About the Game
This game is not what it seems...
Baldi's Basics® Plus is an active stealth roguelike that parodies cheap '90s edutainment with a subtle horror twist! Try to collect all the notebooks in each level as Baldi uses his incredible hearing to track you down in a game of "Hide & Seek". As you do so you will encounter strange characters, find useful items, go on field trips and more inside Baldi’s ever changing Super Schoolhouse, and as you explore the game itself you'll start to realize it is not what it seems...
Fight chaos with strategy!
Mixing strategy with chaos, Baldi's Basics Plus plays like no other game, with surprises around every corner that will throw your plans for a loop. Strategizing is key, but knowing how to best revise those strategies as situations change is even more important! As you learn the ins-and-outs of every character, item, event, and obstacle, you'll be able to make better plans, come up with the best strategies, and escape the most dangerous situations.
Near infinite replayability
Baldi's Basics Plus randomizes so many different things, every time you play will be a different experience!
Procedurally generated levels - The levels change every time you play! Not only will the layout change, but the types of rooms and obstacles you find will change too.
Random events - One moment everything is fine, the next the school is flooding, or flips upside down! Random events can begin at any moment, keeping you on your toes.
Mixing and matching characters - Each time you play, you'll encounter a random combination of characters, each one having their own unique behavior. When different characters collide, they may create unique situations!
All these variables and more add up to make each playthrough a unique experience!
Lots of ways to play!
Baldi's Basics Plus features many different modes to test players in different ways!
Hide & Seek - Avoid Baldi as you complete a series of randomly generated levels! Run out of lives and you'll have to start over from the beginning. Beat them all in one go to win! Currently, Hide & Seek has you play through 5 randomly generated levels of increasing difficulty, with more planned to be added.
Endless Mode - See how many notebooks you can collect before being caught by Baldi! Compete by playing on pre-made levels, or go crazy and try playing on a randomly generated one. Currently, there are 9 randomly generated maps to choose from, with plans to add more.
Field Trips - Play field trip minigames found in Hide & Seek whenever you like! You can try to set high scores, or just practice. Currently there are 2 field trip minigames available, with plans to add more.
Challenge Mode (PLANNED FOR LATER IN DEVELOPMENT) - As you make new discoveries in Hide & Seek, you'll unlock challenges! Challenges offer unique scenarios you won't find in the main game. One might have you sneaking around the school to avoid being seen by the Principal of the Thing, another might have both you and Baldi running at super high speeds! Currently, there are 3 challenge maps in the game for legacy purposes, with plans to add many all new and improved challenges when the game is nearing completion.
Screenshots
18 images
Version Information
Steam Patch Notes
Official update history
Hey everyone!
I'm happy to announce that version 0.14.2 of Baldi's Basics Plus is available now! This is another quality of life update, with the most notable change being that control maps are now saved per-save file, instead of all save files sharing one. This fix was long overdue, but I finally got around to it!
As mentioned in a post from a few days ago, these changes mean that control maps from previous versions of the game will not carry over, so please be sure to make a note of or screenshot your current controls so that you can easily reassign them to your liking after updating.
I also mentioned in that post that I had plans to change the default control settings for controllers. However, after looking over the feedback on my proposed defaults, I've decided to hold off for a bit to try and find something better. All default controls will remain the same in 0.14.2 as they were in previous versions.
Aside from that change, there are a handful of other improvements and bug fixes. Check out the full changelog below:
Changelog
Additions
Added a grid to the advanced map. This should make it easier to explore the advanced map when viewing unexplored portions of the level.
Changes
Cloudy Copter's wind now stretches to cover the entire navigable length of whatever the starting position is. Open areas no longer cut off the wind for example.
An exception to this is when that path extends into other rooms. The wind will not pass through a door into a classroom for example.
Cloudy Copter's wind is now affected by game elements that block navigation and it is updated accordingly while active. For example, a closed lockdown door will block wind, and opening it will allow that wind through.
Updated the school rules poster to include the "no looking in other people's lockers" rule.
Increased the frequency at which Playtime will randomly speak while wandering.
The quick map is now mirrored when the player is upside down. This makes it rotate with the camera as expected and should allow for easier navigation while flipped.
Control maps are now saved per-save file instead of being shared across all files.
Changed all asterisks (*) used in the captions to enclosing brackets (\[]) to better align with captioning standards.
Improved the safe room assets. There is now a rug object covering the floor and the floor now uses a proper texture.
Technical
Refactored audio playback to interface with AudioSources through an AudioSourceManager. This AudioSourceManager handles the creation and control of AudioSources for different audio categories (Sound effects, voices and music) for each AudioManager.
Bug Fixes
Fixed a bug that caused power cables to not buzz when they default to on.
Fixed an oversight that allowed the YTP multiplier sticker to work while in The Pit Stop or on a field trip.
Fixed a bug that allowed power breakers to generate on the same cell as standard lights. This caused a conflict with the light color when power went out.
Fixed an issue where Cloudy Copter's wind could appear without Cloudy Copter being present if he was unable to find a valid path to his targeted destination.
Fixed the player being able to rotate themselves while in the locker (Allowing the player to exit the locker facing a different direction than they entered it).
Fixed an issue with the YTP display HUD animation where it would snap into different positions if the flag determining its position was rapidly changed.
Fixed Arts & Crafters being able to interact with the environment while spinning around the player.
Fixed a bug that caused Playtime to not pursue the player if she spotted them while a voice clip was playing.
Fixed a minor coding oversight which resulted in certain values for structure generation not being accurate to what was actually generated. This may result in minor level generation differences.
Fixed a bug that caused Dr. Reflex to get his hammer even if not inside the clinic if he couldn't find a valid path to the clinic.
Fixed an issue where, when one AudioManager attempted to play two or more sounds in different sound categories at once, the volume would change to match the last played sound. This resulted in conflicts with volume settings.
Known Issues
NPCs occasionally getting stuck against walls
NPCs can collide between solid surfaces.
In the laboratory level type, class rooms that appear to be in one zone sometimes actually count for another zone.
Sticker tutorial voice lines sound different from the others.
Quickly Pausing/Unpausing can result in the game not rendering while unpaused (Also applies to the Packet-O-Matic)
Whirlpools can teleport entities to the inside of hallway pillars
Vents that exit in cafeterias are floating due to the raised ceilings.
Completing an activity in a room attached to a locked room will attempt to unlock the locked room doors.
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.
Mrs. Pomp's map time is oddly placed in odd shaped rooms.
Seeds show in pre-made map elevators.
Held sprites (Such as when holding a balloon) use the lighting of OOB when held against a wall.
CoreGameManager sounds stack and then play all at the same time when the environment is frozen.
Maps from saved sessions are bugged when updating from an older version with different level generation.
PotT doesn't open/close doors while fleeing from the tape.
Opening the advanced map while inside the locker causes visual issues.
Invalid Portal Poster sound doesn't always play when attempting to place a Portal Poster.
Entity lighting and visibility constantly fluctuates based on the below cells while traveling though vents.
Using the Hourglass sticker in explorer mode causes the incorrect time limit to appear.
Multi-poster posters can spawn in places where they are not completed or have gaps.
Entities can occasionally be seen clipping through the walls of vents due to the way they can crisscross
Beans will repeatedly run back and forth if he sees the player but there is an obstacle between them requiring him to move away around a corner to try and approach them
One-way doors that fail to generate and revert to swinging doors still keep one-way icon on map
Pressing opposite directions in advanced map causes slow movement.
Arts and Crafters' echoes don't always match Crafters' orientation during Gravity Chaos.
On some screen resolutions, the elevator screen has gaps that can be seen through.
Lockdown doors near spawn can be seen snapping to the open position when game starts.
If an entity gets squished while gum is stuck to it, it won't render properly.
Hello everyone!
I'm happy to announce that version 0.14.1 is available now! This update brings a few more quality of life improvements to the game, including a complete overhaul to the central room in the factory levels. Check it out, I'm sure the changes will grab your attention!
In other news, a Beans Plushie campaign from Makeship was launched a few weeks ago! This plushie was designed with input from Beans' creator, Padre Snowmizzle, and looks great. The campaign is currently scheduled to end on March 28, so be sure to check it out here before then if you want one.
[img src="{STEAM_CLAN_IMAGE}/37739342/9d9d7fedf73ade09daacc0ce224a8788bd4ae1cf.png"]
Now onto the changelog!
Changelog
Changes
Replaced the conveyor belt room in the factory with a new crane room.
Several cranes randomly move around in this room. Whenever one moves over an entity, it will pick up the entity and then drop it onto one of the available output conveyor belts.
The conveyor belt flaps are now placed at the ends of the output conveyor belt instead of at the entrances of the central room in the factory.
The buttons that toggle conveyor belt directions are now found inside the crane room next to the conveyor belt output entrances instead of at the ends of the output conveyor belts.
The cafeteria now has a raised ceiling.
The lightbulb testing room now has unique on and off light sprites.
Chalkes' transparency is now rendered via dithering instead of the sprite renderer's color alpha.
Updated the Principal of the Thing's character poster to reflect his updated sprite.
Updated a Kickstarter backer's name in the credits.
Technical
Lights can now be assigned separate on and off sprites.
Fixed an oversight with singletons being destroyed. A singleton being destroyed would maintain an instance of the current instance class in memory, even if the game object ceased to exist. Now, if a singleton's game object is destroyed, the singleton instance variable will be set to null.
Windows now have controllable properties for being breakable and for allowing audio to pass through them.
Bug Fixes
Fixed a bug where, if the sticker opening animation was stopped before finishing, it would resume where it left off the next time it played, displaying stickers collected from a previous pack instead of the newly opened pack.
Fixed an issue where conveyor belts didn't mark the floor of the cell they were generated on as covered. This allowed objects such as lockers to generate on top of them.
Corrected an issue with The Test where it would be sent to the EntityBuffer layer when disabled instead of the disabled layer.
Fixed an issue where lights could generate above exit signs.
Known Issues
The new crane sound effects are missing captions.
AudioManagers playing multiple sounds in different mixer groups at once causes volume conflicts.
NPCs occasionally getting stuck against walls
NPCs can collide between solid surfaces.
Key Bindings aren't saved per user
In the laboratory level type, class rooms that appear to be in one zone sometimes actually count for another zone.
YTP Multiplier sticker can be used on field trips minigames
Sticker tutorial voice lines sound different from the others.
Power lever cables that have defaulted to on do not always buzz.
Quickly Pausing/Unpausing can result in the game not rendering while unpaused (Also applies to the Packet-O-Matic)
Whirlpools can teleport entities to the inside of hallway pillars
If a breaker switch exists on the same cell as a normal light, it will not light green during a power outage.
Dr. Reflex will get his hammer instantly if he cannot find a path to his clinic.
Completing an activity in a room attached to a locked room will attempt to unlock the locked room doors.
Cloudy Copter's wind can pass through solid objects like lockdown doors
There is no indication for when entities are about to become unsquished
Cloudy Copter can blow wind from a location he is not at if he cannot find a path to that spot
Placing an alarm clock in a doorway prevents the door from being clicked
Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system.
Mrs. Pomp's map time is oddly placed in odd shaped rooms.
Seeds show in pre-made map elevators.
Held sprites (Such as when holding a balloon) use the lighting of OOB when held against a wall.
CoreGameManager sounds stack and then play all at the same time when the environment is frozen.
Maps from saved sessions are bugged when updating from an older version with different level generation.
PotT doesn't open/close doors while fleeing from the tape.
The player camera can rotate while inside the locker
Opening the advanced map while inside the locker causes visual issues.
Invalid Portal Poster sound doesn't always play when attempting to place a Portal Poster.
Entity lighting and visibility constantly fluctuates based on the below cells while traveling though vents.
Using the Hourglass sticker in explorer mode causes the incorrect time limit to appear.
Multi-poster posters can spawn in places where they are not completed or have gaps.
YTP display snaps when quickly toggling it's raised state by going in and out of Johnny's store.
Entities can occasionally be seen clipping through the walls of vents due to the way they can crisscross
The locker rule is not listed on the school rules poster.
Beans will repeatedly run back and forth if he sees the player but there is an obstacle between them requiring him to move away around a corner to try and approach them
One-way doors that fail to generate and revert to swinging doors still keep one-way icon on map
Pressing opposite directions in advanced map causes slow movement.
Arts and Crafters' echoes don't always match Crafters' orientation during Gravity Chaos.
On some screen resolutions, the elevator screen has gaps that can be seen through.
Lockdown doors near spawn can be seen snapping to the open position when game starts.
If an entity gets squished while gum is stuck to it, it won't render properly.
Hello everyone!
I'm happy to announce that Baldi's Basics Plus version 0.14 is now available to download! This update brings many quality of life improvements, balance changes and bug fixes to the game. As discussed in previous status updates, this will likely be the last major update for the foreseeable future as I shift my focus to 1.0 specific development. In the meantime however, I plan on releasing several 0.14 sub-versions with more minor improvements in order to make sure the early access version plays as well as possible during the wait for the next major update!
The full changelog can be viewed below, but there is one really big new change that I want to point out. I significantly improved the code that controls elevators in levels, and while doing so I took the opportunity to make a mechanical change as well. You now have to press a button inside the elevator to finish a level! Don't forget it!
This update also adds signs above classroom doors that let you know what activity is inside and if a bonus question is available, a chalkboard in the Pitstop that tells you what the next level type is, and new window textures alongside a new dithered transparency effect. Oh, and the Principal of the Thing has had a small sprite rework!
Notable balance changes include making it so that the Match Machine is completed after three matches instead of requiring all four, adding a breaker reset button that lowers all raised levers to maintenance levels and setting Baldi's max speed on level 4 to be slightly faster than his max speed on level 3 (Previously, it was lower).
There are also lots of bug fixes, big and small! The entire changelog can be viewed below. As always, thank you very much for the support!
Changelog
Additions
Added a button to Maintenance levels that resets the entire circuit, lowering all raised power levers.
Added a chalkboard to the Pitstop which displays what the next level type will be.
Added a new shader effect which renders alpha levels in sprites and textures via dithering.
Added a new green window which is used for classrooms (Post pre-release).
Added exterior signs to classrooms which show what the activity inside the classroom will be.
"BONUS" hanging neon signs will appear under these when a bonus question is available.
Changes
Elevators now have a button inside. This button must be pressed while inside the elevator in order to finish a level.
It lights up when the elevator is open and and ready for exiting the level (Even if it will go out of order when approached).
Pressing the button counts as reaching the elevator and will set the elevator to the out of order state if the player still has to reach more out of order elevators before they can exit.
Elevators now switch to an out of order state during power outages in the maintenance level type. When power is restored, the elevators will be restored to their previous state.
The elevator screen no longer has buttons for skipping the Pitstop, continuing or starting a level. The elevator screen now automatically starts the loaded level once it's ready.
If you want to skip the Pitstop, simply turn around and press the button inside the elevator and you'll be sent to the next level!
Match Machines now only require three matches to be made instead of four. Once three matches have been made, the remaining pair will automatically reveal itself.
Reduced the max distances that power levers can generate from their respective classrooms.
Adjusted Baldi's speed curve on level four so that his speed once all notebooks have been collected (Assuming no activities have been failed) is slightly faster than it is on level three.
The elevator music now continues to play in the Pitstop after the elevator screen closes.
Adjusted the size of the camping Baldi sprite to be more consistent with Baldi's other sprites.
Removed the decorative plants from the Pitstop elevator.
Added water fountains to all of the level 1 classrooms.
Changed several sprites and textures to use the dithered transparency shader effect.
Dithered several previously un-dithered sprites and textures.
Changed the old "BONUS QUESTION" signs to the hanging neon "BONUS" sign.
After pre-release
Changes marked with "*" are specific to content found in the pre-release.
*The wood window has been re-added and updated and is now used for offices and faculty only rooms.
Class rooms can now rarely have windows. These use the new green window.
Updated the copyright year to "2026".
Gave Principal of the Thing a new idle sprite with his hand down. The old sprite is now only used when he is aggroed.
Both sprites have received improved color on the bow tie.
*Increased the size of the trigger used to determine if the player is inside an elevator or not.
Reworked more sprites and textures to use the dithered transparency shader effect.
Exiting a level or opening the sticker screen will not stop the sticker opening animation.
*Changed the word "level" to "floor" on the chalk board that displays the next level type.
Technical
Overhauled the systems that managed game elevators. They can now be switched between different states more freely as a result.
Playing a MIDI music track that is already playing no longer causes the track to restart.
Open area calculations will now group all cells in a non-hall room together, however it will not mark non-open cells as such when doing so. This fixes navigation issues with more complex room layouts.
Some cells can be marked to be excluded from room groups in order to prevent unwanted cells (Such as out of bounds cells) from being included.
Bug Fixes
Potential bug fixes are for issues that I was not able to test thoroughly, but that I attempted to fix regardless. These issues may still persist.
Fixed a bug where the elevator triggers blocked the player click raycast.
(Potentially) Fixed a bug that caused the Match Machine shaft to drift out of position over time.
Fixed a bug that caused NPCs to not properly navigate rooms with multiple open areas or alcoves.
Fixed a bug where, when an NPC wandered through an open area and the selected exit point could be reached more efficiently by traveling outside the area rather than through it, the NPC would immediately turn around and take the more efficient route outside the area.
Fixed a bug where, when the level generator attempted to place a faculty only door at a specific location, but couldn't due to the possibility of that location creating a softlock, it would leave behind a navigation block. This would create a spot in the level that NPCs would not be able to navigate through even though nothing was generated there.
Fixed a bug which caused the player's position relative to a teleporter to not be properly maintained when being teleported to the destination teleporter.
Fixed a bug where an entity being teleported outside of a teleporter by Arts & Crafters or some other outside force after entering an active teleporter, but before being teleported, would result in the teleporter sending the entity to an incorrect location. Now, if the entity is removed from the teleporter before the teleportation occurs, the entity will immediately regain control and not be teleported.
Fixed a bug that would cause a vent controller to encounter an error when an entity exited a vent.
Fixed the "About" button on the main menu being one pixel too low.
Fixed a bug that caused Math Machines to stop their reset timers in endless mode once their bonus questions were activated.
(Potentially) Fixed a bug that would cause some balloons in Balloon Buster to not be counted by the activity after it had been reset while a bonus question was still available (Only possible in Endless Mode).
After pre-release
Fixes marked with "*" are specific to issues found in the pre-release.
Fixed the "Play" and "Options" buttons on the main menu being one pixel too low.
Fixed the version number hotspot on the title screen not being transparent.
*Fixed the exit sign sprite being invisible.
*Fixed activities not being initialized, and thus their exterior signs not generating, in premade levels.
*Fixed the camping field trip not loading when accessed through the main menu.
*Fixed the Pick-Quick-Nic tutorial not having music.
Fixed the Playground ambience not being affected by volume settings.
*Fixed a bug that caused NPCs to get stuck when wandering into the wormhole room.
Fixed a bug that caused Beans' spitting animation to not play properly.
*Fixed the circuit reset button revealing all the power controlled rooms on the map.
*Fixed a bug that prevented NPCs from wandering into vents.
*Fixed a bug that caused the Principal of the Thing to stand still while trapped in the small room he spawns in in the tutorial.
*Fixed the pillar special hall formation not generating correctly.
Fixed a bug that caused the player's actual guilt time when escaping detention to not be accurately reflected by the status effect gauge.
Fixed a bug where First Prize's pushing speed would not take movement modifiers into account.
(Potentially) Fixed a bug where Arts & Crafters could be stuck with a movement modifier from a crowd entity even after Student Shuffle ended.
Fixed an issue where the storage locker could not be opened from far away with super stretchy gloves.
When opened from a large distance, the player will not be marked guilty for looking in other people's lockers.
Fixed a bug where navigation data would not be updated when It's a Bully was moved somehow (Such as by a whirlpool). If he is moved, his old location will now be unblocked, and his new location will be blocked.
Fixed an issue that caused the bell sound to play twice at the exact same time (Resulting in it being slightly louder) when purchasing a map or glue stick.
Fixed a caption error where a lower-case letter was used to start a sentence.
Fixed a bug where the bus would remain audible if it was audible at the moment it disappeared.
Fixed a bug that could cause sticker descriptions to only appear for a single frame after placing one.
Fixed a bug where the tape player could encounter an error upon finishing if the player gave a student their lost item, causing them to de-spawn, while the sound was playing.
*Fixed a bug where some bonus question neon signs did not render with the correct lighting.
Known issues
AudioManagers playing multiple sounds in different mixer groups at once causes volume conflicts.
NPCs occasionally getting stuck against walls
The conveyor belt room sometimes generates with a missing exit point.
NPCs can collide between solid surfaces.
Key Bindings aren't saved per user
In the laboratory level type, class rooms that appear to be in one zone sometimes actually count for another zone.
YTP Multiplier sticker can be used on field trips minigames
Sticker tutorial voice lines sound different from the others.
Power lever cables that have defaulted to on do not always buzz.
Quickly Pausing/Unpausing can result in the game not rendering while unpaused (Also applies to the Packet-O-Matic)
Whirlpools can teleport entities to the inside of hallway pillars
If a breaker switch exists on the same cell as a normal light, it will not light green during a power outage.
Dr. Reflex will get his hammer instantly if he cannot find a path to his clinic.
Completing an activity in a room attached to a locked room will attempt to unlock the locked room doors.
Cloudy Copter's wind can pass through solid objects like lockdown doors
There is no indication for when entities are about to become unsquished
Cloudy Copter can blow wind from a location he is not at if he cannot find a path to that spot
Placing an alarm clock in a doorway prevents the door from being clicked
Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system.
Mrs. Pomp's map time is oddly placed in odd shaped rooms.
Seeds show in pre-made map elevators.
Held sprites (Such as when holding a balloon) use the lighting of OOB when held against a wall.
CoreGameManager sounds stack and then play all at the same time when the environment is frozen.
Maps from saved sessions are bugged when updating from an older version with different level generation.
PotT doesn't open/close doors while fleeing from the tape.
The player camera can rotate while inside the locker
Opening the advanced map while inside the locker causes visual issues.
Invalid Portal Poster sound doesn't always play when attempting to place a Portal Poster.
Entity lighting and visibility constantly fluctuates based on the below cells while traveling though vents.
Using the Hourglass sticker in explorer mode causes the incorrect time limit to appear.
Multi-poster posters can spawn in places where they are not completed or have gaps.
Entities can occasionally be seen clipping through the walls of vents due to the way they can crisscross
The locker rule is not listed on the school rules poster.
Beans will repeatedly run back and forth if he sees the player but there is an obstacle between them requiring him to move away around a corner to try and approach them
One-way doors that fail to generate and revert to swinging doors still keep one-way icon on map
Pressing opposite directions in advanced map causes slow movement.
Arts and Crafters' echoes don't always match Crafters' orientation during Gravity Chaos.
On some screen resolutions, the elevator screen has gaps that can be seen through.
Lockdown doors near spawn can be seen snapping to the open position when game starts.
Merry Christmas and happy holidays everyone!
I'm happy to announce that Baldi's Basics Plus version 0.13.1 is available now! This is a small patch to address several issues with stickers as they launched in version 0.13, as well as to fix a handful of bugs. The biggest changes include improvements to the sticker inventory and stickers only lasting for five notebooks in endless mode. I also added some info on stickers to the tutorial!
Changelog
Additions
The tutorial now features info on how stickers work.
Changes
Collected stickers are now displayed in two columns instead of one.
Applied stickers can now be viewed any time during a game through the map menu. However, stickers can still only be modified with the Packet-O-Matic.
Stickers now stack when there are multiple of the same sticker. A number is displayed next to stacked stickers to show how many of that sticker you currently have.
In endless mode, stickers will only last for five notebooks once applied. The number of notebooks remaining for an applied sticker will be displayed next to it.
The students now have a max YTP reward value of 200.
Bug Fixes
Corrected a typo where the glue stick was mistakenly referred to as super glue in the about screen.
Fixed a bug that would cause a room group to stop generating prematurely if an attempt was made to place a room by connecting it to another room when no valid spawn positions existed. Now if this occurs the generator will try to place the room again, this time using hallway spawn points, instead of giving up.
Fixed a bug that would cause a locked room to generate without a game lock while still locking the doors if the key failed to be spawned. Now, if a key fails to generate, the room will not be locked.
Fixed the door to the item room in the tutorial unlocking before collecting the notebook when correctly completing the Math Machine, which enabled a potential softlock.
Fixed a bug that caused Hide & Seek settings to apply to other modes in some scenarios.
Fixed Dr. Reflex encountering an error if an entity he is squishing despawns.
Implemented a fix for an issue that could cause the pit stop to be skipped or the game to soft lock if Baldi caught the player on the same frame they entered the elevator. There is still some odd behavior when this occurs, but nothing game breaking.
Fixed a bug that caused the Distance Bonus sticker to award -5 YTPs if a valid navigable path to Baldi could not be made. Now if this happens, the game will fallback to using the const distance multiplied by 2. If there is no valid const path either, the distance will default to 100 for an award of 500 YTPs.
Fixed the alarm clock entity not matching the player's status effects when used.
Removed the space between "12" and ".5" in the ear muffs sticker description (This was originally done on purpose for clarity in certain display resolutions).
Fixed a misplaced item spawn point in Room_Class_BalloonBuster_2.
Fixed floating chairs in Room_Class_BalloonBuster_0.
Fixed the glue stick price tag not changing to SOLD when buying the glue stick.
Technical
Added the ability to control the speed of an entity animator.
Baldi will now only announce that all notebooks have been collected once if more notebooks than the total in a level is collected.
Fixed a programming error where entity height changed via an entity overrider was updated before the overrider marked itself as overriding height, resulting in height not properly updating the first time an overrider's height was set. This did not result in any notable issues in unmodified versions of the game.
Known Issues
The known issues list was previously managed separately from what was listed in my bug tracking software. Starting now, this list will be copied from my bug tracker to improve the consistency of the public known issues list. Note that because of this, some of the issues listed here are still being evaluated based on reports and as a result some bug descriptions may not be 100% accurate.
- Belt room can generate with a missing exit point
- Baldi on level 4 is slower at all notebooks than he is on level 3.
- If the player is displaced after activating a lab teleporter, but before it teleports them, the player will end up at an incorrect location.
- NPCs do not navigate rooms with multiple open areas or no open areas correctly.
- Detention and escaping guilt timers are not consistent
- Balloon Buster does not reset properly when a notebook respawns while an unanswered bonus question is available.
- Entering the elevator on the same frame as opening the packet-o-matic results in the HUD not rendering
- If the player gets out of the wormhole room while Mrs. Pomp tries to drag the player around, they will get stuck until she interacts with the player again.
- NPCs will sometimes travel through walls to repeatedly enter ventilation
- First Prize's push speed is not modified by its modified speed
- Arts and Crafters can get stuck with forces from student shuffle
- NPCs can collide between solid surfaces.
- Math Machine Balloons can get stuck behind the diagonal math machine
- AudioManagers playing multiple sounds in different mixer groups at once causes volume conflicts.
- NPCs occasionally getting stuck against walls
- Game can crash in endless if you wait for hours apparently.
- The storage locker cannot be opened from far away with reach extensions due to the player distance.
- YTP Multiplier sticker can be used on field trips minigames (May or may not be an issue)
- Dr. Reflex can navigate through It's A Bully with opposite orientation while other NPCs can't
- Cables that have defaulted to on do not always buzz.
- Quickly Pausing/Unpausing can result in the game not rendering while unpaused (Also applies to the Packet-O-Matic)
- OneWay doors that get switched to regular swinging doors during level generation still maintain a one-way door appearance on the map.
- Whirlpools can teleport entities to the inside of hallway pillars
- Completing an activity in a room attached to a locked room will attempt to unlock the locked room doors.
- Sticker tutorial voice lines sound different from the others.
- If the last solved math machine is not in the room the last notebook is collected in, balloons will respawn in that room.
- Principal, under some circumstances, can maintain his fast speed after using the principal whistle
- Crafters can teleport players into objects if the calculated path passes through a room.
- NPCs will occasionally end up wandering into an area they should be fleeing from
- NPCs behave weirdly when trying to enter and navigate through a room where the path is shorter between the entrance and exit outside the room than it is inside.
- If Bully gets moved by a whirlpool or some other outside force, the NavBin isn't updated.
- Dr. Reflex will get his hammer instantly if he cannot find a path to his clinic.
- Balloons occasionally clip into areas they cannot fit and shake
- One-way swinging doors can generate on top of standard swinging doors
- Cloudy Copter's wind can pass through solid objects like lockdown doors
- Baldi can end the player's game on the same frame he reverts from a safe state, but the sprite will not update in time to reflect that.
- NPCs will occasionally appear to turn-around when entering open areas where a hallway bridges between two different parts of that open area.
- JoyCon gyro controls through still active through Steam Input despite being disabled by user
- There is no indication for when entities are about to become unsquished
- Placing an alarm clock in a doorway prevents the door from being clicked
- Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system.
- Throwing a 'Nana Peel while time is frozen results in it traveling away from the player but not dropping
- Playtime does not pursue the player while speaking
- Cloudy Copter can blow wind from a location he is not at if he cannot find a path to that spot
- Key Bindings aren't saved per user
- Giving Johnny the bus pass while the bus is still audible results in the audio getting stuck playing.
- The player camera can rotate while inside the locker
- The elevator collider blocks the packet-o-matic from being clicked on
- Entity lighting and visibility constantly fluctuates based on the below cells while traveling though vents.
- Using the Hourglass sticker in explorer mode causes the incorrect time limit to appear.
- Bonus question signs for new activities are not placed correctly.
- Entities can occasionally be seen clipping through the walls of vents due to the way they can crisscross
- Purchase ding sound plays twice when buying the glue stick
- Entering the elevator on the same frame Baldi catches the player skips the lose animation
- Pressing opposite directions in advanced map causes slow movement.
- Crafters echoes don't always match Crafters' orientation during Gravity Chaos.
- Beans' Gum graphical issues on displays thinner than 4:3
- Mrs. Pomp's map time is oddly placed in odd shaped rooms.
- Seeds show in pre-made map elevators.
- Held sprites (Such as when holding a balloon) use the lighting of OOB when held against a wall.
- Mrs. Pomp doesn't wander around class rooms in pre-made maps since there are no entity safe cells set.
- CoreGameManager sounds stack when the environment is frozen.
- Crafters attack loop sound can be timed out by looking at The Test.
- Maps from saved sessions are bugged when updating from an older version with different level generation.
- PotT doesn't open/close doors while fleeing from the tape.
- Chalkles is affected by Gravity Chaos.
- During the flood, hall swinging doors do not open but room swinging doors do.
- Mrs. Pomp can queue up a # minutes left line right as the player enters her class room.
- A one way wall is generated when two elevators spawn next to each other in a certain way.
- Some resolutions show a gap in elevator door.
- Lockdown doors near spawn can be seen snapping to the open position when game starts.
- Opening the advanced map while inside the locker causes visual issues.
- Invalid portal poster sound doesn't always play
- Math Machine texture doesn't revert after it resets in endless mode or for bonus question.
- Multi posters can spawn in places where they are not completed or have gaps.
- A frame of audio plays when closing the challenge map victory screen.
- Baldicator doesn't reset if it is visible when a level reloads.
- The locker rule is not listed on the school rules poster.
- Beans will repeatedly run back and forth if he sees the player but there is an obstacle between them requiring him to move away around a corner to try and approach them
- Doors that have been locked after the flood opened them do not get opened by the floodwaters again
- Arts and Crafters can get sucked into a whirlpool while spinning around the player.
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.
{STEAM_CLAN_IMAGE}/37739342/8d6095e17ab6a44e41b4db7d9931afc52bd4cee3.png
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.
- Stickers can be purchased via sticker packs in Johnny's store. There are 18 stickers available as of this update.
- 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.
- 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!
Today I'm releasing a small patch to Baldi's Basics Plus that address the recently discovered security vulnerability that exists in applications built with versions 2017.1 and later of the Unity engine (Not including the now patched versions). This includes Baldi's Basics Plus, which was made with Unity 2020.3.38f.
Don't worry, there's no need to panic! There's currently no evidence of this vulnerability being exploited, and safeguards against this vulnerability have already been implemented by certain parties, such as Microsoft via Windows Defender. As always, please be sure you keep all software, including your operating system, up-to-date with the latest security updates and exercise caution when downloading files online.
As for the applications themselves, such as Baldi's Basics Plus, Unity has rolled out fixes for the security vulnerability which developers can now apply to their titles. The version 0.12.2 update applies the fix to Baldi's Basics Plus. Previous versions of the game will, of course, remain vulnerable, so please take caution if you want to downgrade it to a previous version!
I will also be updating the following titles with a fix for the vulnerability in the near future:
- Baldi's Basics Classic Remastered
- Baldi's Basics in Education and Learning (Baldi's Basics Classic)
- Baldi's Basics Birthday Bash
- Baldi's Basics Plus version 0.12 Pre-release
Please be sure to update these games as updates roll out.
Aside from addressing the security vulnerability, this update has no notable changes (Some technical changes were made but they should not affect game behavior in any way). I have been busy working on the Baldi's Basics Plus 1.0 horizontal slice and have not addressed any issues since the release of version 0.12.1. However, fixing this security vulnerability required me to update the Unity Editor I use from version 2020.3.38f to 2020.3.49f. I remained on 2020.3.38f for many years due to concerns about a potential performance issue in later versions of Unity 2020.3. It is possible that, due to upgrading the editor version, there may be unintentional performance or behavior changes. My testing does not immediately show any changes, but If anyone notices any demonstrable changes in performance in Baldi's Basics Plus version 0.12.2 compared to version 0.12.1, please let me know. Please keep in mind shaders may need to recompile, in which case you may notice some initial dips in performance which will resolve after playing for a bit, so keep that in mind. Of course, please report any new bugs that may crop up as well!
That's all for now. I hope you all enjoy playing Baldi's Basics Plus knowing this vulnerability has been fixed!
Changelog
Technical
- Updated the Unity Editor to version 2020.3.49f.
- This fixes a security vulnerability that existed in previous versions of Unity.
- This fixes a security vulnerability that existed in previous versions of Unity.
Today I'm releasing a small patch to Baldi's Basics Plus that address the recently discovered security vulnerability that exists in applications built with versions 2017.1 and later of the Unity engine (Not including the now patched versions). This includes Baldi's Basics Plus, which was made with Unity 2020.3.38f.
Don't worry, there's no need to panic! There's currently no evidence of this vulnerability being exploited, and safeguards against this vulnerability have already been implemented by certain parties, such as Microsoft via Windows Defender. As always, please be sure you keep all software, including your operating system, up-to-date with the latest security updates and exercise caution when downloading files online.
As for the applications themselves, such as Baldi's Basics Plus, Unity has rolled out fixes for the security vulnerability which developers can now apply to their titles. The version 0.12.2 update applies the fix to Baldi's Basics Plus. Previous versions of the game will, of course, remain vulnerable, so please take caution if you want to downgrade it to a previous version!
I will also be updating the following titles with a fix for the vulnerability in the near future:
- Baldi's Basics Classic Remastered
- Baldi's Basics in Education and Learning (Baldi's Basics Classic)
- Baldi's Basics Birthday Bash
- Baldi's Basics Plus version 0.12 Pre-release
Please be sure to update these games as updates roll out.
Aside from addressing the security vulnerability, this update has no notable changes (Some technical changes were made but they should not affect game behavior in any way). I have been busy working on the Baldi's Basics Plus 1.0 horizontal slice and have not addressed any issues since the release of version 0.12.1. However, fixing this security vulnerability required me to update the Unity Editor I use from version 2020.3.38f to 2020.3.49f. I remained on 2020.3.38f for many years due to concerns about a potential performance issue in later versions of Unity 2020.3. It is possible that, due to upgrading the editor version, there may be unintentional performance or behavior changes. My testing does not immediately show any changes, but If anyone notices any demonstrable changes in performance in Baldi's Basics Plus version 0.12.2 compared to version 0.12.1, please let me know. Please keep in mind shaders may need to recompile, in which case you may notice some initial dips in performance which will resolve after playing for a bit, so keep that in mind. Of course, please report any new bugs that may crop up as well!
That's all for now. I hope you all enjoy playing Baldi's Basics Plus knowing this vulnerability has been fixed!
Changelog
Technical
- Updated the Unity Editor to version 2020.3.49f.
- This fixes a security vulnerability that existed in previous versions of Unity.
- This fixes a security vulnerability that existed in previous versions of Unity.
Hello everyone!
Baldi's Basics Plus version 0.12.1 has just released! This update brings a few small changes alongside some bug fixes. The full changelog can be viewed below.
But first, just another reminder that the 2.0 Edition Angry Baldi plushie from Makeship is still available for a few more days! You can check it out here. If you want one, be sure to order before it's gone!
[img src="{STEAM_CLAN_IMAGE}/37739342/f5c63cd4f9e292a9f64b12c0960f0b0dbc91aaa0.png"]
Changelog
Changes
All entity animators now have their speed multiplied by the relative time scale. For example, Dr. Reflex's animations will slow down or speed up depending on how The Test has affected time.
Propagated audio sources can now have priority values assigned. This is used to ensure certain sounds are always audible over other sounds.
BSODA, nana peel and grappling hook entities now copy the player's status when spawned. This means they will be flipped or squished if the player is either of those when used.
BSODA spray, Beans' gum and grappling hook collision with entities is now independent of orientation since there is no easy way to determine whether or not they are upside down. This resolves an oversight in the previous version that made BSODAs ineffective against upside down entities.
When gum sticks to an entity, it now matches that entity's orientation.
Bug Fixes
Fixed a bug that caused the file select screen to become unresponsive after deleting a file.
Fixed an issue that would cause file select buttons to not function properly if the number of actual save files somehow became inconsistent with the saved total value of save files.
Fixed crumbled balders moving on their own when influenced by outside conditions, such as when using the tape.
Fixed Baldi's slapping sound sometimes getting overridden and not being audible when there is a large number of competing audio sources (Like during Student Shuffle).
Fixed a bug that could cause Balloon Busters in endless mode to not reset properly after leaving a bonus question unanswered, resulting in balloons that would be ignored by the device.
Fixed mis-placed item spawn points in Room_Class_BalloonBuster_2.
Fixed issues with how entity orientation and height changes were handled. These fixes have resulted in a less smooth player flipping animation while squished unfortunately. Notably, this fixes
Rotating to see out of bounds if flipped while inside a vent.
The camera being pushed forward, potentially clipping beyond colliders, when being flipped while squished.
Hello everyone!
Today marks the release of Baldi's Basics Plus version 0.12! This isn't a huge update, but it adds some cool new content! Two new activities, Balloon Buster and the Match Machine, have been added. You'll need to complete these alongside Math Machines to get notebooks. Two new random events, Student Shuffle and Balder Dash, have also been added! These events will add a bit more chaos to the game, so stay prepared!
Alongside these additions there are also a handful of QOL improvements and bug fixes, which will be detailed in the changelog below.
Just a reminder that this update is relatively small due to the fact that I've begun focusing much of my development time on future development, which is stuff that won't really be seen until version 1.0 is released. I still intend to finish a "horizontal slice" version of the game by the end of the year, which is what I'm now calling the build that will represent the structure of the finished game, which I've referred to in previous status updates. Again, this is going to be for internal use only, but it will be a big milestone and really help my team get an understanding for what will be needed to wrap up the project.
With that in mind 0.13 is likely to be very small as well, as I want to put extra focus on future development to ensure the horizontal slice is completed before the end of the year. I am very excited to get the horizontal slice completed. There's a lot of cool stuff I've had planned for a long time that I can't wait to implement, even if it will still be a while before everyone gets to see it all!
In other news, Makeship and I have teamed up yet again to do another run of the Angry Baldi plushie!
[img src="{STEAM_CLAN_IMAGE}/37739342/f5c63cd4f9e292a9f64b12c0960f0b0dbc91aaa0.png"]
This is nearly identical to the first run (although it has a 2nd edition badge on the bottom) and will be available to purchase until the morning of September 27, so if you want one be sure to get it soon! You can check it out here!
Changelog
Changes marked with (Pre-release 2) primarily pertain to changes made between pre-release 2 and the public release.
Additions
Added two new activities
Added Balloon Buster. This activity requires players to pop the balloons in the room until only the amount displayed on the device remains. Once this is done, the player must pull the pulley to submit their answer. The remaining balloons will be popped and counted and if the total matches the solution, the player will successfully complete the activity. If there are too many balloons when submitting an answer, or too many balloons are popped, the activity will be failed.
Added the Match Machine. This activity requires the player to match pairs of object balloons. The balloons all start as question mark balloons. When clicked, they will be revealed as a specific object. When two balloons are revealed and they don't match, this pair will revert to exclamation point balloons after a moment. If a revealed pair of balloons matches, they remain revealed and the player earns some stamina and YTPs and Baldi will pause to praise the player. Once all four pairs are matches, the activity will be completed successfully. If a revealed pair does not match, and at least one of the balloons had already become an exclamation point, the activity will be failed.
Each new activity comes with its own set of classrooms.
Added chalk boards to classrooms that explain how to solve its activity.
(Pre-release 2) Added textures, animations and missing sounds for new activities. The Balloon Buster device now has a hologram sprite on it which turns off when not powered and which turns red when the activity is failed.
Added two new random events.
Added Balder Dash. This event causes several "balders" to spawn at the elevators. These randomly roll around the level and crush any entities they collide with for a few seconds. They can also break through windows and open locked doors. When two balders collide, one of them will crumble. After enough time has passed, all balders will crumble.
Added Student Shuffle. This event causes several crowds of students to spawn from the elevators. These students randomly rush through the levels and push around any entities they collide with. If groups get separated, the separated group will become independent. If two separate groups collider, one will begin following the other. After a certain amount of time has passed, all groups will exit the level through the elevator.
Added an animated popping effect for when balloons pop.
(Pre-release 2) Added captions for new sound effects.
Changes
Pressing the pause button while the level results animation plays will skip the animation to show the results immediately. Pressing pause again after the results are fully displayed will skip the remaining time and the TV screen will immediately retract.
Updated the Bully's poster text.
Updated the name of a Kickstarter backer in the credits at their request.
Dr. Reflex's hammer check now checks for collision validity between his entity and the targeted entity to determine if he can actually squish the other one. This prevents him from squishing entities with opposite orientation, for example.
Mrs. Pomp can no longer drag players when she is squished, in an opposite orientation, or any other collision invalidating scenario.
Principal of the Thing will now attempt to send the player to detention when colliding with the player, even if the collision is invalid. If the collision is invalid, he will be teleported to the principal's office and the player will receive the detention status effect, but the player will not be teleported.
Playtime now becomes sad if she has an invalid collision with the player while chasing them.
Mrs. Pomp can now invite the player to her class regardless of if the collision is valid or not.
Dr. Reflex will wander away if he has an invalid collision with the player after chasing them.
Arts and Crafters now disappears if colliding with a player with invalid collision while chasing them.
Beans gum will copy any of Beans' status effects when he spits it out.
Balloons now slightly bob up and down.
In endless mode, bonus questions now only become available for the previously completed activity when collecting a notebook.
Game lock collision now goes away immediately after unlocking them instead of after the animation is completed.
If the doors in the room are locked, solving its activity will unlock the doors.
When making activity progress (Such as popping a balloon in Balloon Buster), Chalkles will lose some charge. Chalkles will reset entirely when completing an activity, and will not respawn until the player enters another room with a Chalkles chalk board.
Notebooks no longer reward a stamina boost. Instead, a stamina boost is earned when successfully completing activities.
(Pre-release 2) Updated sprites for regular balloons, now with new colors!
(Pre-release 2) Updated sprites for matching balloons.
(Pre-release 2) Updated new event intro voicelines with finalized versions.
Technical
Changed the way Unity scenes are managed to better handle loading multiple scenes at once.
Changed collision between entities so that, instead of not calling collision functions when entities are in states that should prevent collision (Squished, of the opposite orientation, etc.), the functions are called with a boolean passed into them representing whether or not the collision is valid. This enables for alternate behaviors when collisions fail, which is used to fix many issues and annoying behaviors from before.
Entities can now copy the status effects of other entities.
Optimized entity collisions by utilizing a layer mask system before trying to find an entity with GetComponent.
Added renderer culling to some entities to improve performance.
Bug Fixes
Fixed Dr. Reflex continuing to say "thiii..." when colliding with the player with invalid collision.
Fixed a bug that caused NPCs to occasionally not use a detour to flip themselves into the player's orientation when targeting them.
Fixed entities continuing to move even when set inactive.
Fixed Gotta Sweep and First Prize not adjusting their push speeds based on the NPC time scale.
(Pre-release 2) Fixed bug that caused notebooks to not disappear in endless small.
Fixed a bug where Mrs. Pomp would encounter an error when seeing the player while their faculty nametag expires.
Known Issues
Arts and Crafters can get stuck with pushing forces from Student Shuffle (And possibly other entity collisions, such as BSODA).
BSODAs may phase through entities under certain circumstances.
There is a Balloon Buster classroom with misplaced item spawn points.
Bonus Question signs for new activities are not placed properly.
Baldi's audio source is not higher priority than others, which can cause his sounds to be overridden when there is a high amount of active audio sources, such as during Student Shuffle.
Crumbled balders can still move around on their own in certain circumstances, such as when the tape is played.
That's all for now, I hope you all enjoy Baldi's Basics Plus version 0.12!
Hello everyone!
I'm happy to announce that version 0.11 of Baldi's Basics Plus is now available! This update is mostly focused on endless mode by bringing several improvements to it. Firstly, you can now select from a wider range of level options! Select the level type and size to play however you want. Secondly, several changes have been made to the mode to make it even more endless than before! New items will spawn in when collecting notebooks, new students will appear every so often, and you can now answer bonus questions to get even more YTPs! With more resources at your disposal you'll have more tools to help you survive as Baldi gets faster.
With all these changes however, I have decided to remove the old premade endless medium map. I plan to bring premade maps back to endless in the future, but for now it will be limited to procedurally generated maps for simplicity's sake. Remember, if you want to compete directly with another high score, you can click on it to use the seed that score was made on!
Aside from endless mode improvements, a handful of other tweaks and additions have been made. Johnny's store now has a restock button that will refresh the inventory for 250 YTPs, and there are two brand new items to check out! Structures from the new level types are also sprinkled throughout levels 2 and 3 to create a smoother introduction to the mechanics in those levels.
Check out the full changelog below. Any changes starting with "(Pre-release)" were made after the pre-release version was released.
Changelog
Additions
Added the Super Stretchy Glove item. This item gives you unlimited reach for one minute, allowing you to click on any interactive object you can see no matter how far away it is. It will also allow you to click on things you normally couldn't while squished.
Added the Invisibility Elixir. This item will turn you invisible for thirty seconds. NPCs won't be able to see you, however they can still collide with you!
Added new levels to endless mode alongside a new level select menu. You can now select a level type and size. Note that endless levels are currently all based on levels found in Hide & Seek.
With these changes, all endless mode high scores from previous versions will be erased when updating to this version as they are no longer applicable to the new level selection.
There is now a button in Johnny's store that will restock the store when pressed if the player has 250 YTPs. This spawns a new selection of items in all available item slots, replacing any existing items.
Changes
Several changes were made to improve endless mode:
A new item will spawn somewhere in the level every time a notebook is collected if there is room for more items.
A new student will spawn in the level alongside a lost item every two minutes if there is room for more items.
Johnny's store no longer starts out closed in endless mode.
Johnny's store no longer restocks every five notebooks the player collects. The store will now only restock when the player purchases a restock with the restock button.
Math Machines will now immediately switch to bonus questions after collecting their notebook in endless mode. They will return to normal if their notebook respawns before the bonus question is solved.
Chalkles can no longer spawn in endless mode.
(Pre-release) If all the notebooks in a level have been collected before any respawn, one randomly selected notebook will be forced to respawn immediately.
(Pre-release) The bus pass is now replaced with a 100 YTP pickup in endless mode.
(Pre-release) Increased the number of NPCs that spawn in large endless maps and decreased the number in the small schoolhouse map.
The tutorial store now stocks the super stretchy glove, which can be used to press the button on the other side of the conveyor belt as another option for passing it.
Levels 2 and 3 can now generate with a handful of structures found primarily in later levels.
Adjusted level sizes to ensure there is always room for Johnny's store to generate.
(Pre-release) Power levers no longer have a gauge next to them if there is no breaker in the level.
(Pre-release) Changed the weighting of different structures in levels 2 and 3 for better balancing. More difficult structures are rarer now.
(Pre-release) Johnny's store now appears purple on the map.
(Pre-release) Johnny now makes comments when the player purchases or attempts to purchase a restock.
(Pre-release) The super stretchy glove now allows you to click on all interactive objects even while squished.
Bug Fixes
(Pre-release) Fixed the box that surrounds the factory level not tiling the wall textures properly.
(Pre-release) Fixed the way the map reveals rooms that have a mix of open and non-open areas.
(Pre-release) Fixed the factory sometimes generating with two conveyor belt rooms.
(Pre-release) Fixed activity-less notebooks not rewarding any YTPs in endless mode.
(Pre-release) Fixed students in the small schoolhouse level starting their YTP reward at zero.
Removals
Removed endless mode's pre-made medium map.
That's all for this update, thanks for your support and I hope you all enjoy playing!
Current Release
22850442
Uploaded May 29, 2026
System Requirements
How to Install
BALDI.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
105 MB
22850442
0D93C0B7
c935fc297ac2030067131c222e14b376fb5489d9da1d277f6e2b1dc57991f100
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View AllDownload Baldi's Basics Plus for PC with a direct link or via torrent. Get the full version of Baldi's Basics Plus for free. Baldi's Basics Plus is a Action released by Basically Games.