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Steam News24 June 20262d ago

Version 0.14.3 is available now!

Hey everyone! While I've been hard at work on super secret 1.0 specific stuff, I found some time to release another small update for the early access. The focus of 0.14.

Full notes

Full Baldi's Basics Plus update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey everyone!

What changed

2 fixes3 additions18 changes1 removal
  • Performance
  • UI and audio
  • Gameplay
  • Events
  • Fixes
  • Maps
changedWhile I've been hard at work on super secret 1.0 specific stuff, I found some time to release another small update for the early access. The focus of 0.14.3 is primarily to rework Student Shuffle as that event was problematic for numerous reasons. Aside from being way too chaotic (Which was, admittedly, pretty funny!) it was also horribly optimized and so it negatively impacted performance.
removedIn 0.14.3, Student Shuffle now spawns one line of students instead of multiple. However this one line is really long, so it will still cover a lot of the map! In order to improve performance, I've also changed it so that each group of students is no longer an entity, except for the leader. They have been simplified as much as possible. Rather than relying on collision to determine how entities get pushed around by the students, the event now uses entity positions and checks that against the path the students are taking. Because of this, Student Shuffle is now entirely grid based. Audio is now also propagated along the path with a single audio source, rather than before when each group of students had its own audio source!
changedI've also made some improvements to the Techno Boots. Now, the Techno Boots will keep any forces that are pushing you in the direction you are trying to move and only ignore opposing forces (All forces will be ignored if you are not trying to move). This makes them a far more versatile item and fixes issues such as not being able to use the grappling hook while the boots are on!
changedAlongside those two changes are other misc. quality of life improvements. You can view the full changelog below!
addedAdditionsAdded special curtain doors that can be used by random events to spawn entities into levels. Now, Balders and students from Student Shuffle will enter and exit the level as needed through these instead of through the elevators. This helps prevent unfair scenarios where exiting a level is made extra difficult due to these entities so frequently being around elevators.
changedChangesReworked Student Shuffle Instead of many small lines of students spawning into the level, one big line spawns for the duration of the event. There is now a leading group of students that carries a "follow me" flag. The line will follow this entity as it wanders through the level. The line's pathing is entirely grid based. This allows for the pushing effect of the students to be grid based as well. This way, collision does not need to be used, which significantly improves performance during the event. The crowd chatter noise is now handled by one audio source propagated through the entire line. This also helps improve performance during the event. If the line wraps around back onto itself, only the students moving in the most relevant direction will be visible. If the line is somehow broken (A door closing, the leader getting teleported, etc.), the students will form a portal bridging the gap. Any entities pulled into these portals will be teleported to the other side.

While I've been hard at work on super secret 1.0 specific stuff, I found some time to release another small update for the early access. The focus of 0.14.3 is primarily to rework Student Shuffle as that event was problematic for numerous reasons. Aside from being way too chaotic (Which was, admittedly, pretty funny!) it was also horribly optimized and so it negatively impacted performance.

In 0.14.3, Student Shuffle now spawns one line of students instead of multiple. However this one line is really long, so it will still cover a lot of the map! In order to improve performance, I've also changed it so that each group of students is no longer an entity, except for the leader. They have been simplified as much as possible. Rather than relying on collision to determine how entities get pushed around by the students, the event now uses entity positions and checks that against the path the students are taking. Because of this, Student Shuffle is now entirely grid based. Audio is now also propagated along the path with a single audio source, rather than before when each group of students had its own audio source!

I've also made some improvements to the Techno Boots. Now, the Techno Boots will keep any forces that are pushing you in the direction you are trying to move and only ignore opposing forces (All forces will be ignored if you are not trying to move). This makes them a far more versatile item and fixes issues such as not being able to use the grappling hook while the boots are on!

Alongside those two changes are other misc. quality of life improvements. You can view the full changelog below!

Changelog

Additions

  • Added special curtain doors that can be used by random events to spawn entities into levels. Now, Balders and students from Student Shuffle will enter and exit the level as needed through these instead of through the elevators. This helps prevent unfair scenarios where exiting a level is made extra difficult due to these entities so frequently being around elevators.

Changes

  • Reworked Student Shuffle

    • Instead of many small lines of students spawning into the level, one big line spawns for the duration of the event.

    • There is now a leading group of students that carries a "follow me" flag. The line will follow this entity as it wanders through the level.

    • The line's pathing is entirely grid based. This allows for the pushing effect of the students to be grid based as well. This way, collision does not need to be used, which significantly improves performance during the event.

    • The crowd chatter noise is now handled by one audio source propagated through the entire line. This also helps improve performance during the event.

    • If the line wraps around back onto itself, only the students moving in the most relevant direction will be visible.

    • If the line is somehow broken (A door closing, the leader getting teleported, etc.), the students will form a portal bridging the gap. Any entities pulled into these portals will be teleported to the other side.

  • Safe rooms now always use the hanging light instead of the level's default light.

  • Quitting through the pause menu while in the pit stop will now save and quit your game.

  • Entities now display a fast, bouncing animation when they are about to become unsquished.

  • Adjusted the Techno Boots so that they only resist opposing forces. They will now maintain forces that are pushing the player in the same direction they are trying to move. They will ignore all forces if the player is not trying to move.

Fixes

  • Made some major performance improvements to the new audio system introduced in the previous update.

  • Fixed the pay phone not using propagated audio.

  • Fixed an issue that would cause multi-posters to generate incorrectly in levels, such that portions of them were not actually generated.

Known Issues

  • NPCs occasionally getting stuck against walls

  • NPCs can collide between solid surfaces.

  • In the laboratory level type, class rooms that appear to be in one zone sometimes actually count for another zone.

  • Sticker tutorial voice lines sound different from the others.

  • Quickly Pausing/Unpausing can result in the game not rendering while unpaused (Also applies to the Packet-O-Matic)

  • Whirlpools can teleport entities to the inside of hallway pillars

  • Vents that exit in cafeterias are floating due to the raised ceilings.

  • Completing an activity in a room attached to a locked room will attempt to unlock the locked room doors.

  • Placing an alarm clock in a doorway prevents the door from being clicked

  • Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system.

  • Mrs. Pomp's map time is oddly placed in odd shaped rooms.

  • Seeds show in pre-made map elevators.

  • Held sprites (Such as when holding a balloon) use the lighting of OOB when held against a wall.

  • CoreGameManager sounds stack and then play all at the same time when the environment is frozen.

  • Maps from saved sessions are bugged when updating from an older version with different level generation.

  • PotT doesn't open/close doors while fleeing from the tape.

  • Opening the advanced map while inside the locker causes visual issues.

  • Invalid Portal Poster sound doesn't always play when attempting to place a Portal Poster.

  • Entity lighting and visibility constantly fluctuates based on the below cells while traveling though vents.

  • Using the Hourglass sticker in explorer mode causes the incorrect time limit to appear.

  • Entities can occasionally be seen clipping through the walls of vents due to the way they can crisscross

  • Beans will repeatedly run back and forth if he sees the player but there is an obstacle between them requiring him to move away around a corner to try and approach them

  • One-way doors that fail to generate and revert to swinging doors still keep one-way icon on map

  • Pressing opposite directions in advanced map causes slow movement.

  • Arts and Crafters' echoes don't always match Crafters' orientation during Gravity Chaos.

  • On some screen resolutions, the elevator screen has gaps that can be seen through.

  • Lockdown doors near spawn can be seen snapping to the open position when game starts.

  • If an entity gets squished while gum is stuck to it, it won't render properly.

Source

Steam News / 24 June 2026

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