X Tutup

BFDI: Branches Update v0.3.4 patch notes


v0.3.4 release key art

Released January 31st, 2026

(⚠ Do not close the game while it is updating. If your pck gets corrupted, you will have to redownload the game from itch.io)

The year is 3026, and all games are built with BFDI: Branches. Not only that, but BFDI: Branches also powers space ships, virtual reality, and time machines. And it all started with that one fateful update back in 2026: v0.3.4! Okay, admittedly all of that fancy technology isn't possible in Branches (yet), but we've added so many new routines, we practically turned Branches into its own game engine!

In Update v0.3.4, we've increased the routine slots to the power of two (from 10 to 100) and quadrupled the number of region tiles (from 5 to 20). With routine toggling, routines or routine groups can now be disabled, enabled, or reset by other routines, which is useful for building complex levels. There are many new routines now, including routines for every input the player can make, locking, setting, or adding to the player's velocity, changing the camera's zoom, teleporting the player, changing the music, and many more! We can't wait to see what new type of levels and custom movement you can make in v0.3.4, so get on out there and build levels like Yoyle Tower, Branchy Dash, or Firey's Adventure!

Patch Notes

Features:

  • Routine slots increased: 10 > 100
  • Region tiles increased: 5 > 20
  • Routine toggling
    • Now routines can be disabled, enabled, or reset by other routines
    • Useful for complex levels
  • Routine groups
    • Each routine can be in up to 20 different groups
    • Whatever affects a group will affect all of the routines inside too
    • Useful for disabling/enabling/resetting multiple routines at once
  • Result data/properties
    • Some new results have an extra data/property field
    • The value of this data/property affects the result
    • Example: "teleport" result, the data value in this case is the Teleporter ID
    • The [routine] BBCode tag now supports the parameter "data=number"
      • Example: [routine condition=bugs_killed amount=1 result=teleport data=2 repeat=false]
  • Routine comments
    • You can write a comment up to 29 characters per routine
    • This should make managing multiple routines easier
  • Routine counters are now independent from condition counters!
    • Previously, multiple repeating routines sharing the same condition would restart together when one did. Now, each routine runs its own counter independently.
    • Old routines need to be "updated" to support the new system, you can do this at Level Settings > Routines > (Your Routine)
    • New BBCode tag: [condition(ID)]
      • For example: [condition6]
      • Displays the counter of the specified Routine ID
  • Routine copy, paste and cancel edit buttons
  • Condition/Result descriptions
  • "jump" and "reset_double_jump" results now work with Leafy (doesn’t affect old levels)
  • Updated acid_enters and acid_exits icons
  • Routine IDs are now shown in the Level Settings’ Routines tab
  • Songs IDs are now shown in the Level Settings’ Music tab
  • You can now undo/redo NPC Data changes
  • Settings:
    • The "Graphics" tab at Settings was renamed to "Visuals"
    • "Timer" setting was moved to the Visuals tab
    • New setting: Cloud Visual Effects (ON - OFF)
    • New setting: Lighting Size (30% - 100%)
    • New setting: Routine Tint Effects (ON - OFF)

Routine conditions:

  • Ticks_passed
    • Triggers when 1 game tick passes (1/60th of a second, or 1 frame if playing at 60 FPS)
  • platforms_crouched (replacing semisolids_crouched)
    • Triggers when a player drops through a platform/semisolid
  • leafy_glide_stops
    • Triggers when a player stops gliding as Leafy
  • input_left_press
    • Triggers when the "Left" control input is pressed
  • input_right_press
    • Triggers when the "Right" control input is pressed
  • input_up_press
    • Triggers when the "Up" control input is pressed
  • input_down_press
    • Triggers when the "Down" control input is pressed
  • input_jump_press
    • Triggers when the "Jump" control input is pressed
  • input_run_press
    • Triggers when the "Run" control input is pressed
  • input_ability_press
    • Triggers when the "Ability" control input is pressed
  • input_left_release
    • Triggers when the "Left" control input is released
  • input_right_release
    • Triggers when the "Right" control input is released
  • input_up_release
    • Triggers when the "Up" control input is released
  • input_down_release
    • Triggers when the "Down" control input is released
  • input_jump_release
    • Triggers when the "Jump" control input is released
  • input_run_release
    • Triggers when the "Run" control input is released
  • input_ability_release
    • Triggers when the "Ability" control input is released
  • region6_enters (to region 20_enters)
    • Triggers when a player enters a Region 6 tile (not when moving within the same region)

Routine results:

  • routine_reset - (data: Routine ID)
    • Resets the counter for the specified Routine
  • routine_enable - (data: Routine ID)
    • Enables the specified Routine
  • routine_disable - (data: Routine ID)
    • Disables the specified Routine
  • group_reset - (data: Group ID)
    • Resets the counter for the specified Group of Routines
  • group_enable - (data: Group ID)
    • Enables the specified Group of Routines
  • group_disable - (data: Group ID)
    • Disables the specified Group of Routines
  • zoom_camera_0.5x
    • Sets the camera zoom to 0.5x
  • zoom_camera_0.75x
    • Sets the camera zoom to 0.75x
  • zoom_camera_1x
    • Sets the camera zoom to 1x
  • zoom_camera_1.5x
    • Sets the camera zoom to 1.5x
  • switch_conveyors_direction
    • Switches the direction of all conveyors
  • input_toggle
    • Toggles all control inputs for all players
  • walk_lock_switch
    • Locks horizontal control inputs and forces all players to walk in the opposite direction
  • run_lock_switch
    • Locks horizontal control inputs and forces all players to run in the opposite direction
  • vertical_unlock
    • Unlocks vertical control inputs and lets players high bounce, crouch or fastfall freely
  • vertical_lock_up
    • Locks vertical control inputs and forces all players to high bounce when possible
  • vertical_lock_down
    • Locks vertical control inputs and forces all players to crouch, fastfall or high bounce if possible
  • vertical_lock
    • Locks vertical control inputs preventing players from high bouncing, crouching or fastfalling
  • vertical_lock_down_toggle
    • Toggles vertical_lock_down for all players
  • ability
    • Makes all players use their ability (as Coiny or Pin)
  • leafy_glide_lock
    • Locks input for gliding and forces all players to glide (as Leafy)
  • leafy_glide_unlock
    • Unlocks input for gliding (as Leafy)
  • leafy_glide_toggle
    • Toggles input for gliding (as Leafy)
  • jump (v2)
    • Makes all players jump or double jump (if possible)
  • reset_double_jump (v2)
    • Allows all players to double jump again, even if they already did
  • x_velocity_lock
    • Locks the horizontal velocity for all players
  • x_velocity_unlock
    • Unlocks the horizontal velocity for all players
  • y_velocity_lock
    • Locks the vertical velocity for all players
  • y_velocity_unlock
    • Unlocks the vertical velocity for all players
  • x_velocity_set - (data: X Velocity)
    • Sets the horizontal velocity for all players to the specified value
  • y_velocity_set - (data: Y Velocity)
    • Sets the vertical velocity for all players to the specified value
  • walk_lock
    • Locks horizontal control inputs and forces all players to walk in the current direction
  • run_lock
    • Locks horizontal control inputs and forces all players to run in the current direction
  • disable_double_jump
    • Disables double jump for all players until regained from the floor or a routine
  • x_velocity_add - (data: X Velocity)
    • Adds the specified value to the horizontal velocity of all players
  • y_velocity_add - (data: Y Velocity)
    • Adds the specified value to the vertical velocity of all players
  • teleport - (data: Teleporter ID)
    • Teleports all players to the specified Teleporter ID
  • music_change - (data: Music ID)
    • Changes the current music to the specified Music ID
  • x_velocity_set_forward - (data: X Velocity)
    • Sets the horizontal velocity for all players to the specified value multiplied by their facing direction
  • x_velocity_add_forward - (data: X Velocity)
    • Adds the specified value to the horizontal velocity of all players multiplied by their facing direction
  • movement_speed_% - (data: Percentage)
    • Sets the movement speed of all players to the specified percentage (100% = normal)
  • gravity_% - (data: Percentage)
    • Sets the gravity of all players to the specified percentage (100% = normal)
  • acceleration_% - (data: Percentage)
    • Sets the acceleration of all players to the specified percentage (100% = normal)
  • deceleration_% - (data: Percentage)
    • Sets the deceleration of all players to the specified percentage (100% = normal)

Other / Bug Fixes:

  • Result icon sizes are now consistent with Conditions
  • The player’s routine blue tint animation didn’t play when double jump was reset
  • The player’s routine blue tint animation didn’t play/restart if its animation was already playing
  • Changes to routines could save without clicking the save button
  • Clicking the "routines" tab while modifying a routine caused the routine to display old/wrong information
  • Condition/Result names didn't immediately update when clicking a different routine
  • Having multiple conditions set to "repeat" running in the same frame caused the results to execute multiple times, with only one routine being cleared per frame
    • This also caused conditions such as "jumps", "normal_jumps," or "double_jumps" to take priority over each other, causing some of them to appear not to activate
  • Right click no longer removes tiledata (npc/teleporter data)
  • Fix undo bug where tiledata edits would attach to random actions
  • NPCs now give an error in their text if their data is broken

Get BFDI: Branches

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

WOW! Bfdi Branches has improved ALOT since i was away!

X Tutup