Hello everyone!
I'm happy to announce that Baldi's Basics Plus version 0.10 is available now! This is a huge update that features a ton of new content. I'll get into all of that below, but before I get into spoiler territory I first want to show off the new Baldi Two-Sided Doughboi from Makeship!

This squishy pillow plushie has a happy Baldi face on one side and an angry one of the other so you can pick a face that suits any mood! This was a pretty goofy idea I had but Makeship did an awesome job working with me to make this happen. It needs to sell a minimum of 200 units by May 3 to be produced and it hasn't quite reached that goal yet, so if you want one be sure to make a purchase and help spread the word! If the goal is not met, no one will be charged so there's no risk in ordering early. You can check it out here!
Version 0.10
Now it's time to discuss the new update. Turn back now if you want to discover what's new for yourself!
The biggest new addition to the game in his update is two new levels, bringing the total of levels in Hide & Seek to five! I didn't just increase the level count though, I've also introduced new level types to the game! Previously the only level type was the school, but levels four and five can be one of three brand new level types: Maintenance, laboratory or factory. Each level type comes with its own unique set of structures that you'll have to master if you want to beat them!
The maintenance levels have a focus on stealth as you can control the lights in classrooms and hide near leaky steam pipes. You'll need to make sure the lights are on in any room you want to solve an activity, but be careful! Turning on too many lights at once will blow a fuse and send the entire level into total darkness!
The laboratory levels have a focus on teleportation, as they are broken up into four sections that you can travel between using a teleporting machine! You can also hop in the wormhole for a more chaotic way to get around, or use an item to sneak through one of the new faculty only doors.
The factory levels are focused on changing pathways and are full of lockdown doors, roto-halls and conveyor belts. Flip levers and press buttons to open and close doors, spin roto-halls and change the direction of conveyor belts!
Aside from the new mechanics, these levels also feature a higher overall difficulty than the previous ones as you'll encounter more characters and Baldi will be even faster than before. You'll need to strategize better than ever before to beat Hide & Seek now!
Aside from the new levels, there are some other big new things you'll find in levels as well. Locked rooms contain valuable items, such as the bus pass, and can only be entered if you can find the matching key (Or if you can find some other clever method of getting in). You'll also find students hanging out around classrooms. Return lost items to them in exchange for YTPs!
This update also includes several QOL improvements and bug fixes. I'll stop rambling now though, and give you the entire changelog below. This is a big one!
Changelog
Additions
- Added levels four and five to Hide & Seek.
- Level four contains seven notebooks and will either be maintenance, factory or laboratory. Baldi's speed curve becomes more aggressive in this level than in previous levels.
- Level five contains nine notebooks and will either be maintenance, factory or laboratory.
- Added three new level types: Maintenance, Factory and Laboratory. Each level type has its own unique combination of structures. Level types will never repeat in a run (Excluding the school level type).
- Maintenance
- Added power levers. These can be used to control power and lights in connected classrooms. Classrooms must be powered on to solve their activities.
- Each power lever has a cable connecting it to its class room. You can follow this cable to figure out which lever controls which room. When a power lever is on, the cable will emit an electric humming sound. When flipping a lever, the room it controls will be discovered on the map if it hasn't been found yet and the room's state will be shown on the map as well.
- Each power lever has a gauge next to it which shows how much power is being used. Turning on too many levers at once will blow a fuse and turn off all the lights in the level.
- When this happens, the player must find the breaker and reset it to restore power to the level. The breaker emits a green light and alarm sound which can be used to easily find it.
- Elevators cannot be entered or closed while the power is out.
- Added steam valves. Leaky steam pipes fill surrounding areas with clouds of steam which can be hidden in, but reduce visibility. They can be toggled on and off with nearby valves.
- Added the lightbulb testing room. This special room randomly toggles the lights off and on every ten seconds, creating potential hiding spots in unlit areas.
- Added new wall and floor textures and light sprite for maintenance.
- Factory
- Added the conveyor belt room and new associated conveyor belt structure. This room splits the level into two halves and, when entered, randomly sends the player through a maze of conveyor belts which will send the player elsewhere in the level. This includes two belts at opposite sides of the level which move in opposite directions and can be changed with a button press. These are the primary means by which the player can get from one side of the level to the other.
- Added new floor texture, swing door variant, light object and special suspended ceiling object for the factory.
- Laboratory
- Added teleporter rooms, the wormhole and faculty only doors. These structures generate in conjunction with each other to split the level into four distinct sections separated by the faculty only doors.
- A teleporter generates in each section and can be used to get to any other section. Teleporters must cool down for 30 seconds after being used however, so be careful! When pressing a button and opening the teleporter, any entity that enters the teleporter will be sent to the destination, so it is possible for characters to be teleported.
- In the center of the level there is a wormhole room. At the start of a round, this room is closed off, but when all notebooks in a section have been collected, that section gains access to the wormhole room by opening the lockdown doors. The wormhole room is a large room with a wormhole at the center that pulls any entity inside towards it. Any entity that enters the wormhole will be sent somewhere random in the level. When an entity is sent through the wormhole, an indicator appears at that entity's destination a few seconds before it arrives. If you see one appear near you, watch out!
- Faculty only doors are a special type of door that allows all NPCs to pass through, but not the player. The doors only close when the player is detected however, so it is possible to pass through by using certain items or scenarios to your advantage.
- Added new floor, wall and ceiling textures for the laboratory level.
- Added locked rooms. These are special faculty only rooms that generate with a large lock over the door with a shape on it. In order to remove the lock, players must either find and use the matching key item on it, or access the room by some other means. Locked rooms typically spawn with very valuable items inside. On level two, the locked room will always contain the bus pass.
- Added students. These NPCs spawn around classrooms and only wander around nearby areas. Each student that spawns will also cause an associated lost item to generate somewhere else in the level. Standing near a student will cause them to show you what item they are missing. Return the lost item to them in exchange for YTPs. The amount of YTPs you earn for this increases for each student you return an item to in a round.
- Added status effect gauges to the HUD. These indicators are used to communicate which effects are active and how long they will last. Some items have been updated to use this instead of their own, unique indicators, such as the Techno Boots and the Faculty Nametag.
- Added push pins to the advanced map. These are a special type of marker that are placed in pairs and can be used to marked connections between points on the map. These are useful for marking where vents lead or what buttons control for example.
Changes
- When a controller is disconnected, the game will now be paused.
- Baldi will now pull players out of the lockers if he hears them hide inside one. This is accompanied by a new voiceline. Baldi won't tag you while he's speaking so you can use this as a chance to escape!
- Changed Big Ol' Boots to Techno Boots to more clearly communicate their behavior. Boots now prevent being pushed by forces in addition to movement modifier values. When being moved by an outside force while wearing Techno Boots, the player will move very slightly in the pushed direction to make the effect of the boots more obvious.
- Reduced the volume of Beans' voicelines.
- Gravity flippers now freeze time while the player is getting flipped. This helps prevent confusing control scenarios.
- Gravity flipper shader is now transparent.
- When reduce flashing is on, the gravity flipper animation is skipped.
- Item loadouts are no longer seed dependent. Both the items that spawn and where they spawn will change every time a level is loaded. This increases the difficulty of repeat attempts at a level.
- All entities now become invisible in total darkness to match the player's ability to become hidden to NPCs in total darkness. In this state, the entity can only be seen once it is close to the camera.
- Chalk eraser clouds now make all entities invisible, not just the player.
- Improved the appearance of chalk eraser clouds.
- Changed rooms to use more consistent texture types. Faculty only rooms now all have the wood panel walls for example.
- Reworked The Test. The Test is now more of a useful tool than a threat, but players must still be careful.
- Looking at The Test will cause time around the player to dramatically slow instead of stop entirely.
- Looking away from The Test will cause it to teleport to a random hallway cell in the level instead of chasing the player.
- Looking at The Test for too long will cause it to start shaking. Once it begins shaking violently it is very unstable. Look at it for much longer and it will explode!
- Once The Test explodes, time around the player will speed up significantly for a little while. This means the player will still move at normal speeds, but NPCs, other entities and level objects will be sped up.
- The Test will not respawn until another round is started.
- Updated The Test's poster description to match its new behavior.
- Lockdown doors are now controlled by levers which provide an instantaneous response based on the lever's position. Up means the door will be open, and down means the door will be shut.
- Propagated audio managers now have a minimum distance.
- Missing a jump in jump rope will now make a sound Baldi hears.
- Mrs. Pomp no longer freezes the player and stops the environment when informing them about her class.
- Audio from propagated audio managers is now pitch shifted based on that object's corresponding time scale.
Pre-release Changes
- Adjusted level 5 map price and total items in shop.
- Made some relevant items more likely to spawn in factory and laboratory levels.
- Made it so late game locked rooms will usually contain high end items.
- Reduced the max item values in late game levels a little bit.
- Chalk clouds are now culled.
- Power levers are now limited in how far they can generate from the room they are powering.
- Changing the state of a power lever now reveals the connected room on the map and updates the appearance of the room on the map to reflect whether or not it's currently powered.
- Changed placeholder power lever cables with colored cables that can be followed more easily.
- Created a proper model for the power gauges.
- Restored characters rewarding YTPs.
- Mrs. Pomps YTP reward now varies based on how long it takes to reach her class.
- Losing Reflex's test no longer makes noise.
- Reduced the speed at which the faculty only doors close to enable more ways to pass it (Such as using a 'Nana peel).
- Each section of the Laboratory now contains posters that label each one with a number.
- Teleporter rooms now show their corresponding numbers on the map.
- Increased initial Student YTP value.
- Now when a level generation error occurs, the player's game is saved with the seed changed and they are given the option to return to the main menu. The game can then be loaded and continued.
- Buffed the test a little bit by increasing the amount of slow down and the time it can be looked at before exploding.
- The Test now has a crumbled sprite for when it explodes.
Bug Fixes
- Fixed characters who cannot open locked doors being able to navigate and pass through them.
- Fixed the dither screen transition being tied to the framerate, which caused extremely slow transitions on lower-end hardware.
- Fixed a rare level generator error where it would attempt to build a special hall formation outside the bounds of the level.
- Fixed Hide & Seek options not saving immediately upon being changed. This resulted in settings reverting to a previous setup in some scenarios.
- Added a buffer around the math machine in Room_Class_MathMachine_2 to try preventing balloons from getting stuck between it and the wall.
- Fixed NPCs not targeting entity safe cells when traveling through open areas with no valid exits aside from the one they used to enter.
- Extended the second conveyor belt in the tutorial such that it extends through the entire hallway.
- Fixed Rewired input mapper calibration window. It previously was not modified to work with the OS themed sprites and text was unreadable.
- Fixed issues with particle effects not being affected by things like lighting and fog.
- Mrs. Pomp will now assign a class to go to even if she cannot navigate to any at the moment she attempts to do so. After this she will wander randomly until she is able to find a path to the selected room. This prevents her from breaking in this scenario.
- Playtime can now only start jump rope if she can see the player.
- Fixed rooms not being found in their entirety when entered instead of only finding open areas.
- Fixed conveyor belts not being affected by the environment time scale.
Pre-release Fixes
- Fixed a bug caused by an outdated door position outside the bounds of the lightbulb testing room which caused swinging doors to rarely generate in an adjacent room.
- Fixed trap detection not working reliably due to it not counting already blocked off cells as neighbors to check path finding against.
- Belt constructor now blocks off belt cells in all directions during level generation. This fixes softlocks in the factory level.
- Fixed lockdown doors that start closed not blocking paths during level generation, resulting in softlocks in factory levels.
- Fixed extra doors on locked rooms changing the other room's cell room to its own room.
- Fixed Baldi saying "nine notebooks" instead of "seven notebooks" on level 4.
- Fixed room group lights not being implemented.
- Fixed class rooms in levels 4 and 5 not using the wall with molding texture.
- Fixed tutorial doors being able to be closed.
- Fixed tutorial doors using levers instead of buttons.
- Power lever cables now stop at classroom doors and connect to lever walls.
- Increased the size of the game lock collider so that principal's keys cannot be used on the door.
- Fixed the jump rope failure sound value being lower than that of doors.
- Blocked all the walls in the belt room so that buttons and similar level objects will not generate inside them.
- Fixed missing controls for lockdown door in Stealthy Challenge.
- Cells that are blocked by objects in the teleporter room are now marked as blocked so that objects cannot be generated or placed on those walls.
This update took a lot of work, and I still am not quite done with it! Endless mode for example has not been updated with the new level types yet, so I will be making some improvements there soon. I also want to flesh out the new level types with new decorations and faculty rooms among other fine details, so expect that kind of stuff in the near future.
As I've mentioned in previous updates though, major updates will become smaller in scope from here on out as I will begin shifting my focus towards the development of stuff for the distant future of Baldi's Basics Plus, much of which will not be seen until version 1.0 releases. With that in mind I'm glad I was able to make this last fully-focused early access major update a big one! With my attention split it may seem like things are slowing down, but rest assured this is a necessary change in getting this game finished.
Lastly, thanks to everyone who continues to play Baldi's Basics Plus! Special thanks to all the Kickstarter backers and
Patreon members who provided feedback on the early access release. There was a lot of great feedback which has resulted in a much better update and will continue to help make further improvements!
With all that said, I hope you enjoy Baldi's Basics Plus version 0.10!
[ 2025-04-21 14:16:42 CET ] [ Original post ]