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JohnsterSpaceGames

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A member registered Jun 06, 2018 · View creator page →

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Thanks for creating this tutorial!

Thanks for the question, but unfortunately, no. Since the scrapped Floor Builder uses a different JSON data structure for it's custom floors (stored in a .floorlvl data file) compared to the under development Floor Maker for the upcoming Beta 1 update (which is planned to use .bfnsu data files for it's floors), porting custom floors made with this prototype is not possible.

Although for the community made schoolhouses in Ultimate's Random Floor Fun (formerly called just Random) mode, I could perhaps try to recreate some of the floors created in this prototype (such as ones by you or other floor makers), so some floors made in this prototype would still have a chance of appearing in the main BFNS Ultimate game.

I'm looking forward to seeing your creations in this prototype, as it still lets you get really creative with custom floors, and maybe like I've done in the past, I'll do a video (or several) where I play custom floors created by the community.

Maybe in a future update if I decide to release any. Although since it's open source as well, anyone could port/export it to those platforms.

Thanks, and happy Baldi's Basics 8th anniversary to you as well!

Happy 8th anniversary, Baldi's Basics! Can you believe 2018 was that long ago? 

To celebrate, I've released a prototype of the scrapped Baldi's Fun New School Ultimate Floor Builder as a gift to the community! Have fun building and playing floors, and you can check it out here: https://johnsterspacegames.itch.io/scrapped-baldis-fun-new-school-ultimate-floor-builder-prototype.


I bet no one was expecting this! Now go enjoy it and have fun, along with watching the "Baldi's Birthday" release video that just went live, which was a blast to make!

The gift for Baldi's 8th birthday has been wrapped. It will be opened after 6 PM EST...

I've had to do a lot of crunch time in the last day or so preparing things ahead of the "BFNSU related" gift coming later today on March 31st, Baldi's 8th anniversary, but everything is now pretty much ready to go, so it was worth it!

Thank you! Turning 22 is a big milestone for me in my life, and also, here's a little teaser that might be related to the BFNS Ultimate thing coming on March 31st for Baldi turning 8, which is just 2 days after my birthday today!

Well, the day is finally here for the Baldi's Fun New School Ultimate Beta 1 map layout voting poll!

It runs from March 27th (today) to April 3rd, and the results are planned to be posted in a BFNS Ultimate devlog on April 6th, so check it out today and submit your vote to help shape BFNSU's continuing development today!

Google Forms Poll Link / Twitter/X Announcement Postr/JohnsterSpace Reddit Announcement Post / JSP YT Post

Thanks! And yeah, it is intentional for some of the variants of map layouts that will be in the poll.

I've thought it would be cool if, depending on the floor's theme (like music for the "Musically Movin'" Floor 3), some rooms had shapes relating to the floor's theme, like music note shaped rooms as an example, as I like attention to detail.


Now that the delays are out of the way and the USB issue is resolved, the map layout voting polls are finally coming later today via a Google Forms poll! 

Here's a sneak peek at an image of one of those variants you'll be able to vote on, drafted on real graph paper!


And as for the "BFNSU related" surprise coming on March 31st?

Well, let's just say it's going to be a nice gift to the Baldi community I don't think anyone will be expecting (or very few)...

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Yes, especially in regards to the development changes you mentioned.

One of the reasons the development time has been so long (though meaningful) is due to certain things that have been worked on during the BFNS Ultimate Beta 1 development period being either totally redone or changed multiple times during the development of the update to make them even better.

One example is a scrapped around 4 chapter long Adventure Mode concept before the current 10 floor Adventure Mode campaign plan was finalized, another is the lighting system, which has gone through multiple changes as well before reaching it's current development iteration, and the last (and probably one of the biggest ones) is the Floor Maker.

Originally, it was going to include all of these advanced features like custom texture, music, item, and character support, but during it's development in 2024-25, although those features got pretty far into work in the what was then being called the Floor Builder, it ended up being way too complicated/convoluted (especially for a mostly solo dev like myself who also has a 38 hour/week working job, has to help around the house sometimes, and usually only works on BFNSU when he feels motivated as it's a passion project, and not something I force myself to develop, so that limits most of the development time mainly to the weekends currently) in the editor, so that Floor Maker iteration was scrapped entirely and rebuilt from the ground up into the streamlined first person Floor Maker that has been shown in the more recent progress updates, which is planned to focus on customization in custom floors via selectable floor themes rather than external mod support, which should work better overall than the old concept.

Also, Beta 1 is still currently planned to be released sometime in 2026, with a Beta 1 Preview version for BFNS Development Testers planned to be released a month before that and include most of the content planned to be included in the final, public version of the Beta 1 update.

The upcoming map layout polls will be a big step towards that, cause once those are decided on, the layouts can finally be built and implemented in game as work on Beta 1 continues!

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So, now that the BFNS Ultimate item pickup poll that had been running for a week via Google Forms from February 27th to March 6th has ended, here are the results of it!


There was a total of 215 votes cast during that period, with 195 (90.7% of the total votes) for the fly option, and 20 (9.3% of the total votes) for the fade out option.

As you can see, the fly option won by a vast majority, so that is planned to be the option that is enabled by default in the settings when picking up items in Baldi's Fun New School Ultimate in the upcoming Beta 1 update.

And for those wondering, the other option (fade out) is planned to be included as well, for a total of at least 3 selectable item pickup animation types (fly towards, fade out, and the classic "instant disappear") planned so far.

Thanks to everyone who participated in the poll, and another one is planned in the near future to determine the map layouts for the main menu and first 3 floors of Adventure Mode (and their associated chill zones and secret floors) in BFNSU ahead of their implementation in Beta 1.

You can also find the poll results via a post on my new Reddit account as well, which includes an additional GIF that is not in this post due to itch's image filesize limits.

Sounds great! I wonder where it will be used? :)

So, for what is hopefully the last time, the item pickup poll that has tied 2 previous times on Twitter/X has now opened on Google Forms, and will close a week later on March 6th, 2026 at 6 PM EST, with the results planned to be posted in a comment here soon after the poll ends, which I think is less likely to be a tie this time.

You can find the poll and submit your vote here, and also, as a small update, the USB issue's data recovery attempt (which was first mentioned here) is still ongoing, with the most recent update I got from the lab stating it was more severe than they first suspected and due to that it meant it going to take longer to try and recover the data beyond the 1-2 week estimate I had originally thought, so due to that, since I still don't know when I might get my USB back if the recovery does end up being successful, the start date for the map layout voting polls has been delayed to March 27th, 2026, with the voting planned to end a week later on April 3rd, and the results published in a devlog on April 6th.

These new dates take into account the prolonged USB data recovery time, and if I end up getting the recovered data and map layout files sooner, those map layout poll voting dates might even be pushed up by a week or two, but for now, this is where things unfortunately stand regarding the USB issue progress.

That's cool!

I really think BFNS Ultimate will end up having one of the largest OSTs for a Baldi fan project, maybe the biggest so far, with 80+ tracks that have already been composed in total across multiple composers (with Haroon composing a majority of them), so it will be great people will be listen able to your soundtracks from BFNSU on Bandcamp as well!

And don't forget, BFNS series fans, that BFNSU's OST will be available to listen to on the BFNS Soundtrack YT channel and maybe also BFNS Series Central after 1.0 has been released!

Including unused tracks or older versions of them as well!

Ok, so the item pickup poll on Twitter/X I was doing ended in a tie, so I'm doing it over again, though for only 5 days long this time. You can find the new poll here.

Well, since it ended in a tie surprisingly, I decided to do the poll again, but for 5 days this time instead of 7. You can find the new poll here.

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Thanks! Even though I mostly do digital art like creating graphics for thumbnails/games/etc and whatnot, I do some drawing in real life too like the balloons show.

Also, I personally like the idea of items flying towards the player when they're collected as well, though the voting poll is currently tied, so I'll have to end up seeing which option players would prefer once it's finished in about a week.

The winning option would become the one active in customization settings by default, though the other fade out or maybe the old instant disappear could be included as options to select from as well, so players could choose which one they want active.

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So, while I'm waiting for the USB issue to hopefully be resolved, I've decided to do a different voting poll relating to BFNS Ultimate in the meantime prior to the upcoming map layout voting ones for Beta 1.

It's about whether collected items should fly towards the player or fade out when clicked on rather than instantly disappearing, and you can find the poll on X/Twitter here.

It runs for a week, and once the voting is done, the winning option will be implemented into the test floor to make sure it will work properly in actual gameplay floors, and it's all about improving the experience and making it more polished compared to what the Alpha versions were like, with more animations/etc to make floors feel more alive/interesting, and music might play in certain rooms like classrooms as well.

Also, as a side note, I might find some way to implement these "balloon arts" I recently drew when I was bored into BFNSU at some point, maybe in some party themed secret/floor/minigame, with the "Baldloon" baldi balloon being a reference to the "SpoopBalloons" from Baldi's Basics Birthday Bash.



Yeah, the swinging doors are planned to get redesigned as well at some point like the classroom doors are to have rounded edges and the other visual improvements, though for now, the swinging door design from BFNS Remastered is used in the test floor and it might stay that way since the test floor uses some placeholder assets to make sure the mechanics work like opening/closing the redone doors, but in regular floors and the main menu the redesigned versions of swinging doors are planned to be used, along with other redesigned doors like for the faculty and principal's office doors.

Hello again, Baldi's Fun New School series players! So, I have a quick update regarding the upcoming map layout voting polls mentioned in the 2025 recap.

Due to a unfortunate hardware issue that recently occurred where the USB I was storing the map layout image files I was working on for that suddenly died a few days ago without warning, leading to me having to send the USB to a data recovery lab in an attempt to save the files from being permanently lost, with that process currently being underway and a good chance they will be successfully recovered and I will be able to get them back in maybe a week or two, that's why the map voting polls will now not start until the end of February with the voting ending in early March to give me time to finish the rest of the layout images for the poll once I get the data from the USB back, although if the map layout image files don't end up being recovered successfully, those dates would be pushed back as I would have to make them all over again, but like I said there's a good chance that shouldn't end up being the case.

On better news, the test floor continues to make progress, with test collectibles (like notebooks) having been added to the test floor, and more decorations like posters as well, which all have been running pretty smoothly in terms of performance. Here's some development images of that recent work below, and hopefully there won't be anymore hardware issues this year, but you never know...




Well, I have good news regarding that. I was finally able to sync the project back to the cloud again so you and GrandGames can continue helping me out with development of the BFNS Ultimate project, and it's now up-to-date to the latest Beta 1 development I was working on, which is currently the test floor I've recently mentioned.

As part of the Unity VCS changes though, it's now in a totally new repository for developers named "BFNS Ultimate/BFNSU" which you should be able to find and download through Unity Hub. And the old cloud repository was renamed to have OLD at the start of it's name to avoid confusion with the new, latest one. Here's some screenshots so you can see where to find it as well.

I tested it as well with adding it to my laptop that doesn't have the latest BFNSU project version since I develop it on a desktop now, and it worked totally fine with adding the project to my laptop without any issues, so you shouldn't have any when you do that as well. And the lighting system and most of the decorations have been added to the test floor as well, as you can see below.


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So, I just came up with an idea of a refined version of Gotta Sweep's mechanics that may or may not end up being implemented in BFNS Ultimate, and here's how he could potentially work.

Rather than sweeping up all characters he encounters, which could lead to bugs sometimes in older versions where characters would get stuck on Gotta Sweep after he finished sweeping, instead when Gotta Sweep goes out of his closet to sweep, perhaps he would only pick up to 3 characters (and maybe excluding the player) at a time, and after holding a character for a random amount of seconds (maybe between 5-10 seconds), he would release them from his sweeping hold and not be able to pick them up again until the next time he goes out to sweep.

Adding upon this concept, perhaps there could be a challenge floor (or in a secret floor) where there are multiple Gotta Sweeps, and rather than picking up characters, these specific ones would teleport any characters (including the player) that they encounter while sweeping as part of the challenge.

Overall, I think these changes would help make Gotta Sweep more balanced/unpredictable and unique/different from how he usually works in other Baldi projects, and I've thought of refined 1st Prize mechanics as well, though I'm going to wait to share ideas for those until after Beta 1 is released, as 1st Prize is not planned to be added until a post-Beta 1 update for BFNSU.

Yeah. I'm glad I decided to change that old Adventure Mode concept for the better as well. 

And throughout BFNSU's long development, there's been a lot of other concepts and ideas that have come and gone, so maybe after BFNS Ultimate is fully completed, I'll do a video called "The BFNSU That Could Have Been..." detailing some of those for people interested in seeing what BFNSU could of ended up being like if certain things had been done differently.

Though for now, the development focus is on the test floor, and preparing for the upcoming map voting poll as well, which will include layouts for the Main Menu and first 3 Adventure Mode floors (and their associated chill zone/secret floor map layouts as well since those will be seperate, connected levels from the main floors), since that's how many of the 10 total main Adventure Mode floors Beta 1 is currently planned to include.

Now that it's been a few days since this post about the start of work on a test floor for BFNS Ultimate, I have some more progress to share.

First off, all of the doors and room chunks have been added to the test floor's layout, which you can see in the image below. Please note that due to it being a test floor, it has some placeholder assets for testing purposes, which is why all of the doors are the same redone classroom door design.


Next off, occlusion culling and the room manager system planned to be used in regular floors has been added to the test floor as well, and it properly hides rooms (aka areas) without any issues as the player is going through the test floor, which means it's working well. And the performance is great too. This aspect will probably be shown in a future development footage video of the test floor along with other tests being done in the WIP floor.

Also, regarding the redone doors that have been previously mentioned in progress updates, some improvements and fixes have been made to them since they were last mentioned.

First, the doors close more smoothly now without slowing down at the end of their closing animation which was especially noticeable when being closed slowly instead of quickly (as shown in the short dev look video below), and also, a bug where opening the door again right as it starts closing would cause it swing around to the other side and clip through nearby walls has been fixed as well, which is also shown in the video, which was taken on the WIP test floor.

Overall, it means when they arrive in the Beta 1 update, they should work even better than they did before.

Anyways, that's all I have to share for now, and it's coming along nicely.

So, does anyone remember that test floor that I mentioned I was going to create in this previous post from August 2025?

Well, I have a small update regarding it. Now that the Christmas/New Year's breaks are over and I have a new monitor which has been working well, I've finally started working on it today, which you can see in the image below.


While there isn't much to show, the fact I was able to build this much of the floor in just around 1-2 hours using the improved chunk system means in the next few days or so I might be able to finish most of the test floor depending on how much time I have to work on it.

Older BFNS series players may notice the layout being built looks somewhat familiar. Well, that's because I've decided to use the Floor 1 layout from BFNS Plus Classic Edition's Experience Mode as a base for the test floor's layout (a reference image of it is below), although it will be a bit different from it, like having special test stuff in it for testing things like the lighting system, which might be shown in a future development footage video.

Anyways, that's all I have to share for now.

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Happy New Year and 2026 to everyone! This is just the start of what will likely be an active and productive year for Baldi's Fun New School Ultimate development! As a reminder, the map layout voting polls (as detailed here) are planned to open on February 28th, with voting ending a week later on March 7th, the results of which will be posted in a devlog on March 9th.

Thanks! I want to make the Adventure Mode feel like a unique and fun experience that will, well, actually feel like an adventure unlike the Story Mode in earlier BFNS entries and the alpha versions of BFNSU which included some concepts like bossfights for the Adventure Mode, which is why I feel doing it in that way is a good idea.

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Hello, Baldi's Fun New School Ultimate players! Happy New Year's Eve, and ahead of the start of 2026 tommorow, the 2025 recap for Baldi's Fun New School Ultimate has been published! It includes statistics updates, some Adventure Mode details and reveals, and more! You can check it out here.


Sounds good. I can't wait to listen to it! And the 2025 recap is going to include some exciting Adventure Mode details/reveals as well, so I think next year is going to be great for BFNS Ultimate and the series in general!

Merry Christmas to everyone, and this is just a reminder that on December 31st, 2025, like last year, a BFNS Ultimate 2025 recap is planned to be published which besides including growth stats, will also explain some further ideas for features in the still under development Beta 1 update of BFNSU, which is now expected to be released sometime in 2026 pending any further delays, and also include dates for when the map layout voting polls will begin and end, so stay tuned for that recap post coming in about a week from now, and thanks to everyone who continues to support the development of this project year after year, as me and the development team really appreciates it!

Thanks! It's good to be back. As for the map layout concepts for the voting polls, I haven't really had time to work on them lately since over the last few weeks, my main focus was to patch some of my more popular existing projects and the BFNS series entries as well, which was completed earlier today with first patches being released yesterday.

With all of those patches now out of the way, and with Christmas/New Year's coming up soon, I'm going to be taking a break for those, and by early next year in 2026, I'll get back to working on the map layout concepts (each of which is planned to have 2 variants like for the main menu layout that can be voted on likely via Google Forms), and in the meantime, here's a look at that partially finished main menu layout for the first of 2 main menu variants that will be able to be voted on in the poll I've previously mentioned, using an improved map layout legend key I've created which should help make the map layout images more visually appealing, which is also included below for reference.


Hello everyone! I'm glad to announce that a patched version of the Windows, macOS, and Android releases of the Baldi's Fun New School Plus Ultimate Edition Alpha 6 2 Floor Demo project has been released to address Unity's 2025 Security Vulnerability that has been found in projects made in older versions of Unity, such as this one.


I'm doing this for some other more recent projects I've released as well, so make sure to check out my recent community posts to see what other projects have been patched as well, and thanks to everyone for being patient for these patched versions to finally be released!

Hello everyone! I'm glad to announce that a patched version of the Windows and macOS releases of the Baldi's Fun New School Plus Classic Edition project has been released to address Unity's 2025 Security Vulnerability that has been found in projects made in older versions of Unity, such as this one.


I'm doing this for some other more recent projects I've released as well, so make sure to check out my recent community posts to see what other projects have been patched as well, and thanks to everyone for being patient for these patched versions to finally be released!

Following up to this post from a few months ago, patched versions of the Windows, Android, and macOS releases of the Alpha 6 Part 2b update (which came out in 2023) of Baldi's Fun New School Ultimate to fix the Unity 2025 security vulnerability are finally ready to go, and are planned to be uploaded on this page tommorow to replace the unpatched versions.

The rest of the latest versions of BFNS series entries like BFNS Remastered are planned to receive patched versions tommorow as well, and the first entry in the series, the original Baldi's Fun New School from 2020, has already received a patched version for it's final 1.0.7.5 update that came out in 2020, which you can download here from it's main page.

Hello everyone! I'm glad to announce that a patched version of the Windows and Android releases of the Five Nights At Baldi's Redone project has been released to address Unity's 2025 Security Vulnerability that has been found in projects made in older versions of Unity, such as this one.


I'm doing this for some other more recent projects I've released as well, so make sure to check out my recent community posts to see what other projects have been patched as well, and thanks to everyone for being patient for these patched versions to finally be released!

Hello everyone! I'm glad to announce that a patched version of the Windows, Android, and macOS releases of the Baldi's Mathin' Mondays project has been released to address Unity's 2025 Security Vulnerability that has been found in projects made in older versions of Unity, such as this one.


I'm doing this for some other more recent projects I've released as well, so make sure to check out my recent community posts to see what other projects have been patched as well, and thanks to everyone for being patient for these patched versions to finally be released!

Hello everyone! I'm glad to announce that a patched version of the Android releases of the Baldi's Basics Field Trip Demo Android Port project has been released to address Unity's 2025 Security Vulnerability that has been found in projects made in older versions of Unity, such as this one.

I'm doing this for some other more recent projects I've released as well, so make sure to check out my recent community posts to see what other projects have been patched as well, and thanks to everyone for being patient for these patched versions to finally be released!

Hello everyone! I'm glad to announce that a patched version of the Windows release of the Baldi's Basics Multiplayer Remake Prototype project has been released to address Unity's 2025 Security Vulnerability that has been found in projects made in older versions of Unity, such as this one.


I'm doing this for some other more recent projects I've released as well, so make sure to check out my recent community posts to see what other projects have been patched as well, and thanks to everyone for being patient for these patched versions to finally be released!