Baldi's Basics Plus version 0.10 Pre-release is available now!
Added 2025-04-14 22:24:17 +0000 UTCNotice: This pre-release has not received a patch to fix the Unity security vulnerability. Please take caution and ensure your operating system and anti-virus is up to date before downloading this version.
Hello everyone! Here is the pre-release for version 0.10! Windows, MacOS and Linux builds are attached to this post.
Hello everyone!
Here is the pre-release for version 0.10! Windows, MacOS and Linux builds are attached to this post. Download and extract them to play!
This is a really big update, I hope it was worth the wait! I don't want to spoil any surprises so dive in and see what's new! There are still several placeholder assets in use that I hope to have replaced with finished assets in time for the public release next week, so please don't worry about some of the stuff that looks obviously unfinished. Everything is fully functional though so have fun!
A few notes about the pre-release:
Please be mindful of spoilers! It is a-okay to share photos and video of the pre-release, this isn't meant to be a big secret, but please do so in a way that people who want to be surprised by new stuff can easily avoid getting spoiled. For example, please don't put pictures of new content in thumbnails. Once this update has been released publicly, don't worry about spoilers.
The pre-releases will use a separate save location from the main game. You can manually copy existing saves over to the pre-release save location if you'd like to use an existing save.
I will most likely only release patches for pre-releases if any super serious bugs are found. Otherwise bug fixes will be saved for the public release version.
I do not have a changelog ready at the moment. I will post one when the public release goes live. Have fun discovering what's new!
Please do not post these builds publicly anywhere, they are meant for Patrons only. That said, I certainly won't mind if people share them amongst close friends who cannot become paid members for any reason.
This being a pre-release, bugs new and old are likely! Please let me know of any new bugs you encounter by commenting below or sending me an email.
Thanks, and have fun!
Comments
for pre releases it's here but many bugs is already fixed on the public release so report on steam forons (https://steamcommunity.com/app/1275890/discussions/0/597398653700744193/ )
LipeGamer701
2025-05-31 15:32:33 +0000 UTCIs there a place I can report bugs for the pre-release?
QuizmasterJJE aka AveryBoy
2025-05-30 23:27:05 +0000 UTCI'm creating a fangame for my friend thats related to BB+. As a voice line, can you say, "Welcome to Baldi's basic's SUPER MAKER REMASTERED!" I'll be sure to credit you in my credits sequence! Edit: uh oh wrong post!
Revley Sanchez
2025-05-15 00:20:52 +0000 UTCNo, because he wants to revamp the current field trips before he adds new ones. The camping one is revamped, but the farm one is still not revamped yet. After it gets revamped, it will be added. Do not know when though. I am not the developer.
RhyderTheBaldiNerd99
2025-05-02 14:19:29 +0000 UTCWill 0.11 include the Gameshow field trip?
baldigaming285
2025-04-28 15:38:56 +0000 UTCThere was gonna be (it said on the kickstarter page), and then it was another acoptaplypse.
@88!
2025-04-25 20:23:00 +0000 UTCWeird spot to ask this I know, but does anyone know of there is an official Baldi fan Discord?
RhyderTheBaldiNerd99
2025-04-24 23:20:34 +0000 UTCWait, on the itch.io page, it says that you have more than 5 floors planned, oh boy!
Graysen Wilson
2025-04-23 21:42:18 +0000 UTCI know I'm late, but please bring back the old Test behavior. I know that just having time freeze when the player looks at the Test is simple, but it's a lot easier to manage than the time warp effect.
DevinSAA
2025-04-23 01:33:50 +0000 UTCHey Mystman, if you see this, here’s a suggestion that could add to johnny’s shop: I think it could be cool if you were able to go up to johnny and pawn off any items to johnny, lost toys included. Also i think it would be cool if johnny’s store had “classical store music” playing inside over a tiny speaker!
perpino paghetti39
2025-04-22 22:35:31 +0000 UTC0.10 was released yesterday morning!
Basically Games
2025-04-22 21:20:18 +0000 UTCUmm where's 0.10 public release?
Weil
2025-04-22 19:01:41 +0000 UTCcan we have a story mode and new ending?
Reeseychoo
2025-04-22 17:10:30 +0000 UTCOh my goodness, thank you SO SO MUCH for making it easier to find the levers in the maintenance level! I love you MystMan12, and your incredible game! Keep up the fantastic work! Can not wait to see what you have planned next!
RhyderTheBaldiNerd99
2025-04-21 22:02:50 +0000 UTCI totally agree with that! I always get confused because of that. Hopefully, it is a placeholder and not the final result. Probably not though.
RhyderTheBaldiNerd99
2025-04-20 13:42:05 +0000 UTCI suggest to change the icon of super doors a bit. It shares the same icon as swinging doors. The current icon is especially confused in the maintenance type.
DoCheonGong
2025-04-20 07:49:20 +0000 UTCIn case of the player, it is implemented in the game actually.
DoCheonGong
2025-04-20 07:47:23 +0000 UTCI would suggest adding a timer of baldi he is hit by Dr. reflex
Michael
2025-04-20 03:07:52 +0000 UTCThe lights in the factory level clip through classroom's and the principal's office ceilings. I know the lights that are used in the Laboratory and the Maintenance levels lights in the hallways are the same as the classroom's and the principal's office. I just think it looks ugly how the Factory's lights clip through the room's ceilings. Oh, by the way, do you check direct messages in Patreon? Because I sent you one. It is not important, though.
RhyderTheBaldiNerd99
2025-04-20 02:04:24 +0000 UTCI suggest adding a timer indicator for Chalkles and Mrs. Pomp. It'd be nice to know when their punishments end.
Mischievious Pete
2025-04-20 01:53:20 +0000 UTCI'm not sure exactly how or why it's happening, but each time I go to Hide & Seek after opening the game it shows the prompt to continue a previous run, even though I lost during an earlier session
EEYM
2025-04-19 21:28:58 +0000 UTCI would like to request something, that the variations of floors 4 and 5 be in infinite mode, since I LOVE the variations and I would like the experience of those floors to be infinite.
Pamela Contreras
2025-04-19 17:53:30 +0000 UTCFor some reason, even if the player hides in the dark area or chalk dust (where HUDs turn darker), sometimes NPCs may know the player's location and try to catch them. This can happen even if the player is not in the same spot as where NPCs sees them before hiding.
DoCheonGong
2025-04-19 15:33:56 +0000 UTCHello! This update was a much needed update to improve the difficulty of BBP! But I found one major bug while playing. The map is broken for me. Like REALLY broken. Its kinda hard to explain while typing so i made a video on how it's broken. https://www.youtube.com/watch?v=AxWXhzGuDdA The map is kinda like shifted to the left a ton and makes it basically unuseable. As well as the pins and markers which are broken.
Vortex5758
2025-04-19 09:55:34 +0000 UTCIt is not the Steamhouse, it is the Maintenance style
MissingTextureMan101
2025-04-19 08:33:04 +0000 UTCMystman,please dont remove ytp's from faculty characters,its so hard to get ytp's from students
Aamet
2025-04-19 07:58:42 +0000 UTCThere's just one developer and he is Micah
Aamet
2025-04-19 07:58:06 +0000 UTCif you guys dont know the owner said this game is gonna take 4 - 5 years to be finshed which is crazy but i understand that they are small devlopers and it takes a long time for them to complete it but all i gotta say baldi devlopers take your time
saud youseef
2025-04-19 04:02:12 +0000 UTCAlright, I've played the update more and looked through it's code to find anything I missed. I have a lot of feelings. A lot of them negative, because I am really concerned about the direction this update is sending the game. Let's quickly start with the positive! Which although is pretty small here, that's because I do not have much to say regarding these, not that it isn't about as heavy and strong as the things I dislike. (Seriously, I like the content of the update, the execution just leaves a lot to be desired.) I like the individual mechanics isolated by themselves. (With the exception of the current power switch implementation), they are all very fun to play with. And the conveyor belt rework and special room is also really fun. The Big Ol' Boots redesign is also cool, and the tweaks to the mechanic are fun as well. The Test rework is also really well done, nerfing him in the way he desperately needed. The Faculty Only hall doors are interesting and can be used in funny ways. Now... on to the negatives, which I have a lot more to say about. THE REMOVAL OF CHOICE In BB+, you constantly have choices, what routes to take, who to attempt to engage with, what items to take and when to use them... but 0.10 removes the choice of how to gain YTPs. Before, you were able to gain YTPs through choosing to engage with characters. And failing their mini games or skipping them makes you loose out on these YTPs. (And potentially face whatever punishment the character had.) In the prerelease, the YTP reward is removed, and for the characters that punished your YTP reward, you instead alert Baldi. Which is as illogical as it is boring. Playtime suffers the worst from this, going from a risk reward determining if cutting the rope is worth it to miss out on those points to run from Baldi, to making it literally always worth it, as the scissors have few uses as is. Alerting Baldi is not that big of a punishment, especially in a game designed around being able to easily create sounds of distraction. (And apparently the noise is less than a door??) The only time the sound generated by a character would be a problem would be in cases where you are likely already screwed due to being stalled. This change might've been made to prevent the player from stalling, but most players likely don't intentionally farm characters like Playtime or Dr Reflex due to the time limit being an active threat. And students are generally not worth using up an item slot for (only 25 YTPs at first), and are not that interesting to engage. THE REMOVAL OF RANDOMLY GENERATED CHAOS In BB+, you are never quite certain what you are up against. Will you be up against rotohalls? conveyor belts? vents? lock down doors? In the pre release, whenever you see the wall texture, you instantly know what obstacles you are up against, as all randomly chosen obstacles outside of the swinging door variants have been removed. This has caused an issue of all floors feeling samey. Every maintenance floor has always felt the same, regardless of layout. The problem was present before, but it wasn't as bad as you would at least have a chance of encountering something unexpected. But you now always know what to expect. THE MAINTENANCE STYLE IS TOO MUCH This needs to be reworked as soon as possible. The mechanic is complicated, the "helpful" cables quickly get tangled together, the connections between rooms is confusing and convoluted, and the fact you can't just flip all the switches is logical sure, but frustrating, as if you then have to back track to older rooms. Combine this with the fact that this level always have steam blocking your view of the already hard to track cables, and you have an awful time scrambling around. EDIT: I played maintenance style again, for the life of me I can not figure out why after following the cables and activating 3 switches the room light just doesn't turn on no matter what I try. THE LAB STYLE IS TOO RNG DEPENDENT This style makes me rage sometimes. A lot. It is nowhere near as bad as the maintenance style though and I have fun playing it sometimes. The concept of faculty only hall doors isn't bad, but they are literally everywhere, and from what I can tell, this is intentional too. The fact that only 2 items in the entire game can even counter these, both of which being pretty infrequent, makes going through this floor an absolute nightmare if you get unlucky. And your only option is hope that the wormhole is open and sends you to a place you haven't already been. Or hope that a teleporter is open and brings you somewhere new or at least out of the current section of the map you are trapped in. Some seeds are bareable while others are miserable. ITEM SHUFFLING. WHY? In the prerelease, items get shuffled position-wise on death. Why? Why was this chance made? It can't be to make the bus pass harder to find, with the addition of locked rooms the bus pass seemingly having its internal generator cost upped so it seemingly always spawns in them, it is almost always in a predictable spot anyway. It can't be to mitigate bad item spawns as it's only the item positions that get moved. Was it for the students? Why not just have only those spawns be random instead of randomizing the whole item layout? You could even use the same technique you did for randomizing item placements. (Creating a new Random without a seed) Randomized per-death item positions removes an element of strategy, as you can no longer mark important items on the map nor learn where useful items are to use them to aid in future runs. Not to mention this massively devalues seeded runs as a big portion of seeded runs is knowing where good items are. SHAPE KEYS ARE COOL, BUT COULD BE BETTER. Them not working with Principal's Keys is probably a bug, and please don't just stop the keys from being used on the shape locked doors, as having the Principal's Keys as a secondary option would create an interesting choice between keeping the key for a more valuable use or hoping there is something good behind the door. Also the shape for each key should be seed consistent, as then there is a chance a key being brought across a level wouldn't be completely useless (Yes I know that technically smuggling keys through levels isn't technically intended but why get rid of that as an interesting routing option for set seed playthroughs?) CONCLUSION Complexity and randomness have been removed for seemingly no reason. With the ways of gaining YTPs getting streamlined (removing interesting decisions), floors no longer being random outside of hallway placement and the occasional special yellow door, and the new mechanics always being paired in annoying combinations, results in an experience that is very annoying and unfun to play for extended periods of time. This update really has some potential, but it has a lot of issues with balance, difficulty, and the unnecessary removal of interesting mechanic combinations. I have faith and trust in you though, this is your game and maybe these changes that currently suck short term will be better long term.
MissingTextureMan101
2025-04-19 03:48:39 +0000 UTCSince levers can open or close super doors, some quotes in the tutorial need to be fixed. Also, it can be closed if untoggling the lever.
DoCheonGong
2025-04-19 03:30:51 +0000 UTCPlease, for the love of God, make it easier to find the levers for a certain room in the steamhouse level. They all overlap, and I always follow the wrong one.
RhyderTheBaldiNerd99
2025-04-18 22:11:22 +0000 UTCI've emailed some feedback on the pre-release to you, Please check it out when you can!
JimJamm
2025-04-18 22:08:44 +0000 UTCI just realized I have been putting all my feedback on podcast 2 because it was pinned... so: WOW!!! THIS UPDATE WAS AMAZING. While there were definetly some flaws (which I will mention here), this update in general was the BEST update that has ever come out of this game. I am really looking forward to what is coming in the future but for now... Feedback: Firstly I would like to touch on The Test nerf. Personally, I don't like it. I feel like now that he doesn't blind you it gets rid of the whole point of you having to look at him (which was the reason he was added in the first place). Now what I do like is how instead of time stopping it slows down, as he was a bit overpowered before. I also like the explosion, but the head shaking is a bit too much, atleast at the beginning. I also would like to touch on the special floor variants for 4&5, mainly the power level. You see all of the current special floors, becides the power level, still feel relatively easy, just with a few quirks. However the breaker room is incredibly hard for 2 main reasons. Number one, while interesting having to go from classroom to faculty room by following the wires, and keeping track of which one you are looking at through the smog is a bit annoying especially if you don't mark it and forget. Now the second problem is with the power break, I just feel like it should be a viable strategy to repower all the previously unpowered classrooms as opposed as just another hinderance. And other than that there is nothing else to say besides... "Congradulations!" This update really blew all of us out the window and it was really fun seeing all the new features. I hope you are reading this and taking in all the feedback (which I know you will) and finding a way to incorporate it in the future. Anyways, hope the rest of development is smooth sailing from here and Toodles! --------------- OMG i just realized the test speeds things up when you look at him too long! Also another thing I didn't mention in the feedback was that conveyer belts in the warehouse should be possible (but hard) to pass without techno boots (this prevents softlocks from occuring). -------------- I've noticed a lot of youtubers and other people not knowing how to power the rooms and thinking the wires at the top were vents. I would suggest making it a bit more clear what they are (like a poster or electricity symbols on the texture)
The Riddle Goblin
2025-04-18 17:51:40 +0000 UTCmaybe add a little tutorial for the new floors (especially the steam level)
Volta
2025-04-18 17:12:19 +0000 UTCOkay I had some new thoughts while playing the update, particularly on the power level. So I do think it is a really fun concept, but a big problem with it is the splitting wires. Right now there is no easy way to figure out which direction is the right one, and that leads to some very annoying rounds. I would suggest either cutting the split, or making it easier to figure out which wire you need to follow with a texture change.
The Riddle Goblin
2025-04-18 14:41:05 +0000 UTCThis update was huge. Ima compare this to Minecraft updates. 0.10 = major update. 0.5 = game drop
Graysen Wilson
2025-04-18 08:10:15 +0000 UTCHonestly I agree. This is another reason this is the fandom I'm in. They understand that its a pre release and it's not final. But anyways, yeah this is a strategy game, and making items change on the same seed kinda removes a lot of the strategic thinking. The test should also flicker again since that is one of the main reasons he's my favorite character. I also agree that getting the shape key is only worth it on floor 2 since that's where the bus pass is. The steamhouse does also need an indicator on which valve powers which room. But yea this update was the best.
Graysen Wilson
2025-04-18 08:09:15 +0000 UTCA Bug with the Wd-No Squee: When I spray it inside a room, sometimes when the door is touching the sparkling area at maximum range, it will not be silence and will still attract Baldi. I even had times where I sprayed it right beside the door while inside the classroom and it still didn't silence it.
Mischievious Pete
2025-04-18 02:44:53 +0000 UTChey yo sorry for commenting again but i was playing but, in 4th i got generation error the seed is 1148704889
LipeGamer701
2025-04-18 01:46:02 +0000 UTCso maybe we will have 9 notebooks in 4th? i hope not
LipeGamer701
2025-04-18 01:19:21 +0000 UTCI noticed a small (visual) bug involving the conveyor belts in the factory/warehouse level style, they do not animate if you're looking at them outside of the room they are in https://drive.google.com/file/d/1F95WJV7GOqvhEzVGv8n7lNq5MgeWW1sM/view?usp=sharing here's a small clip of the bug
Nerd Pig
2025-04-17 23:04:43 +0000 UTCand if you guys are asking no, I didn't find bugs yet
LipeGamer701
2025-04-17 22:55:06 +0000 UTChey mystman12, i played this pre release and keep up the good work! this is the best update/pre release in years! thanks for this update :)
LipeGamer701
2025-04-17 22:49:47 +0000 UTCFor some reason, I didn't know about this until after I posted my comment. Sometimes the lights won't flicker much and I just look away from the Test fast anyways. I do wish it would flicker more though.
Mischievious Pete
2025-04-17 22:07:50 +0000 UTCthe steam type level thing is for sure my favorite level type as i like really love the concept and the like execution and i would genuinely be very upset if the thing was removed but the problem i have with it is that theres no indicator for what rooms it powers on/off, and its like super hard to figure out which lever powers on the one classroom you havent solved the math machine in yet, dont get me wrong its one of the BEST features of the game but id love if you could find a way to make it a bit easier to deal with pretty please thanks
sillysandwich
2025-04-17 21:57:17 +0000 UTCnot sure why people are acting like the lights no longer flicker when the test is being stared at. they still do.
evie the comedian :3
2025-04-17 19:46:55 +0000 UTCconsidering the doors unlock when you do that, i think that's intentional.
evie the comedian :3
2025-04-17 19:46:27 +0000 UTCits supposed to be like that, he made it so everyone and everything freezes until the flip is complete making it a little less of a hell to play with the gravity event
zemdd
2025-04-17 18:15:58 +0000 UTCi think this is a glitch, but when you use a grappling hook to go through the gravity-changing shapes (idk what they're called), the game will pause, but you won't, allowing you to move while everyone else is stuck.
Wyref
2025-04-17 17:05:03 +0000 UTCThe level with the electricity is way too hard in my opinion, the main reason is that to get just a notebook you need to get to a completely different place to turn on the lever, and later you also have to turn it off to prevent the electricity from crashing. On top of that, the electric cables can also merge, making it hard to even follow the right one.
memenorio
2025-04-17 16:54:01 +0000 UTCBaldi says nine instead of seven notebooks on the fourth floor
Diamond Dump
2025-04-17 16:49:34 +0000 UTCi played the pre realese i didnt get any bugs but all i gotta say is that this update was AWESOME i love how they finally added students to the game makes it fell like a real school cant wait for everyone to play it!!!
saud youseef
2025-04-17 15:37:49 +0000 UTCOk after playing a bit more of the update it's really easy to notice that the floor with the levers and power is WAAAAAY harder than all the others. Keeping track of the levers and having to run back and forth between them to figure out which math machine gets turned on by each lever is too much. I think at least levers and math machine (that require levers) should have a sticky note on them displaying their id number so it's much easier to track which lever turns on which math machine. With this the player would only need to map out their locations and not spend so much time going around the map to know which math machine got turned on by a lever.
ThePhoneMan
2025-04-17 12:00:58 +0000 UTCThe Test's *SLAM!* caption still appears even if the advanced map is open or the game is paused. After the game is unpaused, a lot of locker closing sounds made by The Test play at once, making a very loud noise. Also, if this glitch happens, music may not play.
DoCheonGong
2025-04-17 11:38:00 +0000 UTCI love those suggestions! I hope he adds them! Especially the fire hall floor, it is so annoying. Especially since the power things on the ceiling overlap and sometimes I turn on the wrong one most of the time!
RhyderTheBaldiNerd99
2025-04-17 11:22:48 +0000 UTCive been missingthe darker floors, i hope mystman finds a way to return them some way ToT
sillysandwich
2025-04-17 09:41:43 +0000 UTCwhat im saying wont really help, but you can also get through if you hide yourself with a dirty chalk eraser or get a fast enough character to push you through
sillysandwich
2025-04-17 09:38:09 +0000 UTCThe floor with the levers and having to keep track of which lever powers which classroom was so annoying not gonna lie, especially since you can only have a certain amount of them on and you lose track really easily. Otherwise cool update I would seriously suggest making some kind of way to actually track which lever powers which classroom otherwise that level just gets you lost real quick
Rob
2025-04-17 03:34:50 +0000 UTCAlright I have quite a bit of feedback for this Amazin' update! 1. Now listen, I LOVE the new floors but I think the fire hall floor is just way too difficult compared to the others. I think an easy way to fix it is by making it only able to appear on level 4 because level 4 has only 7 notebooks instead of the 9 on floor 5! 2. The new key door system is awesome and I don't really have much to say other than to make it so no windows can spawn to see inside the room that way its always a mystery instead of "oh I don't need those items right now so I wont bother finding the key" its "ooo I wonder what's in there!" 3. The test rework is very interesting to say the least but I think personally that there should be way WAY less time in between looking at the test and it exploding. I'm talking like maybe 5 seconds instead of the 20ish seconds it is. That way you're more likely to accidently trigger the explosion and makes him a bit more risky! BUGS: - There is a visual bug primarily on the warehouse floor where the bottom 10ish% of a wall tile replaces itself with the ground texture for some weird reason (only happens when up close). - I'm sure you know this one but sometimes on level 5 the level generator just goes oof and dies resulting in the level gen error screen you added in 0.4.1 (I think). VA/INCONSISTENCY ISSUES: - WD-nosquee and Big ol' boots posters are outdated - The Background in the hourglass icon for when getting sent to detention is not darkened when hiding which looks weird - When the fog event is happening celling lamp poles in the warehouse floor do not get more opaque when viewed from further away unlike everything else - Baldi says "9 notebooks" on floor 4 despite there being 7 OVERALL THOUGHTS ON UPD: Absolutely MASS- er I mean ENORMOUS UPDATE! I was blown away the first time I played! This is such a W update!
J Dean
2025-04-17 02:31:46 +0000 UTCMore bugs: - On seed 1050668683, the 5th floor is generated in a way where the conveyer belts lead to an area with closed iron doors, pratically a dead end. - On the same seed when the flood happened, Cloudy Copter's wind was visible, but Cloudy Copter was not. I did not see what happened that could've resulted this.
Mischievious Pete
2025-04-17 00:27:20 +0000 UTCThere is a bug where you can place portal posters on shape key faculty rooms to enter them and sometimes they can spawn with a second door without a lock allowing you to enter them freely.
RhyderTheBaldiNerd99
2025-04-17 00:25:47 +0000 UTCThere are two bugs that I have found that I'm pretty sure no one has mentioned yet. - On seed -518216822 and other seeds, a small tile of the special key room can be exposed and looks weird on the map. Touching this tile will unlock the key room. - If you are underwater during the flood event, all the pins on the map will have their colors match the flood fog.
Mischievious Pete
2025-04-16 22:28:39 +0000 UTCthe test was even easier to deal with before. i mean, come on, it used to freeze everything around it, making it way too easy to keep your eye on it, and now it's more of a risk/reward situation. also, not sure if you've experienced this yet, but if you stare at the test for too long, it explodes now, speeding up everything around you for a few minutes in place of the blindness.
evie the comedian :3
2025-04-16 20:11:37 +0000 UTCI had to take a day to process all of the things in the update, it really is a big one, and it is very much game changing. Yet I'm still somewhat mixed on it so far. The new level styles that get introduced in the so long awaited floor 4 and 5 feel so jarring compared to the rest of the game so far, especially with them being very gimmicky. The consistancy of progression the first 3 levels had is completly obliterated with these and it will take a while to get used to it. And while im happy with the variety the new levels bring, at the same time, with rotohalls and vents being assigned to specific types of levels, floors 1-3 now feel so barren, with the only unique thing for these levels being the floor textures and the 3 big rooms, dare I say that they have become kinda boring. The difficulty also seems to not be there yet, coinsidering that I ran out of time in the boiler level on floor 4 at 4/7 notebooks because I kept getting combo'd by too many characters in a small level, trying to find the lever to ONE room because the (hopefully placeholder) indicators are really hard to follow. Trying to use pins to point out what levers lead where eventually made the map unreadable with how many lines there were. Some other issues have already been mentioned by others like the levels feeling a bit too samey or predictable from time to time, primarly the lab, or how The Test rework makes him serve very little danger (still a pretty nice rework), so yeah I agree on those aswell. But afterall, it's the point of early access to eventually improve the balance and fix the issues so I'll be patiently waiting for that. Finally, as the MOST IMPORTANT NOTE, level generator error F4 seed 706799637 (also i noticed how the 3 new styles all have some sort of industrial theme, wondering if that's gonna be the pattern or we'll get an alien planet or something eventually)
Harma 22
2025-04-16 19:57:26 +0000 UTCTHAT WAS REALLY FANTASTIC!But i must say these electric puzzle is so annoying.
Aamet
2025-04-16 18:41:58 +0000 UTCthis. is. AWESOME. tho i've got a bug to report, when a math machine is unanswered it uses the wrong answer front texture. other than that, this update is fucking amazing.
OppoExpunged77
2025-04-16 17:54:28 +0000 UTCPlayed a bit more and I've got some more criticism. I apologize, but I've noticed some cracks in the prerelease that feel...wrong or unfair even for Baldi's Basics. - Why do the items randomize after coming back to a floor? That just eliminates any strategy relating to getting what you need in a floor after failing it once. I know Baldi's Basics does rely on RNG for the gameplay at times, but this just feels too unfair for me to consider it a good feature. - The Test feels way too easy to deal with now. He doesn't feel like something you get surprised by and have to focus on when you see him, but more just a minor annoyance that you deal with in a few seconds which feels a bit insulting for such a rare character like him. The weeping angel mechanic is something I feel needs to be brought back, but the time slowing thing is fine compared to just stopping time altogether (since that was so exploitable before). - Why not just make the Principal's keys more useful by making them be usable on those locked faculty rooms instead of or alongside shape keys? Those shape keys are really only useful for the floor they appear in and you just have to be lucky if you keep one and find another door for that key. Also make the items more worthwhile in those locked rooms because I've seen Chalk Erasers and green plus icons in those rooms which...doesn't make sense to me. - I've not experienced the Breaker floor myself, but I'm hearing it's not really communicated well on what to do. I don't know stuff abotu that floor so I can't really say anything about it other than what I've heard, but do keep that in mind for the public release if that's okay. I hope you do take these criticisms in mind. I'm sorry if I seemed...harsh in any of these. I just wanna see Baldi's Basics Plus the best it can be. Well, keep up the good work, Mystman.
ToogoodGuy
2025-04-16 17:47:01 +0000 UTCThe school faculty lockdown door thingies with the security cameras in the lab floor are annoying as heck. Like if you do not have a grappling hook or a nametag, you are basically screwed. Unless there is a way to go around them that I do not know about. Also, the green and yellow tiles give me eye strain.
RhyderTheBaldiNerd99
2025-04-16 17:00:18 +0000 UTCgoated update but please make it so that you can atleast see if a room is lit or not on the map in the steam rooms because its not really fun flipping a lever without knowing what it does.
YASJ
2025-04-16 16:03:07 +0000 UTCi have no idea if this is a glitch, but the Gravity Chaos event never ends.
Wyref
2025-04-16 15:06:09 +0000 UTCNot sure if this is intentional or not but most if not all the npcs, minus the students, no longer give ytps when completing their minigames
BenJamin Kintz
2025-04-16 12:45:41 +0000 UTCFANTASTIC update! The new floors are challenging and actually had me frustrated that I had to quit the game and take a break....WHICH I LOVE! It feels like the items I get along the way, and Johnny's store + the YTPs means so much more now! I've played this game since 2018, so the difficulty was always pretty much the same, but this spikes things up to 11! I've died more times these last few days than I have the past 3 years 🪦 TECHNO BOOTS: The Big ol boots update is genius. I never used the big ol boots, like AT ALL, but now the techno boots make me pick them up once in a while. A bit of small tweaking goes a long way 👟 THE TEST: I never truly understood how the test worked, but looking away from him to make him disappear is neat, and I like it 🌑 DARKER HALLWAYS: Now for something personal to me. I played BB+ back in February 2023, and i can't remember which build it was, but I remember I would always get darker floors 2 and 3, like half the lights on the floor would be out, and it was SUCH a vibe! I LOVED that atmosphere and I've noticed the levels (first 3 floors) are always bright all the time. Is there possibly a way you could revert somewhat to the darker hallways? Again just a me thing 😅 I know you were talking about a feature of hiding in the dark and I think this would be a great way to use it in the earlier levels🕯️ STUDENTS: an amazing feature, and is a good way to get YTPs if you wish to stay on the floor. Although I feel the LOST items somewhat clutter the item spawns (or maybe they don't, it might just be in my head haha) I do like it's concept though, very nice, makes it feel like an actual schoolhouse ✏️ TIDBITS: Great quality of life changes too! The menu is slightly faster with the fading in and out, which is nice. The timer in the bottom is SUPER helpful, so glad it's there ⏰ COLORS: however, the lab floor is a bit of an eyesore for me personally. Maybe you could create Blue, Brown, Or Purple versions of the green tiles, a bit cooler colors? The bricks look a bit off but it fits the vibe of the game, so I don't mind it honestly 🍏 🧱 CONCLUSION: Overall, this is a MASSIVE update that was definetly worth the wait! The challenge aspect is finally back (for me) and it feels just as hard as Baldi's Basics Classic did all the way back in 2018🔔 well done👏looking forward to the patch notes and any upcoming BTS/Podcasts!
Hazelavell
2025-04-16 12:28:08 +0000 UTCthe test respawns.
evie the comedian :3
2025-04-16 11:47:11 +0000 UTCthe metal beams on the ceiling connect levers to classrooms. follow those.
evie the comedian :3
2025-04-16 11:36:58 +0000 UTCTHIS UPDATE IS FIRE 🔥🔥🔥
Pamela Contreras
2025-04-16 11:19:35 +0000 UTCTHIS UPDATE IS SUPER GREAT IT'S WORTH FOR THE DELAY
Sava
2025-04-16 07:17:20 +0000 UTCAlso another bad bug on a type of Floor 5 is on Seed -2027337216, when you're able to get stuck on lockers between conveyor belts.
Anonymous
2025-04-16 06:23:44 +0000 UTCI love this update a lot but every time I get the generators on level 5 I immediately want to quit my run. Please, The generators need to be nerfed in the full update, They're so annoying.
Miles
2025-04-16 04:38:29 +0000 UTCOk, i'll have to leave some thoughts out for this update, i loved it and i really like what this game is going forward but i see one huge problem in the new floors a thing people are criticsing is how "Samey" the new floors are, this is due to how the older floors are structred- there's variety: There's different big rooms, room formations and hallway generation is always different in each seed, interesting NPC's and Room spawns etc. the new floors while it is still randomly generated there is not enough variety. One of those being The laboratory: While it's my favorite and one that i feel encapsulates perfectly what the later floors are gonna be like, what is quite sad is that it's not "Unique". If you get the laboratory you will always get the vortex and the paths will always be some sort of zig-zag with little to no hallways, there is no other cool big room in the middle that is different each time or pathing that widly changes the gameplay. This is a problem with other layouts aswell Another problem that i feel like is the reason why some proffesional baldi players are struggling with this update is that some mechanics are too complex or straight up "padding". I don't mind not "introducing" mechanics properly like the events or npcs cause they're innocous to gameplay while still being important but the mechanics present in here are important to game progression which leads to so many players hitting school's out before even figuring out what happened. one of the egregious example, for maybe one of my favorites layouts is the maintenance room-power switches. They're, very complex. if i were to explain to you it in three words it'd be hard to cause they have so much mechanics layered upon them "Hit the switches in the faculties room and they turn on SOME classrooms but dont turn all of them on cause if you do the building goes out and you need to hit the big green switch to reset the power and have to wait a little bit before it goes back on!" new players are gonna have a hard time even knowing the first half. while it's a fun mechaninc, i suggest you to tone it down a notch and make it as digestable and simple as possible, while still being somewhat versatile an challenge. There's also the fact that the kind of are, confusing even if you do know what they do, like how do you know WHICH rooms a switch will light up? How do you know which switches to turn off? how do i know this is the switch i want to turn on and not one that i turned off before? There is no indication or help, you have to figure it out on your own and it's makes it from interesting to a very confusing borderline unfair challenge. suggestion: Make the switches be on their own room rather than random faculty rooms, while the big one is on a faculty room, while this doesnt fix the problem of them being complex it fixes the problem of them being, very very vague. make the switches clearer on what rooms they power too. either a visual indication on the map ( an " ! " icon would be great help) or an audio/voice clue. Remenber new players are probably not gonna be reliant on the map at first so you need to keep that in mind
lame dan
2025-04-16 02:33:12 +0000 UTCThis is such a great update! I loved it and still finding new things I haven’t seen yet! I think one of my favorite additions are the little students running around, they’re so cute!! It makes me think of the idea of adding little pictures to the player profiles to add some nice charm to the menu and maybe even seeing them in the high score list in field trips. But either way, this update is amazing and like always, keep up the great work! I’m really looking forward to reading the change log for this :)
Piichy San
2025-04-16 02:11:10 +0000 UTCLooks like there's two spaces between "he'll" and "send" in the tutorial subtitles. Don't know if it's intentional or not, or if you're already aware about this.
Lebaliss
2025-04-16 01:42:59 +0000 UTCI love this update so much! There is a lot I want to talk about. Things I loved: - The Test rework is nice and was very surprised by it the first time I experienced it. I also like how he can now affect you when you look at him through a window! - Baldi saying "I know your're in there!" when you hide in the locker is a nice touch - All 3 of the different floor types for the new floors are fantastic and I have fun playing all of them - The timer thingys at the bottom right corner are very useful - The key rooms are very neat addition while also holding the Bus Pass - So much stuff that I want to mention but is too much to talk about it Suggestions: - I wish in some way, The Test would still be able to flicker the lights because I found it very cool! Maybe it could happen while you are looking at him. - I'm not sure if this is possible but maybe the Bus Pass could spawn on floor 4 as it would be nice to have the field trips more often - The new structures like the gas pipes or Baldi's Lab should be added to the previous floors as well as their mechanics are cool - I don't think some structures like the roto-halls, iron doors or vents spawn on floors before 4-5 anymore. I hope they get readded back - I kinda don't like the randomly generated items every time you play the level, especially if its some really good items. Maybe stuff like YTPs, special keys, and lost objects can still be randomly generated - The floor with the Powered Math Machines is very challenging, especially if its the 5th floor. When the cables to the levers are not placeholders anymore, they should be uniquly color coded to help with the clutterness of the wires in halls - I heard many people say this but the rewards from the key rooms should be a bit better considering the difficulty of finding the key - I kinda miss having the walls be randomly generated textures. I do like the concept of the classrooms and faculty rooms having unique textures. Hopefully in the future more wall types will be added. - It feels very weird for time to stop when touching a gravity flipper. It'd be nicer to be reverted back to the way it was. - I feel like the transitions for the teleporting stuff on the Baldi's Lab floor are a bit long. Maybe they can be shortened. Overall, this update was fantastic and it really felt like a dream come true! Great job on the update mystman12 and I can't wait to see the future of this game!
Mischievious Pete
2025-04-16 01:36:49 +0000 UTCthe theme for floors 4 and 5 arent set as the 2 you experienced, but rather they randomly select one of 3 themes for them each to have, and every one has its own set of gimmicks and structures, with that machine being in the last theme you didnt experience. its probably the most interesting one to play on, id definetely reccomend checking it out soon!
louiefan24
2025-04-16 00:25:21 +0000 UTCW Update!! -After playing through (and recording a video), I wanted to say that I really like the new "student" character! It would be cool if the student awarded an item, but that may make the game a bit too easy. I also like the diverse selection of student models, instead of just using one. -I really liked floors 4-5, and wasn't expecting them at all! What a great surprise! While I wasn't able to complete floor 5, I really liked the power puzzle-type thingy! It was interesting to figure out how to complete it! I also liked the new conveyor belt system in floor 4. The wait was definitely worth it! -The theme of the new floors was also very interesting to me. The 4th floor seemed to look like a factory or a laboratory, especially with the conveyor belts and the ceiling. The 5th floor felt like the Windows 3D Maze screensaver! Not sure if that was intended, but it reminded me of it, giving off a cool vibe. -I liked that there was a lot to explore in the new floors, and there was not much instruction on how to use the new mechanics! Usually when I play puzzle games, there is a set of instructions, but in this case, it allowed me to have fun and figure out how to use the new mechanics, myself! I purposefully didn't use the Wiki, so I couldn't spoil it for myself. -While I didn't have the chance to find the big time-machine-looking screenshot posted a few weeks back, I am excited to reenter the game to see if I can find it, along with completing the 5th floor. Excited to see what's coming next for Baldi's Basics Plus. Fantastic work on this update, Mystman12, keep up the good work! Now, excuse me while I attempt floor five for the 99th time ;)
kraidude
2025-04-15 23:40:21 +0000 UTCthat's because the blue locker no longer constantly emits a sound. therefore, baldi doesn't know the player's in there.
evie the comedian :3
2025-04-15 22:25:40 +0000 UTCThere is a bug where baldi will not go to the blue locker the player is hiding in if the player enters the locker before baldi finishes his countdown
nineteen
2025-04-15 22:19:28 +0000 UTCAlso, if students are wandering and not asking you for an item, but you give them the item they want, they will keep "walking" while jumping up in the air in happiness.
Anonymous
2025-04-15 21:17:45 +0000 UTCI think LilStinker's comment sums it up the best. All of the floors' new mechanics and obstacles (minus boiler level's light system) are fun and challenging but the difficulty spike is too sudden. To that end, I think it would be fun to mix and match the new mechanics instead of having them be level exclusive (i.e: having baldi's lab rooms be a special spawn, using the steam valves to sneak past the faculty doors, etc) but that might just be down to personal preference and I can see why it might not be feasible. Also, as many have said, light system on boiler level is too tedious and breaks up the gameplay loop too much.
HuntingGardner
2025-04-15 21:11:24 +0000 UTCI think it's because of the students. I do hope he makes it give ytps again though, even a lesser amount, as I more times than not find my self not being able to buy a map at least once (even if I do the other stuff like go in faculty only rooms and collect them or answer math problems correctly)
SatinFoil plays
2025-04-15 20:43:49 +0000 UTCok? what are the criticisms?
evie the comedian :3
2025-04-15 20:36:35 +0000 UTCThe big ol' boots to me personally felt weird to wear because to my brain it felt weird or impossible just standing on a conveyor belt not moving. Now that you slightly move, and it's justified seeing that it has wheels makes it feel a lot nicer and make sense. Also that last thing you said, that happens because when there's vents the number balloons can go in and they don't respawn. It's very annoying and causes me to HAVE to get the wrong answer if i want the notebook. I hope mystman12 fixes that
SatinFoil plays
2025-04-15 20:31:54 +0000 UTCAfter some thought and a bit more playthrough I have a bit more feedback related to the pre-release: - Firstly, I think the techno boots should negate the ability to trip the faculty doors seen in the Laboratory layout, it fits with the theme and will also help with just how obstructive the doors are in gameplay (items that already negate them like faculty name tags are few and far between) - Also, in the factory layouts some of the floors occasionally incorrectly clip into the walls Overall though the spike in difficulty observed with the new floors is very well appreciated by me and it brings a great challenge to the game, one that it has been lacking since the 0.3 update
Detective Baldi
2025-04-15 20:12:31 +0000 UTCThis update is so huge I did not expect 2 new floors probably you ca sdd some more NPC's in up later updates for these floors It then spread out all of These for 10 floors which I think is the best idea but. does this also mean that we are closer to the player's real design because there's actual kids around besides playtime, bully and beans.The students are the same hight as the player so thats why it is sad we're not going to rely on that fan made student model anymore In fan made videos. And why is the last two floors including the other variant which is random sometimes not randomly generated like the other floors. Maybe you cant explain it in the catalog.EDIT:ITS NOT PREMADE SORRY GOT CONFUSED. Last thing, I don't like the idea of making every item randomly generated every run thats is 1 of the reasons why we have markers and pins and it's called a strategy game for a reason, because.We can use this to our advantage if we lose the floor so we hive to remember it that's probably one thing I hate.
som man
2025-04-15 19:55:05 +0000 UTCI REALLY enjoyed this pre-release, but I have some criticism about the new features: I liked that the gravity flippers are transparent, but I didn't like that it stops the environment altogether. I also didn't like that the switches to the unlit rooms on Floor 5 were very confusing and hard to find. Maybe the unlit rooms themselves could be colour-coded with the switches, like the Shape Keys. Overall, great update, probably even better than V0.4!
Jofitzy
2025-04-15 19:44:30 +0000 UTCThere's also a bug in which, on a type of Floor 5, if you turn the lights on to a previously darkened classroom, the Math Machine in it will first light up the "incorrect" light, even though you haven't answered yet. Also, it'd be funny if lost item students couldn't interact with you (no asking you for a lost item, and no being able to give them the lost item) if they were squashed by angry Dr. Reflex.
Anonymous
2025-04-15 19:39:39 +0000 UTCAdduem to Test Feedback: If you want to keep him how he works, i think he needs a few buffs: Time before he explodes by looking at him should not reset each time, and should track it until he does explode anyway. Its way too easyt to just look at him, reset him, and never worry. He shouldnt instantly teleport away when you look away, maybe on a small duration or cooldown. During his speed up event, his head should be floating in the map much like before during the darkness and fog. I think these would make him feel much better to go agasint since hes kinda super easy, and bascailly a free character with no challenge or threat.
Typervader
2025-04-15 19:05:25 +0000 UTCMystman u should make it where the special floor types like baldi's lab or the factory can appear in endless mode!! to make it more challenging and unique.
Foozbear
2025-04-15 19:05:03 +0000 UTCNot sure if this bug has been mentioned (if it even is one) but I had a run where only 3 of Baldi's Labs generated. When I tried to enter the non-existent 4th one, the machine didn't open, even though its timer was at 0. I still won the floor and had a blast doing it, but that might be something to take note of! (This 'bug' might actually have been due to me already setting where the lab teleporter was going to send me. I'm pretty sure they don't allow you to change location until after you go through it and go back to it.)
Shabble Dabble
2025-04-15 17:45:43 +0000 UTCthe time pausing is so people don't get motion sickness, i think.
evie the comedian :3
2025-04-15 17:18:25 +0000 UTCintentional.
evie the comedian :3
2025-04-15 17:15:53 +0000 UTCthe more toys you return to their owners, the more ytps the students award.
evie the comedian :3
2025-04-15 17:13:00 +0000 UTCjust look for the security cameras.
evie the comedian :3
2025-04-15 17:11:58 +0000 UTCI totally agree with that. The Principal’s keys are useless to me.
RhyderTheBaldiNerd99
2025-04-15 17:03:33 +0000 UTCDon’t know if someone already said this, or if it is a bug or an intented feature, but you can not get ytps if you complete character’s minigames (i.e. playtime’s jumprope minigame.)
RhyderTheBaldiNerd99
2025-04-15 17:01:56 +0000 UTCi absolutely loved this update, this might not make sense but i love how it feels less like a schoolhouse and alot more edutainment-y, but one issue i have with the generation is that its possible for a roto-hall and conveyor belt to generate in such a way that sorta traps you between the two if the conveyor belt is facing the roto-hall
sillysandwich
2025-04-15 15:26:39 +0000 UTCbug found!! idk if this has been mentioned here yet but 'nana peels can break the game with the conveyor belts. if you have a character slip on a banana peel in the direction of a belt going the opposite way, theyll get stuck there FOREVER... first i got myself stuck, then used this same trick to trap baldi. it basically turned the run into an explorer run (until the flood event happened which i assume killed the banana peel) id say just make it so if a character riding the 'nana peel is going in a single direction without hitting something for too long, it could just disappear on its own. or have it disappear when touching a conveyor belt. (also gotta sweep can take baldi out of the trap, so it's not as INSANE as i originally thought.)
Dash2700
2025-04-15 15:26:34 +0000 UTCGraphically speaking, this update is incredible. All the new models and textures look really cool and it's neat seeing you continue to improve with your modelling skills. I like all the new reasons to stay and explore floors longer to gain more points, but I feel the students and colored keys lose their value after floor 2 or 3. As for the new floors, I feel mixed on them. As a whole, they're really neat but also adds a really unexpected difficulty spike that I think could've been done more gradually. It's even more frustrating that you have to beat 3 other floors before you can try to learn how each new "gimmick floor" works again. I like the warehouse floor and I think the lab floor is interesting, but a little boring because of the faculty lockdown doors that basically divide the level into 4 quarters. However, I think the boiler floor is pretty bad and unfun. I like the dim lights and the smoke and the tense atmosphere it has, but following the pipes and rerouting power to different rooms is just really frustrating and tedious and not very fun to do. I like that it emphasizes the stealth mechanics but why not find ways to encourage stealthy gameplay throughout the entirety of the game instead of compacting it into this one floor? I think the power mechanic needs to be toned down or reworked, and the difficulty as a whole needs to be more evenly spread throughout the floors, but other than that it was a really fun and interesting update!
LilStinker
2025-04-15 15:14:56 +0000 UTCThis update is amazing!! Although this update made me want one little thing about the map to change, i think it'd be nice to update the map and make it able to tell what things are better to the player, things like if something on the map is representing yellow doors which can be normal, one with quarters, one way or metal doors, and through the map it's a little tough to tell which one is which, i know the point of it is problably to make the player map it all out using the markers but there's already so much stuff that the player could mark aside from those like notebooks, exit paths, items to grab later or which key is for a locked door. Stuff like this is fine for the player to use markers on but i think some things like which kind of yellow door is on the map should be easier to tell by the map itself. But that's a small issue i personally have with the map, love this update!!
ThePhoneMan
2025-04-15 14:57:40 +0000 UTC1st bug: No, it is not a bug, the students appear at the start. It doen't make sense that the students will come to the school after Baldi counts down. 2nd bug: Ok.
baldigaming285
2025-04-15 14:28:55 +0000 UTCWhy is it suddenly so damn difficult?
TheMrBald
2025-04-15 14:17:18 +0000 UTCOne problem I have faced so far is that the Faculty Only Super Doors from that Science themed gimmick floor is not marked on the map at all, making it really hard to know where they all are
Not_Online
2025-04-15 14:07:26 +0000 UTCI had this problem too. You must pull the switches until that little bar beside them reaches the top. If you pull too many, it will cause a power-outage and characters won't appear from afar. If the power does go out, you must find a breaker and turn it back on.
GrandGames
2025-04-15 14:01:45 +0000 UTCNice, the pre-release is out.
Weil
2025-04-15 13:51:07 +0000 UTCI got a level generator error on floor 5 of seed -1848204423
Mc Mcarthy Jones
2025-04-15 13:41:56 +0000 UTCNow that I have a lot more experience with the pre-release, here are my main issues with the new stuff (this has been edited a lot over the past few days so some issues have been tweaked/removed): 1 - The breaker puzzle is generally confusing, time-consuming and feels like a dramatic increase in difficulty compared to the other two floor variants. Either you get the notebooks when you solve the machines and Baldi becomes too fast to solve the puzzle safely or you wait until all the machines are solved to get the notebooks and you have to deal with Lights Out. Either way, I never seem to be able to beat these floors in less than 8 minutes and I never get the time bonus. It just feels like it's too restrictive for people who like blazing through the floors, like me. 2 - While the locked rooms are cool in concept, the rewards aren't really worth it other than getting the Bus Pass on floor 2. I feel like the rarity of the items in them should be bumped up a little, especially on the new floors. I also think that Principal's Keys should be able to open the locks, though if this were to be included then my previous suggestion might make the locked rooms too good. 3 - Items being randomised on every attempt of a floor could be quite annoying. This would be especially troublesome for set-seed runs, especially with No Map on, which will be much harder with the new floors anyway. I get that the game is supposed to be randomly-generated chaos, but I think some things should stay reliable. While I think this update will be great in the long run, I have too many issues with it currently to say I love it right now. Everything else about the update was great, though! The students are a nice addition, the UI changes are really neat and I love how the new floor variants look! It's just that mechanically some of this isn't exactly very fun.
Shabble Dabble
2025-04-15 13:32:07 +0000 UTCWAIT THE PLAYER IS NO LONGER A CAPSULE COLLIDER BECAUSE WHEN I SAW THE TIMER (squished by hammer), IT SHOWED THE STUDENT!!!!!!!!!
baldigaming285
2025-04-15 13:15:03 +0000 UTCNooo, you're telling me the player isn't a capsule collider anymore?! I'm genuinely, actually upset about this change. Also, the fact that items are random now defeats the strategy of going through the levels, in my opinion. Before, I could mark a faculty room with a Grappling Hook in it, and head to that so I could reach all 4 exits, but now, there's no telling if the room will have one next game, so it's just pure luck. I feel like students should either give more YTPs or items, because they give only 50, I don't feel the need to even head one room over to get their lost item, because I already earn a reasonable YTP income without them
Wyref
2025-04-15 13:01:36 +0000 UTCIdea: Remove the new keys, and simply have some faculty room doors be locked normally - similar to Principal, Chalkles, and Mrs. Pomp. This would give the Principal's Keys a better use, rather than just introducing another key type. Plus, I think the giant lock on the door is a bit obnoxious.
TheMrBald
2025-04-15 12:45:50 +0000 UTCI feel like a slightly overweight plumber/electrician wearing overalls when playing the breaker level!
GrainyWayGalxay
2025-04-15 12:44:02 +0000 UTCBaldi's transition after finishing the countdown is removed. (Smiling before chasing after the player) I'm not sure it was done on purpose.
DoCheonGong
2025-04-15 11:54:15 +0000 UTCJust beat the game once after a few tries. I don't fully understand how the reworked version of The Test works yet, but I'm kinda glad that they got changed since in hindsight, they were too exploitable with their mechanic. From what I'm seeing, you need to keep eye contact with them and then look away to make them go away? It's something. I do like the head shaking too as well as that weird noise getting louder and louder; I love that kinda horror element. There's now locked faculty room doors. That's neat. The only thing I think could be changed is to make the door keys you collect be used for something else if you take them with you to another floor. If there's no door for that specific key in another floor, they kind of become useless. It was a nice surprise to be able to go to Floors 4 and 5! And they're now gimmick floors! I like this!! I haven't gotten the Breaker room one yet, but I'll say the conveyor belt one is pretty cool and fair but Baldi's Lab may need some tweaking such as making the school faculty security doors always visible on the map or just removing them altogether because they, in my opinion, don't really work for a game like Baldi's Basics Plus where exploration is key to avoiding Baldi so having something that just prevents you altogether doesn't feel fun. I guess the other things that can teleport you like the machine in Baldi's Labs is meant to be a way to avoid them? I don't know. Still a bit mixed. I'll also say that the students mechanic, while cool, is not really worth your time when they give so little YTPs for going around the map trying to find one singular item while also having to multitask avoiding Baldi. Maybe increase the YTP count to 100 or 150 or higher and I think it could be good. I do also miss characters giving you YTPs for doing their minigames, but I guess the students mechanic is meant to replace that. Overall, good update! I just think it needs to be a bit better. You're doing god's work as always!
ToogoodGuy
2025-04-15 11:34:45 +0000 UTCnot a big fan of the big ol' boots retcon, personally. also, is it intentional that npcs other than the students can no longer give the player you thought points? that just makes them so much harder to get, which can be a big hinderance for the new floors sometimes. aside from these nitpicks, this update was great. you really weren't kidding when you said it would be big. ALSO, last thing, i swear, math machines can sometimes generate without the correct answer number balloon for some reason.
evie the comedian :3
2025-04-15 11:31:55 +0000 UTCMaybe I'm just ignoring something that's completely obvious, but how does the floor with the switches work? I'm not really sure how to get some of the math machines to go on. The other variants seem cool and I'll probably enjoy them after I get used to them (I really like the lab one), but the switch one is a little too confusing for me. Also, I think you missed a spot when completely removing the Big Ol' Boots from the game, for some reason, as their poster is still here. (Edit: Nevermind, I figured out how the switches work and won the floor! I do think it's a bit of a confusing mechanic though, especially for new players.)
Shabble Dabble
2025-04-15 09:16:55 +0000 UTCThe second one isn't z bug, he just got reworked.
Graysen Wilson
2025-04-15 09:09:14 +0000 UTCThe Test got revamped into a time slowdown gimmick, which I don't like...
TheMrBald
2025-04-15 08:08:32 +0000 UTCThis original comment has been edited due to me thinking 2 very intentional things were bugs, anyways this update was AMAZING, way better than any update we have ever gotten from this game! I actually like the test's new mechanic and the very obvious things like actual students and new floors! Never disappointed from this game's updates.
Bert
2025-04-15 06:38:21 +0000 UTCThere's also a pretty bad bug in Floor 4. If you throw a 'Nana Peel and someone slips on it and it heads towards a fast conveyor belt, it keep on going trying to go against the conveyor belt, but never doing so. This makes the player very vulnerable or can be used to exploit it by trapping Baldi.
Anonymous
2025-04-15 06:28:45 +0000 UTCLove this. Many of the new visual details really give me that nostalgic computer game feel... especially those last floors... almost a sort of mid-century castle basement... mad scientist... wow it's awesome! Floor 4 was very 90's with the truss beams. Felt easy though... almost never saw Baldi. I think I blasted through it once-through. I've only gotten to the 5th floor once so far (playing for about 2 hours.) I thought this was floor was going to be another blast-through... but boy, I did not beat it, haha. I was having some difficulty understanding why some math machines weren't powering up even after resetting the "grandmaster switch" but perhaps I'll get it the next time around. Some valves for the "smoking pipes" generated inside of rooms, not sure if this was intended. I really enjoy the ambient sfx... just maybe not the alarm sound, haha... bit loud. Maybe a classic school fire bell? Anyways... The Test slowing things down (even sound!) is really cool and sounds great with headphones. I look forward to whatever it next.
Nevets
2025-04-15 05:48:13 +0000 UTCQuite enjoyed the update! Not sure how I feel about the big sameyness of floors 4 and 5 due to the respective themes, but I'm hoping that'll be fixed when the game gets more content for those themes..? Also unsure how I feel about the item change, as I feel like some amount of strategizing was lost with that change.
MissingTextureMan101
2025-04-15 05:38:41 +0000 UTCBecause this is a significant update and those tend to break mods, especially ones as invasive as old sport mod menu. I don't think you should be asking mystman12 why something he didn't make isn't working.
MissingTextureMan101
2025-04-15 05:37:00 +0000 UTCFLOOR 4 AND 5?!?!?!??! WHAT THE *BUZZ*?!?!?!?
baldigaming285
2025-04-15 04:53:43 +0000 UTCAs for what I think of this pre-release. Its amazing! The students make it more lively, the random shape locked faculty rooms are a great addition (BTW the bus pass can only be found in those rooms now), the 4th and 5th levels are cool (the 5th one being my least favorite). So yeah, great update, play it (Edit: it took me a total of 6 hours of attempts to beat this)
VandalCAT 095
2025-04-15 04:30:08 +0000 UTCI FINALLY BEAT THIS PRERELEASE! I DON'T GIVE A SHIT IF THE ENDING IS THE SAME AS THE LAST RELEASE! I BEAT IT! THAT 5TH LEVEL IS THE FUCKING DEVIL I TELL YOU!
VandalCAT 095
2025-04-15 04:26:45 +0000 UTCHonestly, this is easily the best content update for Baldi's Basics plus EVER. I absolutely love the addition of the new student npcs that give you items, not only does it help balance the ytp system by urging the player to look around in more places in whatever floor they're in, but the students themselves make each floor feel more alive with how many variations there are. Also, new floors were added!!! I've personally been wanting there to be new floors in a content update for so long now, so finally getting an update with new floors makes me so, so happy. Speaking of which, the new mechanics added to the schoolhouse itself are so cool! The new conveyor belts are so much more fun to mess around with, and the power system with the math machines is a very unique mechanic that definitely gave a big breath of fresh air to the gameplay overall. I also like the sprinkler things, and the lights going off when the power thing deactivated was so spooky LMAO. I also think the teleportation black hole thing looks and functions amazingly and seeing it for the first time was truly a sight to behold. I also think the reworked version of The Test is really cool. I like the whole concept of him being able to speed things up or slow things down and it honestly might be a way easier mechanic for newbie players to get a good grasp on (saying this as a player who initially was a bit confused by the whole mechanic The Test had going on). One piece of feedback I have is maybe make it so the gravity thingys don't awkwardly pause the game for a brief second, this might be a bit of a nothing issue to most (or at least that's what I assume based on the comments about this update I read not mentioning this change) but I truly think the gravity shape things shouldn't pause the player while it switches gravity and it's especially more weird given the fact Mrs. Pomp no longer pauses the game while she talks to the player about getting to her class. Other than that, incredibly solid update and I'm super excited to see what v0.11 and beyond has to offer!! Edit: forgot to mention this but I love how some faculty rooms require keys to open, once again it gives a greater incentive to go around exploring in the schoolhouse and it really pays off with items like the bus pass being rewarded to the player. The new cooldown indicators are also very handy features!
kal
2025-04-15 03:49:57 +0000 UTCI love floor 4 and 5.
Nour
2025-04-15 03:37:08 +0000 UTCThis update has to be one of my favourites thus far! But I'm sure an even bigger one in the future will surpass my expectations for a good update. Really loving the new floors and the things you can do on them, I will say there still needs to be balancing done though, the pressure on the 4th/5th floors can get a bit much if you get the one where you need to change where power goes, It's a fun mechanic, but it's really scary in a sense that you're pressured to find the right switches to get the power to go to the math machines. It can quickly turn into a walking simulator, and it doesn't help that you can easily get cornered in some cases. And then the students, those are cool. The noise they made startled me a little when I first encountered them, and the diversity of them is really cool too! I can't wait to see where this game goes in future updates, and how vastly the gameplay will change, this was already a huge step. It feels genuinely so different, and funnily enough a lot of the ideas that were implemented were things I had sorta guessed were going to come to the game, or dreamt of even. The conveyor belts are also really fun to get onto, the way they were done in this works so much better. And the textures and all that look awesome.
saintza4
2025-04-15 02:54:47 +0000 UTCWhy?
Jasper Hope Frost
2025-04-15 02:44:49 +0000 UTCNow, while im liking .10, there is one major thing that is bugging me that kinda ruins the update for me: Test Test was my favriote character in the game, and i loved how he worked, and how creepy he was. He was also fairly balacned, maybe a tad strong. Then, come .10. Sudnely, he no longer ATTACKS YOU AT ALL? All he does is stand there, if you look at him he slowly slows down time. If you look at him, he explodes, speeding up time. But then hes just gone forever. Why? Why was this nesscary Mystman? You should at least keep the part where you gotta look at him to keep him from teleporting to you, then trigger then slowdown effect if he touches you. Then, if you want to keep the exploding, make it where it makes your fog darker for 2 mins at the cost of the explosion happening. Please, recosnider/make changes. In terms of other .10, the diffucclity spike in floor 4 is way too high. Floor 3 is unchanged then suddnely theres cameras, black holes, gens, converys, walls, ect. I think you need to move some of the stuff into the other floors, speard out the diffculity curve a bit more, and make floors 4-5 have more rng cause theres only like 3 layouts for the maps, and it kinda sucks. Rest of the update is very good, though having a poster for the students somewhere would also be nice. Also maybe they could do a tad more YTPs since the other forms of character YTPs got removed for some strange reason?
Typervader
2025-04-15 02:39:43 +0000 UTCI think maybe you should make the time limit longer for the mechanical levels (vents, power switches, you know). I had around 5 or 6 notebooks out of 9 by the time school was out. Or maybe make the level its self a bit easier to navigate and understand
SatinFoil plays
2025-04-15 02:17:18 +0000 UTCok, so, holy smokes. this is easily the best baldi content in general since classic remastered released, im actually losing my mind over how incredible this is! i only played two runs, and both were in explorer mode, so i didnt experience all the new stuff nor was baldi even there, but man, i was still having a blast the whole time just seeing it. i thought stuff this cool would be reserved for 1.0, so seeing it in 0.10 just makes me even more excited for how amazing the full game is gonna be! all of the feedback made this comment extremely long, so i just wanted to put my overall thoughts first. this update is incredible, adds tons to the atmosphere of the game, made me even more excited for the secrets 1.0 will hold, and i am absolutely shocked all of this was able to be squeezed into ONE update. i totally get the plan for future updates to be smaller, because man, you deserve a break after this. i cant even imagine how long the next podcast episode will be... -------------------- starting with the extremely minor stuff: i like all the aesthetic changes and qol features. big ol boots being changed to another of baldis inventions is fun, push pins serve their purpose well, gravity switchers being transparent is great, etcetera. the only one i take issue with is the gravity switchers now freezing everything during the flip. it alleviates the nausea when you run into a bunch in quick succession, but now faces a new problem of being a massive slog. ideally, i think the time freeze is removed and the switchers are spaced out much further from each other. on to the major stuff... oh boy. starting with what i have the least to say about and working my way up, here we go. conveyor belt room: bit annoying if it blocks a major hallway, but its fun and chaotic, and i like the aesthetic, it feels like being zipped around a car wash. though, i noticed some strange stuff happening to the walls surrounding it, some floor textures overlapped them sometimes. baldis lab: fast travel is great, no notes (besides the floating numbers which i assume is a placeholder). loved seeing the shrink machine return as well. pressure valves: really fun way to control the danger, i like the dynamic of making it so NOBODY can see, including yourself. faculty security cam doors: wish there were less. the camera having baldis eye on it is really really funny, but with how frequent these are, how valuable nametags/chalk erasers/grappling hooks can be, and how unreliable first prize is, i think limiting these to only one per floor would make them feel more balanced. students: i like these guys a lot! their design is super fun, the extra variants add a lot of visual freshness and lets you remember who wants what, no they arent gamechanging but they dont have to be, they help liven the place up and add some small ytp bonuses. though it does make me wonder, do we look like that, or are we still a capsule collider? airlock(? maybe? the room where you get sucked into a portal): similar to the labs, i love seeing fast travel, and this adds an extra element of chaos and wow factor to it. i think the one-way swinging doors should be changed (maybe with the door texture to the conveyor belt area?), but the pzazz of being sucked into space and spat out of a portal absolutely makes up for it. minor bug though, you do still get pulled in when wearing baldis technoboots. new keys & locked doors: these are nice. i think using them to gate of the bus pass is smart to make finding it more predictable, and i do like the concept of having consistent ways to get better loot, but in general the items in them felt a bit lacking. for example, i dont think green ytp pickups should be able to show up in these at all. also, one of them infected a nearby classroom map square with the faculty room property, which is a bit strange, and i did ensure that the principal scolded me for it so it wasnt just a visual bug with the map screen (lost the seed though). power puzzle: im already having nightmares about this and i havent even gone to bed. i love this in concept, it adds a lot to the games atmosphere, and the power outage combined with the alarm blaring is genuinely nervewracking, but i could not for the life of me figure out if there was a method to what room turned on where. no joke, my first run of floor 4 took me 22 minutes, and like i said this was in explorer mode so i wasnt even hiding from baldi. now i am far from good at puzzles, and like i said i only played this twice, so im probably just missing something, but this gave me a massive headache both times. test rework: well, as a big test fan, i was very pleased to see him get some attention, and i think the new mechanic is far more interesting than what he did before! though, maybe the flickering lights could come back, theyd go great with the other weird effects like his head bobbing and time dilating. him exploding is also hilarious, and the tradeoff of him backfiring if you get greedy with his mechanic is a nice dichotomy. my only real gripe here is that i really wish he still reappeared after the effect wore off. also, the weeping angel mechanic coming back would be nice. and, my favorite part of this whole thing was the minor tidbit of LORE added to his poster! i lost my mind getting a splash of test backstory. and lastly, the... uh, entire new floors in general! i absolutely LOVED exploring these. as i mentioned, i got very confused very frequently, but the sense of discovery that comes with playing a roguelike for the first time (or, more accurately, what i imagine discovering the classic remastered secrets without spoilers feels like) was on full display here. i genuinely expected these kinds of aesthetics to be saved for secret floors, since it feels a bit like unfinished or behind-the-scenes areas of the super schoolhouse you arent supposed to access, and seeing this on standard floor FOUR has me even more excited for the actual secret floors. the new textures for walls/ceilings/floors (ESPECIALLY the higher 3d ceiling) all make for a nice breath of fresh air after seeing the same stuff for so many years, the previously mentioned mechanics (including the ones i found annoying) make each playthrough more exciting and varied, i am absolutely stunned at how these turned out, even if im too intimidated to try these in a standard run right now. keep doin what youre doin mystman, and i think plus might end up being a top 5 game for me. its already my favorite indie game as it stands, and it isnt even done yet!
louiefan24
2025-04-15 02:10:40 +0000 UTCi forgot V0.3 and V0.4 existed after playing this update,
Aaron Sartin
2025-04-15 01:54:45 +0000 UTCI couldn't beat it myself, but my current theory is that you half to follow metal pipes around to flick levers to power the math machines, flip the wrong ones and the blackout occurs.
Lob5ter
2025-04-15 01:37:42 +0000 UTCI have no idea what I'm doing in floor 4 this is horrifying, and now I'm scared for what floor 5 has now that I'm reading the replies. Very fun update, love the new students!
Lob5ter
2025-04-15 01:36:14 +0000 UTCI'm not sure how I can report bugs or whatnot– but when you buy the new boots at Johnnys store in the tutorial level, and walk into the schoolhouse, you wearing them causes you to be able to just walk straight pass the bully if you have no other items.
Landon
2025-04-15 01:31:50 +0000 UTCPlaytime's jump rope, Dr. Reflex's test and joining Mrs. Pomp's class in time (or probably more) do not give You Thought Points anymore. At first, I thought the amount of YTPs does not feature on the map when doing so, but they actually don't give YTPs at all.
DoCheonGong
2025-04-15 01:28:10 +0000 UTCI couldn't dissagree more honestly, something unique is incredible
Phoenix Cloud
2025-04-15 01:18:48 +0000 UTCA suggestion I have is to include at least one special room like the library or cafeteria to make floors 4 and 5 a bit more similar to the other floors
Sebastian Andrici
2025-04-15 01:15:26 +0000 UTCINCREDIBLE update. i love how a lot of these new features (especially the math machine power/lights) change the way you approach the game entirely. while before i would just create a route and speed through each floors, now ive gotta really think about what lever goes to what room and mark everything out accordingly. this update really spices up the gameplay loop and adds some much needed gameplay variety. along with that, more items are viable for unique reasons without even needing to change anything about them (like grappling hook being used to bypass staff only doors) the only real complaints i have is that because there are so many math machines turned off on floor 5, the wiring gets mixed up and it can be hard to tell where a wire goes if it goes inside of another one. this could be fixed if the amount of broken machines per floor was reduced, but changing the path they take could also work. very impressed with this update, baldi continues to be my favorite indie game atm :]
Dash2700
2025-04-15 01:00:56 +0000 UTCgreat update i love it!
TheSnas
2025-04-15 00:59:48 +0000 UTCbugs: item students can spawn before baldi is done counting down gravity chaos flip in the vents of the 5th floor clips you out again
Qwerty
2025-04-15 00:41:04 +0000 UTCthe Tech-Boots did replace the Big Ol' Boots. They behave the exact same though
Not_Online
2025-04-15 00:40:07 +0000 UTCPlease tell me the Tech Boots didn't replace the Big Ol Boots! Also we have confirmation Baldi's school is nuclear powered.
GrainyWayGalxay
2025-04-15 00:27:30 +0000 UTChi mystman i need to ask a question!!! are the math machines not being able to work sometimes on the floor with the red brick walls and fire alarms intentional? ive been trying to beat the floor for the past TWO hours and i cant seem to figure it out.
Foozbear
2025-04-15 00:26:41 +0000 UTCSo I turned a corner, the Test was there, and then he disappeared when the black vision event was supposed to happen
TiSiah Yousko
2025-04-15 00:06:57 +0000 UTCGreat update so far!
RhyderTheBaldiNerd99
2025-04-15 00:06:08 +0000 UTCwas playing the game on floor 2 then the principal decided to play around with a faculty door in the office while i was in detention. weirdest thing ive seen today Id like to also mention how in some floors cloudy copter will just start tweaking out if he cant get to a spot he needs to go too
Wolfsterz
2025-04-15 00:03:29 +0000 UTCGreat update! You never disappoint me. :)
Backup
2025-04-15 00:01:11 +0000 UTCSomeone send me footage of floo
Graysen Wilson
2025-04-15 00:00:23 +0000 UTC...they added the 4th floor FINALLY
Graysen Wilson
2025-04-14 23:57:39 +0000 UTCSoftlock found, you can get stuck on conveyer belt if it is going into a closed roto hall.
The Riddle Goblin
2025-04-14 23:55:57 +0000 UTCThis update makes my brain hurt. Anyways, playtime seems to not say "Wow! That's great! Let's play again sometime soon..." anymore but the subtitle still appears. Also, flipping gravity mutes all audio. Also also, I was in floor 4 with the really tall ceiling and 7 notebooks but baldi announced I got all "9" instead. If I'm going to be frank, you should really probably address the newer mechanics in the tutorial (or at least the basic idea of them). I sat down for about two hours in explorer mode trying to figure out what I was doing and could not for the life of me (SPOILER: figure out what I was supposed to do once I overloaded the power. It took a whole other play through for me to discover the generator. I was turning off smoke valves and waiting until lights out to see what I was doing wrong. Couldn't solve it.) Anyways, I have yet to beat this update. My head hurts, I'm taking tylenol now after writing this. Thank you for whatever the hell this was.
DexoXeck
2025-04-14 23:50:10 +0000 UTCBaldi incorrectly counts the notebooks on level 4 (says 9 instead of 7)
The Riddle Goblin
2025-04-14 23:49:25 +0000 UTCI played a round of all five floors; this update is INCREDIBLE and much more was implemented than I can ever imagine. Some criticisms I have are: - There is no black hole transition, and it's very jarring, I think it would benefit from at least some screen manipulation effects or something of the sort - The faculty lockdown doors can be VERY annoying in gameplay, as the structure itself is quite common with faculty nametags not being available very often - Time pausing when gravity is flipping feels very jarring, wastes time, and is generally quite annoying Overall, I can't express how awesome this update will be and I'm very satisfied with my subscription!
Detective Baldi
2025-04-14 23:48:13 +0000 UTCdo you get anything for beating it with all 3 challanges?
Atticus Brindamour
2025-04-14 23:45:23 +0000 UTCMan, I don't like this one bit.
TheMrBald
2025-04-14 23:40:38 +0000 UTCI played another match (Seed 5, Floor 1), and when I got into a faculty room (containing 1 item, and the type with the load of chairs and 1 desk) with the door leading to a hallway being blown by Cloudy Copter, Baldi apparently went out of bounds, becoming inaudible, before ambushing me from a wall. Another bug: When spawning by a door blocked by a shape, a lock sound can be heard when the floor starts, like the lockdown doors snapping into place or vent exits opening and shutting when the floor starts. Also, the player now has an on-screen timer for getting squashed by Dr. Reflex, but the NPCs still don't. It can be implemented as a sprite that hovers above them. Also, children that you can give lost items to can spawn before Baldi finishes counting. Is this intentional? Also, on Floor 5 of Seed 2, I saw a child almost go out of bounds in a classroom near the starting elevator. The structure debuting in Floor 5 that has a night-sky-like warper in the middle can teleport you to inside the Bully. Also, I think there should be more regular hallways around the structure. Currently, I think the floor is too hard to navigate. When 0 minutes are left to go to Mrs. Pomp's classroom, her voicelines are a little bugged, only playing after the timer slides, and "Times out." plays while "0 minutes left." is still playing. For some reason, on a Floor 5, Seed 2 playthrough, when an event started playing (it was after Gravity Chaos, which might've been the culprit), the caption for Baldi announcing the voiceline stopped a few seconds after it started playing, when the announcement was still playing. I think the "faculty only" doors that shut on you are way too annoying for how often they appear, and should be marked on the map and be rarer. You can take shape keys and lost items with you to the pit stop, but I think they're not guaranteed to be useful in the next level, before they were there in the previous floor for that previous floor. When you flip by touching a gravity flipper, captions from sounds can still progress, and disappear prematurely. I think they should disappear when the flip, then resume as usual. Apparently, when the elevator lets you play Floor 4 or 5, the music that is playing will stop, which doesn't happen for the previous floors. Speaking of Floor 4, Seed 950992181 has a faculty room connected to a hallway, with a door leading to another one, which has a door leading to one blocked by a shape, which is of course also connected to a hallway. Clicking on the aforementioned door leading to the blocked-off room will automatically remove the shape, meaning that you don't need a key or even a Portal Poster to access the room. On that same seed, one time I approached the area with the conveyor belts inside the texture from inside the room clipped through the outer wall. Also, you can use the quick map in the ending, which there is no reason for. The sound for the electric buzzing in a type of Floor 5 is saved at 44100 HZ, when it should be at 22050.
Anonymous
2025-04-14 23:33:03 +0000 UTCI played a match of Hide-and-Seek (Seed 0, lost after reaching 3 exits on Floor 5) and I got more feedback: - The map color for the hallways doesn't mix well for the ceiling color in Floor 5, at least in Seed 0. - You can use the Principal's Keys on doors locked with a circle or a square, but it won't get rid of the circle/square blocking them. - I encountered a Square Key on Floor 5 of Seed 0. That particular level didn't seem to have a door blocked by a square. - Mrs. Pomp seems to not freeze time anymore when reminding you to go to her class. You probably did this because it broke the pace, but personally, I don't think it was really an issue. It added funny charm to her, getting paused let you regain some stamina, and let you take a brief second to capture or think about everything that's happening, especially if it was chaotic.
Anonymous
2025-04-14 23:30:01 +0000 UTCSeed 0
Anonymous
2025-04-14 23:23:22 +0000 UTCMORE FLOORS!!!!
Michael
2025-04-14 23:21:37 +0000 UTCcan somone tell me a seed with the conveyor belts and shrink machine?
Graysen Wilson
2025-04-14 23:19:53 +0000 UTCLETS GO but why the old sport mod menu not working?
Jruizm14
2025-04-14 23:18:49 +0000 UTCthat was really fun playing! great update and i love the little rascals that beg for toys
Pappithy
2025-04-14 23:09:06 +0000 UTCLETS GOOOOOOOOOOOOOOOOOOO
Michael
2025-04-14 22:55:07 +0000 UTCSmall bug! My mouse is a little buggy and sometimes I have to unplug it and replug it to get it to work. I noticed when I did this with the game open it shows the Windows cursor overtop the game's cursor. Hoping this can be fixed, loved the update!
Callie Dytko
2025-04-14 22:53:46 +0000 UTCWOO HOOOOOOOO
Graysen Wilson
2025-04-14 22:50:15 +0000 UTCI played the tutorial and here's some feedback on issues that should be fixed in the final update (Also please read my email, I got so much more feedback for you, even if some bits are probably outdated by this update): - When I stepped into the maze to find the button (now changed to a lever), it was all filled out, when the whole point of it was to be a maze and demonstrate how the map can help you. - Baldi calls the lever a button when you find it, which is because it was a button in V0.9. - There's still that bug with captions from the game session persisting in the completion screen.
Anonymous
2025-04-14 22:41:30 +0000 UTCHooray man! I think this will be awesome! But please don't ever subject us to excessive hype ever again like that. We almost died because of it. /j
Anonymous
2025-04-14 22:34:35 +0000 UTCQuick question, do you prefer we report issues here in patreon or would you rather we send you emails?
Eli. Skr.
2025-04-14 22:28:11 +0000 UTCOMG!Finally!
LiMi CM
2025-04-14 22:27:38 +0000 UTCLETS FREAKING GOOOOOOOOOOO
Planitary Games
2025-04-14 22:26:38 +0000 UTCHuge W
COMMANDBOI
2025-04-14 22:26:32 +0000 UTCRNG FIX? HOPEFULLY?
Qwerty
2025-04-14 22:26:25 +0000 UTCFINALLY! imma love this
VandalCAT 095
2025-04-14 22:25:26 +0000 UTCYIPEE!!
Neuviee
2025-04-14 22:25:10 +0000 UTCYES
deejayy (MDCRT)(VP)
2025-04-14 22:25:03 +0000 UTCRNG EMERGENCY
Not_Online
2025-04-14 22:24:47 +0000 UTCYESSSS OH MY GOD
Andre Malone II
2025-04-14 22:24:35 +0000 UTCWe back
Phoenix Cloud
2025-04-14 22:24:34 +0000 UTC