Posted January 02, 2026 by Hempuli
New year, new update! This will most probably be the final large update for BIY. Thank you for the years of support!
New objects
- Bean
- Fox
- Chili
- Hotdog
- Brain
- Rook (word sprite only, to be used with Tower's sprite)
- Bone
- Cactus
- Palm
- Yes (checkmark)
- No (cross)
New words
- Become
- Facedby (thanks to whoever first suggested this)
- Hold
- Happy
- Angry
Bugfixes & adjustments
- Added cloud save support on mobile
- Sprites in menus should now shrink to fit inside their buttons even if they're larger in-game
- When editing an object's data, the game should let you leave the menu if the data is buggy in some way (hopefully)
- Levelpack selection now has double arrows for moving 5 pages at a time
- Search for Play Levels & Play Levelpacks
- Levelpack's folder name shown next to title in editor
- Unnamed levelpacks now display as "??? (folder name)" in editor
- Disabling rule sounds for a level now also disables a bunch of other sounds to make e.g. song levels easier to make
- Museum no longer grants a flower for one of the submaps to fix a bug with a missable dandelion puff
- Added a couple ambient loops to the music selection
- The hand effect from Pet now follows objects more accurately
- Fixed a crash with Empty Is Level + mods
- Fixed a case of X Make Level creating Error objects
- Shuffled which objects are included in "Advanced objects"
- The "Enable advanced objects" setting now toggles upon beating the game
- Shuffled tags around a bit
- Changed "object type" text input into a simple Object vs. Text selection (text input is still available if needed)
- Made Level Is Hide work for level objects
- Mimic rules now disappear from the pause menu if the Mimic rule or mimicked rule are hidden
- Fixed a stack overflow bug with Empty & Seeing
- Updated screenshots on the game's Steam page
- Fixed some bugs with Hold
- Placing paths should now be easier since the game doesn't reset the chosen object or tool as easily
- Fixed a bug with the music in Meta
- Adjusted some object colours & sprites
- Fixed level objects not emitting particles
- Made levelpacks made by the author most recently looked at appear first in the levelpack list in editor
- Added double arrows for Z-layer selection
- Added pages for background effects
- Fixed Text Is Boom not stacking
- Fixed(?) custom music in themes not playing properly
- Fixed a controlling issue on certain mobile input setups
- Increased the number of special objects permitted in level uploads (thanks to PokeChess for the request)
- Made ambient loops appear at the end of the music list (also changed their names so if you made a level using them, you'll need to re-select the music)
- Tried to fix an interaction with Done that could cause increasing memory usage (most probably not a full solution)
- Made level code not be displayed in the pause menu when testing a level to avoid an incorrect level code being shown
- Added the possibility of a fourth digit to dandelion puff etc counters (thanks to springer29 for the suggestion)
- Adjusted some of the colours in the object list to use some rarely-used/unused colours in the palettes (thanks to balt for the suggestion)
- Fixed a couple small typos in Museum's signs
Mod support
- Added support for custom background particles (tutorial at the end of values.lua)
- Added a bunch of new modhooks throughout an in-game turn
- Added the ability to give a level a custom high-contrast palette (please don't misuse this)
- Added ability to load SFX from Data/sounds instead of a levelpack's own folder
- Placed a text file (MF_documentation.txt) within the Data folder to help with modding
- Tried to make timedmessage() appear on the screen more consistently
- Added MF_getlist_*() functions to get a list of unit ids for certain types of objects
- Added MF_playsound_repeat() for playing and looping a sound
- Added functions in modsupport.lua for more easily calling level transitions
- Tried to make custom specialobjects easier to deal with by adding a support function in modsupport.lua
- Added a function in modsupport.lua that is called when a slider is interacted with
- Added modhooks for mouseclicks and keyboard presses + a tutorial for how to (hopefully) make them respect the in-game movement delay
- Added support for 5 text rows on signposts
- Added MF_getkey() and MF_setkey() for getting & changing inputs stored in the game's internal control config array
- Added the ability to make custom undo events (explanation in modsupport.lua)
- Added description for MF_musicstate in the documentation file
- Added MF_getlist_system(), which fetches unit IDs for a bunch of system objects (use with care)
- Made custom completion icons have a better tutorial in the debug levelpack
- Made custom completion icons also display in the "Start the game" levelpack menu, not just the "Play levelpacks" menu (thanks to alltami for the report)
- unit.animFrame is now properly usable
- Added MF_setanim() that lets you change the selection of animation banks of an object (this is probably not useful at all and more likely to cause bugs than anything, fwiw)