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!
While I've been hard at work on super secret 1.0 specific stuff, I found some time to release another small update for the early access. The focus of 0.14.3 is primarily to rework Student Shuffle as that event was problematic for numerous reasons. Aside from being way too chaotic (Which was, admittedly, pretty funny!) it was also horribly optimized and so it negatively impacted performance.
In 0.14.3, Student Shuffle now spawns one line of students instead of multiple. However this one line is really long, so it will still cover a lot of the map! In order to improve performance, I've also changed it so that each group of students is no longer an entity, except for the leader. They have been simplified as much as possible. Rather than relying on collision to determine how entities get pushed around by the students, the event now uses entity positions and checks that against the path the students are taking. Because of this, Student Shuffle is now entirely grid based. Audio is now also propagated along the path with a single audio source, rather than before when each group of students had its own audio source!
I've also made some improvements to the Techno Boots. Now, the Techno Boots will keep any forces that are pushing you in the direction you are trying to move and only ignore opposing forces (All forces will be ignored if you are not trying to move). This makes them a far more versatile item and fixes issues such as not being able to use the grappling hook while the boots are on!
Alongside those two changes are other misc. quality of life improvements. You can view the full changelog below!
Changelog
Additions
Added special curtain doors that can be used by random events to spawn entities into levels. Now, Balders and students from Student Shuffle will enter and exit the level as needed through these instead of through the elevators. This helps prevent unfair scenarios where exiting a level is made extra difficult due to these entities so frequently being around elevators.
Changes
Reworked Student Shuffle
Instead of many small lines of students spawning into the level, one big line spawns for the duration of the event.
There is now a leading group of students that carries a "follow me" flag. The line will follow this entity as it wanders through the level.
The line's pathing is entirely grid based. This allows for the pushing effect of the students to be grid based as well. This way, collision does not need to be used, which significantly improves performance during the event.
The crowd chatter noise is now handled by one audio source propagated through the entire line. This also helps improve performance during the event.
If the line wraps around back onto itself, only the students moving in the most relevant direction will be visible.
If the line is somehow broken (A door closing, the leader getting teleported, etc.), the students will form a portal bridging the gap. Any entities pulled into these portals will be teleported to the other side.
Safe rooms now always use the hanging light instead of the level's default light.
Quitting through the pause menu while in the pit stop will now save and quit your game.
Entities now display a fast, bouncing animation when they are about to become unsquished.
Adjusted the Techno Boots so that they only resist opposing forces. They will now maintain forces that are pushing the player in the same direction they are trying to move. They will ignore all forces if the player is not trying to move.
Fixes
Made some major performance improvements to the new audio system introduced in the previous update.
Fixed the pay phone not using propagated audio.
Fixed an issue that would cause multi-posters to generate incorrectly in levels, such that portions of them were not actually generated.
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.
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.
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.
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.
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.
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.
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...
{STEAM_CLAN_IMAGE}/37739342/2e403d759a96f7d8a0e30b97f55fa22730f931c2.png
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.
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.
This update is just a quick patch fixing a few major issues that were introduced in 0.8, mainly issues with certain functions not being called when exiting rooms via vents.
However, due to popular demand, I've also re-added the time limit test option from the pre-releases as a challenge option which you can find in the game settings menu! On top of that, I've also added two additional challenge options! One which disables the map and one which causes item slots to disappear when using items. Think of these as a little Christmas gift! If you've been looking for some extra challenge, these settings will definitely help.
One other note, the Principal of the Thing plushie campaign from Makeship has been extended to Friday, January 3! If you want to grab one, you now have some extra time. You can check it out here: https://www.makeship.com/products/the-principal-of-the-thing-plushie
Now, onto the changelog:
Additions
- Added new challenge options accessible in the game settings menu.
- 1 Minute Limit: Sets the time limit on every level to one minute. Hurry up!
- No Map: Completely disables the map. Pay attention!
- Shrinking Inventory: When using an item, you will lose a slot for the rest of the level. Think carefully!
- 1 Minute Limit: Sets the time limit on every level to one minute. Hurry up!
Bug Fixes
- Fixed Strict mode being labelled as "Intense"
- Fixed a bug that caused room exit functions to not be called when a player/NPC/entity exits a room via vents.
- This fixes the game staying muted when leaving a library via a vent.
- This fixes Chalkles continuing to charge when leaving the room via a vent.
- This fixes the game staying muted when leaving a library via a vent.
- Fixed missing captions for the time out bell.
- Fixed walls forming inside the pillar in the special hall formation with the pillar, which could trap players inside. There are still some generation issues with this pillar, but players should no longer be able to get trapped if they end up inside (Except in very rare cases where lockers or other objects trap the player).
That's it for this update. I hope you all have a merry Christmas!
Baldi's Basics Plus version 0.7.1 has just released! I've been hard at work on 0.8 since 0.7 launched, but I made some time for a small patch as well. This patch makes several QOL improvements to the game based on feedback from 0.7. Thanks to everyone who has shared their thoughts!
Most notably, I've added a new option for players who might not want to play field trip minigames, but don't want to miss out on items. For quite a while I've considered the fact that not everyone is going to enjoy having to learn separate minigames in order to not miss out on any good items, so I've come up with a compromise. This is something I had intended to implement for 0.7, but just didn't quite have the time to. This new feature is the ability to give Johnny your bus pass! He'll go on the field trip in your place and bring back a random selection of three of the available minigame items. If you do this, you'll miss out on a potential perfect bonus, and Johnny may not select the same items you would, but the option is available now if you'd rather skip the field trip!
Another neat new thing: I've added Steam Timeline/Recording support to the game! Steam has a new game recording feature in the works. Currently it is only accessible if you are using the beta Steam client, but it's a great way to record and review gameplay sessions. Now that Baldi's Basics Plus supports this feature, if you look through your recorded footage through Steam, the video timeline will clearly indicate where gameplay occurs vs. menus, the current game status at any given time (Such as the level you are on and how many notebooks you have), and it will highlight wins, losses and high scores! So if you've played for a while and want to review some gameplay highlights, it will be easy to find, clip and share specific moments.
Oh, and also a reminder that the Dr. Reflex plushie is only available for a few more days! You can check it out here: https://www.makeship.com/products/dr-reflex-plushie
{STEAM_CLAN_IMAGE}/37739342/7c67427196d04d8e45fa0fc14f8aac9f1fc3305b.png
With all that, here's the full changelog:
Additions
- Added the ability to give Johnny a Bus Pass when a field trip is available. He will go on the field trip in your place and bring back three randomly selected items.
- Added Steam Timeline/Recording support. Steam Recording is currently only available in Steam client betas. Whether you are currently using the beta, or wait for the feature to release officially, Baldi's Basics Plus will indicate useful information on your recording timeline to make it easier to find specific moments from your play session.
Changes
- In Pick-Quick-Nic, the round indicator text color has been changed to green.
- In Pick-Quick-Nic, the round indicator will now say "Final Round" on the final round, and "Bonus Round" followed by the number of bonus rounds that have been played if the player manages to go beyond the final round.
- When playing minigames in Hide & Seek, there is now text if you lose indicating that you could have earned items if you had won the minigame. If you win, but do not get a perfect bonus, there is now text explaining that you can now pick three items.
- When playing Campfire Frenzy in Hide & Seek, there is now an indicator showing how many tosses are left until the game is finished.
Bug Fixes
- Fixed field trip entrance ambience not being affected by volume settings.
- Fixed field trip minigames being in scoring mode while accessing them in Explorer Mode.
- Fixed a bug that caused the grade bonus to not award the same amount of YTPs as displayed on the results screen.
- Fixed a visual issue where the elevator screen would zoom a bit more than it was supposed to for one frame at the end of the animation.
- Fixed an error that would silently occur due to banana trees spawning bananas in an invalid location.
Known Issues
- Balloons occasionally clip into objects.
- NPCs will often not try to flip themselves when they are oriented opposite the player during Gravity Chaos. This can lead to strange NPC behavior.
- NPCs will occasionally appear to turn-around when entering open areas where a hallway bridges between two different parts of that open area.
- Lockdown doors near spawn can be seen snapping into the open position at game start.
- Dr. Reflex can squish NPCs even when they do not match his orientation during Gravity Chaos.
- Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system. I plan on finding a way to prevent captions from rendering on top of each other.
- There is no indication for when entities are about to become unsquished.
- It is possible to see out of bounds while being rotated by a gravity flipper while squished.
- On some screen resolutions, it is possible to see a gap through some elements on the elevator screen.
- Some NPCs are very annoying when they are squished.
- Wind and conveyor belt audio is not propagated.
- NPCs will occasionally end up wandering into an area they should be fleeing from.
- Dr. Reflex can sometimes get his hammer early while being pushed around by outside forces or when he is not able to find a path to his clinic.
- NPCs can collide with other entities through walls, triggering their effects.
- Math Machine balloons can rarely get stuck behind the diagonal math machine.
- Principal, under some circumstances, can maintain his fast speed after using the principal whistle.
- Arts and Crafters' echoes while attacking don't always match his orientation during the gravity event.
- A seed is displayed when playing pre-made maps.
- Held sprite objects, such as the math machine balloons, can be held into other areas such that their lighting noticeably changes.
- Mrs. Pomp doesn't wander around class rooms in pre-made maps. She just stands in a corner.
- Certain sound effects are delayed while the environment is frozen (Such as when Mrs. Pomp is asking the player to come to her class).
- Maps from saved games of Hide & Seek from older versions of the game will fill out the areas found from the previous play session, even if it doesn't match new level generation.
- Principal doesn't open office doors during detention while fleeing from a tape.
- During the flood, hall swinging doors do not open, while swinging doors that lead into rooms do open.
- AudioManagers playing multiple sounds in different mixer groups at once causes volume conflicts.
- NPCs occasionally getting stuck in walls/objects.
- One-way swinging doors can generate on top of standard swinging doors.
- Cloudy Copter's wind can pass through solid objects like lockdown doors.
- Placing an alarm clock in a doorway prevents the door from being clicked.
- Gotta Sweep can navigate through locked standard doors but will not open them.
- The Test can spawn close to the player.
Bug Fixes
- Restored a missing depth buffer shader that made whirlpools appear pink.
- Fixed the inventory item sliding animation being tied to the frame rate.
- Fixed the staminometer needle sliding speed being tied to the frame rate.
- Fixed the exit sign in the pit stop not billboarding.
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.