendering weird from certain angles.
  • Fixed skyboxes being blurry on Linux.
  • Fog now properly renders on the skybox.
  • Fixed a bug that caused deleted files to not actually be deleted (They would only be removed from the in-game list of names, but the actual file would remain).
  • Fixed a lighting calculation issue.
  • Fixed flipping upside down not also flipping audio and subtitles.
  • Fixed an issue where the dangerous teleporter and whirlpools could spawn the player in game breaking positions.
  • Fixed an issue where Arts and Crafters would try to run from the player while chasing them or trying to teleport them.
  • Fixed an issue where Arts and Crafters could collide with the player during Gravity Chaos while oriented opposite the player.
  • Fixed a bug that would softlock the game if Mrs. Pomp caught the player to tell them to be at her class while in her class room.

Version 0.3.6#

"Baldi's Basics Plus version 0.3.6 has just released, and with it comes a lot of bug fixes! Thanks to everyone who reported bugs, that was a huge help.

Here's the full changelog, as well as some known issues I haven't taken the time to fix yet. You don't have to worry about reporting those!:"

- Changelog May 13, 2022

Adjustments

  • Renamed "subtitles" to "captions".
  • The player can now move around a little bit while being hugged by 1st Prize.
  • When being pushed by 1st Prize or Gotta Sweep, the player will automatically open any doors they collide with.
  • Updated copyright.
  • Added the ability to past seeds into the new seed entry system. Just press Control/Command + V when a valid seed is saved to the clipboard!
  • Placed the Hide-and-Seek button in a more prominent spot to make it clearer that it's the main mode.
  • If a file's resolution is manually set by modifying the config file, that resolution will be added to the list of available resolutions in the options screen until the setting is changed and the game is closed.
  • Camera no longer renders while pause screens and field trips are open. This should allow for smoother performance on low end hardware while on these screens.
  • Added transitions when loading and leaving field trips and when entering and leaving Johnny's store.
  • Adjusted the value of the minimum mouse camera sensitivity setting.

Bug Fixes

  • Fixed windows not having the correct broken glass texture (Not sure how that one slipped by, whoops!).
  • Fixed Rewired control mapper maps being reset every time the game is started.
  • Fixed Steam Input not working during in-game field trips.
  • Fixed the "NO" button on the quit confirm screen not having a transition.
  • Fixed the player being able to click through windows.
  • Fixed gum passing through windows.
  • Fixed the grappling hook not latching onto windows.
  • Fixed apple trees not having apples.
  • Fixed the water fountain spout and grappling hook cracks rendering over other sprites.
  • Fixed the water fountain spout sprite billboarding. It is now static.
  • Fixed captions being stuck reversed when losing, quitting, or beating a level while upside down.
  • Fixed being able to pause during in-game field trips by opening the Steam Overlay.
  • Fixed 1st being able to pass through players under certain conditions.
  • Fixed sometimes being left behind by 1st Prize when passing through doors.
  • Fixed display issues on resolutions thinner then 4:3.
  • Fixed hud elements overlapping or going off screen.
  • Fixed menu screens being too small and low res.
  • Fixed multi-part posters not loading into levels properly.
  • Fixed being able to press the pause button and unpausing the game while using the Rewired control mapper.
  • Improved the appearance of the dither transition on non-integer scale resolutions with the pixel filter on.
  • Fixed party music playing from 0,0,0 instead of the Principal's Office.
  • Fixed window breaking missing a caption.
  • Fixed many dither transitions playing way too fast.
  • Fixed visual issues when quickly opening and closing the map.
  • Fixed the jump rope rendering on top of pause screens.
  • Fixed objects close to the camera near clip plane rendering on pause screens.

Known Issues

  • The principal's office tape player desk sometimes sticks out a window.
  • Arts and Crafter's clones during the teleport animation don't always match his orientation during Gravity Chaos.
  • Holding the quick map open when opening the advanced map causes a bit of visual weirdness.
  • Pressing opposite directional buttons to move the quick map can cause it to move at slow speeds.

Version 0.3.7#

"Baldi's Basics Plus version 0.3.7 has just released! It's a small patch to address some issues many players were reporting with the in-game cursor movement being treated as a joystick input. While there were ways to fix it when it happened, this patch will hopefully prevent it from happening anymore. Note, that due to the changes made, this update will reset your current control maps!

Here's the full changelog:"

- Changelog May 21, 2022

Adjustments

  • Made menu controls visible in the Rewired control mapper. You can now change controls for mouse cursor movement, clicking, map zoom, etc.
  • Adjusted default control map settings. By default, the arrow keys can be used to control the in-game cursor, and enter to click.
  • Holding the control key when the Basically Games logo disappears will reset the controls to the defaults.
  • If the game detects a bad mouse mapping, it will reset the mouse control map to the defaults (A bad mouse map would be assigning mouse movement to a few Joystick inputs or removing the cursor maps, among other things). This is to prevent a scenario where the in-game cursor becomes impossible to move.
  • The "check for updates" button on the main menu now leads to the game's Steam news page.

Bugfixes

  • Fixed several issues with the way Rewired was setup. This will hopefully prevent the weirdness that was occurring in 0.3.6 (If not, the bad mouse map detection should act as a failsafe).
  • Fixed glitched invert axis icons.

Version 0.3.8#

"Baldi's Basics Plus version 0.3.8 is now available! This version has more improvements and adjustments that I made since 0.3.7. This update is pretty significant because it is the final 0.3 minor update (Assuming no major issues show up)! The next update should be version 0.4.

Once I release version 0.4, I will start releasing new major updates approximately every two months. As I work on the game, I'll basically just include whatever features are ready to go when it's time to release each major update, with minor updates mostly being for bug fixes and very minor adjustments.

With all that said though, here's the changelog for 0.3.8!"

- Changelog November 4, 2022

Additions

  • Added new sounds for:
  • Doors locking and unlocking
  • Trying to open a locked door
  • Using a water fountain
  • Inserting a coin into a vending machine or coin door
  • Buttons
  • Created a new texture for buttons.
  • Added the ability for certain parts of textures to glow in the dark. This has been applied to buttons, vending machines, and math machines.
  • After starting the game, if you press and hold "alt" until the Basically Games logo disappears, all your settings (Except for controls) will be reset. This is useful if you've messed up your settings and somehow are unable to change them back.

Adjustments

  • Downgraded It's a Bully's audio clips to match the rest of the game's audio.
  • Principal's keys no longer instantly open a door when used. Instead, you will now hear a sound signifying the door has been unlocked. Then the door can be opened freely.
  • Made it so you can now look backwards while jumping rope.
  • You can now move a little bit during a jump while playing jump rope! Now when you get caught by Playtime in a bad spot, you might still be able to get where you need just in time!
  • Alarm clocks can now be set to go off after 15, 30, 45, or 60 seconds. Once dropped, just click on it to change it! It will be set to 30 seconds by default.
  • Arts and Crafters' teleportation destination is now determined the moment you are teleported, rather than the moment the attack starts. The behavior now works a bit more like you'd expect as you won't get teleported to exits you close after the attack sequence starts.
  • The game will no longer load at a resolution smaller than 480x360. The options menu will no longer show options smaller than 480x360. If the config file is manually changed to a resolution lower than 480x360, the resolution will reset to the default setting.

Bug Fixes

  • Fixed an issue where the player would get sent out of bounds if they were teleported while being pushed by First Prize.
  • Fixed issues with color glitch shaders (As seen in the ending sequence) flickering.
  • Fixed blurry skyboxes in the Linux version.
  • Fixed an issue that caused the lighting of certain objects to change depending on how close you are to them.
  • Restored whirlpool audio, which was missing in some of the previous versions.
  • Fixed door audio coming from a location next to the door, not on the door itself.
  • Fixed an incorrect caption for one of Baldi's voice clips.
  • Fixed a bug that would cause the player to interact with an object they were facing when clicking the "resume" button on the pause menu.
  • Fixed a bug that caused 1st Prize to make a slam noise when cutting his wires while moving at a high speed.
  • Fixed WD-NoSquee uses being used up when clicking on a door that is locked or open.
  • Fixed cafeteria ambience not being assigned to the sound effects audio channel, meaning it wasn't affected by any audio settings.
  • Fixed a bug that caused players to become vulnerable when teleporting out of a locker
  • Fixed a bug in the Grapple Challenge that allowed players with a full inventory to replace items with their grappling hook and have the item they picked up get immediately replaced with another grappling hook.
  • Fixed a room in the Stealthy Challenge that was walled off.
  • Fixed the way the game detects what the default resolution should be. It will now use your primary monitor's current resolution (As set in system settings, not its native resolution).

Version 0.4#

Version 0.4.1#

"Hello Baldi's Basics Plus players!

First off I want to say a big THANK YOU for all the great feedback I've received regarding the 0.4 update! I'm so glad that so many of you are loving the update, and I will be taking the more constructive feedback and using it to improve the game where possible.

Of course I also want to say thank you for all the bug reports that have been sent in! I would not have been able to fix so many bugs without them.

Lastly, I want to note that old mods MUST be uninstalled before you can play the new updates! Several people have reported severe issues with the new update, primarily being unable to move when starting a game, and the cause has consistently been old mods conflicting with the new version of the game. If you have mods installed and are unsure how to properly uninstall them, the easiest way is to delete the entire Baldi's Basics Plus folder and re-install the game. If you are experiencing a game breaking issue, please make sure you don't have any old mods installed.

With all that, here's the changelog for version 0.4.1, available now!"

- Changelog March 1, 2024

Changes/Additions

  • Added an error screen to the elevator for when the level generator crashes. This screen will inform players that a crash occurred and give them instructions on how to submit a proper bug report.
  • Mrs. Pomp no longer freezes the player in place when she first starts screaming at them.
  • The party event now has NPCs wander around the Principal's office, rather than just stand in place.
  • Math Machine balloons no longer have captions when they pop.
  • Updated descriptions for explorer mode and challenges for clarity.
  • Added a failsafe to the occlusion culling system which prevents it from crashing if an opening to an out of bounds area generates in a level.
  • Made Kickstarter backer posters much rarer, and limited them to appear in level 1 only.
  • Misc. code cleanup.

Bug Fixes

  • Fixed some furniture with rotation that was misaligned around the Y-axis, allowing the player to change their height and fly over/under the level by walking into it.
  • Fixed Mrs. Pomp being able to attack the player in rooms she cannot enter.
  • Fixed Mrs. Pomp sometimes targeting a door that doesn't lead to a hallway.
  • Fixed a bug that caused the player to be unable to move after using a teleporter while in a locker.
  • Fixed the floodwaters being audible at full volume for a frame when the event starts.
  • Fixed a bug that caused entities to get stuck in the ground when getting sucked into a whirlpool at the same time a field trip is played.
  • Fixed an oversight that allowed players to use items during field trip minigames.
  • Fixed Arts and Crafters attack sound being louder than intended and not respecting the sound effects volume setting.
  • Fixed propagated audio being audible at the wrong volume level for a single frame when a level finished loading.
  • Fixed several NullReferenceException errors that would occur when quitting to the main menu (These errors had no noticeable effect on gameplay).
  • Fixed Dr. Reflex always knowing the player's location the same frame he gets angry, even if they were out of his line of sight.
  • Fixed Baldi's "thanks for playing!" voiceline when quitting the game not respecting the voice volume setting. If the voice volume is zero, there will be no delay when quitting.
  • Fixed The Test being able to move while not observed when its navigation was overridden by external events, such as the party event or playing the tape/phone.
  • Fixed a bug that allowed hall lockers to be built into rooms.
  • Fixed the elevator and elevator gate audio sources not being propagated.
  • Fixed the order of challenge maps on the challenges menu to properly reflect the numerical order as displayed in the elevator.
  • Fixed Baldi's "smarter than me!" caption not being green in some contexts.
  • Further restricted the spawn positions of whirlpools to prevent players potentially getting stuck when the event ends while they are getting pulled down into a whirlpool.
  • Fixed several issues with pre-made maps
    • Fixed notebooks icons being misplaced.
    • Fixed the playground in the grapple challenge not having the playground room function assigned.
    • Added EntitySafeSpawn points to all Principal's offices in premade maps. These points are used by some game events, and without them strange behavior would occur.
  • Fixed a bug that could cause openings to an out of bounds area to form in special rooms (Like the playground or library).
  • Fixed an object that was not being occluded properly.
  • Fixed posters getting placed on the fence in outdoors areas.
  • Fixed the library being the only special room to generate in level 3. Now the cafeteria can also generate in level 3.

Known Issues

Note that many of the issues listed here have been reported by players, but I have yet to reproduce them myself, so the accuracy of them might vary.

  • NPCs are able to navigate through walls in rare cases. I'm not entirely sure under what conditions this is possible, but I've seen it happen a few times now.
  • Balloons occasionally clip outside of rooms or into objects.
  • NPCs will often not try to flip themselves when they are oriented opposite the player during Gravity Chaos. This can lead to strange NPC behavior.
  • NPCs will occasionally appear to turn-around when entering open areas where a hallway bridges between two different parts of that open area.
  • Lockdown doors near spawn can be seen snapping into the open position at game start.
  • Principal Office door can get stuck open indefinitely if sent to detention during a flood.
  • Dr. Reflex will not always be facing the entity he is hitting with his hammer.
  • Dr. Reflex can squish NPCs even when they do not match his orientation during Gravity Chaos.
  • Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system. I plan on finding a way to prevent captions from rendering on top of each other.
  • There is no indication for when entities are about to become unsquished (Not a bug, just an issue I intend to address soon).
  • It is possible to see out of bounds while being rotated by a gravity flipper while squished.
  • On some screen resolutions, it is possible to see a gap through some elements on the elevator screen.
  • Some NPCs are very annoying when they are squished.
  • Wind and conveyor belt audio is not propagated.
  • NPCs will occasionally end up wandering into an area they should be fleeing from.
  • Dr. Reflex can sometimes get his hammer early while being pushed around by outside forces.
  • NPCs will occasionally get stuck on the merry-go-round.
  • NPCs can collide with other entities through walls, triggering their effects.
  • Math Machine balloons can rarely get stuck behind the diagonal math machine.
  • It is possible to escape being pushed by First Prize by pausing/unpausing the game rapidly.
  • Using a BSODA to push an entity that is being pushed by a conveyor belt/wind in the direction the belt/wind is moving will cause it to pass through the entity.
  • Math Machine balloons can end up outside of their correct room sometimes.
  • Principal locks all office doors when leaving his office during detention, even ones he is not leaving through, which can cause a door unlocked with keys to unexpectedly be locked again.
  • Mrs. Pomp can ask you to come to a class room that the player is already in.
  • One-way doors can generate directly next to lockdown doors.
  • One-way doors can generate on top of regular swinging doors.
  • Principal, under some circumstances, can maintain his fast speed after using the principal whistle.
  • Stamina drops when trying to move even if the player cannot move.
  • Whirlpools that spawn behind a closed elevator gate still pull on the player, and this can cause the player to get stuck if there are multiple whirlpools.
  • The camera can rarely be rotated up/down when getting turned around by Dr. Reflex.
  • Sometimes the edge of the flood water object can be seen.
  • Dr. Reflex's sprite rarely getting tilted when pushed by multiple outside forces at once.
  • Holding the quick map open while opening the advanced map causes a small visual issue.
  • Arts and Crafters' echoes while attacking don't always match his orientation during the gravity event.
  • When spawning in a level, the inventory says "Nothing" even if an item is highlighted.
  • The wrong amount of power tubes is displayed when playing certain modes.
  • Mrs. Pomp's map icon is awkwardly placed in some rooms.
  • Chalkles' voice sometimes cuts out while laughing due to the audio being propagated and entering another room/going out of bounds.
  • Going on a field trip while the "all notebooks" notification sound is playing will cause it to play a second time after returning from the field trip.
  • A seed is displayed when playing pre-made maps.
  • Held sprites objects, such as the math machine balloons, can be held into other areas such that their lighting noticeably changes.
  • Mrs. Pomp doesn't wander around class rooms in pre-made maps. She just stands in a corner.
  • Certain sound effects are delayed while the environment is frozen (Such as when Mrs. Pomp is asking the player to come to her class).
  • Maps from saved games of Hide & Seek from older versions of the game will fill out the areas found from the previous play session, even if it doesn't match new level generation.
  • Principal doesn't open office doors during detention while fleeing from a tape.
  • Beans' gum will float if the surface it hit is moved away.
  • You can look back while inside a locker.
  • Dr. Reflex is moved slightly faster by wind/conveyor belts than he should.
  • During the flood, hall swinging doors do not open, while swinging doors that lead into rooms do open.
  • The map in Johnny's store doesn't remain sold out after buying it when replaying the same level.

Version 0.4.2#

"Version 0.4.2 is now available! This update may be small, but that's because I've begun working on new stuff! In fact, I've already finished a new item that will be added in version 0.5!

As I continue working on new stuff, expect fewer bug fixes than in the 0.4.1 update. I'll try to get around to fixing all the current known issues eventually!"

- Changelog March 20, 2024

Changes

  • Big Ol' Boots now last 60 seconds.
  • Outside force modifiers (Such as wind or BSODA) now use a priority system that will cause lower priority modifiers to be ignored.

Bug Fixes

  • Fixed a bug that would cause NPCs to navigate through walls when targeting, wandering, and then targeting again in quick succession, such that the start cell and target cell never changed with each calculation.
  • Heavily reworked balloons to fix several issues they've had since the 0.4 update. They now pop when taken outside of a class room before respawning. When swapping a held balloon, the held balloon now takes the selected balloon's position. Balloons now have better movement.
  • Fixed some issues relating to changing the height of a non-grounded entity.
  • Fixed BSODA passing through entities when they are being pushed by multiple outside forces at the same time.
  • Fixed BSODA and other non-grounded entities being affected by forces that should only affect grounded entities (Like the conveyor belt and merry-go-round).
  • Fixed a bug where, if an entity was destroyed while on a merry-go-round (Such as an alarm clock despawning) it would cause the merry-go-round to stop affecting other entities.
  • Fixed a bug that caused non-player entities being pushed by outside forces to move slightly faster than they should.
  • Minor misc. fixes to the endless medium premade map.

Known Issues

Note that many of the issues listed here have been reported by players, but I have yet to reproduce them myself, so the accuracy of them might vary.

  • Balloons occasionally clip into objects.
  • NPCs will often not try to flip themselves when they are oriented opposite the player during Gravity Chaos. This can lead to strange NPC behavior.
  • NPCs will occasionally appear to turn-around when entering open areas where a hallway bridges between two different parts of that open area.
  • Lockdown doors near spawn can be seen snapping into the open position at game start.
  • Principal Office door can get stuck open indefinitely if sent to detention during a flood.
  • Dr. Reflex will not always be facing the entity he is hitting with his hammer.
  • Dr. Reflex can squish NPCs even when they do not match his orientation during Gravity Chaos.
  • Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system. I plan on finding a way to prevent captions from rendering on top of each other.
  • There is no indication for when entities are about to become unsquished (Not a bug, just an issue I intend to address soon).
  • It is possible to see out of bounds while being rotated by a gravity flipper while squished.
  • On some screen resolutions, it is possible to see a gap through some elements on the elevator screen.
  • Some NPCs are very annoying when they are squished.
  • Wind and conveyor belt audio is not propagated.
  • NPCs will occasionally end up wandering into an area they should be fleeing from.
  • Dr. Reflex can sometimes get his hammer early while being pushed around by outside forces.
  • NPCs will occasionally get stuck on the merry-go-round.
  • NPCs can collide with other entities through walls, triggering their effects.
  • Math Machine balloons can rarely get stuck behind the diagonal math machine.
  • It is possible to escape being pushed by First Prize by pausing/unpausing the game rapidly.
  • Principal locks all office doors when leaving his office during detention, even ones he is not leaving through, which can cause a door unlocked with keys to unexpectedly be locked again.
  • Mrs. Pomp can ask you to come to a class room that the player is already in.
  • One-way doors can generate directly next to lockdown doors.
  • One-way doors can generate on top of regular swinging doors.
  • Principal, under some circumstances, can maintain his fast speed after using the principal whistle.
  • Stamina drops when trying to move even if the player cannot move.
  • Whirlpools that spawn behind a closed elevator gate still pull on the player, and this can cause the player to get stuck if there are multiple whirlpools.
  • The camera can rarely be rotated up/down when getting turned around by Dr. Reflex.
  • Sometimes the edge of the flood water object can be seen.
  • Dr. Reflex's sprite rarely getting tilted when pushed by multiple outside forces at once.
  • Holding the quick map open while opening the advanced map causes a small visual issue.
  • Arts and Crafters' echoes while attacking don't always match his orientation during the gravity event.
  • When spawning in a level, the inventory says "Nothing" even if an item is highlighted.
  • The wrong amount of power tubes is displayed when playing certain modes.
  • Mrs. Pomp's map icon is awkwardly placed in some rooms.
  • Chalkles' voice sometimes cuts out while laughing due to the audio being propagated and entering another room/going out of bounds.
  • Going on a field trip while the "all notebooks" notification sound is playing will cause it to play a second time after returning from the field trip.
  • A seed is displayed when playing pre-made maps.
  • Held sprite objects, such as the math machine balloons, can be held into other areas such that their lighting noticeably changes.
  • Mrs. Pomp doesn't wander around class rooms in pre-made maps. She just stands in a corner.
  • Certain sound effects are delayed while the environment is frozen (Such as when Mrs. Pomp is asking the player to come to her class).
  • Maps from saved games of Hide & Seek from older versions of the game will fill out the areas found from the previous play session, even if it doesn't match new level generation.
  • Principal doesn't open office doors during detention while fleeing from a tape.
  • Beans' gum will float if the surface it hit is moved away.
  • You can look back while inside a locker.
  • During the flood, hall swinging doors do not open, while swinging doors that lead into rooms do open.
  • The map in Johnny's store doesn't remain sold out after buying it when replaying the same level.

Version 0.5#

Version 0.5.1#

"Hey everyone! Thanks for all the bug reports. I've spent most of my development time this past week fixing bugs, and version 0.5.1 brings all these fixes to you! Here's the full changelog:"

- Changelog May 13, 2024

Changes

  • Dr. Reflex now opens locked standard doors when he passes through them, just like other school faculty characters do.
  • Adjusted the balance of rare items.
  • It's a Bully now only pushes the player and NPCs. Other entities now pass through him.
  • Chalkles now forces all doors in the room shut when he activates.
  • Mystery rooms no longer appear on the map, even if the map is purchased from Johnny.

Bug Fixes

  • Fixed 'Nana Peels being lost from the inventory when saving and continuing a game.
  • Fixed stamina not dropping when running against an opposing force such that the player's overall velocity is less than their walking speed.
  • Fixed issues with how angles were calculated for sprites with multiple viewing angles.
  • Fixed an issue that caused an empty caption to appear during the flood event.
  • Fixed a confusing issue with power tubes. When the elevator screen is loaded, it will show how many tubes the player has at the moment, but now the tubes will also be updated when a new level is loaded and power tubes are restored to 3.
  • Fixed the elevator for endless mode showing 2 power tubes instead of 1.
  • Fixed a bug that caused some items with time limits, such as the name tag and boots, to continue using up time during field trips, wasting them.
  • Fixed portal posters never spawning in levels.
  • Fixed the principal whistle never appearing in Johnny's Store.
  • Fixed a bug where an entity sliding on a banana peel into the bully would result in it getting stuck bouncing off of the bully until he left (And sometimes making a horrible noise as well).
  • Fixed a bug where getting sucked into a whirlpool while holding a math machine balloon would result in it getting lowered.
  • Fixed inaccessible cells being visible on the map as part of some of the new cafeterias and libraries when purchasing the map from Johnny.
  • Fixed a bug that allowed lockers to generate into other rooms through doors or other openings.
  • Fixed Dr. Reflex not always facing an entity as he squishes it.
  • Partially fixed a bug that allowed swinging doors to generate on top of one-way doors and possibly other types. This may still happen occasionally but I have fixed one of the ways this could happen.
  • Fixed a bug that occasionally resulted in some items in levels not being dependent on the seed.
  • Fixed captions continuing to render for game objects that have been disabled (In particular, Arts & Crafters' caption remaining visible even after disappearing).
  • Fixed a bug that allowed the player to click on a Math Machine after their held balloon has popped and still be able to submit the last held number as an answer.

Potential Bug Fixes

These are bugs that I was not able to reproduce myself, but that I still attempted to fix by reviewing code and cleaning out potential flaws. Since I have not been able to test these bugs myself, I cannot verify they have been fixed. If anyone still experiences any of the below bugs, please let me know and try to provide as many details as possible to help me figure out how to reproduce the bug.

  • Hopefully fixed a bug that would cause Dr. Reflex to tilt the player camera up or down when turning the player to face him.
  • Hopefully fixed a bug that would rarely cause Baldi to stop counting down at the beginning of the level and never beginning the game, allowing players to get through the level without any characters spawning or events starting. This fix was attempted by adding a failsafe to the AudioManager sound queueing system.

Technical

  • The players height can no longer be changed by walking into a sloped collider or by any other means. This is a failsafe as sloped colliders should not be in the game but may occasionally slip in (As happened in version 0.4).
  • Some cells in levels can now be marked as secret and won't appear on the map, even if purchased from Johnny.

Known Issues

Note that many of the issues listed here have been reported by players, but I have yet to reproduce them myself, so the accuracy of them might vary.

  • Balloons occasionally clip into objects.
  • NPCs will often not try to flip themselves when they are oriented opposite the player during Gravity Chaos. This can lead to strange NPC behavior.
  • NPCs will occasionally appear to turn-around when entering open areas where a hallway bridges between two different parts of that open area.
  • Lockdown doors near spawn can be seen snapping into the open position at game start.
  • Dr. Reflex can squish NPCs even when they do not match his orientation during Gravity Chaos.
  • Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system. I plan on finding a way to prevent captions from rendering on top of each other.
  • There is no indication for when entities are about to become unsquished.
  • It is possible to see out of bounds while being rotated by a gravity flipper while squished.
  • On some screen resolutions, it is possible to see a gap through some elements on the elevator screen.
  • Some NPCs are very annoying when they are squished.
  • Wind and conveyor belt audio is not propagated.
  • NPCs will occasionally end up wandering into an area they should be fleeing from.
  • Dr. Reflex can sometimes get his hammer early while being pushed around by outside forces.
  • NPCs will occasionally get stuck on the merry-go-round.
  • NPCs can collide with other entities through walls, triggering their effects.
  • Math Machine balloons can rarely get stuck behind the diagonal math machine.
  • Principal, under some circumstances, can maintain his fast speed after using the principal whistle.
  • Whirlpools that spawn behind a closed elevator gate still pull on the player, and this can cause the player to get stuck if there are multiple whirlpools.
  • Dr. Reflex's sprite rarely getting tilted when pushed by multiple outside forces at once.
  • Holding the quick map open while opening the advanced map causes a small visual issue.
  • Arts and Crafters' echoes while attacking don't always match his orientation during the gravity event.
  • When spawning in a level, the inventory says "Nothing" even if an item is highlighted.
  • Chalkles' voice sometimes cuts out while laughing due to the audio being propagated and entering another room/going out of bounds.
  • Going on a field trip while the "all notebooks" notification sound is playing will cause it to play a second time after returning from the field trip.
  • A seed is displayed when playing pre-made maps.
  • Held sprite objects, such as the math machine balloons, can be held into other areas such that their lighting noticeably changes.
  • Mrs. Pomp doesn't wander around class rooms in pre-made maps. She just stands in a corner.
  • Certain sound effects are delayed while the environment is frozen (Such as when Mrs. Pomp is asking the player to come to her class).
  • Maps from saved games of Hide & Seek from older versions of the game will fill out the areas found from the previous play session, even if it doesn't match new level generation.
  • Principal doesn't open office doors during detention while fleeing from a tape.
  • Beans' gum will float if the surface it hit is moved away.
  • During the flood, hall swinging doors do not open, while swinging doors that lead into rooms do open.
  • The map in Johnny's store doesn't remain sold out after buying it when replaying the same level.
  • NPCs can rarely end up stuck in the ground after the flood event (If anyone can figure out how to reproduce this please let me know because I cannot) .

Version 0.5.2#

"Hey everyone! With the last update, a new bug crept in that caused some captions to freeze in place in certain scenarios. That seemed like it would be a pretty annoying issue, so instead of saving the fix for another big patch in a few weeks, I decided to just release a small hotfix to take care of the issue now.

Here's the full (albeit tiny) changelog for version 0.5.2:"

- Changelog May 14, 2024

Bug Fixes

  • Fixed some captions permanently freezing in place and never disappearing in some scenarios.
  • Fixed propagated audio managers playing audio from an incorrect position on the first frame they are loaded. This issue also affected captions and so captions appearing in the incorrect position on the first frame they appear should also be fixed.

Version 0.6#

"I'm happy to announce that Baldi's Basics Plus version 0.6 is available now! This is a few days earlier than expected, but I'm going to be pretty busy with some IRL stuff for the much of next week so I figured it would be best to release this update now.

I've also made several improvements to the interface and HUD. In particular, I've added several sound effects to certain interactions that were previously silent and polished out a few small quirks that I'd never been fully satisfied with. The game now offers players more feedback when they interact with it!

With all that said, here's the full changelog:"

- Changelog July 12, 2024

Additions

  • Added the (Tentatively named) Pitstop. This is a small rest area which loads between levels or before a level reloads after losing a life. In the Pitstop you can:
    • Visit Johnny's store and buy items with YTPs inside a new 3D store.
    • Manage items in the storage locker.
    • Save & Quit
    • In the near future, go on field trips.
    • And in the further future, even more cool stuff!
  • Johnny's Store can now occasionally have items on sale at a randomized discount.
  • Johnny can, once per-game, lend a hand by letting you by an item if you are 100 YTPs or less short of being able to afford it.
  • Johnny's Store now appears in endless maps, and you can buy items with the YTPs you've earned. It starts out closed but will open once five notebooks have been collected, and will restock every five after that.
    • All YTP values are multiplied by three in endless order to easily afford items.
    • Johnny can now be robbed.
  • Added several new sound effects where previously there were none. These sounds are:
    • Notebook pickup
    • Item pickup
    • Clicking menu items
    • Using the dirty chalk eraser
    • Inserting a tape in the tape player
    • Using the swinging door lock
    • Earning YTPs
    • Unique sounds for picking up 25, 50, and 100 YTP items
  • Added the Baldi TV to the HUD to replace the event announcement text that would appear at the bottom of the screen. Now, when an announcement needs to be made, a TV screen will lower from the upper left corner of the screen and display relevant information. Usually, it shows Baldi speaking as he announces an event or tells the player that all the notebooks have been collected.
  • Added a tooltip box to the HUD which can appear to show item descriptions while in Johnny's store.
  • Added the storage locker.
    • Appears in a random location in the halls of every level as well as the Pitstop.
    • This locker can be opened and you can place up to three items inside, which will carry over from level to level. The contents are saved every time you finish a level or leave the pitstop, but will reset to how they were previously when you lose a round, just like the inventory does. You can use this to save more valuable items you've found early in the game for later without using up inventory slots.
    • When it closes, it makes a loud noise Baldi hears.
    • If you walk away from it while it is open, it will close on its own.
    • Using it will get you in trouble with Principal of the Thing for looking in other people's lockers. The player will remain guilty until the door is shut, even if they are seemingly away from the locker (For example, if a wall is between the player and locker but the player hasn't moved far away enough for it to close itself).
  • Added the Diet BSODA. This behaves similar to BSODA, but the spray only lasts three seconds.
  • Added Diet BSODA vending machines.
  • Added a skip button to the elevator which will skip the pitstop and load the next level if the player so desires.

Changes

  • Made several improvements to the HUD.
    • The staminometer needle no longer snaps to it's correct position when the stamina value makes a big jump. Instead, it quickly, but smoothly, slides to the intended position.
    • When items are collected or lost, the item can be seen quickly sliding in and out of the inventory.
    • The notebook counter in the top left has been simplified to just the notebook count and an icon, rather than displaying the text "#/# Notebooks". The icon plays a small animation when notebooks are collected.
    • Improved the YTP information display when gaining or losing YTPs. Now, a display rises from the bottom of the screen and the amount of YTPs being earned will fall into the display. The display will then add up the earned YTPs before lowering off screen again. This display also lifts up while in Johnny's store so you can see how many YTPs you have.
    • Many HUD elements will darken to indicate when you are in an "invisible" state. When invisible, NPCs cannot see you.
  • Field Trips no longer load in levels. When they return, they will be accessible in the Pitstop.
  • Updated the textures for red and blue lockers.
  • The fan favorite "nothing" item, which now appears in empty storage locker slots, now has a question mark sprite assigned as its large icon.
  • Made big optimizations to light generation allowing light data to be recalculated at runtime with no noticeable performance impact. With this improvement, light will now respond to changes in the environment. For example, when placing a portal poster, light will now propagate through it.
  • The Dirty Chalk Eraser cloud now sets the player as invisible in addition to preventing NPCs from seeing past it.
  • WD-NoSquee has been overhauled such that it now creates a quiet zone when used and can be used anywhere, rather than needing to be used on specific objects. This quiet zone spreads about five cells out from the cell it is used on and all sounds made within it will not be heard by Baldi or any other characters. The quiet zone is signified by sparkles that appear and lasts for five minutes.
  • The order and timing of random events is now independent of the seed, and will be different on every attempt of a level. The selection of random events to be used is still dependent on the seed, however.
  • Changed the event start notification sound.
  • Changed the Math Machine correct and incorrect sounds.
  • Changed the countdown voice for the Test Procedure event.
  • The payphone now plays a coin drop sound when using a quarter on it.
  • Tweaked some event timing parameters.
  • Added to and tweaked some info in the credits.
  • Reduced flood ambient volume.
  • The vending machines found in faculty rooms can now be randomized to other types of vending machines.
  • Regular BSODA is now much rarer, with Diet BSODA being about as common as regular BSODA used to be.

Bug Fixes

  • Fixed a typo in one of Johnny's captions.
  • Corrected a typo in licenses.txt.
  • Actually fixed the flood ambient sound playing at normal volume for the first frame. It now fades in properly.
  • Fixed being able to buy the map again for a floor it has already been purchased for.
  • Fixed several objects in the playground rooms not being culled properly.
  • Fixed the inventory saying "Nothing" when spawning even if an item is highlighted.
  • Fixed an oversight that made it impossible to get in trouble for using BSODA.
  • Fixed gum floating in place when the object it collided with is moved or disabled. It will now disappear if this occurs.
  • Fixed Chalkles' audio cutting out when flying outside the room the player is in.

Pre-release Changelog

  • Fixed a bug where, if a level ended while the Baldi TV static sound was playing, it would continue to play indefinitely.
  • Added a poster to the Pitstop signifying where to Save & Quit.

Known Issues

  • Balloons occasionally clip into objects.
  • NPCs will often not try to flip themselves when they are oriented opposite the player during Gravity Chaos. This can lead to strange NPC behavior.
  • NPCs will occasionally appear to turn-around when entering open areas where a hallway bridges between two different parts of that open area.
  • Lockdown doors near spawn can be seen snapping into the open position at game start.
  • Dr. Reflex can squish NPCs even when they do not match his orientation during Gravity Chaos.
  • Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system. I plan on finding a way to prevent captions from rendering on top of each other.
  • There is no indication for when entities are about to become unsquished.
  • It is possible to see out of bounds while being rotated by a gravity flipper while squished.
  • On some screen resolutions, it is possible to see a gap through some elements on the elevator screen.
  • Some NPCs are very annoying when they are squished.
  • Wind and conveyor belt audio is not propagated.
  • NPCs will occasionally end up wandering into an area they should be fleeing from.
  • Dr. Reflex can sometimes get his hammer early while being pushed around by outside forces.
  • NPCs will occasionally get stuck on the merry-go-round.
  • NPCs can collide with other entities through walls, triggering their effects.
  • Math Machine balloons can rarely get stuck behind the diagonal math machine.
  • Principal, under some circumstances, can maintain his fast speed after using the principal whistle.
  • Whirlpools that spawn behind a closed elevator gate still pull on the player, and this can cause the player to get stuck if there are multiple whirlpools.
  • Dr. Reflex's sprite rarely getting tilted when pushed by multiple outside forces at once.
  • Holding the quick map open while opening the advanced map causes a small visual issue.
  • Arts and Crafters' echoes while attacking don't always match his orientation during the gravity event.
  • A seed is displayed when playing pre-made maps.
  • Held sprite objects, such as the math machine balloons, can be held into other areas such that their lighting noticeably changes.
  • Mrs. Pomp doesn't wander around class rooms in pre-made maps. She just stands in a corner.
  • Certain sound effects are delayed while the environment is frozen (Such as when Mrs. Pomp is asking the player to come to her class).
  • Maps from saved games of Hide & Seek from older versions of the game will fill out the areas found from the previous play session, even if it doesn't match new level generation.
  • Principal doesn't open office doors during detention while fleeing from a tape.
  • During the flood, hall swinging doors do not open, while swinging doors that lead into rooms do open.
  • NPCs can rarely end up stuck in the ground after the flood event. (A potential fix for this is lined up for a future update).
  • The speed at which items slide in and out of the inventory can be inconsistent. This does not affect the responsiveness of using items.

Version 0.6.1#

"Hello everyone! Baldi's Basics Plus version 0.6.1 is available now! This update fixes several bugs that were in the game. Thanks to everyone who reported bugs as many of these would have been missed by myself! Here's the full changelog:"

- Changelog July 29, 2024

Changes

  • Propagated sounds are no longer audible if they are coming from silenced cells (For example, when WD-NoSquee is used). Note that non-propagated sounds, such as the sound that plays when entering a locker or Chalkles' laugh, will still be audible for now.
  • The Library now silences all cells inside so they behave the same as an area covered by WD-NoSquee.
  • Merry-go-rounds now fluctuate in direction and speed. This should prevent NPCs from getting stuck on them.
  • If a save file is corrupted or lost, the game will now search the save folder for existing files and recreate the NameList file based on its findings. This check will help prevent files from being excluded from the name list due to errors.
  • The save & quit poster in The Pitstop now clarifies that save and quit is for Hide & Seek only. Entering the save & quit room in explorer mode will just quit the game without saving.
  • Updated the contents of the crazy vending machine to include more items.
  • Shader variants are now used to control whether or not sprites billboard.
  • Tile materials now do not use alpha clipping shaders unless one of the tile textures has transparent pixels.

Bug Fixes

  • Fixed Diet BSODAs not saving in the inventory or storage locker when saving and quitting a game.
  • Fixed the HUD not returning to full brightness when exiting a hidden state.
  • Fixed NPCs getting stuck in the ground due to whirlpools... Probably.
  • Fixed an error which could occur when trying to load a corrupted NameList.lst file, which would cause the file select screen to cease functioning and essentially lock players out of the game until the file was manually deleted. The game should now be able to recognize when the NameList file is corrupted and replace it with an uncorrupted file.
  • Fixed whirlpools pulling on entities through one way colliders that the entity cannot pass through.
  • Fixed some main menu sounds not playing after completing a challenge map.
  • Fixed the grappling hook motor audio volume not being affected by volume settings.
  • Fixed a bug where the world wouldn't render if the player unpaused the game on the same frame the pause screen transition finished playing.
  • Fixed a visual issue that would occur when opening the advanced map while viewing the quick map.
  • Fixed the hand icon sometimes not disappearing when finishing/losing a level with it active.
  • Fixed the inventory saying "Nothing" when first spawning after loading a saved game even if an item is highlighted.
  • Fixed some playground variants not having any chance to get apple or banana trees.
  • Fixed a potted plant that was clipping through the wall in one faculty room.
  • Fixed the pickup that appears for the party event disappearing when the event is over if it has been collected and swapped with another item.
  • Several characters now override caption colors to make sure they are consistent.
  • Fixed the "*SNAP*" caption for the grappling hook being green.
  • Fixed the open save folder button not working on MacOS. NOTE: Since logs and save files are stored in two different locations on MacOS, this button will open two folders, the save folder and the log folder.
  • Fixed Mrs. Pomp's stomping sound playing rapidly for a few moments when she is teleported.
  • Fixed Baldi's sprite not immediately changing to his slap sprite as soon as he becomes dangerous again after being in a safe state.
  • Fixed fog rendering onto some UI elements.

Known Issues

I have read all the bug reports posted on the Steam forums for version 0.6! If you reported a bug that wasn't fixed and don't see it on the known issues list, I have probably noted it internally but have not listed it here due to it being low priority. That, or it's working as intended.

Note that many of the issues listed here have been reported by players, but I have yet to reproduce them myself, so the accuracy of them might vary.

  • Balloons occasionally clip into objects.
  • NPCs will often not try to flip themselves when they are oriented opposite the player during Gravity Chaos. This can lead to strange NPC behavior.
  • NPCs will occasionally appear to turn-around when entering open areas where a hallway bridges between two different parts of that open area.
  • Lockdown doors near spawn can be seen snapping into the open position at game start.
  • Dr. Reflex can squish NPCs even when they do not match his orientation during Gravity Chaos.
  • Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system. I plan on finding a way to prevent captions from rendering on top of each other.
  • There is no indication for when entities are about to become unsquished.
  • It is possible to see out of bounds while being rotated by a gravity flipper while squished.
  • On some screen resolutions, it is possible to see a gap through some elements on the elevator screen.
  • Some NPCs are very annoying when they are squished.
  • Wind and conveyor belt audio is not propagated.
  • NPCs will occasionally end up wandering into an area they should be fleeing from.
  • Dr. Reflex can sometimes get his hammer early while being pushed around by outside forces or when he is not able to find a path to his clinic.
  • NPCs can collide with other entities through walls, triggering their effects.
  • Math Machine balloons can rarely get stuck behind the diagonal math machine.
  • Principal, under some circumstances, can maintain his fast speed after using the principal whistle.
  • Arts and Crafters' echoes while attacking don't always match his orientation during the gravity event.
  • A seed is displayed when playing pre-made maps.
  • Held sprite objects, such as the math machine balloons, can be held into other areas such that their lighting noticeably changes.
  • Mrs. Pomp doesn't wander around class rooms in pre-made maps. She just stands in a corner.
  • Certain sound effects are delayed while the environment is frozen (Such as when Mrs. Pomp is asking the player to come to her class).
  • Maps from saved games of Hide & Seek from older versions of the game will fill out the areas found from the previous play session, even if it doesn't match new level generation.
  • Principal doesn't open office doors during detention while fleeing from a tape.
  • During the flood, hall swinging doors do not open, while swinging doors that lead into rooms do open.
  • The speed at which items slide in and out of the inventory can be inconsistent. This does not affect the responsiveness of using items.
  • AudioManagers playing multiple sounds in different mixer groups at once causes volume conflicts.
  • NPCs occasionally getting stuck in rooms.
  • One-way swinging doors can generate on top of standard swinging doors.
  • Cloudy Copter's wind can pass through solid objects like lockdown doors.
  • Placing an alarm clock in a doorway prevents the door from being clicked.
  • Gotta Sweep can navigate through locked standard doors but will not open them.
  • The Test can spawn close to the player.
  • Some users have reported getting regular BSODAs from Diet BSODA machines. I have not been able to reproduce this. If someone finds a way to reproduce this or can record it happening, please let me know.

Version 0.6.2#

"Hey everyone! A small patch was released today which fixes a few small bugs. Mainly, the water supply has been cleaned of the mysterious pink elixir Baldi spilled into it and whirlpools are back to normal. Here's the full changelog:"

- Changelog August 2, 2024

Bug Fixes

  • Restored a missing depth buffer shader that made whirlpools appear pink.
  • Fixed the inventory item sliding animation being tied to the frame rate.
  • Fixed the staminometer needle sliding speed being tied to the frame rate.
  • Fixed the exit sign in the pit stop not billboarding.

Version 0.7#

Version 0.7.1#

Version 0.8#

Version 0.8.1#

Version 0.9#

"Hello everyone!

Previously I had announced that 0.9 would be focused almost exclusively on bug fixes. However, before I got started on that I decided to do some work on the tutorial level I have been planning for a little while, and that ended up taking most of my development time in January. So unfortunately I did not get around to fixing many bugs, instead opting to work on some other important, albeit unexciting, improvements to the game. I definitely still want to dedicate a good chunk of time to fixing bugs sometime soon though!

Alongside the new tutorial I added an in-game keyboard to make creating a new file easier with controllers, and a new Hide & Seek menu where the play style and challenge options can now be found. Explorer mode is also here now as its own play style.

There are a handful of other tweaks which you can see in the changelog below. So overall this is a very small update, but I've already started working on 0.10 and if all goes to plan that one should be very exciting! I hope you all will look forward to it, thank you for your patience!"

- Changelog February 10, 2025

Additions

  • Added an interactive tutorial level. This tutorial teaches players about the game's core mechanics.
    • Players on files that have never been prompted before will receive a prompt to play the tutorial when clicking the play button on the main menu.
    • The tutorial can be accessed by clicking the new tutorial button on the mode select screen.
    • The tutorial features chalk boards which display the currently set inputs for game actions. These chalk boards will refresh whenever the game is un-paused to reflect any changes to controls made during the tutorial.
    • The tutorial includes a new placeholder music track created with Microsoft Music Producer.
    • Added tons of new Baldi voicelines for the tutorial.
  • Added a dedicated Hide & Seek menu.
    • Play Style, challenge options and seed input have been moved to this screen.
    • Explorer mode has been moved to this screen. It is now a play style option.
    • When there is a saved game, there is now a button which will allow players to start a new game alongside the continue button. Pressing this button will prompt players to make sure they're okay with losing their current saved game before starting a new one.
  • Added an in-game keyboard for entering new file names.
    • If there are no save files, players will be taken directly to this screen when starting the game.
  • Gave Baldi a new speaking animation which automatically lip-syncs to his audio. This is used in the tutorial and when correctly completing activities. Added lockdown doors which cannot be closed after being opened (Currently only used in the tutorial).
  • Added the Anim8or Community Discord to special thanks section in the credits.

Changes

  • The new file button is now always visible on the file select screen if there is an unused slot available, instead of only being visible on Steam Deck.
  • Certain structure builders can now be used to populate premade maps. This is used to generate lockers, water fountains and plants in the tutorial map.
  • Tweaked Baldi's file select screen voicelines to accommodate for the changes made to file creation.
  • The save and quit poster in the pit stop no longer mentions that players cannot save in explorer mode. That information is now shown on the play style tooltip.

Bug Fixes

  • Fixed volumetric audio sources, such as that of conveyor belts and Cloudy Copter's wind, not being propagated.
  • Fixed, for realsies this time, BSODA not properly pushing entities through conveyor belts/wind when they enter the triggers of those objects after colliding with the BSODA.
  • Fixed a few old typos.

Pre-release Changelog

  • Added a third class room to the final section of the tutorial to prevent it from being completed too quickly.
  • Fixed a bug that caused all modes to use whatever challenge and playstyle settings were selected in the Hide & Seek menu.
  • Fixed a bug that caused saved games to be erased when playing any mode, not just starting a new game.
  • Removed the window between the first hall and the principal's office in the tutorial.
  • Posters in the tutorial principal's office are now spread apart.
  • Fixed a bug in the tutorial that caused Baldi to repeat instructions when placing a BSODA in the storage locker and taking it out again. Now Baldi will only repeat the instructions to spray him with the BSODA when using the quarter on the BSODA machine.
  • Increased the prices of items in Johnny's store in the tutorial.
  • Re-enabled the ability for Johnny to let players buy items they are 100 or fewer YTPs short of affording in the tutorial.
  • Fixed a bug that allowed buttons behind the tutorial prompt to be clicked on.
  • Updated the copyright year to 2025.
  • Fixed an oversight that caused level 3 to be labeled as level 2 in Steam Recorder.
  • Fixed an bug that caused Baldi to become stuck on his praise sprite in some scenarios.
  • Fixed a bug that caused the item icons of items in slots that had previously been lost via the shrinking inventory challenge to not appear when losing and reloading.
  • Reduced the volume of the tutorial music track.
  • After Baldi finishes counting down, he will briefly switch to his smiling sprite before changing to the normal ruler sprite.

Version 0.10#

Version 0.10.1#

"Hey everyone!

Just wanted to let you all know that version 0.10.1 is now available. This patch fixes a handful of bugs. Most importantly, it fixes the nasty bug that frequently broke the game in the factory levels. So sorry about that one!

Here is the full changelog:"

- Changelog April 22, 2025

Bug Fixes

  • Fixed an error that would break audio, among other things, on the factory level under certain conditions.
  • Fixed the teleporter control panel not having collision.
  • Fixed Math Machines not rewarding any more YTPs after incorrectly answering it earlier in a round.
  • Fixed the outer labels in Johnny's Store being mixed up.

Version 0.10.2#

Version 0.11#

"Hello everyone!

I'm happy to announce that version 0.11 of Baldi's Basics Plus is now available! This update is mostly focused on endless mode by bringing several improvements to it. Firstly, you can now select from a wider range of level options! Select the level type and size to play however you want. Secondly, several changes have been made to the mode to make it even more endless than before! New items will spawn in when collecting notebooks, new students will appear every so often, and you can now answer bonus questions to get even more YTPs! With more resources at your disposal you'll have more tools to help you survive as Baldi gets faster.

With all these changes however, I have decided to remove the old premade endless medium map. I plan to bring premade maps back to endless in the future, but for now it will be limited to procedurally generated maps for simplicity's sake. Remember, if you want to compete directly with another high score, you can click on it to use the seed that score was made on!

Aside from endless mode improvements, a handful of other tweaks and additions have been made. Johnny's store now has a restock button that will refresh the inventory for 250 YTPs, and there are two brand new items to check out! Structures from the new level types are also sprinkled throughout levels 2 and 3 to create a smoother introduction to the mechanics in those levels.

Check out the full changelog below. Any changes starting with "(Pre-release)" were made after the pre-release version was released."

- Changelog June 30, 2025

Additions

  • Added the Super Stretchy Glove item. This item gives you unlimited reach for one minute, allowing you to click on any interactive object you can see no matter how far away it is. It will also allow you to click on things you normally couldn't while squished.
  • Added the Invisibility Elixir. This item will turn you invisible for thirty seconds. NPCs won't be able to see you, however they can still collide with you!
  • Added new levels to endless mode alongside a new level select menu. You can now select a level type and size. Note that endless levels are currently all based on levels found in Hide & Seek.
    • With these changes, all endless mode high scores from previous versions will be erased when updating to this version as they are no longer applicable to the new level selection.
  • There is now a button in Johnny's store that will restock the store when pressed if the player has 250 YTPs. This spawns a new selection of items in all available item slots, replacing any existing items.

Changes

  • Several changes were made to improve endless mode:
    • A new item will spawn somewhere in the level every time a notebook is collected if there is room for more items.
    • A new student will spawn in the level alongside a lost item every two minutes if there is room for more items.
    • Johnny's store no longer starts out closed in endless mode.
    • Johnny's store no longer restocks every five notebooks the player collects. The store will now only restock when the player purchases a restock with the restock button.
    • Math Machines will now immediately switch to bonus questions after collecting their notebook in endless mode. They will return to normal if their notebook respawns before the bonus question is solved.
    • Chalkles can no longer spawn in endless mode.
    • (Pre-release) If all the notebooks in a level have been collected before any respawn, one randomly selected notebook will be forced to respawn immediately.
    • (Pre-release) The bus pass is now replaced with a 100 YTP pickup in endless mode.
    • (Pre-release) Increased the number of NPCs that spawn in large endless maps and decreased the number in the small schoolhouse map.
  • The tutorial store now stocks the super stretchy glove, which can be used to press the button on the other side of the conveyor belt as another option for passing it.
  • Levels 2 and 3 can now generate with a handful of structures found primarily in later levels.
  • Adjusted level sizes to ensure there is always room for Johnny's store to generate.
  • (Pre-release) Power levers no longer have a gauge next to them if there is no breaker in the level.
  • (Pre-release) Changed the weighting of different structures in levels 2 and 3 for better balancing. More difficult structures are rarer now.
  • (Pre-release) Johnny's store now appears purple on the map.
  • (Pre-release) Johnny now makes comments when the player purchases or attempts to purchase a restock.
  • (Pre-release) The super stretchy glove now allows you to click on all interactive objects even while squished.

Bug Fixes

  • (Pre-release) Fixed the box that surrounds the factory level not tiling the wall textures properly.
  • (Pre-release) Fixed the way the map reveals rooms that have a mix of open and non-open areas.
  • (Pre-release) Fixed the factory sometimes generating with two conveyor belt rooms.
  • (Pre-release) Fixed activity-less notebooks not rewarding any YTPs in endless mode.
  • (Pre-release) Fixed students in the small schoolhouse level starting their YTP reward at zero.

Removals

  • Removed endless mode's pre-made medium map.

That's all for this update, thanks for your support and I hope you all enjoy playing!

Version 0.12#

Version 0.12.1#

Version 0.12.2#

Version 0.13#

Version 0.13.1#

"Merry Christmas and happy holidays everyone!

I'm happy to announce that Baldi's Basics Plus version 0.13.1 is available now! This is a small patch to address several issues with stickers as they launched in version 0.13, as well as to fix a handful of bugs. The biggest changes include improvements to the sticker inventory and stickers only lasting for five notebooks in endless mode. I also added some info on stickers to the tutorial!"

- Changelog December 22, 2025

Additions

  • The tutorial now features info on how stickers work.

Changes

  • Collected stickers are now displayed in two columns instead of one.
  • Applied stickers can now be viewed any time during a game through the map menu. However, stickers can still only be modified with the Packet-O-Matic.
  • Stickers now stack when there are multiple of the same sticker. A number is displayed next to stacked stickers to show how many of that sticker you currently have.
  • In endless mode, stickers will only last for five notebooks once applied. The number of notebooks remaining for an applied sticker will be displayed next to it.
  • The students now have a max YTP reward value of 200.

Bug Fixes

  • Corrected a typo where the glue stick was mistakenly referred to as super glue in the about screen.
  • Fixed a bug that would cause a room group to stop generating prematurely if an attempt was made to place a room by connecting it to another room when no valid spawn positions existed. Now if this occurs the generator will try to place the room again, this time using hallway spawn points, instead of giving up.
  • Fixed a bug that would cause a locked room to generate without a game lock while still locking the doors if the key failed to be spawned. Now, if a key fails to generate, the room will not be locked.
  • Fixed the door to the item room in the tutorial unlocking before collecting the notebook when correctly completing the Math Machine, which enabled a potential softlock.
  • Fixed a bug that caused Hide & Seek settings to apply to other modes in some scenarios.
  • Fixed Dr. Reflex encountering an error if an entity he is squishing despawns.
  • Implemented a fix for an issue that could cause the pit stop to be skipped or the game to soft lock if Baldi caught the player on the same frame they entered the elevator. There is still some odd behavior when this occurs, but nothing game breaking.
  • Fixed a bug that caused the Distance Bonus sticker to award -5 YTPs if a valid navigable path to Baldi could not be made. Now if this happens, the game will fallback to using the const distance multiplied by 2. If there is no valid const path either, the distance will default to 100 for an award of 500 YTPs.
  • Fixed the alarm clock entity not matching the player's status effects when used.
  • Removed the space between "12" and ".5" in the ear muffs sticker description (This was originally done on purpose for clarity in certain display resolutions).
  • Fixed a misplaced item spawn point in Room_Class_BalloonBuster_2.
  • Fixed floating chairs in Room_Class_BalloonBuster_0.
  • Fixed the glue stick price tag not changing to SOLD when buying the glue stick.

Technical

  • Added the ability to control the speed of an entity animator.
  • Baldi will now only announce that all notebooks have been collected once if more notebooks than the total in a level is collected.
  • Fixed a programming error where entity height changed via an entity overrider was updated before the overrider marked itself as overriding height, resulting in height not properly updating the first time an overrider's height was set. This did not result in any notable issues in unmodified versions of the game.

Known Issues

The known issues list was previously managed separately from what was listed in my bug tracking software. Starting now, this list will be copied from my bug tracker to improve the consistency of the public known issues list. Note that because of this, some of the issues listed here are still being evaluated based on reports and as a result some bug descriptions may not be 100% accurate.

  • Belt room can generate with a missing exit point
  • Baldi on level 4 is slower at all notebooks than he is on level 3.
  • If the player is displaced after activating a lab teleporter, but before it teleports them, the player will end up at an incorrect location.
  • NPCs do not navigate rooms with multiple open areas or no open areas correctly.
  • Detention and escaping guilt timers are not consistent
  • Balloon Buster does not reset properly when a notebook respawns while an unanswered bonus question is available.
  • Entering the elevator on the same frame as opening the packet-o-matic results in the HUD not rendering
  • If the player gets out of the wormhole room while Mrs. Pomp tries to drag the player around, they will get stuck until she interacts with the player again.
  • NPCs will sometimes travel through walls to repeatedly enter ventilation
  • First Prize's push speed is not modified by its modified speed
  • Arts and Crafters can get stuck with forces from student shuffle
  • NPCs can collide between solid surfaces.
  • Math Machine Balloons can get stuck behind the diagonal math machine
  • AudioManagers playing multiple sounds in different mixer groups at once causes volume conflicts.
  • NPCs occasionally getting stuck against walls
  • Game can crash in endless if you wait for hours apparently.
  • The storage locker cannot be opened from far away with reach extensions due to the player distance.
  • YTP Multiplier sticker can be used on field trips minigames (May or may not be an issue)
  • Dr. Reflex can navigate through It's A Bully with opposite orientation while other NPCs can't
  • Cables that have defaulted to on do not always buzz.
  • Quickly Pausing/Unpausing can result in the game not rendering while unpaused (Also applies to the Packet-O-Matic)
  • OneWay doors that get switched to regular swinging doors during level generation still maintain a one-way door appearance on the map.
  • Whirlpools can teleport entities to the inside of hallway pillars
  • Completing an activity in a room attached to a locked room will attempt to unlock the locked room doors.
  • Sticker tutorial voice lines sound different from the others.
  • If the last solved math machine is not in the room the last notebook is collected in, balloons will respawn in that room.
  • Principal, under some circumstances, can maintain his fast speed after using the principal whistle
  • Crafters can teleport players into objects if the calculated path passes through a room.
  • NPCs will occasionally end up wandering into an area they should be fleeing from
  • NPCs behave weirdly when trying to enter and navigate through a room where the path is shorter between the entrance and exit outside the room than it is inside.
  • If Bully gets moved by a whirlpool or some other outside force, the NavBin isn't updated.
  • Dr. Reflex will get his hammer instantly if he cannot find a path to his clinic.
  • Balloons occasionally clip into areas they cannot fit and shake
  • One-way swinging doors can generate on top of standard swinging doors
  • Cloudy Copter's wind can pass through solid objects like lockdown doors
  • Baldi can end the player's game on the same frame he reverts from a safe state, but the sprite will not update in time to reflect that.
  • NPCs will occasionally appear to turn-around when entering open areas where a hallway bridges between two different parts of that open area.
  • JoyCon gyro controls through still active through Steam Input despite being disabled by user
  • There is no indication for when entities are about to become unsquished
  • Placing an alarm clock in a doorway prevents the door from being clicked
  • Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system.
  • Throwing a 'Nana Peel while time is frozen results in it traveling away from the player but not dropping
  • Playtime does not pursue the player while speaking
  • Cloudy Copter can blow wind from a location he is not at if he cannot find a path to that spot
  • Key Bindings aren't saved per user
  • Giving Johnny the bus pass while the bus is still audible results in the audio getting stuck playing.
  • The player camera can rotate while inside the locker
  • The elevator collider blocks the packet-o-matic from being clicked on
  • Entity lighting and visibility constantly fluctuates based on the below cells while traveling though vents.
  • Using the Hourglass sticker in explorer mode causes the incorrect time limit to appear.
  • Bonus question signs for new activities are not placed correctly.
  • Entities can occasionally be seen clipping through the walls of vents due to the way they can crisscross
  • Purchase ding sound plays twice when buying the glue stick
  • Entering the elevator on the same frame Baldi catches the player skips the lose animation
  • Pressing opposite directions in advanced map causes slow movement.
  • Crafters echoes don't always match Crafters' orientation during Gravity Chaos.
  • Beans' Gum graphical issues on displays thinner than 4:3
  • Mrs. Pomp's map time is oddly placed in odd shaped rooms.
  • Seeds show in pre-made map elevators.
  • Held sprites (Such as when holding a balloon) use the lighting of OOB when held against a wall.
  • Mrs. Pomp doesn't wander around class rooms in pre-made maps since there are no entity safe cells set.
  • CoreGameManager sounds stack when the environment is frozen.
  • Crafters attack loop sound can be timed out by looking at The Test.
  • Maps from saved sessions are bugged when updating from an older version with different level generation.
  • PotT doesn't open/close doors while fleeing from the tape.
  • Chalkles is affected by Gravity Chaos.
  • During the flood, hall swinging doors do not open but room swinging doors do.
  • Mrs. Pomp can queue up a # minutes left line right as the player enters her class room.
  • A one way wall is generated when two elevators spawn next to each other in a certain way.
  • Some resolutions show a gap in elevator door.
  • Lockdown doors near spawn can be seen snapping to the open position when game starts.
  • Opening the advanced map while inside the locker causes visual issues.
  • Invalid portal poster sound doesn't always play
  • Math Machine texture doesn't revert after it resets in endless mode or for bonus question.
  • Multi posters can spawn in places where they are not completed or have gaps.
  • A frame of audio plays when closing the challenge map victory screen.
  • Baldicator doesn't reset if it is visible when a level reloads.
  • The locker rule is not listed on the school rules poster.
  • Beans will repeatedly run back and forth if he sees the player but there is an obstacle between them requiring him to move away around a corner to try and approach them
  • Doors that have been locked after the flood opened them do not get opened by the floodwaters again
  • Arts and Crafters can get sucked into a whirlpool while spinning around the player.

Version 0.14#

"Hello everyone!

I'm happy to announce that Baldi's Basics Plus version 0.14 is now available to download! This update brings many quality of life improvements, balance changes and bug fixes to the game. As discussed in previous status updates, this will likely be the last major update for the foreseeable future as I shift my focus to 1.0 specific development. In the meantime however, I plan on releasing several 0.14 sub-versions with more minor improvements in order to make sure the early access version plays as well as possible during the wait for the next major update!

The full changelog can be viewed below, but there is one really big new change that I want to point out. I significantly improved the code that controls elevators in levels, and while doing so I took the opportunity to make a mechanical change as well. You now have to press a button inside the elevator to finish a level! Don't forget it!

This update also adds signs above classroom doors that let you know what activity is inside and if a bonus question is available, a chalkboard in the Pitstop that tells you what the next level type is, and new window textures alongside a new dithered transparency effect. Oh, and the Principal of the Thing has had a small sprite rework!

Notable balance changes include making it so that the Match Machine is completed after three matches instead of requiring all four, adding a breaker reset button that lowers all raised levers to maintenance levels and setting Baldi's max speed on level 4 to be slightly faster than his max speed on level 3 (Previously, it was lower).

There are also lots of bug fixes, big and small! The entire changelog can be viewed below. As always, thank you very much for the support!"

- Changelog March 2, 2026

Additions

  • Added a button to Maintenance levels that resets the entire circuit, lowering all raised power levers.
  • Added a chalkboard to the Pitstop which displays what the next level type will be.
  • Added a new shader effect which renders alpha levels in sprites and textures via dithering.
  • Added a new green window which is used for classrooms (Post pre-release).
  • Added exterior signs to classrooms which show what the activity inside the classroom will be.
    • "BONUS" hanging neon signs will appear under these when a bonus question is available.

Changes

  • Elevators now have a button inside. This button must be pressed while inside the elevator in order to finish a level.
    • It lights up when the elevator is open and and ready for exiting the level (Even if it will go out of order when approached).
    • Pressing the button counts as reaching the elevator and will set the elevator to the out of order state if the player still has to reach more out of order elevators before they can exit.
  • Elevators now switch to an out of order state during power outages in the maintenance level type. When power is restored, the elevators will be restored to their previous state.
  • The elevator screen no longer has buttons for skipping the Pitstop, continuing or starting a level. The elevator screen now automatically starts the loaded level once it's ready.
    • If you want to skip the Pitstop, simply turn around and press the button inside the elevator and you'll be sent to the next level!
  • Match Machines now only require three matches to be made instead of four. Once three matches have been made, the remaining pair will automatically reveal itself.
  • Reduced the max distances that power levers can generate from their respective classrooms.
  • Adjusted Baldi's speed curve on level four so that his speed once all notebooks have been collected (Assuming no activities have been failed) is slightly faster than it is on level three.
  • The elevator music now continues to play in the Pitstop after the elevator screen closes.
  • Adjusted the size of the camping Baldi sprite to be more consistent with Baldi's other sprites.
  • Removed the decorative plants from the Pitstop elevator.
  • Added water fountains to all of the level 1 classrooms.
  • Changed several sprites and textures to use the dithered transparency shader effect.
  • Dithered several previously un-dithered sprites and textures.
  • Changed the old "BONUS QUESTION" signs to the hanging neon "BONUS" sign.

After pre-release

Changes marked with "*" are specific to content found in the pre-release.

  • *The wood window has been re-added and updated and is now used for offices and faculty only rooms.
  • Class rooms can now rarely have windows. These use the new green window.
  • Updated the copyright year to "2026".
  • Gave Principal of the Thing a new idle sprite with his hand down. The old sprite is now only used when he is aggroed.
    • Both sprites have received improved color on the bow tie.
  • *Increased the size of the trigger used to determine if the player is inside an elevator or not.
  • Reworked more sprites and textures to use the dithered transparency shader effect.
  • Exiting a level or opening the sticker screen will not stop the sticker opening animation.
  • *Changed the word "level" to "floor" on the chalk board that displays the next level type.

Technical

  • Overhauled the systems that managed game elevators. They can now be switched between different states more freely as a result.
  • Playing a MIDI music track that is already playing no longer causes the track to restart.
  • Open area calculations will now group all cells in a non-hall room together, however it will not mark non-open cells as such when doing so. This fixes navigation issues with more complex room layouts.
    • Some cells can be marked to be excluded from room groups in order to prevent unwanted cells (Such as out of bounds cells) from being included.

Bug Fixes

Potential bug fixes are for issues that I was not able to test thoroughly, but that I attempted to fix regardless. These issues may still persist.

  • Fixed a bug where the elevator triggers blocked the player click raycast.
  • (Potentially) Fixed a bug that caused the Match Machine shaft to drift out of position over time.
  • Fixed a bug that caused NPCs to not properly navigate rooms with multiple open areas or alcoves.
  • Fixed a bug where, when an NPC wandered through an open area and the selected exit point could be reached more efficiently by traveling outside the area rather than through it, the NPC would immediately turn around and take the more efficient route outside the area.
  • Fixed a bug where, when the level generator attempted to place a faculty only door at a specific location, but couldn't due to the possibility of that location creating a softlock, it would leave behind a navigation block. This would create a spot in the level that NPCs would not be able to navigate through even though nothing was generated there.
  • Fixed a bug which caused the player's position relative to a teleporter to not be properly maintained when being teleported to the destination teleporter.
  • Fixed a bug where an entity being teleported outside of a teleporter by Arts & Crafters or some other outside force after entering an active teleporter, but before being teleported, would result in the teleporter sending the entity to an incorrect location. Now, if the entity is removed from the teleporter before the teleportation occurs, the entity will immediately regain control and not be teleported.
  • Fixed a bug that would cause a vent controller to encounter an error when an entity exited a vent.
  • Fixed the "About" button on the main menu being one pixel too low.
  • Fixed a bug that caused Math Machines to stop their reset timers in endless mode once their bonus questions were activated.
  • (Potentially) Fixed a bug that would cause some balloons in Balloon Buster to not be counted by the activity after it had been reset while a bonus question was still available (Only possible in Endless Mode).

After pre-release

Fixes marked with "*" are specific to issues found in the pre-release.

  • Fixed the "Play" and "Options" buttons on the main menu being one pixel too low.
  • Fixed the version number hotspot on the title screen not being transparent.
  • *Fixed the exit sign sprite being invisible.
  • *Fixed activities not being initialized, and thus their exterior signs not generating, in premade levels.
  • *Fixed the camping field trip not loading when accessed through the main menu.
  • *Fixed the Pick-Quick-Nic tutorial not having music.
  • Fixed the Playground ambience not being affected by volume settings.
  • *Fixed a bug that caused NPCs to get stuck when wandering into the wormhole room.
  • Fixed a bug that caused Beans' spitting animation to not play properly.
  • *Fixed the circuit reset button revealing all the power controlled rooms on the map.
  • *Fixed a bug that prevented NPCs from wandering into vents.
  • *Fixed a bug that caused the Principal of the Thing to stand still while trapped in the small room he spawns in in the tutorial.
  • *Fixed the pillar special hall formation not generating correctly.
  • Fixed a bug that caused the player's actual guilt time when escaping detention to not be accurately reflected by the status effect gauge.
  • Fixed a bug where First Prize's pushing speed would not take movement modifiers into account.
  • (Potentially) Fixed a bug where Arts & Crafters could be stuck with a movement modifier from a crowd entity even after Student Shuffle ended.
  • Fixed an issue where the storage locker could not be opened from far away with super stretchy gloves.
    • When opened from a large distance, the player will not be marked guilty for looking in other people's lockers.
  • Fixed a bug where navigation data would not be updated when It's a Bully was moved somehow (Such as by a whirlpool). If he is moved, his old location will now be unblocked, and his new location will be blocked.
  • Fixed an issue that caused the bell sound to play twice at the exact same time (Resulting in it being slightly louder) when purchasing a map or glue stick.
  • Fixed a caption error where a lower-case letter was used to start a sentence.
  • Fixed a bug where the bus would remain audible if it was audible at the moment it disappeared.
  • Fixed a bug that could cause sticker descriptions to only appear for a single frame after placing one.
  • Fixed a bug where the tape player could encounter an error upon finishing if the player gave a student their lost item, causing them to de-spawn, while the sound was playing.
  • *Fixed a bug where some bonus question neon signs did not render with the correct lighting.

Known issues

  • AudioManagers playing multiple sounds in different mixer groups at once causes volume conflicts.
  • NPCs occasionally getting stuck against walls
  • The conveyor belt room sometimes generates with a missing exit point.
  • NPCs can collide between solid surfaces.
  • Key Bindings aren't saved per user
  • In the laboratory level type, class rooms that appear to be in one zone sometimes actually count for another zone.
  • YTP Multiplier sticker can be used on field trips minigames
  • Sticker tutorial voice lines sound different from the others.
  • Power lever cables that have defaulted to on do not always buzz.
  • Quickly Pausing/Unpausing can result in the game not rendering while unpaused (Also applies to the Packet-O-Matic)
  • Whirlpools can teleport entities to the inside of hallway pillars
  • If a breaker switch exists on the same cell as a normal light, it will not light green during a power outage.
  • Dr. Reflex will get his hammer instantly if he cannot find a path to his clinic.
  • Completing an activity in a room attached to a locked room will attempt to unlock the locked room doors.
  • Cloudy Copter's wind can pass through solid objects like lockdown doors
  • There is no indication for when entities are about to become unsquished
  • Cloudy Copter can blow wind from a location he is not at if he cannot find a path to that spot
  • Placing an alarm clock in a doorway prevents the door from being clicked
  • Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system.
  • Mrs. Pomp's map time is oddly placed in odd shaped rooms.
  • Seeds show in pre-made map elevators.
  • Held sprites (Such as when holding a balloon) use the lighting of OOB when held against a wall.
  • CoreGameManager sounds stack and then play all at the same time when the environment is frozen.
  • Maps from saved sessions are bugged when updating from an older version with different level generation.
  • PotT doesn't open/close doors while fleeing from the tape.
  • The player camera can rotate while inside the locker
  • Opening the advanced map while inside the locker causes visual issues.
  • Invalid Portal Poster sound doesn't always play when attempting to place a Portal Poster.
  • Entity lighting and visibility constantly fluctuates based on the below cells while traveling though vents.
  • Using the Hourglass sticker in explorer mode causes the incorrect time limit to appear.
  • Multi-poster posters can spawn in places where they are not completed or have gaps.
  • Entities can occasionally be seen clipping through the walls of vents due to the way they can crisscross
  • The locker rule is not listed on the school rules poster.
  • Beans will repeatedly run back and forth if he sees the player but there is an obstacle between them requiring him to move away around a corner to try and approach them
  • One-way doors that fail to generate and revert to swinging doors still keep one-way icon on map
  • Pressing opposite directions in advanced map causes slow movement.
  • Arts and Crafters' echoes don't always match Crafters' orientation during Gravity Chaos.
  • On some screen resolutions, the elevator screen has gaps that can be seen through.
  • Lockdown doors near spawn can be seen snapping to the open position when game starts.

Version 0.14.1#