Baldi's Basics Plus cover
Baldi's Basics Plus screenshot
Genre: Strategy, Indie

Baldi's Basics Plus

Version 0.14 is available now!

[p]Hello everyone![/p][p]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![/p][p]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![/p][p]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![/p][p]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).[/p][p]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![/p][p][/p]

Changelog

Additions

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

Changes

  • [p]Elevators now have a button inside. This button must be pressed while inside the elevator in order to finish a level.[/p]
    • [p]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).[/p]
    • [p]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.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
    • [p]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![/p]
  • [p]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.[/p]
  • [p]Reduced the max distances that power levers can generate from their respective classrooms.[/p]
  • [p]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.[/p]
  • [p]The elevator music now continues to play in the Pitstop after the elevator screen closes.[/p]
  • [p]Adjusted the size of the camping Baldi sprite to be more consistent with Baldi's other sprites.[/p]
  • [p]Removed the decorative plants from the Pitstop elevator.[/p]
  • [p]Added water fountains to all of the level 1 classrooms.[/p]
  • [p]Changed several sprites and textures to use the dithered transparency shader effect.[/p]
  • [p]Dithered several previously un-dithered sprites and textures.[/p]
  • [p]Changed the old "BONUS QUESTION" signs to the hanging neon "BONUS" sign.[/p]

After pre-release

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

Technical

  • [p]Overhauled the systems that managed game elevators. They can now be switched between different states more freely as a result.[/p]
  • [p]Playing a MIDI music track that is already playing no longer causes the track to restart.[/p]
  • [p]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.[/p]
    • [p]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.[/p]
[p][/p]

Bug Fixes

[p]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.[/p]
  • [p]Fixed a bug where the elevator triggers blocked the player click raycast.[/p]
  • [p](Potentially) Fixed a bug that caused the Match Machine shaft to drift out of position over time.[/p]
  • [p]Fixed a bug that caused NPCs to not properly navigate rooms with multiple open areas or alcoves.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]Fixed a bug that would cause a vent controller to encounter an error when an entity exited a vent.[/p]
  • [p]Fixed the "About" button on the main menu being one pixel too low.[/p]
  • [p]Fixed a bug that caused Math Machines to stop their reset timers in endless mode once their bonus questions were activated.[/p]
  • [p](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).[/p]

After pre-release

[p]Fixes marked with "*" are specific to issues found in the pre-release.[/p]
  • [p]Fixed the "Play" and "Options" buttons on the main menu being one pixel too low.[/p]
  • [p]Fixed the version number hotspot on the title screen not being transparent.[/p]
  • [p]*Fixed the exit sign sprite being invisible.[/p]
  • [p]*Fixed activities not being initialized, and thus their exterior signs not generating, in premade levels.[/p]
  • [p]*Fixed the camping field trip not loading when accessed through the main menu.[/p]
  • [p]*Fixed the Pick-Quick-Nic tutorial not having music.[/p]
  • [p]Fixed the Playground ambience not being affected by volume settings.[/p]
  • [p]*Fixed a bug that caused NPCs to get stuck when wandering into the wormhole room.[/p]
  • [p]Fixed a bug that caused Beans' spitting animation to not play properly.[/p]
  • [p]*Fixed the circuit reset button revealing all the power controlled rooms on the map.[/p]
  • [p]*Fixed a bug that prevented NPCs from wandering into vents.[/p]
  • [p]*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.[/p]
  • [p]*Fixed the pillar special hall formation not generating correctly.[/p]
  • [p]Fixed a bug that caused the player's actual guilt time when escaping detention to not be accurately reflected by the status effect gauge.[/p]
  • [p]Fixed a bug where First Prize's pushing speed would not take movement modifiers into account.[/p]
  • [p](Potentially) Fixed a bug where Arts & Crafters could be stuck with a movement modifier from a crowd entity even after Student Shuffle ended.[/p]
  • [p]Fixed an issue where the storage locker could not be opened from far away with super stretchy gloves.[/p]
    • [p]When opened from a large distance, the player will not be marked guilty for looking in other people's lockers.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]Fixed a caption error where a lower-case letter was used to start a sentence.[/p]
  • [p]Fixed a bug where the bus would remain audible if it was audible at the moment it disappeared.[/p]
  • [p]Fixed a bug that could cause sticker descriptions to only appear for a single frame after placing one.[/p]
  • [p]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.[/p]
  • [p]*Fixed a bug where some bonus question neon signs did not render with the correct lighting.[/p]
[p][/p]

Known issues

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

Beginning of 2026 Status Update

[p]Hey everyone![/p][p align="start"]I'm here with a quick status update about what's been going on with Baldi's Basics Plus' development lately. There's not much to talk about this time around, so let's dive straight into development updates![/p]

Development Update!

[p align="start"]...There are no development updates.[/p][p align="start"]Okay okay, I'm kidding, but the reality is I've been pretty busy with more business-y stuff since the last status update. For a full rambly rundown, you can check out the latest episode of the Basically Games Podcast, but essentially, in December Nayan and I were working on preparing our pitch for publishers while I also got version 0.13.1 ready. I took some (In hindsight, much needed) time off around the holidays, and then I spent most of January doing graphic design work for our pitch deck. It always frustrates me when responsibilities prevent me from doing game development work for any extended period of time, but ultimately there were responsibilities I had to tackle myself.[/p][p align="start"]The great news is that the pitch deck is finished! Nayan will be doing a lot of the heavy lifting from here, while I have resumed normally scheduled game development again! This past week I did some pretty notable work for the horizontal slice. It's getting closer to completion! Here's this status update's mysterious horizontal slice screenshot:[/p][p][img src="https://clan.akamai.steamstatic.com/images/37739342/d155c5a42a49affda50395c7fa3a42a9c3e544ac.png"][TAG-20]Now, let's talk about 0.14.[/p]

Version 0.14 Status Update

[p align="start"]I unfortunately have yet to complete any meaningful work on version 0.14. That, combined with the work I still have planned for the horizontal slice (There's about one month's work of development to do to get everything to the "placeholder sufficient" stage, which is the current goal), puts plans for 0.14 in kind of a weird state. Do I pause the horizontal slice this February to focus on 0.14? Do I delay 0.14? Well, I haven't made a final decision yet, but here's what I'm thinking I'd like to do.[/p][p align="start"]Instead of trying to make 0.14 one massive, bug fixes, balancing and polish update, I think I'll opt to make 0.14 a series of smaller updates instead. This will allow me to work on it and release updates alongside my horizontal slice work. So expect a small 0.14 release in late February, followed by sub-versions for some time afterwards with more fixes, QOL features and balancing.[/p][p align="start"]To give you an idea of what to expect throughout the course of 0.14.X, here's a random selection of some of the tasks I have marked for this version:[/p]
  • [p]Adding a display in the Pitstop that will show what the next level type will be[/p]
  • [p]Reducing the max distance that power levers can generate from their respective classrooms and adding a circuit reset button that will lower all raised power levers in a level
  • [p]Fixing NPC navigation in rooms that aren't one large open area
  • [p]Adding signs to the exterior of classroom doors that will display the activity type and when a bonus question is available
  • [p]Making it possible to click through open doors; They will still be able to be held open by clicking on the hinge
  • [p]Changing it so that Match Machines only require three matches to be made to be completed, since at that point the last match cannot be failed anyways
  • [p]Reworking elevator programming to not be terrible so it is easier to work with in the future
  • [p]Improving the behavior of the conveyor belt room
[p align="start"]Not much of this is particularly exciting I know... But that's the point! It's about time I focused on tackling the large list of issues that I've allowed to build up over time while I was so focused on adding content and features. As mentioned above, 0.14 will be broken up into several sub-versions, so don't worry if any of the above fixes don't make it into the first update. It will probably come later.

Conclusion

[p align="start"]That's all I have to share for this update. It's a short one, I know, but I still hope you all will enjoy 0.14 when it, and its sub-versions, release. These updates will surely improve the game! As always, thank you very much for the support!

Version 0.13.1 is available now!

[p]Merry Christmas and happy holidays everyone![/p][p]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![/p]

Changelog

Additions

  • [p]The tutorial now features info on how stickers work.[/p]

Changes

  • [p]Collected stickers are now displayed in two columns instead of one.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]The students now have a max YTP reward value of 200.[/p]

Bug Fixes

  • [p]Corrected a typo where the glue stick was mistakenly referred to as super glue in the about screen.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]Fixed a bug that caused Hide & Seek settings to apply to other modes in some scenarios.[/p]
  • [p]Fixed Dr. Reflex encountering an error if an entity he is squishing despawns.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]Fixed the alarm clock entity not matching the player's status effects when used.[/p]
  • [p]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).[/p]
  • [p]Fixed a misplaced item spawn point in Room_Class_BalloonBuster_2.[/p]
  • [p]Fixed floating chairs in Room_Class_BalloonBuster_0.[/p]
  • [p]Fixed the glue stick price tag not changing to SOLD when buying the glue stick.[/p]

Technical

  • [p]Added the ability to control the speed of an entity animator.[/p]
  • [p]Baldi will now only announce that all notebooks have been collected once if more notebooks than the total in a level is collected.[/p]
  • [p]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.[/p]

Known Issues

[p]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.
[/p]
  • 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 & End of 2025 Status Update

[p]Hello everyone, I hope all who celebrate had a great Thanksgiving![/p][p align="start"]For this status update, I've decided to combine my 0.14 plans with a look back on 2025 and my plans moving forward into 2026, so there will be a lot to cover![/p]

Baldi's Basics Plus version 0.14

[p align="start"]Firstly, my plan is for version 0.14 to be an update focused on bug fixes, balancing and QOL improvements. For real this time! This is something I had initially planned to do about a year ago, but that update ended up focused on the tutorial, which I think was the right move at the time. Now more than ever though I feel the game is in need of a polish focused update. This timing works out quite well too, as stickers were the last major new feature I planned on adding during the early access period. This means that, once most existing issues are taken care of, there shouldn't be many major new issues popping up in future updates. So 0.14 will hopefully be the only polish focused update needed for the remainder of the early access period.[/p][p align="start"]Timeline wise, 0.14 can be expected sometime in February. Similar to the last holiday season, this means the time between 0.13 and 0.14 will be longer than usual. In the meantime though I still plan on pushing out an update to address some of the bigger issues introduced in 0.13. I will, for example, add stacking when the player has multiple of the same sticker, which will display a number next to a sticker you have multiple of instead of just displaying all duplicates individually. Not sure how I didn't think of that solution earlier![/p]

2025 Review

[p align="start"]2025, all things considered, has been an incredible year for Baldi's Basics Plus. Possibly the best one yet![/p][p align="start"]Major updates were mostly able to continue regularly as in 2024, with some huge new additions such as levels 4 and 5 and their associated new level types, and stickers. The game also got a much needed new gameplay trailer which seems to have brought quite a few new players to the game. With that in mind I want to say a big THANK YOU to everyone who purchased Baldi's Basics Plus this year, and of course to everyone else who continues to play and follow the game![/p][p align="start"]2025 also saw my trip to GDC, which led to me bringing Nayan Ramachandran onto the project as the project manager. Nayan has been a big help behind the scenes, and working with him is the most important thing that has changed this year. With his help the road to version 1.0 has been getting clearer than ever, and once we find a publisher and bring on more team members his work will become even more important.[/p]

2026 and Beyond

[p align="start"]As the year has been nearing its end and as I've been working on the horizontal slice, I've been considering how best to go about finishing the game. There is still a lot of work to be done, and as well as the early access updates have been going, I've realized I've been neglecting to make meaningful progress on future development; the stuff intended exclusively for version 1.0.[/p][p align="start"]Notably, I've been trying to complete the horizontal slice by the end of the year, and that was going quite well until I shifted gears to get stickers ready for release in version 0.13. I initially figured this would work well as I was already planning on adding sticker functionality as part of the horizontal slice, but ultimately it ended up slowing down progress a lot due to the fact I had to ensure stickers were release ready (And in some ways, they still didn't quite reach that point).[/p][p align="start"]So with that in mind, I think we're nearing that time foretold in the development roadmap many years ago: The second update hiatus.[/p][p][img src="https://clan.akamai.steamstatic.com/images/37739342/c7dfdbe93cba37cc387d921d4b51eb324cc59e52.png"][/p][p]Recently I've started envisioning a pretty solid timeline for how I'd like the rest of development to go, and in order for that timeline to work out I'm going to have to stop doing the regularly scheduled major updates. I certainly don't want to take the steady flow of new content away from you all, but for the sake of finishing the game well I think this is a necessary change.[/p][p align="start"]This means that 0.14 will be the last scheduled major early access update. Beyond that, major early access updates will become much more sparse and sporadic. I may still occasionally release major early access updates during the early access development period when it makes sense (For example, if new content that makes sense for early access happens to be finished it may get pushed out into an early access update), but it will no longer be something I plan around.[/p][p align="start"]That said, I will still continue to post status updates approximately every two months. These updates will not delve too deep into dev progress, since I don't want to spoil things, but I will be sure not to leave you all in the dark during the update hiatus. With that in mind, I will be making some changes to Patreon memberships after 0.14 releases since pre-releases and podcasts will become much less common. I appreciate the additional support I receive through Patreon, but please do not feel obligated to stay subscribed for any reason! Only do so if you really want to.[/p][p align="start"]For an example of what you can expect from these future status updates, here's an out-of-context screenshot (The first second ever!) of the horizontal slice![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37739342/ddb0e060a5c84a13ba05dcdda82eec728dec76b6.png"][/p][p]Have fun trying to figure out what the heck is going on here![/p][p align="start"]Teasers like this and general updates letting you all know things are continuing to move along is the most I'll be able to guarantee from these status updates. Between spoilers and business stuff that may need to stay under wraps it could be hard to find things to share, but I will at the very least be sure to not go silent for an extended period of time.[/p]

Conclusion

[p align="start"]I hope this news isn't too disappointing to anyone. The past couple of years have been a blast, but I think I'm ready to buckle down on wrapping up the project. This does not mean that it's close to being finished, there is still a ton of work to do. However, not only can I now see the light at the end of the tunnel, but I now also think I have a decent idea of how long it will take to get there.[p align="start"]As always, thank you all for the support and your patience! I'm so blessed to have a you all playing and supporting the game. Even if things won't be quite as exciting for the foreseeable future, I think 1.0 will be worth the wait.[p][p][p][p][p][p][p][p][p][p][p][p][p]

Version 0.13 is available now!

Hello everyone!

I'm happy to announce that version 0.13 of Baldi's Basics Plus is now available!

My apologies for the delays on this one. The new feature, stickers, which I'll discuss further below, went through some major changes based on feedback from the first pre-release. I spent a lot of time pondering how best to implement stickers, and with all the changes I needed to make in the last couple weeks to get it ready for the public release, things certainly didn't go as smoothly as usual. That, combined with other responsibilities and traveling to visit family over the last weekend, led to more delays than I was hoping for. I think things ended up in a pretty good place however, even if there are a few loose ends that I didn't have time to tie up, but I opted to get the update out now instead of delaying it further.

Stickers


Version 0.13 is all about stickers! These can be purchased in the form of sticker packs from Johnny's store. Once you have some stickers, you can apply them to the back of your You Can Think Pad by using a Packet-O-Matic, which you'll find in Johnny's Store and the Pit Stop. Once applied, stickers activate unique, game changing effects! For example, the backpack sticker will add another slot to your inventory, the YTP Multiplier sticker will increase earned YTPs by 25%, the Cash Register sticker will cause Johnny's Store to generate in a level, etc.



You can apply up to four stickers at once, and if you have multiple of the same sticker, its effects will stack! Whether you try to have a variety of different stickers or use a bunch of the same one to amplify its effects is up to you.

Normally, stickers will only last until you beat a level. However, if you'd like to keep your stickers longer, you can purchase glue sticks! Glue sticks can be used on sticker slots to make them extra sticky, which will hold the otherwise cheap, not very sticky stickers for an entire run. If you lose a level, your stickers will remain, but you'll have the opportunity to change things up if you'd like to change your strategy.

Lastly, know that once a sticker is applied, it cannot be removed without replacing it with another sticker, and when it's replaced it will be lost, so manage your stickers wisely, especially if you've used a glue stick!

With this first version there are 18 stickers available, with plans for more in future updates! I hope you all have fun discovering what they all do and how they can be used to your advantage!

What's next?


As I mentioned earlier, 0.13 still has a few loose ends to tie up, so I will try to chip away at some issues over the coming weeks. Some of these issues include:

  • The tutorial doesn't cover stickers yet. This will be a high priority for me... Once my voice recovers from a cold I got last week. I can't record new lines sounding like I do at the moment!
  • The Packet-O-Matic sprite is outdated considering it isn't used to open packets anymore. That will likely be changed at some point.
  • All sticker packs currently look the same. I will look into giving the different types different appearances so they can be differentiated without needing to read the descriptions.
  • Stickers can become hard to look through when you have a lot in your inventory. I will look into ways to improve this soon.
  • Currently it is not possible to view your applied stickers at any point during the game. This is something I'll add eventually.
  • The safe room is still using placeholder textures. These will be improved at some point. For now enjoy the copious amount of funny orange rugs.


Changelog


Changes marked with (Pre-release 2) primarily pertain to changes made between pre-release 2 and the public release.

Additions



  • Added stickers

    • Stickers can be purchased via sticker packs in Johnny's store. There are 18 stickers available as of this update.
    • Up to four stickers can be applied to the back of the You Can Think Pad at a time via the Packet-O-Matic, a new device that appears in Johnny's Store and the Pit Stop.
    • Each sticker activates a unique effect when applied.
    • When multiple of the same sticker are applied, their effects accumulate.
    • Applied stickers only last until a level is beaten.
    • Stickers can be made to last as long as the player wants by upgrading slots with the new Glue Stick item.
    • Applied stickers will be lost when replacing them with other stickers.

  • Updated the layout and design of Johnny's Store to account for stickers.
  • Added new entries into the credits.
  • Added diamond YTP pickups worth 250 YTPs. These are available to collect after winning field trip minigames.


Changes



  • The time and grade bonuses have been removed in exchange for sticker bonuses. Some stickers can be used to get YTP bonuses at the end of a level.

    • The grade system has been removed.

  • Student Shuffle crowds now push entities at 95% of their movement speed instead of 100%.
  • Students now start out rewarding 100 YTPs when returning lost items instead of 75.
  • (Pre-release 2) Removed the stealth sticker from endless mode due to a crazy powerful exploit it enabled.


Bug Fixes



  • Fixed the inventory shrinking when full with the shrinking inventory challenge enabled when using quarters on vending machines or in other scenarios where using an item instantly replaces it with another.
  • (Pre-release 2) Fixed a typo in one of the sticker descriptions.
  • (Pre-release 2) Fixed the Fresh Sticker Pack not working when the player had at least one of every sticker in their possession.
  • (Pre-release 2) Fixed sticker pack descriptions not reappearing after restocking them.
  • (Pre-release 2) Blocked off all the walls in Johnny's store to prevent portal posters from being placed on them.
  • (Pre-release 2) Fixed captions appearing when sound effects for the sticker pack opening animation played.
  • (Pre-release 2) Fixed Bonus Sticker Packs being available in Endless Mode.
  • (Pre-release 2) Fixed the inventory shrinking even when full when entering a level after losing or replacing a Backpack sticker.


That covers everything about this update. I hope you all enjoy playing Baldi's Basics Plus version 0.13!

Version 0.12 Status Update: Baldi's Basics Plus now has a producer!

[p]Hello everyone![/p][p][/p][p]I hope you all have been enjoying the improvements I brought to endless mode in version 0.11. Today I'd like to bring you all a status update with a sneak peak at version 0.12, but first I've got some very big news to share![/p][p][/p]

Baldi's Basics Plus now has a producer!

[p]As I've mentioned in previous status updates, I'd begun searching for a producer/project manager. Primarily to help me get a publisher for Baldi's Basics Plus, but also to help keep things on track and wrap up the project within a reasonable amount of time. Well I'm happy to announce that Nayan Ramachandran has been brought onto the project to fill that role![/p][p][img src="https://clan.akamai.steamstatic.com/images/37739342/3f96dedc4ae37c027c3c1af6f731f7aaa9881eab.png"][/p][p]Nayan has had several years of experience within the video game industry, specifically working with independent game developers. With his experience I believe he will be a huge help in getting Baldi's Basics Plus a good publisher and, ultimately, finished![/p][p]We've been working together about a month now and are starting to really get into the swing of things. So far this has been great as we've begun working on our pitch and getting more organized with Baldi's Basics Plus' development cycle! In the future I will likely bring a few more team members onto the project, at which point Nayan's management skills will become invaluable. All that is to say, I'm incredibly thankful to have his help moving forward![/p]

What's in store for version 0.12?

[p]A lot of my dev time since 0.11's release has been for 1.0 stuff, but I have also created some new content for version 0.12! Here's a couple sneak peaks:[/p][p][img src="https://clan.akamai.steamstatic.com/images/37739342/3713a20423760d1b6d2046a7b3e9fe0172370899.png"][img src="https://clan.akamai.steamstatic.com/images/37739342/04b4276fb40939dfcfec45b3dec9cc1cd7910361.png"][/p][p]These screenshots are of some of the new surprises you can expect in version 0.12. Any guesses as to what they are?[/p][p]In more technical news, I have made some big improvements to the way collisions between entities are handled. You know how in the current version of Baldi's Basics Plus, characters who are chasing you, such as Playtime and Principal of the Thing, will hover on top of you while they're squished until they finally regain their normal height? Well I've now set up a system where entities can detect invalid collisions as well as valid collisions and react accordingly. On top of that I've extended this system to other scenarios that affect the ability of entities to interact, such as Gravity Chaos. This ensure consistency between entity interactions so they'll always behave how you expect.[/p][p]So now if a squished Playtime reaches you she'll become sad and wander away instead. If Principal of the Thing is chasing you, but you're upside down and he's not, he'll try and fail to send you to detention, which results in him teleporting there but not you. And good ol' Dr. Reflex can no longer squish entities if he's in a scenario that should prevent interactions![/p][p]This change not only fixes several longstanding issues, but also makes it easy to ensure future collision affecting mechanics I may introduce in the future will be consistent with the existing ones.[/p]

Let's Talk About Challenge Maps

[p]Something I've been thinking about for a while now is the future of challenge maps. As I've focused more and more on the core of Baldi's Basics Plus I've started wondering if challenge maps might be outside the scope of the project, at least in their current form. Before making any drastic decisions though I wanted to get feedback from all of you![/p]

Legacy challenge maps

[p]As I'm sure you all know, the game currently has three challenge maps which I've labeled as "legacy" content since they've become pretty outdated relative to the rest of the game. I've tried to make sure they remain playable as I update the game, but they do have a handful of issues due to changes breaking certain behaviors in the challenge maps. With that said, I'm wondering how you all would feel if they ended up getting removed at some point during the early access.[/p][p]Now this isn't something I plan on doing, but if at some point I make a change that breaks the legacy challenge maps, I would prefer to be able to just cut them instead of spend time trying to fix them. Since I don't plan on making any new challenge maps until version 1.0 releases I wouldn't be able to replace them quickly like when I temporarily removed the old field trips to make way for the current one.[/p][p]I don't like removing content that I've already released, because I know there may be players out there who still enjoys it, but that's why I'm asking now. How many of you still enjoy the legacy challenge maps and would be disappointed to see them disappear in future early access versions? Your current feelings will help me make the decision should I ever need to make it. I'll also add that if I were to remove the challenge maps, I'd let you all know beforehand to give anyone who cares the chance to back up the current version. Of course, the current challenge maps will end up getting scrapped in 1.0 anyways, so no matter what they won't last forever![/p]

The future of challenge maps

[p]Speaking of 1.0 though, that brings me to the other point I'd like to discuss, and that's whether or not challenge maps will make the cut into the final game at all. As I've continued developing Baldi's Basics Plus I've become less excited about the idea of challenge maps, and have also started questioning how well they fit into the overall design of the game. In terms of development, designing several levels by hand is very different from everything else I've been doing. In fact, not even the legacy challenge levels were designed by hand, they were procedurally generated levels that I converted into premade map data![/p][p]What I'm getting at is, designing levels, like really good levels, would require a skill that I've never practiced before. Whenever it would be time to start designing challenge maps, I can't help but feel like that would put a weird damper on development as we'd probably be nearly finished with everything else. I'd very likely need to bring an experienced level designer onto the team, which of course would require a higher budget than without. If I did the level designs myself, that would take me away from working on other, more important things, and probably result in levels that are just okay. In either case it would probably extend development time.[/p][p]Of course, I don't want to scrap a feature that I've been saying would be added to the game in the future. Even with my disclaimer of "everything is subject to change" it's not something I take lightly when it's an entire game mode at stake. At the same time, I'm trying to consider what's overall best for the game. So currently, I see three options:[/p]
  • [p]A) I keep challenge maps as originally planned.[/p]
  • [p]B) I scrap challenge maps entirely.[/p]
  • [p]C) I compromise and make challenge maps procedurally generated levels, focusing entirely on interesting gameplay scenarios instead of unique level designs.[/p]
[p]Currently, I feel like option C is the one I'd like to take, but what do you all think? Making the challenge levels mostly procedural would be relatively simple, as I'd mainly only need to worry about programming the conditions that make them unique. On the other hand, the unique potential of hand-made levels would be lost. Originally, one of my main goals for challenge maps was for them to function as subtle tutorials, where they'd be designed in such a way that they'd help players learn game mechanics without outright explaining them to them (Similar to, for example, how the beginning of Super Mario Bros. level 1-1 almost forces players to learn that goombas are bad and mushrooms are good). While I would like to maintain that aspect of the challenge maps, I do wonder if it's really necessary or if experience in Hide & Seek is enough for players to learn how everything works. Maybe there's another way entirely I could allow players to more easily experiment with individual game elements. There's a lot to think about![/p][p]I will not be making a final decision on this matter for a while, and will continue considering other approaches I could take that could work better than the original idea, but I'd love to hear feedback from you all to help me navigate this issue and make the best decision possible![/p]

Conclusion

[p]I hope you all will look forward to version 0.12! I plan on releasing the pre-release on August 25, followed by the public release on September 1. As with version 0.11, this will be relatively small update, but I think there will be a lot of fun to be had with the new content![/p][p]I think that covers pretty much everything for this status update. Thank you all for the support, and I look forward to reading everyone's comments about the challenge map stuff![/p]

Version 0.11 is available now!

[p]Hello everyone![/p][p]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.[/p][p]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![/p][p]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.[/p][p]Check out the full changelog below. Any changes starting with "(Pre-release)" were made after the pre-release version was released.[/p]

Changelog

Additions

  • [p]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.[/p]
  • [p]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![/p]
  • [p]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.[/p]
    • [p]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.[/p]
  • [p]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.[/p]

Changes

  • [p]Several changes were made to improve endless mode:[/p]
    • [p]A new item will spawn somewhere in the level every time a notebook is collected if there is room for more items.[/p]
    • [p]A new student will spawn in the level alongside a lost item every two minutes if there is room for more items.[/p]
    • [p]Johnny's store no longer starts out closed in endless mode.[/p]
    • [p]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.[/p]
    • [p]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.[/p]
    • [p]Chalkles can no longer spawn in endless mode.[/p]
    • [p](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.[/p]
    • [p](Pre-release) The bus pass is now replaced with a 100 YTP pickup in endless mode.[/p]
    • [p](Pre-release) Increased the number of NPCs that spawn in large endless maps and decreased the number in the small schoolhouse map.[/p]
  • [p]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.[/p]
  • [p]Levels 2 and 3 can now generate with a handful of structures found primarily in later levels.[/p]
  • [p]Adjusted level sizes to ensure there is always room for Johnny's store to generate.[/p]
  • [p](Pre-release) Power levers no longer have a gauge next to them if there is no breaker in the level.[/p]
  • [p](Pre-release) Changed the weighting of different structures in levels 2 and 3 for better balancing. More difficult structures are rarer now.[/p]
  • [p](Pre-release) Johnny's store now appears purple on the map.[/p]
  • [p](Pre-release) Johnny now makes comments when the player purchases or attempts to purchase a restock.[/p]
  • [p](Pre-release) The super stretchy glove now allows you to click on all interactive objects even while squished.[/p]

Bug Fixes

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

Removals

  • [p]Removed endless mode's pre-made medium map.[/p]
[p][/p][p]That's all for this update, thanks for your support and I hope you all enjoy playing![/p]

Development Status Update: Baldi's Basics Plus is reaching a turning point!

Hey everyone!

This status update is going to be pretty short and won't have much info for the next Baldi's Basics Plus update, but that doesn't mean it isn't significant!

Development is changing!


This Spring has been a crazy time for me, with a lot of big things happening, both for Baldi's Basics Plus and for myself personally. For one thing, Baldi's Basics Plus officially reached 100,000 total sales! This is a huge milestone and I'm incredible thankful to everyone who has purchased a copy and helped keep me financially stable. I wouldn't be able to keep doing this otherwise!

More importantly though is my trip to the Game Developers Conference in March! I met a lot of industry professionals there, which has now led to talks with potential contractors who could help with the game. Specifically, help me with seeking a publisher! This shift from being totally solo to working with others will be a huge change for me, albeit an important one. That, combined with shifting my development focus to future development, marks a big turning point for Baldi's Basics Plus, as before now I haven't really changed my approach to development much aside from gradually refining it to improve efficiency.

With this in mind I'm not sure what the rest of the year will look like for Baldi's Basics Plus, much less next year and beyond, but for now I still plan on continuing major early access updates every couple of months. At some point I will definitely need to stop the early access updates so I can put all my focus on wrapping up the game. Until then, I hope you all continue to look forward to updates!

With the release of 0.10, my plan, as I've mentioned, was to begin spending some time on future development, but I'll be honest with you all, I unfortunately have done very little work since then. When 0.10 first launched, I was totally burned out. I worked extra hard to get that update ready in time and afterwards I was totally drained. I went ahead and fixed some big bugs of course, but I ended up taking it easy for a few weeks afterward. I felt this wasn't a huge issue though, as I was refreshed and ready to get back to to work when May rolled around!

Bubs!


...And then I got a cat. Or rather, a cat got me haha. I was not planning on getting a pet any time soon, but out of nowhere a strange set of circumstances occurred which left me with a cat. I named him Bubs and he is a wonderful cat! I was in no way prepared to get a cat though, so the first few weeks with him were pretty much entirely dedicated to getting him settled, visiting the vet and figuring out how I was gonna go about taking care of him day-to-day.



All the cat stuff is just beginning to become routine, so I'm easing back into my regular work schedule again. I do apologize for losing so much time. I'm hoping nothing else weird will come up and that things can be relatively normal for the foreseeable future! I've really started to miss my regular routine so I'm excited to get back to it.

So yeah, this Spring has been a pretty big deal for me! Heck, you could even throw Kirby Air Riders onto the pile of weirdness lol (In case you didn't know, I have wanted a sequel to the original game for a long, long time). The fact that it exists has no bearing on anything other than the fact I'll probably end up sinking hundreds of hours into it once it releases and that I can finally stop making jokes about how badly I want a sequel (That's going to be hard to get used to)!

What's next?


Regarding Baldi's Basics Plus version 0.11, I plan on releasing it around the end of June. You can expect an improved endless mode featuring the new level types introduced in 0.10 as well as some refinements to some of the new content from 0.10. If I have time I may throw in some other goodies as well, but please don't expect anything crazy.

I don't have anything else to report at the moment! I suppose it will become harder to fill out theses status updates as I begin working more and more on future development, as much of that stuff will be top secret. I still intend to keep up the bi-monthly status updates until the game is finished though, even if it's just to let you all know I'm still alive!

I'll be back in a couple months with the next status update. Thank you all for the continued support!

Version 0.10.2 is available now!

Hello everyone!

I'm here with another patch for version 0.10 of Baldi's Basics Plus! This patch brings more bug fixes and other minor improvements to the game. The full changelog can be found below, but first...



The Baldi Two-Sided Doughboi campaign from Makeship is nearly over! It ends Saturday morning, so be sure to order one by then if you're interested. You can check it out here!

Now onto the changelog!

Changelog


Changes



  • The 'Nana Peel now ignores friction based forces (Conveyor belts, the merry-go-round) when an entity is slipping on it.
  • The 'Nana Peel now changes direction when a non-friction based force (Gotta Sweep, BSODA) pushes it while an entity is slipping on it.
  • Slowed down the outer conveyor belts in the factory level so that the player can outrun them a little bit. This opens up more ways for the player to interact with them. The conveyor belts in the conveyor belt room are still the same speed.
  • Math Machine balloons are no longer sucked into vents or other forces that require overriding the entity.
  • Made some improvements to The Test's shaking sound.
  • Made some improvements to the faculty only door sounds.


Bug Fixes



  • Fixed a crash which could occur when It's a Bully could not find a valid spawn point.
  • Fixed Gravity Chaos never ending if a student was given a missing item after the event started and before it ended.
  • Fixed the Player.log file being filled with tons of the following message: "SteamInput handle for ID Item[7,8,9] was not found."
  • Fixed a bug that caused rooms to only check one possible orientation when looking for a valid location to generate. This fixes a rare bug that caused laboratory levels to be missing one or more teleporter rooms despite there being plenty of space for them.
  • Fixed the lightbulb testing room and conveyor belt room having placeholder door textures on rare occasions when rooms with standard doors connect to these rooms.
  • Fixed the grappling hook that spawns in locked rooms only having four uses instead of five.
  • Fixed being able to pause on the tutorial completion screen.
  • Fixed a bug that allowed the player to give multiple instances of the same item to one student.
  • (Probably) fixed a bug that would occasionally result in Math Machine balloons not being popped properly and respawning when they exit a room.
  • Fixed the camera rotating improperly when being flipped by the gravity event starting or ending while being teleported.
  • Fixed Principal of the Thing not opening doors when fleeing from an annoying noise that was activated quickly after being sent to detention.
  • Fixed laboratory levels having some objects not placed consistently on the same seed due to a cascading effect of the zone posters not being seed based.
  • Fixed a bug that caused visual issues where the turning points in conveyor belt rooms met walls in other rooms.
  • Fixed wormhole room ambience volume not being controlled by audio settings.
  • Fixed an issue which caused conveyor belt and wind textures to not update properly when their timescales were being changed.
  • Fixed an issue where faculty only doors wouldn't be considered closed during level generation, which occasionally resulted in closed off areas being generated by one way and coin door placement.

Version 0.10.1 is available now!

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:

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.