Fangamer has released a new set of Baba Is You -related merchandise! This includes 2 shirt designs, a fridge magnet set and a cool puzzle pin. The items have free or discounted shipping (depending on where you live) until December 3rd as part of the Fangamer Black Friday Sale.
Order the items here:
US: https://www.fangamer.com/collections/baba-is-you
EU: https://www.fangamer.eu/collections/baba-is-you
Check them out:
The vinyl is a 2LP on White and Transparent Neon Magenta, presented on a 24pt silverboard jacket with a giant FUZZY BABA adorning the front. Pressing size is limited.
You can find the vinyl at:
US: https://ch3records.com/products/baba-is-you
Can: https://www.veryokvinyl.com/products/baba-is-you
EU: https://blackscreenrecords.com/products/baba-is-you
- Adjusted MF_loadsprite() so that it can apply to more objects, such as background particles - Added MF_loadframe( fixed, filename, animation bank, sprite in levelpack folder y/n, frame (0-indexed) ) for replacing individual frames on object animations - Added MF_editor_enable( editor status (bool) ); I remembered that the editor must be enabled to access text input dialogue, so with this function you can quickly enable-then-disable the editor code group if you want to input text during gameplay in a mod
- Tried to fix a rare case where the level-unlocking animation could break
- Fixed a rare bug where beating a levelpack could cause another levelpack to save data wrong
- Fixed issue with level thumbnails bugging out
Build 472: - Added Snail - Fixed "X Is Y And All" causing bugs - Fixed Word not behaving in certain undo conditions - Added Traditional Chinese translation into the game - Fixed various mobile issues (not yet available)
- Added Arm - Added Bunny - Fixed an issue with viewing the intro cutscene - Added the ability to load & play custom audio files in a levelpack! See the "debug" folder for an example
- Fixed Empty Is Not Empty erroring - Fixed X Write Not Y causing bugs - Fixed being able to stack level icons in the editor
Build 468g: - Fixed Empty Is Revert erroring - Objects made via "X Is All" now revert back to X
Further transformation mishaps; seems like I need to start using the beta branch again. Apologies once more.
- The transformation code should now actually work; sorry - Fixed "Without Not X" not working correctly - Fixed "Empty Is All" not working I left for a vacation-ish for a week and a fix I meant to publish before that didn't go through; some levels, such as "Exactly As It Says" in New Adventures, were broken during this. Huge apologies for this mistake.
- Fixed Feeling & Not Feeling combining in a buggy way in certain cases. If you see infinite loops/freezes, tell me! - Fixed Empty being unable to move twice in a turn. Might've caused unstable Empty interactions! - Fixed a small coding error with Fear - Fixed Empty Is You And Win And Defeat not winning even if there's empty space left after Defeat activates - Added some safety code for undoing after a Level icon has been destroyed - Fixed a HUGE bug related to an object transforming to multiple objects in a single turn - Fixed a largeish letter- & stacking-related issue - Fixed buggy Empty interactions after the latest adjustments - Fixed X Is All being applied on level start - Fixed Revert and and endgame word not working together - Fixed two Level, Bonus & Safe interactions - Removed some accidental duplicated code - A bunch of code to make the new levelpacks work on mobile
- Fixed one of Museum's maps having unclear level icons - Added a new level in Museum of Unused Levels
- Added Paper and Scissors! Note that once again levels using these are unuploadable until the update hits Switch - Fixed that silly lua error message you got in the level menus - Fixed the restart modhook for good, maybe? - Some work on background images resizing in stretched levels (not finished) - Fixed Museum not granting the "fully completed" star - Fixed a case where an object could be renamed in a way that caused bugs - and were swapped in the font - Fixed "X Write Word" parsing as "X Is Word"
- Fixed Not Without working differently from how it used to in how it handles multiple parameters - Added some missing translations - Fixed some oversights with word-wrapping Levels adjusted: - Milky Way
- You can now set up custom completion icons for levelpacks! They look if a flag is set to 1 in the player's savefile; see example in the "debug" levelpack - Made completion icon lists not leave empty spots if a specific icon isn't collected - Fixed a bug where Still objects could be Swapped in certain circumstances - Fixed a bug where text stacked with letters could break rule parsing - Fixed a bug where the outcome of a Powered condition check could be affected by particle effects
- Fixed a letter-related parsing bug caused by the previous optimizations
- Fixed a serious parsing bug caused by version 461 (thanks to PlasmaFlare for investigating!)
The newest patch was apparently heavily broken; it has been reverted to the previous one. Apologies for the delay.
- A large optimization to sentences placed next to each other; something like "Baba Is You Rock Is Push" now separates the two rules earlier in the parsing process to prevent unnecessary processing - Fixed a buggy interaction between Word & Feeling (potentially also Powered) - Fixed Pull breaking if you pull more than 2 objects more than one tile at a time - Added a drop shadow for signpost text - Placing a special object with level metadata on top of a level icon no longer affects the level - Restarting a level via the pause menu now correctly calls the level restart mod hook
Levels adjusted: - I'm Invincible! - Reverse Fate - Reverse Fate 2 - Silly Trick
- Another new level in Land of Oddities (thanks to Misshapensmiley for showing this variant idea!) - Fixed Often having a chance of 25% instead of 75%
- Level added in previous patch moved to Familiar Lands - New level in Land of Oddities - Implemented an optimization for Power/Powered that should speed them up a lot but might cause bugs. Please report if Powered behaviour has changed after this patch!
- New level in Land of Vehicles! - Fixed a bug where Empty Is Move would make Empty move randomly even when it shouldn't - Fixed a rare lua error with Eat - Implemented some stuff for displaying Thai Levels adjusted: - Secret Clearing - Private Garden - Garden? What Garden? - Steep Hill - Unsettling - Buzz
Version 454: - Fixed Seeing and Power not working together - Fixed lua errors with Baba and Play - Fixed broken Play notes - Fixed some language file quirks - You can now see the level code in the pause menu - You can now see the level code when browsing the "Play Custom Levels" menu - You can now edit special object metadata in the editor - Fixed dragging special objects off-screen causing errors
Version 453: - Fixed Power not working with Level - Added support for multiple Power/Powered words (the object list has Power2 and Power3, but you can add your own such as 'Powerhello' and it should work) Levels adjusted: - Fertile Ground
- Fixed Mac/Linux issues, apologies for that - Fix to a cornercase where Fear would cause an object to move in a buggy way Levels adjusted: - Bunker (whoops) - Pushing Uphill - Happy Dance - Steep Hill
Apologies; there was an issue with the Mac build of version 450 and the game was reverted back to 449b; if you want to see the latest build, opt into the "betatest" branch.
Version 450: - New level in Familiar Lands! - Fixed various Write & Is -related interaction bugs - Fixed | not showing in the hand-drawn font - Added Write properly into the editor - Fixed the F4 commands being able to detect words redacted from the object list - Fixed a small visual glitch in the main game - Modding: added MF_buttonclicked(name) - returns true if a GUI button is clicked - Modding: added buttonclicked(name) - when a GUI button is clicked, the game can run custom functions if there's an entry for the button in the table buttonclick_list (found in modsupport.lua) Levels adjusted: - Skull Pile - Parakeet Bouncer - Forage
Version 448: - Reworked the way Revert works; it should now be more optimized and not bug as easily - Returned Seasons into the game Levels adjusted: - Seasons - Once More With Feeling
Version 446b: - The game now tracks levels you've downloaded and solved! If you delete and download the same level, the game should still show your past completion in the "Featured Levels" & "Play Levels" menus (doesn't work retroactively, sorry) Levels adjusted: - Fertile Ground - Sun Boulevard - Milky Way - Rapid Growth - Sturdy Flowers - There And Back
Version 445: Levels adjusted: - Safety Vest - Smelting Facility - Enter The Infinity - Destructive Presence - Fertile Ground - Sturdy Flowers - Gone Fishing - There And Back
Build 443: - Fixed a bug where levels made on Mac wouldn't be saved properly - 2 new levels in Museum! - 2 new levels in New Adventures! Levels adjusted: - Once More With Feeling (thanks to Axerity for the fix!) - Smelting Facility (thanks to Axerity for suggestions!) - Fertile Ground - Supply Route - Skygate - Spaceport - Rapid Growth - Sturdy Flowers - Flight Academy - Flight Academy 2 - More Unused Levels
Levels adjusted: - Train 2 - Haunted Spa - Cursed Spa - Where Am I Going? - Advanced Linguistics 1 - Advanced Linguistics 2 - Advanced Linguistics 3 - Seeing A
- 4 new levels in New Adventures Levels adjusted: - Sturdy Flowers - Once More With Feeling - Haunted Spa - Train 2
Build 441e: Levels adjusted: - Flight Academy - Shiny Ladder - Once More With Feeling! - Rapid Growth - Sturdy Flowers
- New level in Familiar Lands Levels adjusted: - Shiny Ladder - Exclusive Membership
I accidentally broke Train & Train 2 in the latest patch; they work again now. Apologies!
- Fixes to the Polish translation - Fixed a bug that could send you to the wrong level - Fixed build-related issues on Mac & Linux - Fixed a crash in the Switch level editor Levels adjusted: - Outreach (full redesign) - Safety Vest - Shiny Ladder - Blow The Candles Out - Safety Box - Safety Box 2 - Hidden Blueprints - Sun Boulevard - There And Back - Smelting Facility - Secret Clearing - Private Garden - Garden? What Garden? - Train - Train 2
Build 438c: - Fixed Play Levelpacks not showing tens of minutes when the minute counter is below 10 Levels adjusted: - Parakeet Bouncer - Secret Clearing - Private Garden - Garden? What Garden? - More Unused Levels - Train - Train 2 - Baba Fields
Build 437b: Levels adjusted: - Experiment - Gone Fishing - Secret Clearing - Private Garden - Garden? What Garden? - Ventilation Shaft - Safety Vest - Cloud Apartment
Build 437: - Added 2 levels to New Adventures - Added 2 levels to Museum Levels adjusted: - More Unused Levels - Turmoil In The Clouds (major fix) - Safety Vest - Treasure Chest - Parakeet Bouncer - Spaceport - Sun Boulevard - Milky Way - Harvest Party - Sideways Fireplace - Set The Stage - Quarters - Fragile Existence - Old - Train - Train 2
With this hotfix all of the unbeatable levels should be gone. Huge apologies for that oversight. Build 436: - Fixed a bug with the map music in the new maps Levels adjusted: - Fragile Existence - Old (major fix) - More Unused Levels (big adjustment) - Train - Train 2 - Skull Pile - Safety Vest - Parakeet Bouncer - Pushing Uphill - Happy Dance - Harvest Party - Milky Way - Sun Boulevard - Land of Delicacies - Appetizer - Sideways Fireplace - Blow The Candles Out - New Adventures - Seeing B - Garden? What Garden? - Private Garden - Secret Clearing - Safety Box - Safety Box 2 - Moonrise, Sunset
Version 435: Levels adjusted: - Written In Stone (major fix) - New Adventures! - Seeing B - Land of Oddities - Baba Is Empty - Experiment - Land Land Land - Hangar - Land of Vehicles - Ventilation Shaft - Skygate - Spaceport - Rapid Growth - Sturdy Flowers - Safety Vest - Tangled Passage - Waiting For You - Feeling Dangerous - Dangerous Feeling - Secret Clearing - Garden? What Garden? - House House - Haunted Spa - Blow The Candles Out - Parakeet Bouncer - Antigravity - Pushing Uphill - Happy Dance - Harvest Party - Gone Fishing - Sun Boulevard - Milky Way - Set The Stage
Update ID: 434 Apologies! There were multiple levels with issues (and still are). We'll be updating and patching things over the next couple days. - Fixed a level id issue in Museum - Fixed a level unlocking glitch in Museum - Fixed an out-of-screen sign in Moss on my Doorstep Levels adjusted: - Teamwork Is A Must (major fix) - Skull Pile (major fix) - Briar Chute
Hi everyone!
It's been a long time; apologies for the silence. However, now we have something cool to announce: the level editor update, Baba Make Level, goes live this Wednesday; specifically 15:00 CET on November 17th!
See the trailer here: https://www.youtube.com/watch?v=U4W_9rfjSus
The update adds:
- The official editor, with tutorials and such
- The ability to share levels online with other players
- A curated "Featured Levels" list
- Over 150 entirely new levels
- Over 100 unused/cut levels from the original game, with some having developer commentary
- New art
- New music
- New rules
- Bugfixes & polish
We'll post the full update log once the update goes live. It's very exciting to get this released, as it's been several years in the making and there's a lot of new stuff for you to see! We hope you'll enjoy the new content!
Hello! As always, everything has taken noticeably longer than originally planned. However, things are looking really good at the moment, and most elements needed for release are finished. There're still some missing bits + the usual promotional mass of things that'll need doing, but we're very close!
- The Clouds particle effect is now back, prettier than ever
- Fixed an issue where Move wouldn't make an object turn back-and-forth when in a tight passage
- Fixed an issue where nested Feeling or Powered conditionals could break
- Level Is You now works with Locked (totally forgot Level Is Move, d'oh)
- Added Guitar, Piano, Sax & Pixel
- You can now scroll the Featured Levels list without waiting for it to finish loading every time
- Empty and Locked should work better now
- Fixed a rare Level and Tele -related crash
- Made Floating objects still respect Z values between each other
- Custom music should now work in the editor properly
- Fixed a Level-related trick to break a savefile
- Fixed some bugs with Hide
- Fixed Not All working wrong when used as a conditional parameter
- Fixed the locked gate requirement appearing wrong in some cases
- Fixed a rare cornercase where the level cursor could make wrong levels unlock
- Fixed a bug with newline functionality in translations
- Fixed the Featured Levels menu skipping levels and crashing
- Added Blob, Drum & Hihat
- The editor now has its own music! You can choose between 2 editor music styles in the Editor Settings
- Play should now play at the correct ("correct") pitch, at least in most circumstances...
- Fixed a special ending sentence not working with conditionals
- Fixed some errors in the Object Palette
- Fixed the background colour being wrong in certain cases
- Improved the Piano, Guitar and Sax sounds
- Fixed an undo bug related to an endgame word
- The editor music can now be used as a level music as well
- Fixed Skull's Play sound's pitch being wrong
- Fixed a menu bug when moving between level lists in the editor
- Fixed a bug where having an active selection and selecting another tool wouldn't cancel the selection
- Fixed an ending not working
- Group has been fully rewritten! "Group Is Group" and its various forms don't work yet, but otherwise it *should* be mostly functional
- Added Group2 and Group3; you can make new Groups by adding whatever unique identifier at the end of "Group"
- Added a mod hook for post-undo (previously there was only a pre-undo hook)
- Fixed Not X Is Group being parsed wrong
- Fixed rotating a selection causing it to break sometimes
- Added a missing text about the Level Is Auto slider to tutorial 8
- Fixed some cases where hotkeys could be input during tutorials
- Fixed a variable name duplication issue; not sure if it affects anything but it might
- Fixed undoing in editor after dragging an object
- Added the option to have no music in a level
- Fixed Featured Levels list not allowing leaving the list or changing the page while loading a new page
- Fixed Not X Is Group not working correctly
- Disabled dragging objects in the Object Palette while tags are applied
- Fixed the line tool having a length limit
- Fixed Empty Is Power & Level Is Power not working
- Fixed the quickbar being buggily visible when returning from level upload
- Fixed several issues with object metadata in the editor (this might've caused lots of new mystery bugs, please report if so)
- Fixed Sad occasionally being wonky when undoing
- Fixed a small graphical issue with Belt & Sleep
- You can now continue playing the levelpack you last played from the title screen!
- Fixed(?) a bug where the quick-picking functionality (F4) could cause words to appear in odd places
- Fixed a bug where deleted objects attempted to move, causing errors
- There's a WIP version of the Rain song now available!
- The editor music now keeps playing from where it left off when you return from testing a level
- Fixed a bug where Has could try to create nonexistent objects
- Fixed a bug where Has combined with Group could create the same object multiple times
- Actually fixed that bug where words could appear in odd places
- Fixed a rare bug where sometimes the game would try to read menu structure data wrong (when using mods?)
- Added Pet!
- Added Potato!
- Fixed a bug that allowed placing nonexistent objects in the editor
- Fixed a bug that made letter words sometimes refer to the wrong object
- Fixed a bug where level transformations happened at the wrong time
- Made certain menus look better when changing language
- Made the menu selector behave more consistently when moving between menus
- Changed wording in the editor; the background particle effect is now just 'effect' for clarity
- Fixed a bug that made undo not work properly in editor
- Added Guitar, Piano, Sax & Pixel
- You can now scroll the Featured Levels list without waiting for it to finish loading every time
- Some work on making Featured Levels more stable
- Empty and Locked should work better now
- Fixed a rare Level and Tele -related crash
- Made Floating objects still respect Z values between each other
- Custom music should now work in the editor properly
- Fixed a Level-related trick to break a savefile
- Fixed some bugs with Hide
- Fixed Not All working wrong when used as a conditional parameter
- Fixed the locked gate requirement appearing wrong in some cases
- Fixed a rare cornercase where the level cursor could make wrong levels unlock
- Fixed a bug with newline functionality in translations
- Added Banana, Burger, Drink and Turnip - Added middle line to Road - Adjusted some object colours - Fixed(?) a case where certain symbols in a level's name could cause errors - Fixed crashes and errors related to Phantom objects moving off-level - Fixed a rare Empty, Safe & Open/Shut -related lua error - Fixed an issue that made "Reset all values" in object settings cause bugs - Related to above, made object renaming work smarter under-the-hood - Made it possible to copy tiles with the selection tool (it'll just switch to drawing tool) - Added a visual effect to Phantom - Made All Is Fall slightly less likely to infinite loop - Fixed Move ignoring Locked when bouncing off a wall Things are going fairly swimmingly!
Happy new year! The first beta patch of the year is a very small one, but it's here anyway.
- Fixed "Empty Play X" causing lua errors
- Fixed Locked working the wrong way around when pulling objects
- Fixed certain localization-related details
By the way; Baba is participating in the Midweek Madness sale and is 25% off!
Happy New Year! - Added Road & Planet - Added Locked - prevents an object from moving in the direction indicated by the rule - Added Phantom - makes an object ignore collision when moving - Made levels using the crystal_beta music automatically switch to crystal - Fixed a bug with dragging objects in the object palette - Fixed some inconsistencies with level titles when changing language - Made B and some other letters look better in the hand-drawn font - Added a mod hook for when the level is restarted (currently happens as soon as the restart is triggered) - Added a mod hook for when the End ending is reached - Added a mod hook for when the Done ending is reached - Disallowed # in object naming due to glitching - Made the level history actually fit the screen - If you have debugging enabled, the game doesn't limit the size of your level history - Fixed a bug where starting a new save file made the game lock up for some time - Fixed a bug where too many objects in your object palette could break things - Added word-wrapping for some Chinese characters - Done can now be used in the downloadable beta editor - Disabled the logging feature used for making playback files that had been previously enabled and which was causing slowdown - Fixed a Word-related undo bug - Fixed an error with Shift and object transformation - Fixed the rule list being off-center even when there aren't enough rules to warrant that - If rules are hidden, they no longer cause the pause menu list to offset - Removed a test level that could cause issues - Fixed a bug with the selection tool and the F4 quick-selection
Build 383:
- Added Plane
- Fixed a bug with Back-affected transformations
- Fixed a bug where text input prompts could have the wrong title & length limits
- Added another confirmation after beating a level you're uploading, to avoid accidental uploads
- Fixed(?) the Tinker music bugging out in editor
- Fixed the Baba cursor sometimes staying visible on screen after uploading a level
- Fixed the level taglines/subtitles occasionally bugging out when downloading a level
- Level codes can't have 5, S, 0 or O anymore to prevent confusion
- Fixed Fungi & Fungus being mispositioned in the Autumn theme
- Fixed Play sometimes erroring when saying "Baba Play X"
- Made duplicate rules group together in the pause menu (e.g. "2 x Baba Is You")
- Limited pause menu rule count to 48; rules beyond this will be shown as "(+X)" at the end of the list
- Added a particle effect to objects that are moving backwards in time
The uploading was broken for a bit, works again now! Also there are 3 new levels in the Featured Levels list! Build 382: - Increased timeout duration when uploading/downloading levels to help with slower connections - Fixed a graphical issue with object icons in the editor - Control + F2 now restarts the game instead of just F2 (sorry about that!) - Level thumbnails should work better now when downloading
Apologies again for the inconvenience; the editor should now work as intended!
The summary pretty much says it all. There was a small issue with the online functions which rendered them nonfunctional; the problem has already been fixed and we'll upload a new build as soon as it's ready. Sorry about that.
And here we are! The online level-sharing is now ready for public beta. Right-click the game on Steam, go properties -> betas and select "betatest" to get access to the ability to upload your levels. The feature is in beta so expect some bugs; I especially recommend potentially using mouse and keyboard instead of a gamepad for the editor for now. We'll be updated and fixing things as issues appear.
Thank you for your support and patience! Let's hope everything goes swimmingly.
Oh! Also, if you make a level you're especially proud of or see a level you really like, there's now a twitter account at which you can tweet the levels (preferably with a screenshot!): https://twitter.com/BabaLevels
The periodical featured levels will be at least partially picked from levels sent to said Twitter account.
Things have taken longer than intended, as they tend to do, but were almost there! In fact enough there to start publicly testing the beta! Specifically, the open beta bit concerns the online level-sharing feature, that has so far been off-limits outside of the closed testing group. I apologize for the lack of announcements or updates; things have been very busy all year.
Since this is the first time were setting up something like this and we want to get an idea of how much there is to worry about and what kind of troubles and such well need to prepare for, the level-sharing is quite rudimentary initially. The way itll work for now is:
- When you upload a level, you get a 9-symbol level code (in the format XXXX-YYYY) that others can use to download your level.
- The game contains a featured levels list that well update every now and then by hand with new interesting levels.
- When playing a level, you can at any time report it in the pause menu. Please do this if the level contains offensive things or is otherwise thematically unpleasant.
The main way to access these features is via the Steam beta branch system; a lot of Steam players have been able to check out the progress of the editor over the past months already, albeit without the level-sharing.
Now then, Ive felt very bad about the fact that people not on Steam havent been able to access the beta; its especially unfortunate for Nintendo Switch users, since theyve had to wait the longest for updates in general. Due to this, heres how I plan to go forward:
- The update will go live on Sunday (Dec 13th) or Monday (Dec 14th), most likely. There are still some final things to be handled (although the editor will still be slightly unfinished even when the level-sharing goes live there will be translations & music missing, among other things), and I will try to get those sorted out this weekend.
- I have an idea that I want to try to possibly offer limited access to the beta editor for those not on Steam. This might not work, so I wont promise that it will be a thing yet, but I will investigate the possibility and share news on it when it either becomes apparent that it could never work or that its feasible. Apologies, but there are factors here that are beyond my ability to affect.
- The beta wont include the new upcoming levelpacks, as those need some more work and assets.
- The beta will be available throughout December; the actual update unfortunately probably wont be released in 2020 after all, since even if everything went swimmingly, there are some necessary procedures we have to go through that take time. Sorry about that. Once we know for sure when everything will be done, Ill make a cool trailer and set a release date. Apologies for missing the planned date, but I hope this public beta alleviates things somewhat.
Finally, thanks to all of you for your amazing support and kindness towards the project over the years! I really want to offer all of you some neat extra content and hope that the editor works and is fun to use. I also think that Baba & friends will appear in some future games, although nothing is set in stone regarding that.
You can read this message also on my blog: https://www.hempuli.com/blogblog/archives/2338
Yup! Baba Is You won in the Best Design and Innovation categories at the Game Developers Choice Awards last week! That's really neat. Huge shout outs also to A Short Hike for winning the Seumas McNally Grand Prize and Patrick's Parabox for winning in the Excellence in Design award at the Independent Games Festival!
The in-game gamepad control database was broken; thanks to how Steam works it probably didn't impact that many players, but it's fixed now in any case!
Hi!
Yup, it's true: it's been a year since Baba Is You released. Thank you so much for all your support, feedback, fanart, and other displays of kindness. As a thank you, the game will have a 25% discount this weekend!
Version ID: 277 Hello! This update merely fixes some small bugs & slight errors in a couple translations. As usual, the level editor has been worked on and things progress on that front, though. As mentioned in the previous patch, you can opt-in to the betatest branch to get access to the unfinished editor. Bugfixes etc: - The word Fall was bugged thanks to the removal of seemingly-pointless-but-actually-important code in the previous update - Small errors in a couple translations were ironed out
Hello!
Baba Is You won the "Outstanding Achievement in Game Design" award at the DICE awards. That's really cool! See the winners here: https://www.interactive.org/awards/2020_23rd_annual_dice_awards.asp
As the subtitle also implies, there's been a lot of work done on the official editor. In fact, we're finally at a stage where some outside testing has been performed on it! If you want to play around with the test version of the editor, head to the betatest branch (no password required.) Note though that things are still very rough around the edges, and that the level-uploading system doesn't actually do anything right now.
I'm going to make a post soon that details the exact features of the editor; this post has been a bit overdue but better late than never.
Unfortunately, the concentrated effort on the editor means that there aren't that many general bugs to list, but in the end I feel this'll be worth it if it means you get the editor in your hands faster!
Version ID: 274
- The Portuguese translation has been updated! There's now a clearer distinction between Portuguese and Brazilian Portuguese in the translations.
- Fixed a bug that caused the language menu to break on gamepads after changing language
- Fixed a bug where watching the intro cinematic broke save data
Level adjustments:
- Platformer (found in Rocket Trip; the old level was very fiddly)
To celebrate the end of the year, Baba Is You's 20% off as a part of the Steam Winter Sale! Version ID: 259 - German translation added! - The Portuguese translation had some English bits due to a mistake by me; this has now been fixed. Apologies. - The level selector turned invisible at odd points when beating a level - In certain languages the post-victory "congratulations" -text had the letters too close to each other - The displayed a mysterious error in certain cases when watching the intro cinematic
The Steam Awards are here! From the available categories, Most Innovative Gameplay would feel like it rings most true for Baba Is You. If you enjoyed the game (and felt that the gameplay was innovative), do consider voting for the game in that category! It'd be very much appreciated.
In other news, Baba Is You is part of the Steam Autumn Sale and is 20% off! You might've noticed a familiar character in the Steam Store banner, too! Also also, the game's nominated for Best Indie Game over at the Game Awards! If you're interested, you can vote for Baba on the event website!
It's been a long time since the game last updated! There's been a lot to do, as my previous announcement noted. This update should get the game into a more stable state, so that future updates are easier to push out.
Version ID: 253
Features:
- Languages! The game now supports 13 languages, with more coming later. Note that the translations only affect the UI and menus; the graphics are English-only. We tried hard to look into localizing it all but it would've been too massive of an undertaking.
(Please report any issues with the translations, be it on Steam or in-game!)
- You can now see the version ID in the bottom-left corner of the main menu! Relatedly, I moved away from the two-letter version naming scheme because it could've been confusing.
Fixes & Tweaks:
- You can now disable gamepad detection entirely in the settings -> control settings menu. This is because some players had the game detect non-gamepad devices and such and because certain gamepads' input was erroneously interpreted.
- The game will get an official level editor in 2020! I'll make a flashier announcement about that in a bit. Anyway, there have been some underlying changes in preparation for that. More about this in the "For modders" section.
Level adjustments:
- Tunnel (located in Volcanic cavern; the level didn't utilize the intended mechanic)
For modders:
- As noted previously, this update will break the in-game editor. It'll also break the in-game "custom levels" -menu, although I'll try to fix that quickly with upcoming patches. If you wish to use the old in-game editor, right click the game on Steam, go properties -> betas and select the branch "old-editor".
Hello!
Huge apologies for the lack of activity on Baba Is You - there has been just so much to do, and not only business-wise. We have an update coming soon, some of which has been in the works for 6 months. Due to this long time of accumulation, I've done some other changes on the side to make future work easier. Makes sense, I think?
Anyway, one of these side things has been starting work on the official level editor. Since the debug editor already within the game isn't super nice to use even in terms of its more basic functionality/UI, I decided to overhaul quite a bit of stuff. It's neat! This means that the final editor will (hopefully) be able to offer a better user experience.
However, since the editor isn't finished yet (and won't be in a bit; more news on that coming later), as the next update arrives the current editor will be broken. Like, probably unusably so. Therefore I'd recommend that anyone who has been making levels using that editor back up their game and use an older version. I could technically even set up an "old version" branch on Steam to allow access to the times when the editor was as it is now.
Again, apologies, both for my lack of activity regarding Baba and for these upcoming inconveniences. It'll almost certainly be for the best in the long run!
TL; DR: The in-game editor will break soon, back up your game if you'll miss it!
Noita, a game I've been working on in the Nolla Games team, will be coming to Steam Early Access on September 24th and has a new trailer! Check out the trailer here: https://www.youtube.com/watch?v=smkdscv6SJs Noita's Steam page (if you're interested, do give it a wishlist): https://store.steampowered.com/app/881100/Noita/ The game is an action roguelite with the twist of every pixel in the game world being physically simulated. What this means is that the world is made of different materials that can be destroyed and react to each other. Wood burns, and water coming into contact with fire creates steam that in turn condenses back into water, and so on.
Version ID: HX Fixes & tweaks: - The game now stores a temporary save file when you save! In case the save file gets corrupted, you now have a backup to save the data. Yay! - Fixed the game storing sub-second frame timing data improperly; not very important but I guess the game tracks your playtime more accurately now - Fixed a graphical glitch in an ending-related thing - Fixed a case where the borders of the levels were considered Empty - A lot of underlying work for translations - Fixed a rare bug relating to an endgame conditional word Adjusted levels: - Meteor Strike (found in [spoiler]ABC[/spoiler], an unintended solution) - Triplets (found in [spoiler]Meta[/spoiler], a large unintended solution) - Rocky Road (found in Forest of Fall, changed Foliage to Rocks to keep the name sensible) - Hidden Path (found in [spoiler]Meta[/spoiler], covered some words with red herring-like potential) - Out At Sea (found in Garden, added water that I had removed during development for the name to make some sense)
- Fixed a slightly annoying error with how the map cursor is positioned in certain rare situations - Some extremely obscure cornercase fixes
- Fixed an accidental extra map cursor being left on a map because I forgot to remove debug features like a silly person
Fixed three bugs related to the changes made in the latest updates: - Fixed a case of the player not being able to enter a level despite having the map cursor on them - Fixed a case of the game trying to enter an erroneous level in certain circumstances - Fixed a case of the game ignoring a level if it thought you were trying to enter two levels at once
Version ID: HQ - Fixed the secret mentioned in the previous update - Fixed a level selection -related bug - Fixed a particular Win-condition not working - Fixed a rare conditional statement not working - Maybe fixed a small graphical glitch related to the game's ending
Version ID: HP Well, that took a bit. There was a large under-the-hood change that prevented patching until it was completed. Everything should now work again, although I'm slightly scared of the possibility that this not be the case. A lot of the work being done in the game at the moment is aimed towards being able to start proper work on the official level editor. Apologies for some longer-standing bugs still being in the game. Anyway! Fixes & tweaks: - New option in the settings menu! You can now disable screenshake. - There's a new secret thing in the game! - The map [spoiler]Center[/spoiler] now has a clear counter like other maps, so you can actually fully finish it. This should retroactively activate if you've already cleared the map. - Changed the way the level selector works. This shouldn't affect the playing experience apart from one level adjustment listed below. If you note new bugs with the level selector, I'm very interested in knowing about them. - Very end-game stuff: [spoiler]If you'd try to enter two levels at once, the game now opens a menu to pick from.[/spoiler] - Added a visual indicator for movement that "fails" (i.e. ends up not moving the object). So if Baba moves against a Shifting object, you'll now get a small visual indicator that some movement happened. - Fixed a buggy cutscene when the player states [spoiler]All Is Win And Done[/spoiler] - A large adjustment where all relevant sprites were moved to a "general" sprite folder instead of many of them being specific to the main game - You can now use "Return to map" in [spoiler]???[/spoiler] Level adjustments: - Elusive condition (prevented an unintended & tedious solution, found in [spoiler]Chasm[/spoiler]) - Floodgates (used to have tons of rules, adjusted the level to have the same idea with less fixed rules, found in [spoiler]Chasm[/spoiler]) - A Way Out? (just blocked off a bit of the level that could've worked like a red herring, found on the main map) - Another Way (same as above, found in [spoiler]Meta[/spoiler]) - ??? (changed the level to account for changes mentioned above ([spoiler]the map selector behaving like an object made an interaction in this level break stuff, now the level accounts for that[/spoiler])) For modders (spoilers!): - The maximum object number has been increased to 150, with Cursor using object150 - The map selector/cursor is now an object instead of its own thing. This means that it can be Pushed/Pulled and so on. As a result of this, the old "Set Selector" button in the unfinished editor now spawns one of these Cursor objects at the beginning of the level (assuming there isn't a Cursor there already). One Cursor is selected as the "main cursor" and when you beat a level, only the main cursor is positioned onto the beaten level. - A new intrinsic rule has been added to rules.lua, "Cursor Is Select". Select governs objects that work like map selectors. If you want to use it in your levelpacks, be wary in that it can be wonky in some special cases. - If you're using [spoiler]letters[/spoiler] in a level, you can now add the line "customobjects" to that level's .ld file to define custom words that are considered valid when creating the rules. These words gain the word type 8, which you need to enable for conditionals etc. using the "argtype" quality.
Baba Is You is on a 30% sale as a part of the Steam Summer Sale! The OST is also 20% off.
A new patch with mostly bugfixes will go live sometime soon. There's one change that may affect people who've made custom levels that I referred to in the previous patch notes, and I wanted to point it out again here to avoid extra confusion/frustration. To prepare for the official editor, the next patch moves sprite files that were in the main level pack's folder but that weren't meant to be specific for that level pack into the general sprite folder. That means that levels that assumed that their sprites are in the level pack -specific folder will load erroneous sprites. No crashes or errors, hopefully, they'll just not look like they should. Hopefully this won't cause too much trouble. There will probably be some upcoming changes that similarly impact things people have already made; I'll try to mention them beforehand.
Version ID: HJ
(You can press left control + J to view the version ID while in the main menu.)
Fixes and tweaks:
- Fixed a small ending-related visual bug if the grid is enabled
- Fixed a rather severe oversight where certain rules were adding events to the undo buffer in the wrong order, causing errors
- Added an additional check for situations where the player would've cleared an area but due to e.g. level repositioning between versions didn't get the flower for it
- Fixed a bug where floating Baba and a weak Wall would have a mystery interaction
- In certain cases where the game would freeze, it displays a special effect instead (this'll be expanded on and it might not appear in the game at the moment)
- Large underlying code reworking related to [spoiler]conditionals[/spoiler], not relevant in the game right now but it's work for the future
- Related to the above, [spoiler]conditionals with parameters behave in an equivalent way whether the condition has a Not or not[/spoiler]
- Fixed the word [spoiler]Facing not accepting directional words[/spoiler]
- Related to above, made [spoiler]Empty Is
I meant to wait a bit longer and have a larger update done, but I wanted to get one of these changes out faster so here we are. - Added guest credits to "Across" (level in the [spoiler]??? area[/spoiler].) Apologies to Corey Martin for missing that when adding the level. - A relatively large underlying code rework to prepare for certain even larger future changes. This will break mods, but might cause other issues as well. Apologies for the trouble; once I get this and that later additional change done things should* be more stable. * Hopefully
Version ID: HG Fixes & tweaks: - Fixed a couple cornercases with [spoiler]conditional rules[/spoiler] - Made certain lategame visual elements easier to read - Fixed a very specific functionality related to Open/Shut Level updates: - Delicate Star (located in [spoiler]Meta[/spoiler]) - One-way Entrance (located in [spoiler]Meta, I think??[/spoiler]) - Sky Hold (located in [spoiler]Rocket Trip[/spoiler])
Version ID: HF Fixes etc: - Fixed an issue with undoing a Floating object being destroyed - Fixed the area completion effect not staying in the right position in certain cases - Fixed a case where the pause menu might not render text properly - The game checks certain rules more thoroughly when you start a level - Fixed a very very rare crash that mostly affected only my own development work - Added a safety feature that makes the game not break if the player's files are encoded in ANSI and not UTF-8 - Fixed the final instance of inconsistent level placement Level adjustments: - Meta (just a small readability adjustment) - Hostile Environment (not extremely happy about this adjustment) (It has been proven that Ghost Friend is haunted and thus it can stay the way it was as a very early Halloween thing)
- Added a safety measure in cases where the game doesn't know where to load the player into - Fixed an issue where the game skipped the intro in certain circumstances
Fixes etc: - Fixed a rare inconcistency in how Tele works - Changed the way the game writes text in preparation for potential translations - Fixed a situation where an object didn't have a corresponding word Level adjustments: - Ghost Friend (I think this'll be the last time I try, haha) - Parade - ???
- Fixed an exploit in the recently-adjusted secret area. Sorry, it's more limited again. - Adjusted Parade
- Adjusted Ruined Orchard due to a design oversight - thanks to people who noticed this quickly - As a result of the oversight, a syntax-related bug was also found and now fixed. Yay!
Version ID: HC Fixes etc: - Got All This Stuff Here completely redesigned! The old puzzle was broken in multiple ways and caused crashes. The replacement is called Ruined Orchard. - Adventurers redesigned; the idea is the same but in a less frustrating configuration - Actually fixed the undo/restart message - Fixed multiple syntaxes that worked despite not being supposed to (Baba Not Is You and so on) - Fixed completed level outline effect appearing wrong for some players - Made certain directional rulewords work slightly more consistently - Made certain secrets behave more consistently Level adjustments: - Got All This Stuff Here (see above) - Adventurers (see above) - Ghost Friend (sigh) - Automaton - Entropy - Parade - ??? - Condition - Rocky Road (tiny readability improvement) - Thicket (made Make's functionality easier to figure out)
Version ID: HA Fixes: - Fixed the level cursor not recognizing a level in certain situations - Fixed the undo & restart tips appearing wrong Level adjustments: - Ghost Friend (yup) - Heavy Words (removed a confusing extra structure)
- Reverted adjustments to Bottleneck - Fixed level numbering in a lategame area
Version ID: GZ Fixes etc: - Swapped the order of Garden's extra levels since it makes much more sense that way - Made control icon positioning work even if the player adjusts the zoom type during gameplay - Added a pause menu control hint to Where Do I Go? Adjustments to at least these levels: - A Way Out? (reverted to a previous version) - Another Way (reverted to a previous version) - Bottleneck (adjusted to be slightly more forgiving) - Ghost Friend (it still didn't work correctly) - Seeking Acceptance - Lovely House (removed a potential red herring) - Skull House (removed a potential red herring)
Version ID: GY Fixes etc: - Started implementing a larger code structure related to Empty in preparation for future use and to fix a particular bug (^^ as a result of this fix levels with Empty might contain new lua bugs, reports are very much appreciated!) Adjustments to these levels: - Across - Power Generator - Ghost Friend (maybe it actually works as intended now?)
Version ID: GX Fixes & tweaks: - Added 3 new levels! I'll try to refrain from adding any more because that's not very elegant, but here we are for now. You can find one of them in Rocket Trip as a variant for Horror Story. - Changed "Force default colours" to "Force high-contrast colours" and made the setting use a slightly altered palette. This'll be adjusted further in the future if needed. - "Fixed" a bug with Empty (that is, added a solution that doesn't fix it fully but makes it less of an issue) Adjustments to at least these levels: - Ghost Friend - Trapped - Heavy Cloud - Torn Apart - Tangle - Grand Stream - Tectonic Movements
Version ID: GW - Fixed the area completion effect not staying in the correct place in some cases - Made background particles appear & disappear correctly when toggling the corresponding option in the settings menu - You can now adjust the game's window size when in windowed mode by pressing Control + 1/2/3 etc (this might become a proper settings option eventually) - Fixed a crash in Ultimate Maze (probably not fully) - Reduced Garden's required level count for clearing - Fixed background particles in one particular case appearing wrong Adjustments to at least these levels: - A Way Out? - Another Way - Ghost Friend - Pillarwork - Entropy - Horror Story
Version ID: GV - Replaced Secure Cottage with Fireplace - New level: Pillarwork! Located where Fireplace used to be - New option to disable particle effects - Shuffled levels a bit in Cavern - Fixed a colourization error in one of the endings Additional tweaks to at least these levels: - Dead End - Close the Door - Vital Ingredients - Ghost Friend (although apparently it's too easy now, haha)
Version ID: GU - Promoted Skull House to an extra level - Added Lovely House to where Skull House used to be - Some underlying work for potential future features - The Linux build should work again Note that Lovely House replaces the level ID that was used by Eye Of A Needle, a deleted level, so now everyone should be able to get the full number of level clears.
Fixes & changes (among others): - New fix for the audio issues - Fix to an area not getting the "completed" flower - Fix to the new zoom mode potentially not working - Fix to save slots 2 & 3 sometimes bugging when you start a fresh game on them - Fixed a level with "Cliff" not appearing properly as an object - Fixed a lua error related to undoing when Float is involved Adjustments to at least these levels: - Guardians
We're testing the next patch on the game's beta branch! You can opt in to the beta by right clicking the game in your Steam library and going properties -> betas. No password required. We're testing the following changes (among others): - New fix for the audio issues - Fix to an area not getting the "completed" flower - Fix to the new zoom mode potentially not working - Fix to save slots 2 & 3 sometimes bugging when you start a fresh game on them - Fixed a level with "Cliff" not appearing properly as an object Adjustments to at least these levels: - Guardians
- Fixed an audio crackle that was re-introduced to the game EDIT: The hotfix has been rolled back since seems like it caused more problems.
Version ID: GP - Fixed a newly-introduced bug related to "Not" - Fixed a bug where undoing didn't revert certain qualities - Fixed a bug where the main map included unintended areas as being required for completion Adjustments to at least these levels: - Buried Treasure - Depths - A Way Out? - Another Way - Insulation - Secret Garden - Babas Are You - The Pit
- Fixed the Settings menu issue, for real this time - Moved Research Facility to Solitary Isle - Adjusted Meteor Strike - Adjusted A Way Out? EDIT: - The recent Pull bugfix broke another thing, should be good now - Hopefully fixed a problem with Float
- Fixed an infinite loop related to "Pull" - Fixed the settings menu being wonky (hopefully) - Adjusted the level "Research Facility". It might migrate to a later area in the next patch, though.
Version ID: GL It's been awfully long since the last patch; GDC does that, I suppose. Anyway, here we are! Bugfixes etc: - Fixed a lua error in A Way Out? - There's a new zoom mode - stretch! - Fixed the ABABA bug - Fixed a bug where the sound crackles when fading - Fixed the general sound snap bug - Fixed the bug where alt-tabbing reduces performance greatly - Fixed an infinite loop related to "Word" - Alleviated the issue with multiple Push objects in a row. Still ways to go with that, though - Swapped two secret levels to make certain secret stuff flow better Level adjustments: - Two new levels! One is in the Lake area, one is hidden EDIT: I immediately realized that the former doesn't work like it should, d'oh - Coronation promoted to an extra level - Levels shuffled around in Cavern a bit - Eye of a Needle removed (sorry about that) At least these levels have been tweaked: - Endless Corridor - Meta - Tunnel - Overgrowth - A Way Out? - Elusive Condition - Condition - The End - Passing Through - Coronation - Metacognition - Adventure For the next update, there are still some level tweaks to do, and at least 3 larger bugs to squash. Thank you for your patience!
Version ID: GK Hello! Time for a new patch! Bugfixes and tweaks: - Moved "Return to map" one more step upwards in the pause menu - Fixed "Disable zoom" saying "Zoom mode" in settings - Fixed a bug related to the word Tele - Fixed an infinite loop in Chasm (one remains) - Fixed the ability to [spoiler]get multiple orbs in one level[/spoiler] - Fixed several achievements not working - Fixed the game showing gamepad hints when gamepad is connected but player is playing using the keyboard - Made the crash in "Love is out there" harder to get - it's still there so this needs more work Level adjustments in at least these levels: - Prison (now divided into two levels) - Further fields (promoted into an extra level) - A way out? - Got all this stuff here - Meteor rain - Stardrop - Queue - Alley - Endless corridor - Bottleneck (now divided into two levels) - The pit - Catch the thief!
Hi! I've just arrived to the Game Developers' Conference, and the hoten internet here is a bit dodgy. Unfortunately this means that my ability to respond to feedback and questions may be hampered. Apologies and thank you for your support!
Version ID: GJ Hi! It's time for the first bugfix & tweak patch! - Fixed a bug where certain interaction with the word Pull caused an infinite loop - Repositioned "return to map" in the pause menu - Fixed an issue with opening the pause menu while a level was restarting - Fixed a typo in the credits text I've adjusted (among others) the following levels: - Prison - A Way Out? - Ghost Friend - Backstage - Grand Stream - Maritime Adventures - Alley
Hello! Thanks to everyone for the kind response to the game! This is just an audio patch that fixes the MP3 files in the soundtrack; they had been processed on a very low bitrate by accident. There'll be a patch with bugfixes and tweaks a bit later.
Yay! The game's now available for Win/Mac/Linux and Nintendo Switch! https://www.youtube.com/watch?v=oB6cWbj7iog
Baba Is You will release for the Nintendo Switch as well as Windows, Mac & Linux! The price of the game will be USD $15 (12.50).
Official website: http://www.hempuli.com/baba/
Release date trailer: https://www.youtube.com/watch?v=U7MJljsoUSo
Baba Is You
Hempuli Oy
Hempuli Oy
2019-03-13
Singleplayer
Game News Posts 108
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Overwhelmingly Positive
(17695 reviews)
http://www.hempuli.com/Baba/
https://store.steampowered.com/app/736260 
Baba Is You Linux [115.1 M]
The game has over 100 levels that experiment with the game's mechanics in a multitude of ways, requiring the player to understand and manipulate the rules of the game and figure out devious ways to make the objects in the game world interact. The game will also feature a level editor for making your own levels and campaigns.
The game was originally created for and won the Nordic Game Jam 2017. Baba Is You also won the Excellence in Design and Best Student Game awards in the Independent Games Festival 2018, and was nominated a finalist in 2 other categories, including the Seumas McNally Grand Prize. The game was made using Multimedia Fusion 2 by Clickteam.
- OS: Ubuntu 16.04
- Processor: 2.0 GHz+. 32- or 64-bitMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: ATI Radeon X1300/NVIDIA GeForce 6600 GT/Intel HD 3000 or better
- Storage: 200 MB available space
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