





This game is not what it seems...
Baldi's Basics Plus is a survival horror roguelite that parodies cheap 90's edutainment and never takes itself too seriously. You will encounter strange characters, find useful items, go on field trips and more as you explore Baldi's ever changing super schoolhouse, and as you explore the game itself, you'll start to realize it is not what it seems...So, what exactly do you do in this game? You collect notebooks while playing hide and seek with Baldi! Sounds easy right? Wrong. Baldi can hear many of your actions, and he uses those sounds to try and find you. He's also invited many friends to come and play, who can cause a lot of trouble. Get to know them though and you can use them to your advantage! You'll also find lots of items scattered around the school. These are the key to success. Use them wisely if you want to have a chance at beating Baldi!
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 fills with fog! Random events can begin at any moment, so make sure you're ready for them!
- Mixing and matching characters - Each time you play, you'll get to see random combination of characters.
Lots of ways to play
Baldi's Basics Plus features many different modes to test players in different ways!- Main Mode - Complete a series of randomly generated levels to win! Run out of lives and you'll have to start over.
- 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.
- Challenge Mode - As you play more of the Main Mode, 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!
- Field Trips Mode - Play field trips found in the main game whenever you like! You can try to set high scores, or just practice!
I'm very happy to announce that Baldi's Basics Plus version 0.4 is available right now! I know it's been a long wait, but this update brings with it a lot of changes that not only make for a significantly better gameplay experience, but also a much smoother development experience on my end. That means that you all will get more content more often. Approximately every two months to be exact!
To celebrate the release of version 0.4, let's do some math!
0.4 X $9.99 = $3.996...
and then $9.99 - 3.996 = 5.994...
Round that to two decimal places to get...
$5.99!
That's right, Baldi's Basics Plus is on sale at 40% off for two weeks! That's the lowest price it's ever had!
I sincerely want to thank you all for your patience. I'm very excited for this new chapter of the game's development and can't wait to show you all what I have planned.
With all that said, here's the changelog. Get ready, this one's a doozy!
Additions
- Added a new character, Dr. Reflex!
[list] - Dr. Reflex wanders around and chases the player if he sees them. When he reaches them, he makes them take a reflex test which involves quickly clicking a circle icon he lifts up with random timing.
[list] - Successfully completing the test awards some YTPs. There is no penalty for failing other than wasted time, as Dr. Reflex will keep giving you another chance until you win.
Changes
- Tweaked Principal of the Thing
[list] - The Principal now knocks on faculty room doors a few seconds before entering them.
- The Principal will now quickly open and close the Principal's office doors during detention when entering or leaving the room, instead of just passing through them.
- Individual rule breaks now have their own timing for how long the Principal must see the player before he will get angry at them.
Technical
- Created a new entities system used by nearly all moving objects with collision. Things like the player, NPCs, BSODA spray, math machine balloons, etc. now move via one unified system. This means interactions with and between entities are much more consistent and it opens more possibilities for emergent gameplay. It also means status effects, such as being squished, can easily be created such that all entities are able to have them.
[list] - All entities except for the player use a custom made collision detection system when calculating movement. The player uses Unity's built-in CharacterController component as it always has.
- One new feature of this system is the ability to apply a force with frame rate independent acceleration to entities. This is useful for applying quick bursts of movement to entities, such as with the Bully's new pushing mechanic.
- Physics updates are now called manually in order to work with the new entity system.
Bug Fixes
Note: Due to how long it's been since the last public update, I may accidentally list bug fixes for bugs that were introduced and then fixed internally between 0.3.8 and 0.4. Similarly, there may be some bugs that were fixed as a side effect of the extensive changes I've made, but that are not listed here since I didn't note them as bug fixes in my Git history.- Disabled MacOS auto graphics API and added OpenGLCore as a supported graphics API. This will hopefully resolve an issue that caused graphics to not render on some older devices. If you notice any significant issues on MacOS with this update, please let me know as testing for this change has been minimal.
- The game's resolution can no longer be set to a width below 480 and/or a height below 360. This fixes a bug where setting the resolution lower than that would make the menus unusable.
- Fixed NPCs occasionally clipping through objects when navigating through open areas.
- Fixed Steam Input not switching to the "Interface" action set when finishing a round of endless mode.
- Fixed being able to get teleported into parts of rooms that cannot be escaped by assigning designated safe spawn locations to rooms.
- Fixed whirlpools being able to spawn in unreachable areas.
- Fixed the floodwaters running at half the frame rate when they were rising at the beginning of the flood event.
- Fixed being able to endlessly scroll the credits past the beginning.
- Made several improvements to NPC navigation to prevent them from turning around in certain situations when it makes no sense to do so (For example, sometimes NPCs chasing the player would see them enter a room, walk up to the door, and then immediately turn around instead of entering the room).
- Fixed Gotta Sweep occasionally not returning to his closet when done sweeping.
- Fixed a bug that caused Baldi to not move quite right when being slowed down or sped up by an outside force.
- Fixed a divide by zero error that could occur in some scenarios with characters like Gotta Sweep. This issue may have been responsible for some strange game freezing bugs reported by some users. In doing so, I also improved the smoothness of the pushing effect.
- Fixed some billboarded sprites updating their rotation with a one-frame delay.
- Fixed a bug that caused doors to play opening and closing sounds twice at the exact same time.
[list] - Fun fact: At the time this was fixed, it was probably the oldest unfixed bug in the game!
Pre-release Changes
These are changes made between the pre-release and public release of 0.4.- Decreased the starting pitch of Dr. Reflex saying "THIIIIINK FAST!"
- Decreased the volume of Arts and Crafters' sounds.
Pre-release Bug Fixes
These are bugs that were present in the pre-release version of 0.4 that I have fixed for the public release.- Fixed Dr. Reflex continuing to say "THIIIIIIIII..." even after losing the player.
- Fixed apples not getting knocked down from trees with the grappling hook.
- Fixed the Bully not being seeable by the Principal.
- Fixed CoreGameManager audio, like Baldi's "all notebooks" notification, continuing to play when loading a level.
- Fixed the elevator screen being displayed when visiting what's left of the farm.
- Fixed portal posters not allowing sound through.
- Fixed NPCs not re-routing when placing a portal poster that opens a shorter path to their destination.
- Fixed Dr. Reflex entering an endless "THIIIIIIIII..." loop if the party event started while he was chasing the player.
- Fixed conveyor belts, Cloudy Copter's wind, whirlpools and Gotta Sweep only moving the player and NPCs. They will now affect all entities accordingly.
- Fixed Arts and Crafters' audio frequently cutting out during his attack animation.
- Fixed Mrs. Pomp stomping rapidly for several frames when she spawns.
- Fixed non-grounded entities not flipping upside down properly when squished.
- Fixed plants generating inside lockers.
- Fixed the counter and examination table in Dr. Reflex's clinic not carving the NavMesh, allowing NPCs to walk through them.
- Fixed Beans wandering weirdly in open areas when switching between walking and running.
Removals
- Removed the farm field trip until further notice as it is currently broken. I have plans to revamp field trips one more time, so instead of fixing it only to replace it later, I've decided to just disable it for now.
- Removed several unused and obsolete scripts/assets.
Known Issues
- NPCs are able to go through walls in rare cases, seemingly between adjacent open areas. I'm not entirely under what conditions this is possible, but I've seen it happen a couple of times now.
- Balloons occasionally clip outside of rooms.
- 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.
- Principal Office door can rarely get stuck open.
- Dr. Reflex will not always be facing the entity he is hitting with his hammer.
- Dr. Reflex can squish NPCs even when they do not match his orientation during Gravity Chaos.
- Dr. Reflex will always know where the player is the moment he becomes angry, even if he cannot see them.
- 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 (Not a bug, just an issue I intend to address soon).
- 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.
- Notebook icons are not positioned correctly on the map in pre-made levels.
- 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.
- NPCs will occasionally get stuck on the merry-go-round.
Whew, that's a big list! As always, if you encounter any bugs that I don't know about please do so on the pinned bug report thread here .
So what's next? Well as I get around to fixing bugs I'll push out a few minor updates. If there are any super game breaking bugs, I'll fix those ASAP, but otherwise you can expect bug fixes to be released about a week apart as needed. Meanwhile, I'll also be busy working on new content for 0.5, which will release around the end of April/beginning of May. I hope you all will look forward to that!
Minimum Setup
- OS: Ubuntu 16.04 and Ubuntu 18.04
- Processor: 1.5 GHz or greaterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: AMD Radeon HD 8330 or equivalent
- Storage: 250 MB available space
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