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.
Version 0.10 is available now! PLUS New Limited-Time Baldi plushie from Makeship
Hello everyone!
I'm happy to announce that Baldi's Basics Plus version 0.10 is available now! This is a huge update that features a ton of new content. I'll get into all of that below, but before I get into spoiler territory I first want to show off the new Baldi Two-Sided Doughboi from Makeship!
This squishy pillow plushie has a happy Baldi face on one side and an angry one of the other so you can pick a face that suits any mood! This was a pretty goofy idea I had but Makeship did an awesome job working with me to make this happen. It needs to sell a minimum of 200 units by May 3 to be produced and it hasn't quite reached that goal yet, so if you want one be sure to make a purchase and help spread the word! If the goal is not met, no one will be charged so there's no risk in ordering early. You can check it out here!
Version 0.10
Now it's time to discuss the new update. Turn back now if you want to discover what's new for yourself!
The biggest new addition to the game in his update is two new levels, bringing the total of levels in Hide & Seek to five! I didn't just increase the level count though, I've also introduced new level types to the game! Previously the only level type was the school, but levels four and five can be one of three brand new level types: Maintenance, laboratory or factory. Each level type comes with its own unique set of structures that you'll have to master if you want to beat them!
The maintenance levels have a focus on stealth as you can control the lights in classrooms and hide near leaky steam pipes. You'll need to make sure the lights are on in any room you want to solve an activity, but be careful! Turning on too many lights at once will blow a fuse and send the entire level into total darkness!
The laboratory levels have a focus on teleportation, as they are broken up into four sections that you can travel between using a teleporting machine! You can also hop in the wormhole for a more chaotic way to get around, or use an item to sneak through one of the new faculty only doors.
The factory levels are focused on changing pathways and are full of lockdown doors, roto-halls and conveyor belts. Flip levers and press buttons to open and close doors, spin roto-halls and change the direction of conveyor belts!
Aside from the new mechanics, these levels also feature a higher overall difficulty than the previous ones as you'll encounter more characters and Baldi will be even faster than before. You'll need to strategize better than ever before to beat Hide & Seek now!
Aside from the new levels, there are some other big new things you'll find in levels as well. Locked rooms contain valuable items, such as the bus pass, and can only be entered if you can find the matching key (Or if you can find some other clever method of getting in). You'll also find students hanging out around classrooms. Return lost items to them in exchange for YTPs!
This update also includes several QOL improvements and bug fixes. I'll stop rambling now though, and give you the entire changelog below. This is a big one!
Changelog
Additions
Added levels four and five to Hide & Seek.
Level four contains seven notebooks and will either be maintenance, factory or laboratory. Baldi's speed curve becomes more aggressive in this level than in previous levels.
Level five contains nine notebooks and will either be maintenance, factory or laboratory.
Added three new level types: Maintenance, Factory and Laboratory. Each level type has its own unique combination of structures. Level types will never repeat in a run (Excluding the school level type).
Maintenance
Added power levers. These can be used to control power and lights in connected classrooms. Classrooms must be powered on to solve their activities.
Each power lever has a cable connecting it to its class room. You can follow this cable to figure out which lever controls which room. When a power lever is on, the cable will emit an electric humming sound. When flipping a lever, the room it controls will be discovered on the map if it hasn't been found yet and the room's state will be shown on the map as well.
Each power lever has a gauge next to it which shows how much power is being used. Turning on too many levers at once will blow a fuse and turn off all the lights in the level.
When this happens, the player must find the breaker and reset it to restore power to the level. The breaker emits a green light and alarm sound which can be used to easily find it.
Elevators cannot be entered or closed while the power is out.
Added steam valves. Leaky steam pipes fill surrounding areas with clouds of steam which can be hidden in, but reduce visibility. They can be toggled on and off with nearby valves.
Added the lightbulb testing room. This special room randomly toggles the lights off and on every ten seconds, creating potential hiding spots in unlit areas.
Added new wall and floor textures and light sprite for maintenance.
Factory
Added the conveyor belt room and new associated conveyor belt structure. This room splits the level into two halves and, when entered, randomly sends the player through a maze of conveyor belts which will send the player elsewhere in the level. This includes two belts at opposite sides of the level which move in opposite directions and can be changed with a button press. These are the primary means by which the player can get from one side of the level to the other.
Added new floor texture, swing door variant, light object and special suspended ceiling object for the factory.
Laboratory
Added teleporter rooms, the wormhole and faculty only doors. These structures generate in conjunction with each other to split the level into four distinct sections separated by the faculty only doors.
A teleporter generates in each section and can be used to get to any other section. Teleporters must cool down for 30 seconds after being used however, so be careful! When pressing a button and opening the teleporter, any entity that enters the teleporter will be sent to the destination, so it is possible for characters to be teleported.
In the center of the level there is a wormhole room. At the start of a round, this room is closed off, but when all notebooks in a section have been collected, that section gains access to the wormhole room by opening the lockdown doors. The wormhole room is a large room with a wormhole at the center that pulls any entity inside towards it. Any entity that enters the wormhole will be sent somewhere random in the level. When an entity is sent through the wormhole, an indicator appears at that entity's destination a few seconds before it arrives. If you see one appear near you, watch out!
Faculty only doors are a special type of door that allows all NPCs to pass through, but not the player. The doors only close when the player is detected however, so it is possible to pass through by using certain items or scenarios to your advantage.
Added new floor, wall and ceiling textures for the laboratory level.
Added locked rooms. These are special faculty only rooms that generate with a large lock over the door with a shape on it. In order to remove the lock, players must either find and use the matching key item on it, or access the room by some other means. Locked rooms typically spawn with very valuable items inside. On level two, the locked room will always contain the bus pass.
Added students. These NPCs spawn around classrooms and only wander around nearby areas. Each student that spawns will also cause an associated lost item to generate somewhere else in the level. Standing near a student will cause them to show you what item they are missing. Return the lost item to them in exchange for YTPs. The amount of YTPs you earn for this increases for each student you return an item to in a round.
Added status effect gauges to the HUD. These indicators are used to communicate which effects are active and how long they will last. Some items have been updated to use this instead of their own, unique indicators, such as the Techno Boots and the Faculty Nametag.
Added push pins to the advanced map. These are a special type of marker that are placed in pairs and can be used to marked connections between points on the map. These are useful for marking where vents lead or what buttons control for example.
Changes
When a controller is disconnected, the game will now be paused.
Baldi will now pull players out of the lockers if he hears them hide inside one. This is accompanied by a new voiceline. Baldi won't tag you while he's speaking so you can use this as a chance to escape!
Changed Big Ol' Boots to Techno Boots to more clearly communicate their behavior. Boots now prevent being pushed by forces in addition to movement modifier values. When being moved by an outside force while wearing Techno Boots, the player will move very slightly in the pushed direction to make the effect of the boots more obvious.
Reduced the volume of Beans' voicelines.
Gravity flippers now freeze time while the player is getting flipped. This helps prevent confusing control scenarios.
Gravity flipper shader is now transparent.
When reduce flashing is on, the gravity flipper animation is skipped.
Item loadouts are no longer seed dependent. Both the items that spawn and where they spawn will change every time a level is loaded. This increases the difficulty of repeat attempts at a level.
All entities now become invisible in total darkness to match the player's ability to become hidden to NPCs in total darkness. In this state, the entity can only be seen once it is close to the camera.
Chalk eraser clouds now make all entities invisible, not just the player.
Improved the appearance of chalk eraser clouds.
Changed rooms to use more consistent texture types. Faculty only rooms now all have the wood panel walls for example.
Reworked The Test. The Test is now more of a useful tool than a threat, but players must still be careful.
Looking at The Test will cause time around the player to dramatically slow instead of stop entirely.
Looking away from The Test will cause it to teleport to a random hallway cell in the level instead of chasing the player.
Looking at The Test for too long will cause it to start shaking. Once it begins shaking violently it is very unstable. Look at it for much longer and it will explode!
Once The Test explodes, time around the player will speed up significantly for a little while. This means the player will still move at normal speeds, but NPCs, other entities and level objects will be sped up.
The Test will not respawn until another round is started.
Updated The Test's poster description to match its new behavior.
Lockdown doors are now controlled by levers which provide an instantaneous response based on the lever's position. Up means the door will be open, and down means the door will be shut.
Propagated audio managers now have a minimum distance.
Missing a jump in jump rope will now make a sound Baldi hears.
Mrs. Pomp no longer freezes the player and stops the environment when informing them about her class.
Audio from propagated audio managers is now pitch shifted based on that object's corresponding time scale.
Pre-release Changes
Adjusted level 5 map price and total items in shop.
Made some relevant items more likely to spawn in factory and laboratory levels.
Made it so late game locked rooms will usually contain high end items.
Reduced the max item values in late game levels a little bit.
Chalk clouds are now culled.
Power levers are now limited in how far they can generate from the room they are powering.
Changing the state of a power lever now reveals the connected room on the map and updates the appearance of the room on the map to reflect whether or not it's currently powered.
Changed placeholder power lever cables with colored cables that can be followed more easily.
Created a proper model for the power gauges.
Restored characters rewarding YTPs.
Mrs. Pomps YTP reward now varies based on how long it takes to reach her class.
Losing Reflex's test no longer makes noise.
Reduced the speed at which the faculty only doors close to enable more ways to pass it (Such as using a 'Nana peel).
Each section of the Laboratory now contains posters that label each one with a number.
Teleporter rooms now show their corresponding numbers on the map.
Increased initial Student YTP value.
Now when a level generation error occurs, the player's game is saved with the seed changed and they are given the option to return to the main menu. The game can then be loaded and continued.
Buffed the test a little bit by increasing the amount of slow down and the time it can be looked at before exploding.
The Test now has a crumbled sprite for when it explodes.
Bug Fixes
Fixed characters who cannot open locked doors being able to navigate and pass through them.
Fixed the dither screen transition being tied to the framerate, which caused extremely slow transitions on lower-end hardware.
Fixed a rare level generator error where it would attempt to build a special hall formation outside the bounds of the level.
Fixed Hide & Seek options not saving immediately upon being changed. This resulted in settings reverting to a previous setup in some scenarios.
Added a buffer around the math machine in Room_Class_MathMachine_2 to try preventing balloons from getting stuck between it and the wall.
Fixed NPCs not targeting entity safe cells when traveling through open areas with no valid exits aside from the one they used to enter.
Extended the second conveyor belt in the tutorial such that it extends through the entire hallway.
Fixed Rewired input mapper calibration window. It previously was not modified to work with the OS themed sprites and text was unreadable.
Fixed issues with particle effects not being affected by things like lighting and fog.
Mrs. Pomp will now assign a class to go to even if she cannot navigate to any at the moment she attempts to do so. After this she will wander randomly until she is able to find a path to the selected room. This prevents her from breaking in this scenario.
Playtime can now only start jump rope if she can see the player.
Fixed rooms not being found in their entirety when entered instead of only finding open areas.
Fixed conveyor belts not being affected by the environment time scale.
Pre-release Fixes
Fixed a bug caused by an outdated door position outside the bounds of the lightbulb testing room which caused swinging doors to rarely generate in an adjacent room.
Fixed trap detection not working reliably due to it not counting already blocked off cells as neighbors to check path finding against.
Belt constructor now blocks off belt cells in all directions during level generation. This fixes softlocks in the factory level.
Fixed lockdown doors that start closed not blocking paths during level generation, resulting in softlocks in factory levels.
Fixed extra doors on locked rooms changing the other room's cell room to its own room.
Fixed Baldi saying "nine notebooks" instead of "seven notebooks" on level 4.
Fixed room group lights not being implemented.
Fixed class rooms in levels 4 and 5 not using the wall with molding texture.
Fixed tutorial doors being able to be closed.
Fixed tutorial doors using levers instead of buttons.
Power lever cables now stop at classroom doors and connect to lever walls.
Increased the size of the game lock collider so that principal's keys cannot be used on the door.
Fixed the jump rope failure sound value being lower than that of doors.
Blocked all the walls in the belt room so that buttons and similar level objects will not generate inside them.
Fixed missing controls for lockdown door in Stealthy Challenge.
Cells that are blocked by objects in the teleporter room are now marked as blocked so that objects cannot be generated or placed on those walls.
This update took a lot of work, and I still am not quite done with it! Endless mode for example has not been updated with the new level types yet, so I will be making some improvements there soon. I also want to flesh out the new level types with new decorations and faculty rooms among other fine details, so expect that kind of stuff in the near future.
As I've mentioned in previous updates though, major updates will become smaller in scope from here on out as I will begin shifting my focus towards the development of stuff for the distant future of Baldi's Basics Plus, much of which will not be seen until version 1.0 releases. With that in mind I'm glad I was able to make this last fully-focused early access major update a big one! With my attention split it may seem like things are slowing down, but rest assured this is a necessary change in getting this game finished.
Lastly, thanks to everyone who continues to play Baldi's Basics Plus! Special thanks to all the Kickstarter backers and Patreon members who provided feedback on the early access release. There was a lot of great feedback which has resulted in a much better update and will continue to help make further improvements!
With all that said, I hope you enjoy Baldi's Basics Plus version 0.10!
Version 0.10 Is Delayed One Week to April 21
Hey everyone,
Unfortunately, as I said might be possible in the previous status update, I've made the decision to delay the release of version 0.10 by a week. This means the pre-release will now release on April 14, and the public version will release on April 21. My apologies for the late notice on this- I kept telling myself that maybe I could make the previous dates work, but I've realized the update just needs a bit more time before it's ready. It was reaching a point where I was considering excluding some content that just isn't ready yet from the pre-release and saving it for the public release, but I feel like that would defeat the purpose of a pre-release!
A big reason for this delay stems from my trip to the Game Developers Conference. (Which I mentioned on my socials, but yeah, I went to GDC this year if you didn't know!) That trip was extremely important for Baldi's Basics Plus in the long term, but it also took over two work weeks out of my usual development schedule. The week prior to the conference was spent making preparations and the week of the conference was spent traveling and, obviously, being at the conference. Several days after arriving back home were just kind of weird as my regular schedule had been disrupted and my body needed more rest than I'd anticipated. This was my first time flying, and even leaving the East Coast, so I had no idea what to expect.
With the initially proposed dates I felt like I was properly accounting for that lost development time, but in hindsight they were just a bit too tight. One more week ought to be enough for me to get this update pre-release ready in time for that and cleaned up for the public release on the 21st. Again, I apologize for the delay, but I think the wait will be worth it!
Version 0.10 Status Update
Hello everyone!
I wanted to post a quick status update on how development of version 0.10 is coming along! Between how much work I've been putting into this update and some other business related stuff, I've got a lot going on this month, so I'm going to keep this update short and sweet.
So far, I have finished programming and designing pretty much all of the new features I had planned for this update! At this point all that's left to do is create and implement all the audio/visual assets and fine tune/balance everything. I'm very happy with how much I was able to get done in February and can't wait for you all to be able to play this new update
For this update, partly to keep it short and partly to keep the new features a surprise, I'm just going to post some WIP screenshots of some of the new stuff. Just a few teasers of things to look forward to! Please keep in mind that there are still plenty of placeholder assets in use in these screenshots, so the new stuff will mostly look very different in the release version.
Currently, I'm aiming to release the pre-release of this update on April 7 (Pre-releases are available via my Patreon) followed by the public release on April 14. However, audio/visual work can take an unexpectedly long time sometimes so don't be surprised if I have to push it back another week. I will certainly try to avoid delays though!
One more thing before I wrap this post up. I want to remind you all that, while 0.10 will be a pretty sizable update, 0.11 and onward will be smaller overall as I will begin shifting my development focus so that half of my efforts will be spent on content for immediate release and the other half on stuff that will be reserved for the future, primarily version 1.0. You can read more about this plan in a previous staus update I posted here, but the TLDR is that I want to get the game's planned structure (All the key moments I have planned from the beginning to the end) up and running by the end of the year. This stuff will not be a part of the early access, but having those things in place and somewhat functional internally will, I believe, be a huge help in finishing the game.
All that is to say, don't be surprised when 0.11 releases and seems significantly smaller than 0.10! It won't be because I'm slowing down, just due to me shifting my focus.
With all that said, I hope you all look forward to the release of Baldi's Basics Plus version 0.10!
Version 0.9a Hotfix
Hey everyone, I'm just letting you all know that I just released a super minor update to fix an issue where finishing the tutorial would not switch Steam Input to the "Interface" action set, which made it impossible to close the tutorial results screen and continue to the main menu when using Steam Input (This was most noticeable on Steam Deck where Steam Input is on by default). Since the first thing most new players will do now is play the tutorial, I didn't want to leave a bug that would require some to force close the game after completing it, so I went ahead and fixed the issue now. I'm sorry for any inconvenience this issue may have caused, and thanks to those who reported it!
Version 0.9 is available now!
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
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.