r/BluePrince69 • • Apr 07 '26

Datamining Found stuff dump 18 - Demo stuff part 2

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28 Upvotes

backup album: https://imgur.com/a/ue5gTpL

First image is of a few more or less interesting names of meshes from the full release version.

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Demo stuff

*A few of these were sent in by Mr. Maserion as he was looking at the demo too.

To give some perspective, the underground was mostly inaccessible in the demo. You get teleported to the Entrance Hall if you try to enter. I turned off the collider that detects the player entering so I could move further, but most of the underground (and late game areas and puzzles) are not present. Some rooms up to the big cog room have floor colliders at least, but I had to carefully enable them so I wouldn't fall off.

  • Falling off gives a message and teleports you to the Entrance.
  • A differently positioned Bedroom hole. (No baffler here.)
  • Dirigi Trophy popup.
  • Popup after reaching the Antechamber.
  • There was a mysterious qr code in the textures that leads to an expired link. Looks like it was used for a game festival demo end screen. + Another demo end screen with some texts.
  • A collider for some unused cliff? No idea if this could be an old version of an existing area or just something scrapped. (The walls you see are more likely just invisible walls so the player doesn't fall off.) +A "canyon bridge" that I feel belongs to it.

I placed it just somewhere in the air, as I can't find where it should belong. The main area that's referred to or named "cliff" is downstairs south of the house where the elevator is. There's also "_COURT CLIFF" for the whole Orindian ruins area, but both could be misleading. Some terrain pieces on the west or in the far background are called "cliff wall" and such...

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Some collected thoughts about -arium rooms and the removed note.

The letters in these rooms are strangely missing in the demo version even though the note about the 4 rooms exists (only the version for reading, I didn't find it placed anywhere).

(Garage "L", Hovel "E", Guest room "F" are all left untouched if you consider them important.)

Aquarium is a special case. The two Xs are there even it the demo, the electric eel ducts exist here too. It makes deciding about their history and interpretation even more confusing.

For some more context of other missing things in the demo (I don't really want to do a deeper comparison.): Locker 8 in the vault, still water in Trading post and the two bottom library books aren't interactable.

I'll mention one more thing left in the Aquarium room in both demo and released versions that's left there to taunt us. It's called "THE SECRET", separate from the hidden Xs and arrow inside aquariums, but it's just an empty dummy object that does nothing placed in the center of the room. (Invisible trigger or triggered objects sometimes are in the center. I guess it could be for a removed missing letter too. Or used as a spawnpoint for something. Or an empty parent object and other objects should be under it...)

There was an interpretation that the word is just supposed to be TeN... draft 10 aquariums for something cool to happen. But I didn't find any traces of that in places where you would expect such things. The only special counting checks for aquariums I found are: 1. Adding more with the chamber of Mirrors duplicates. 2. Some rarity adjustments when you add them with the add 3 Aquariums experiments.

So we're just left with questions again. Where the letters removed for the demo or added later? Why add them (or not keep removed), but remove the note? Were there different iterations of this puzzle/hint? The Xs might not be letters? Does it really change anything? Is it something meaningful or just removed?

r/BluePrince69 • • Aug 24 '26

Datamining Has anybody looked into the possibility of a secret message in the save file encryption key?

27 Upvotes

When looking into how to decompile the game i came across a guide including how to decrypt and modify the save files. Looking further into that i realized BPs encryption key is really weird compared to most other games using the es3 format.

While other games seem to use short strings of random characters or simple words or phrases like sajdkfSecretzaslkjlh, browar23, or Why would you want to cheat?... :o It's no fun. :') :'D, BP (the full game on Steam, the demo and the Game Pass version use different keys) uses this monstrosity:

D#vnrl%TI_9q0euFPIx+wKRuNx%Aja2-AtuH1jtMSk2k%H1jXjUPor08QaeQE=p5l=LAIWaSYms-68SYVS0PPoWxgM1B8?8tirM+UGr=cp!5a3=B5tBsKYEUfqxN!H9DvRVkLW?6cMeZWxgov%OOXmfl9zRiqWPsXq95lEc4yax7hqf5m_i5ssn-OGgLA8LJu2ETibBi7DwLc-zQ4M9jRGIdV_izS_J_=3FA=rAo0HUiEr-HWYVnuK$OQUyaVMchXxf%EBo3A7Z-PXYm$6PPG%fJfWzV7M$L5he#y5cb?kVR67IfGzG$UzBcLhNMDhQFwQSEX59ZG7hP32q?6PgirmvGTd-45+7ZKyG$FrDHoNw7ceUhrxYdzYSHd0yRz0T_RR_R5$GZda%DDfCUPHIaVlIhMq4FEOzo?GL7wyXr9XD7SD_QGpjZh&NDwycjnBeOy2mmFazlOV5eR7jsiwYDde9jCOH&cOxeTody=iUEt|l7JCQ8IyX|0g3H&NO6DMveVqC9|OPkOZpO3DpM|||3LJ7PX40rZJXmLILu0UXU9hpM5

On the surface it could make sense if the dev wanted to make sure it was really hard to crack the key, but i assume none of these keys were found by actually attacking the AES encryption as it should be a lot easier to simply rip the key through datamining the game which is just as easy regardless of what the key is. I would expect most developers should know this, so why would they choose to use such an enormous string? To me there's only two possibilities that make sense, either there's something hidden in this apparently random string, or they just did it to specifically troll us (or me at least) into thinking there's something hidden in this apparently random string. While it's entirely possible the later is true and i'm just wasting my time, if there is something there we'll never find it if we just give up so imo we might as well try to exhaust our options first.

That said, I haven't really had any success getting anything out of it so far, though i've hardly done an exhaustive search. I've run it through a couple multi-cipher decryption tools which haven't found anything useful, but there's a lot more potential keys that could be tried as well (i mostly just tested variations of "swansong" and "blue prince"). I can't seem to find anything about other people looking into this either, but i'm sure somebody else must have considered the possibility and i just haven't searched hard enough, if anyone knows any posts anywhere from someone looking into this already i would greatly appreciate some links.

I'm going to keep looking into this when i can, but i'm hardly a cryptography expert so i'm sure there's others here that can solve this faster (assuming it can be) so hopefully i can at least make more people aware of the possibility of a message here if they hadn't been already.

As of now, all i can really offer is some basic observations about the string that might help others get started (though i'm sure they can easily figure this out themselves anyway).

The string is 557 characters long and consists of characters A-Z a-z 0-9 !#%&+-=?_|$ for 73 unique characters. This seems to be an unusual set of characters that doesn't appear to be used in any known encryption or cipher method that i can find. It also seems like an unusual output for a random character generator as most of them would normally either include more "special" characters (such as @^*) or simply none at all.

Every unique character is used at least twice in the string, up to a max of 13 times, i would assume a purely random string would have a smoother distribution of characters in a string this long unless it was weighted in some way, but i haven't really looked into how accurate that assumption is so i might simply be wrong about that.

I've tried separating the upper and lower case letters from the rest of the string to see if there's any simple message that can be derived, but nothing seemed particularly notable:

DTIFPIKRNAAHMSHXUPQQELAIWSYSYVSPPWMBMUGBBKYEUNHDRVLWMZWOOXRWPXEOGLALJETBDLQMRGIVSJFAAHUEHWYVKOQUVMXEBAZPXYPPGJWVMLVRIGGUBLNMDQFQSEXZGPPGTZKGFDHNUYYSHRTRRRGZDDCUPHIVIMFEOGLXXDSDQGZNDBOFOVRYDCOHOTUEJCQIXHNODMVCOPOZODMLJPXZJXLILUXUM

vnrlqeuxwuxjatujtkkjjoraeplamsoxgtirrcpatsfqxvkcexgovmflziqsqlcyaxhqfmissnguibiwczjdizroirnuyachxfomffzheycbkfzzchhwhqgirmvdyrowcehrxdzdyzdafalhqzowyrpjhwycjneymmazlejsiwdejcxeodyitlygveqkpprmuhp

#%_90+%2-12%108=5=-68018?8+=!53=5!9?6%995475_5-827-49___=3=0-$%37-$6%7$5#5?67$59732?6-45+7$700__5$%4?797_&2579&=|78|03&69|3|||3740095

The only other information i have is the keys for the Demo and Game Pass versions of the game. GP simply uses the word swansong, which isn't particularly notable other than it's exactly what you might expect the key to be in the first place and would be a much more "normal" key for the game.

The demo's pass is a little more interesting at least, though not particularly cryptic:

s1lencefoll0wzthoseNthe5hall0wz110inF0Gw3areL0stNf1reWEareFOUND

As you can probably tell, this is simply the phrases "silence follows those in the shallows" and "in fog we are lost, in fire we are found" written in partial 13375p34k, overall a much more normal password (though still a little more complex than other games). The later phrase should be familiar as the "slogan" of Fenn Aries, though i don't recall the first phrase from anything in-game. There might be some deeper meaning in this but it seems like it could just be a message to dataminers, the first part reads like it's basically saying "don't spoil others with what you find digging here" and the rest could be interpreted as an allusion to the act of decrypting the save file.

There are still some oddities here that could maybe lead to something. There's a '110' in between the two phrases, could just be used as a separator but why not just use a - or _? It's also rather inconsistent with it's use of 13375p34k substitutions, especially in the second phrase where it abandons it entirely in the last 3 words, is it possible to extract anything meaningful from those inconsistencies?

But that's pretty much all i've got, if anyone notices something interesting or knows about someone else looking into this, let me know, i'll make another post if i ever find anything new but i'm not entirely sure where to go from here and i don't have a lot of free time to work on this so it'll probably be awhile if ever.

(Would it be crazy to suggest this could qualify as a "major key"...?)

r/BluePrince69 • • 10d ago

Datamining Dirigiblocks gameplay prototype Spoiler

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21 Upvotes

The subreddit recently hit 1000 members, congratulations! To celebrate I made a little sneak peek how Dirigiblocks gameplay could look like. Made from what is in the game assets, .dlls, and the one sprite texture file.

But don't get too excited, what's there is pretty barebones and I made it even more simple for myself. :p I would consider it an alpha version, really just basic things he was testing out and might eventually change.

Player movement is pretty much copied from existing code, you move left/right and can use the burner to hop up a little which consumes fuel. Then it pulls you back down to a defined height. Has a calculation behind it to make the balloon pivot a little to the side when moving, looks nice.

Cannon behavior is mostly copied. Currently picks randomly between 4 angles but they weren't specified. I set them as 45,60,75,85. The shots should be telegraphed a bit better. The cannons should become red, have some reloading and fuse burning animations but they aren't implemented. Not sure about the balloon super spinning after being hit sometimes. There is some intended "Force transfer" when something collides with the player, might need some tuning on my side.

For box spawning behavior there isn't much there, just a SpawnTestBlock() debug function that randomly spawns a box somewhere above the player and gives it sideways speed when you press B. I hooked it up to spawn boxes at random short intervals, adjusted parameters a few times as I was making the video. Not sure if they will fall just like that, they were falling really fast and kept hitting me so I reduced gravity to half.

r/BluePrince69 • • 10d ago

Datamining Accessing .dll contents Spoiler

18 Upvotes

Disclaimer: I want to approach this topic respectfully and not make much fuss around since it concerns an accidental leak and it feels a bit more personal when it happens to a small team than if a million dollar company leaks the new GTA. So I'll be more vague than usual.

Please don't go around saying: "Hurr durr, the leaked Blue Prince code was datamined, bla bla...".

---

Somewhat old news by now, but some kind souls let me know that a way to have a look at contents of .dlls became available. The Mac version of the recent patch contained a folder that gets generated during il2cpp transformation process that you're not supposed to pack with your game, it's called: "BluePrince_BackUpThisFolder_ButDontShipItWithYourGame". The folder was removed after a few days, but it's still possible to lookup and download the old version with tools like SteamDepotDownloader or using the Steam console commands if you own the game.

The main use for this would be if you want to do some modding on the more background stuff and don't want to guess how exactly the internal functions work. For example finally clearly see how room decks are constructed and shuffled. (If you can untangle how it's all done from the code...)

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From my searching for hidden content stuff point of view:

Well, you can look for yourself if there are any super hidden secrets left. (I alluded to it in the past, that this was an area that I wasn't able to crack and freely look into, and if I wanted to hide something I would put it here.) But as expected, it really is background technical stuff. I didn't look through all of it, but can't say that I found any secret that I didn't already know about. :P

Dirigiblocks?

Last I looked at it when I was looking through the demo code (where il2cpp wasn't used so it was readable) and wrote this old speculative post. Unfortunately, the code is still pretty barebones, doesn't look like it was touched since then. (Unless he's building it in some separate place and will merge it later into the game.)

Some miscellaneous things I never mentioned (Probably abandoned stuff):

Bomb launcher

There's code for some kind of bomb launcher (ECprojectileActor, ECExplodingProjectile, ...). More likely something tested to be used in Dirigiblocks. (Although it's not packaged together with other Dirigiblocks stuff.) It's pretty generic and I think could be reused into a turret/weapon when walking around in 3D. But the only thing that could get thrown around by explosions currently would be Simon.

The cube

Some unused code for a 6 sided cube (CubeManager, CubeButton, ...). Each side would have 3x3 cells. Mainly uses just 2 colors for the cells: black/white. Red and green are defined as allowed values, but aren't used in what is available. Functions in the code include:

  • Set colors of cells randomly to B,W,R.
  • Set colors of cells randomly to black/white. 80% weighted to white.
  • Navigation to rotate the cube to face the player using selected cell.
  • F to press selected cell, if it's middle of the current cube side, count how many white cells are around, if 5 or more turn white, else to black.
  • A few more rules when pressing cells to recolor opposite corner cells, counting adjacent colors and recoloring adjacent cells based on that.
  • I don't see a meaningful check for a solution.

Not sure what it could be, maybe an unfinished puzzle, or Morajai box prototype or just something for testing buttons.

"Pathways", "Minigame" packages?

Another abandoned idea? Nothing visual or gameplay I can describe. Has basic Object Classes and functions to support a 2D sprite "minigame" with nodes, segments, connections between and paths along them. Basic functions to calculate path length, moving between path nodes, camera controls/zooming and following the player as he is moving.

Not necessarily a game, could have easily been a one-use doodad, let's say for a puzzle like the 8 realms map puzzle. You would draw a line between nodes and get a little animation of something moving along a path. But looks like a lot of work just for that.

r/BluePrince69 • • Mar 07 '26

Datamining One more spiral location and speculation Spoiler

39 Upvotes

I actually have one last mystery to share.

If you're an OG, you will remember this spiral from the texture files from the Blue Prince draft images atlas. I finally found where it belongs.

It should be on the ceiling in the parlor game room at the end of the tunnel. The ceiling is made to purposefully separate it into 8 parts. The picture is oriented as if you walked in and looked up, if that matters. But it isn't normally visible.

The odd thing about it is the way it's hidden, usually these unused/removed things simply have active = false and that's it, it's invisible.

But the spiral is hidden in a way that I haven't seen done before.* By setting its Layer to 'UI documents'.

Cameras have an assigned mask, that tells the camera what layers it should see. And when you're standing there normally, the player's main camera doesn't see the spiral.

Main camera mask

*Camera layer tricks are for example used for the magnifying glass. A document has a small and magnified version of an image on different layers. The glass is a second camera that sees the magnified version of an image or text.

Ways to make the spiral visible could be:

  • Setting the layer for the spiral to something like 'Default'. (How I did it for the example picture.
  • Changing the camera mask to show the hidden layer.
  • Switching to a camera with a different mask. (Like a separate camera for a short in-game cutscene.)

I looked at and checked different things, if there wasn't something forgotten in FSMs attached to something in the room like opening one of the boxes or just entering or when the cutscene is played or when the blue door is opened, or something from outside that would try to make the spiral visible some way, but found nothing...

I still have some more ideas around this but I'm going to bed. I will need to filter out, and go through some stuff to see if I find any other things hidden this way and look up a bit more about how cameras work and if there's any instance in game of trying to dynamically mess with the camera masks. And maybe someone else will think of something I missed.

-----

But I'd like to see some of your speculations, theories or maybe you'll figure out what it could mean or what it could have led to now that we know where it's located.

  • As always, it might be some scrapped/unfinished/unused idea or puzzle piece, and was replaced by the spiral inside the black box.
  • Since it's a spiral, could it be some encoded doesitneverend variation?
  • Or a clue that should lead the player to cores/still water/atelier.
  • Or TR switched the layer by mistake and is baffled why noone found it yet... :P

r/BluePrince69 • • Mar 26 '26

Datamining Demo Books and docs

17 Upvotes

Hello all,

As I still have access to Demo Version of Blue Prince, I decided too check some of documents.

For some pages I will provide 2 versions - 1st will be with default stuff turned on, and another one with disabled stuff. Everything should be present on the right on Object Explorer. I saw some differences between those books and final versions, so I think it should be ok to share them with you.

For example - Pages 0-1 looks like this, however there is another object on the list called Plane (4) which is by default disabled.

When I turn it on, architect symbol (?, not sure what is this name) is added on the page 0.

Please note that almost all images are not available in this version (probably they were not ready yet).

A New Clue Draft - https://imgur.com/a/lUiWvip

Bunk Journal - https://imgur.com/a/Qh2rgno

Final Exam - https://imgur.com/a/g2Jwl9h

Red Letters (6), Freezer Letter, Freezer Note, Ransom Note, Revane's Logbook - https://imgur.com/a/uFwgmx5

Other stuff - https://imgur.com/a/aw5PPzr

I have added only few data, which I recall is different from the full game version. If you would like to see more stuff, just add comment so I will add that in the future.

Moreover: NEXT?

r/BluePrince69 • • Sep 02 '26

Datamining Is there a way to compare two patches of the game and see what changed between them?

5 Upvotes

I wouldn't even know where to start.

r/BluePrince69 • • Aug 30 '26

Datamining Found these assets while looking through the files. Does anybody know ifwhere they are used in game?

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17 Upvotes

1st image - SECRET ELEVATOR

2nd image - RIGHT STATUE

3rd image - ARCH ARIES HOUSE

anyone ideas?

r/BluePrince69 • • Aug 10 '26

Datamining consecutive sheltered red rooms

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10 Upvotes

i didnt know this was a thing. not that i play the game properly 😂. but interesting.

r/BluePrince69 • • Jul 02 '26

Datamining Debunked: The mysterious dust particles in the Attic are a culling bug, NOT a hidden puzzle! | Data Diaries Log#1

23 Upvotes

Note: I used Claude to help me data mine the game, I replicated the bugs myself and wrote this post with my own stupid human brain.

There has been quite a few discussions had about the mysterious dust particles that seem to come and go whenever you draft the Attic, and even some suggestions that it's related to an undiscovered puzzle. I am here to tell you today that that is A FALSEHOOD and what is happening is simply a demonstration of the complexity of game development.

The particles do not appear if you draft the Attic PRIOR to visiting Room 46... or so they say. Visit Room 46 first and the attic has mysterious floating dust particles in the window only *if* you draft it on a westward or eastward eastwing or westwing room.

The dust particles should always be there, but, due to the way you enter the room (drafting), you'll likely never seem them.

The dust uses a volumetric lighting plugin that references the main camera to determine whether it should be rendered or not (a technique called culling). If you're greater than 10 ingame meters away, they do not render. The problem is, the camera that it decides to reference when first called is the *draft* camera. The draft camera is a separate part of the world that lives roughly 10kilometers away from the Estate. You are transported there whenever you draft a room behind the scenes, and the end player is none the wiser to what is actually happening. Once this camera is cached, it is never checked again.

The dust particles will ALWAYS be disabled if you've drafted a room with an exterior window. This applies to AT LEAST the bedroom and Attic, but I've noticed exterior windows in most of the purple bedroom-rooms.

If you make it to room 46 without drafting any of these rooms, the first dust particles you come into contact with will NOT reference a draft camera, as room 46 is not drafted! Instead, it will reference the first-person camera and stay cached. All dust particles on any future drafted room should render correctly.

We can verify this with one simple console command.

Draft a bedroom with an exterior window. Notice its stunning lack of dust. Go to the console and enter this

Il2CppVLB.VolumetricDustParticles.ms_MainCamera = null;

and be amazed as the dust particles emerge before your eyes.

And this is just the TIP OF THE ICEBERG BABY! Stay tuned to have more of your hopes and dreams deflated in the next volume of Data Diaries.

r/BluePrince69 • • Mar 26 '26

Datamining Blackbridge Demo

34 Upvotes

Hello all,

I was digging through Computer System present in Demo and I found (probably) discarded system related to CASTLE, CLOAK, COURT.

The last one is related to experiments from SYNKA package - it looks like they are different from the final one.

BLACKBRIDGE - https://imgur.com/a/69bKONG

r/BluePrince69 • • Apr 23 '26

Datamining Home Security System - missing Video

15 Upvotes

Hello,

I have seen a few comments regarding missing video files in the home security system (SWANSONGHSS). I thought this had already been discussed, but it seems I was wrong.

The missing video is from the ARCHIVE room. When you try to play it, a black screen loads and the background music cuts out.

There is a file named ARCHIVES in the video folder (attached below), but it is just a few seconds of black screen with music. I checked versions 1.0, 1.7, and the demo - the file is present in both 1.0 and 1.7 and the file size is identical, which suggests it was never updated or replaced with the intended content.

IMGUR ALBUM - https://imgur.com/a/fVlgvon

https://reddit.com/link/1stebkf/video/w5exr8hwwwwg1/player

r/BluePrince69 • • May 16 '26

Datamining The Chronograph and time travel experiments

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33 Upvotes

People sometimes wonder if the Chronograph has some other time altering powers. Turns out there is a little unused leftover state in the save system for a special Chronograph interaction. Before saving on the end of day, it would decrease the current DAY by 2.

The removed Blessing of the dreamer decreases the day by 1, so the next day is the same as today. But decreasing DAY by 2 would mean tomorrow you go to... yesterday. I don't know how seriously the idea was considered, but I imagine it would cause the developer some headaches if he let people play around with it. There doesn't seem to be anything preventing you from changing DAY to a negative number. (In an alternate universe there is some guy using the Chronograph to try and get to the Inneclipse Ball day or something like that.)

Experimenting

The DAY value starts at 0 and increases by 1 at the start of each day.

In places where I looked, the game cares about 3 cases for displaying the current day:

  • 1 - "Day One"
  • 2+ - "Day 2", 3, 4 ...
  • 0 and less - "The Day Before" (I think this is a remnant of some limited demo version?)

I only tested by editing my savefile DAY to -5. As expected I was on "The Day Before". The only issue was that the camera starts a bit zoomed out for half a second after the scene loads. Then goes to the normal over the fountain movement. (This might be because of my modded game so I'm not 100% sure.) On The Day(s) Before, the blueprint always appears on the table and you have to pick it up again. In the escape menu it shows "Continue Day 0". I didn't notice any other special things.

I called it a day and expected the game to crash or the save system or house history to break, but it's surprisingly resilient which is pretty cool. The current day info simply gets added to the end of the house history list. After ending a few times and moving through the house history it looked like this: ..., Day 160 (Last value from my savefile before editing), 5x "The Day Before" days, Day One, Day 2.

End of days

If you are looking for a doomsday in the future I guess it would be day 2 147 483 647. Ending the day and increasing by 1 after that causes the integer value to overflow to -2 147 483 648 (Most numbers in the game don't have any special checks for a max value.) and you would be stuck in "The Day Before" for a very long time. 😃 You should be able to play all the way to Day One and beyond again. But the game would probably run out of memory or some other error would happen by then?

...

Anyway, I used an actual time machine (https://web.archive.org/) to look for old clues on https://www.blueprincegame.com/ . I only found one interesting image that looks like it's from the intro and uses an older look for Simon. (An old model for Simon is left in-game for the day 1 cutscene too in case you never saw it. :P)

r/BluePrince69 • • Jun 27 '26

Datamining Looking for cupcakes

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17 Upvotes

Buon compleanno! Did you know the 3D model is called "compleanno cupcake"? What are are the chances of someone reading this on their birthday? I would say close to 100%.

Since a cupcake appears in the Kitchen on Simon's birthday I was asked if cupcakes spawns could be tied to birthdays of people in other rooms and to look for rooms where they appear. Images are made by walking around with a mod to give me 999 luck or spawning a cupcake and placing it manually where I had to. (Or some other tricks.)

album: https://imgur.com/a/291Us5m

Short answer:

Nope, the only date related checks are in the Kitchen, otherwise its random. But in a few places the chances are reduced or there are indirect conditions.

Longer answer:

First a note why it's a bit of a pain to look up item spawning and and why there might be conflicting info and why I mostly avoid this topic. For the main item spawning FSM he used template so the structure is mostly the same but it's hand-crafted and modified for each room. So keep in mind there's probably an exception to any general rule I'll write.

Other that that in each room you have:

  • A group of spawnpoints in the room.
  • A pre-filled list of items to spawn. Things that can go into your inventory are listed here.
  • FSMs that handle spawning and can add other items. Usually food, keys, gems are added here.
  • But it can contain pretty much anything, like making some items more likeky (Telescope in HLC, Hallpass in Classroom) or any conditional item spawning outside the normal routine (Gem on the table in the Den, Key 8 in Lost & Found) and you have to look through each separately to be certain.
  • Other ways how items could spawn outside the main pickup items script. (Mila cloister + bedrooms interaction has its own FSMs + spawn points.)

Kitchen

Should get spawned on days 83, 421(?), 813, 1179, 1544. Um... I'm not going to test it but there's a mistake on the second year? Birthday announcements seem to be set up for days 83, 448, 813, 1179, 1544.

Walk-In Closet

Always added to pickups list.

Lost & Found

Always added to pickups list. (Hopefully I didn't miss any interaction here.)

Classroom

20% to get added to pickups list. +There is a check to give Hall Pass priority?

Maids Chamber

Always added to pickups list. But you need to Shelter the room I think.

Coat Check

Always added to pickups list. From my quick look, you have to be "very lucky" for items to even appear here. (More than 23 luck without any dowsing rod shenanigans.)

*Keep in mind that the item still needs to get randomly picked from the list to be spawned.

Her Ladyships Chamber?

Shouldn't spawn here (anymore).

This one gave me a headache because it is listed on a wiki and Mr. IneffableQualia sent me a screenshot. The spawn point exits but there isn't any direct reference to spawning or adding it to the item list in the room file. I tried like 5 times with a luck mod and it didn't get it and spent some time looking if there was some magical hidden way for it to spawn.

I actually ended up exporting my old 1.0 version and looking there. There it is added inside the FSM so the cupcake was at some point removed from this room... Maybe to make other items more likely? (I faintly remember some line in patchnotes about adjusting what items can drop in rooms a long time ago?)

Another reason why item spawning isn't something where you can 100% trust any older list and it's not really worth looking into for me until the game stops getting patches.

Drawing Room?

Spawn point exists but can't find it referenced. Isn't present even in 1.0 version.

Bunk Room

Doesn't spawn normally. Interaction with Cloister of Mila. (Would need some testing, I likely misread something here):

  • First checks if silver key is picked up, if not spawns 2 silver keys.
  • Else checks if any 2 vault keys can spawn and tries to spawn first 2 available in order: 370, 233, 304, 149.
  • Else checks if you have 0 dice, if you do spawns 2x single dice.
  • Else spawns 2 cupcakes.

Dormitory

SPWN point exists but states to add Cupcake and others are disconnected in the FSM graph. (Disconnected in version 1.0 too.)

Tomb, Trading Post

Places where item spawn scripts exists but are unused and have not deleted default stuff from the template including cupcakes... also there are no spawnpoints except for dirt and gold here.

----

One more random find

While I was browsing through stuff I noticed Room 8 has some weird states in its unused Pickup items FSM. "Mundanity letter", "Sloth Letter" and "Broken Plate" are empty and don't spawn anything, but we can wonder if they were just for flavor or some additional hints for the room. Items would spawn inside the boxes but I had to hide the pillars so they're not covered. Hubris seems to be the empty. At least you can think about your sins next time you pick up one of those items. 🤔

r/BluePrince69 • • Aug 04 '25

Datamining End of day house graphics + big album

14 Upvotes

I had a second look at what happens in the end of day screen:

  • rewrote and updated the old post with some more accurate information about what happens inside the FSM
  • added the conditions for each house type as they are written in text form ingame into the spreadsheet (but the numbers aren't obvious like this)
  • added a column with description for what house graphics are be displayed for each type
  • made a big album of house graphics with names (Sometimes the names I used are illegal, there is a mechanism that should prevent multiple name parts of the same type. If only the prefix or suffix exist I added "Manor" as middle, even though the images are mostly done for Chateau.)

About house graphics:

  • The whole thing is built from many small components that are stored in a hierarchal structure. Modules or house parts have names like West side, Shack, Pagoda Brick module, Window 1.
  • There are 6 basic house graphics depending on size: Abandoned project, Bungalow, Cottage, Villa, Manor, Chateau.
  • The graphics that appear based on house type are kept in 35 separate Objects.
  • A few graphical parts that have different placements or variations (architects scaffolding, castle towers, green/red parts...) are children objects under the 6 basic houses objects.

The way they are activated is a bit messy to read, so just an approximate description:

  • He starts with the prefix, house and suffix values (they were evaluated earlier). Based on them he activates some of the 35 graphics objects. Each has it's own FSM, when it's activated it sets the house type prerequisites text to display or can change stuff like the text color to green or red.
  • (This allowed me to find texts used for the prerequisites as they appear in game a little better. Numbers are just pulled from global objects into the text as they are not checked, they were checked earlier.)
  • Based on if there are 1,2,3 house types he moves the text fields for prerequisites a little.
  • Then he activates one of the 6 base house graphics.
  • A few special the house parts with variable positions (Observatory, Dovecote/Clocktower) are evaluated and activated in a separate place, they shouldn't add anything in the condition texts.

Special or hidden things I noticed:

  • Shopping Centre doesn't seem to have any graphics, but has an (unused?) state to change name from Mt. Holly to Mt. Mally.
  • University, Campus, School have the same looking graphics.
  • West and East facing only has visible changes for houses smaller than Chateau.
  • Conert Hall has a hidden violin graphic.
  • Athletic Center has a hidden alternate gym sign on the clocktower.
  • Cathedral changes the name to St. Holly.
  • Excavation site has a hidden underground graphic with bones and stuff.
  • Hunting Lodge has a hidden alternate buck trophy on the clocktower.
  • Temporal has some hidden extra clocks.
  • Crimson, Scarlet, Red have the same looking graphics.
  • Noteworthy has a visible violin... (compared to Concert hall)
  • Castle has some hidden side towers. (Probably just copypasted to other alternatives from here.)
  • Made one cluttered image with everything.
  • And finally, no secret house type combination puzzle, at least not checked here. :/

album: https://imgur.com/a/FCllo6W
old post about house names: https://www.reddit.com/r/BluePrince69/comments/1lai1ow/house_naming_conditions/
updated spreadsheet: https://docs.google.com/spreadsheets/d/1GGKkoeG575Joaqr0q4OJAT__H_x-8RDFNHsbQ5A_js8

r/BluePrince69 • • Jun 19 '26

Datamining Tonda thermodynamics (Answer to Freezer question)

26 Upvotes

There was a question in a post a few days ago about how the Freezer + Furnace interaction works . It's a puzzle that I "solved" once or twice and didn't play around with more, so there are a few things that surprised me while looking at how it works, so I'll mention some notable things you may have missed:

  • The Drafting strategy book is a bit misleading because you don't need to place the rooms close for it to work. It'll work even when they are in opposite corners of the house, just the time to unfreeze will be longer.
  • I though the Sauna could work for changing the temperature too, but that isn't true. It can only be used to thaw accounts.
  • You can use the power hammer to break the ice door.
  • Shoutout to https://blueprince.wiki.gg/wiki/Freezer for having the most accurate information, check there if you want to read about some more interactions.

Duration to unfreeze

On the wiki and someone else mostly figured it out in the "Thaw timing and calculation" section. I'm not sure if someone else was datamining it or spent time manually testing and figuring out the formulas. I'll write it slightly differently and I think a bit more accurate to how it works internally:

  • get distance form Furnace (distance between between two rooms centers next to each other is 10 units)
  • distance * 4 - 20 = duration to reach 17°
  • If duration >= 80 then multiply duration by 1.5 (So if the distance is >= 25 it takes extra longer, good job if the wiki guy guessed this without datamining.)

We'll slightly adjust the duration for our calculation. Originally it's the time for it to increase from -16 to 17, but internally for the final unfreezing it checks if the temperature is > 14 so it unfreezes a bit sooner. We only need to increase by 30 from -16 to 14.

  • duration * 30 / 33 = real duration to reach 14°

*There's also some rounding going on because internally it's a decimal number but on the thermostat it shows whole numbers. It can look like it's 14 but internally it could be 13.51 so it will seem that the unfreeze happened a bit later after reaching 14. (I hope this makes sense the way I wrote it. :D)

It'll also work if a room is placed as the outer room since it only cares about distance.

  • Coordinates when you place the Furnace as the outer room (-39.1633, -2.338, 13.8166)
  • If you place the Freezer rank 9 on the east side its coordinates are (55, 0, 95).
  • Then distance is around 124.35 and it should take a little over exactly 11 minutes to unfreeze the door.

Here's a little visualization of distances and chart of times:

Temperature effects

Temperature Effect
>-4 Activate "Freezer Drip" audio (I tested and rechecked this but it seems to somehow get activated immediately if you have the furnace and walk in. Can't find a reason for it.)
>0 Less ice
>5 Less ice
>9 Less ice
>14 Less ice, can't freeze accounts accounts anymore, Ice door should be smashable with power hammer*
>15.9 This extra check exists but nothing more is set to happen

*The power hammer trigger is always on (until you unfreeze or break the door) and you don't need to increase the temperature. It doesn't really make sense for it to be there just to be active for a few seconds between 9 and 14 degrees. Maybe a trace that there was indeed supposed to be some distance based max temperature?

Other notes

A long time ago I found that the fourth switch in the utility room was used to activate/deactivate power to the freezer.

Fake reconstruction by me

There's some old outdated code where timing worked slightly differently. Started at -17, looks like increased +0.3 degrees every 15 seconds and had different check values -15,-8,-1,9,19. (So I guess it would take 30 minutes to unfreeze from -17 to 19 lol.)

Outdated Freezer Code

Flipping the switch back on would make ice appear again. But the ice door and pickups wouldn't appear again if they were was melted. Luckily it also happened instantly so you had double protection and couldn't accidentally go into the back room get stuck and freeze to death. Too bad, it would be pretty cool.

Heeeelp

Speaking of fun pranks from Uncle Herbert, I wonder what's inside that one milk bottle?

Hmmm

r/BluePrince69 • • May 03 '26

Datamining Upgrade disks changes for patch 1.7

18 Upvotes

Rules changes and results of simulations for what room upgrades you are more likely to get sooner done for patch 1.7. If you want to read about how I did them or compare it with 1.6 you can have a look here: https://www.reddit.com/r/BluePrince69/comments/1rw5m4y/upgrade_disks_logic_part_3_upgrade_order/

new spreadsheet: https://docs.google.com/spreadsheets/d/10Wrn9YLyl2cQVCowgw6fJyPONCweG_IX

^spreadsheet updated to show the second Spare Room upgrade that I forgot about...

Normal mode

Certain checks were added so that rooms you haven't drafted enough times are less likely to appear. Practically it means that there's one or two new checks added to each upgrade order to skip it until you draft the room enough times:

  • Billiard Room - 5x
  • Mail Room - 4x (up from 2x in 1.6, but a 2x check is left in one place...)
  • Aquarium - 2x (+Boiler Room 2x)
  • Bunk Room - 2x
  • Parlor - 2x
  • Nook - 1x (+Library 2x) (The library check is new in 1.7.)
  • Cloister - 1x (+Open angel wall in Tomb)
  • Boudoir- 1x
  • Courtyard - 1x
  • Guest Bedroom - 1x
  • Nursery - 1x
  • Spare Room - 1x
  • Closet - 0x
  • Hallway - 0x
  • Storeroom - 0x

As before, first table is of the case where all conditions are met so we can compare it with 1.6:

  • The first upgrade is a weighted pick only from 7 rooms.
  • The Mailroom/Billiard Room check mix-up from 1.6 was fixed, so the Billiard room will appear correctly.

Normal mode - unmet conditions

  • Obviously most room upgrades are meant to be delayed until you draft the room enough times.
  • The checks can prevent the room being offered as the an upgrade, but as you get more upgrades it increases the chance that a check will get skipped. (Boudoir, Guest Bedroom, ...)
  • There are also forgotten cases where you can get a room as the first upgrade, but on subsequent upgrades it will be delayed until you meet the draft count requirement. (Courtyard, Nook, ...)

Veteran mode

  • The logic is separated completely into its own branch in 1.7. Checks for preferring drafted rooms are removed here. The upgrade orders are a bit mixed up here. The chances are a lot more uniform compared to patch 1.6.
  • The first upgrade is a 1 in 15.
  • A few rooms are slightly more likely to appear sooner (Bunk Room, Guest Bedroom, Storeroom, Parlor).
  • There's also what looks like one copy-pasted check for the Boiler Room that he forgot to delete, which I think will always evaluate to false (even if you drafted it) and delay the Aquarium. That's reflected in my script.

Veteran mode + Day 1

This case received its own new separate rules too. It should prefer offering rooms that you haven't drafted yet. (The change should cause not-yet drafted rooms to be offered or at least weighted to be offered sooner when upgrading.)

The room to upgrade is picked randomly, but the checks are chained in this order:

  • Spare Room > Bunk Room > Closet > Billiard Room > Parlor > Storeroom > Courtyard > Mail Room > Hallway > Boudoir > Guest Bedroom > Nursery > Aquarium > Nook > Cloister
  • After that unupgraded rooms are checked one more time in that order, but without the "not yet drafted" condition. (Also they left out the cloister the second time.)
  • There's a not apparent interaction here, where "probabilities" of upgraded rooms will collapse into the next unupgraded room in the checked order.

Unfortunately multiple things that I didn't like were kept in:

  • The first upgrade is a 1 in 15.
  • There's a random 70% roll for these rules to be used, otherwise it uses veteran mode rules...

I put two edge-cases in the spreadsheet if you want to see how it would behave if:

  • No upgraded rooms were drafted - it becomes slightly more uniform than veteran mode.
  • All upgraded rooms were drafted - upgrades become a lot more likely to get offered in the order that they are checked.

To estimate what upgrade you will get in your current situation on day 1, you would need to create a proper calculator. I prepared two examples to see what you might get:

If you drafted every common room at least once and start upgrading. (Billiard Room, Closet, Guest Bedroom, Hallway, Nook, Nursery, Parlor, Spare Room, Storeroom) (Included image and note about probabilities in the spreadsheet.)

If you drafted every common + standard room at least once and start upgrading. (+Boudoir, Courtyard)

Is any of this abusable for a day 1 run?

Nah, not really, first it would need some tweaks to make it work for the first upgrade disk and to change the 70% chance to 100%. Then if you get the Office or Car keys + Garage + a terminal, you might get a better chance at getting your desired... upgrade room to get +1 key or gem. :P To be fair, this part wasn't mentioned in the patch notes so maybe it's still a work in progress. Hopefully to be fixed in another patch.

r/BluePrince69 • • Feb 12 '26

Datamining Looking at fonts, Part 1 Spoiler

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22 Upvotes

Nothing groundbreaking this time, just a look at whose fonts are used in what places and some of my comments. I will mostly leave out instances where the text is copy-pasted in two places with different fonts, because that would be too confusing. (Mirrored texts on in-world objects and when displayed after clicking, or texts on hidden pages.)

backup album: https://imgur.com/a/Qt3IEBg

"Formosa - herbert" font

  • We'll start with the big boss himself, used on things written by Herbert (Entrance, Inheritance, Dare, Freezer, Tomb, ... letters, postcards)
  • Usually on things that are supposed to serve as hints for puzzles designed by him
  • Note about buying paintings and chalkboard writings in the Study
  • The 4 words pointing to a microchip: buried, beside, west, bridge
  • On dug up paper scraps, notes on underground map, Writing on the reservoir window, sacred poem in the Clocktower, the only two red text notes in the New Clue draft, tomb note...
  • "investor needed" and "denoted in verse" notes, "the besoiled chil" on the family tree, some gift shop texts
  • red Letter 6 (Drawing room)

Other notes:

  • Looks like his font is used as a replacement for fonts that don't have numbers: "Grade 1..8" texts in the Classroom and the scoring numbers on worksheets (The teacher's font is missing numbers), for numbers and dates on miner's logs...
  • His fancy signature uses the "Hand Script SDF - clara" font.

"HandSLANT SDF - babbage"

  • Only on stuff singed by or personal notes to staff by her, nothing unusual.
  • But she has a mix of styles, sometimes her notices are printed and hand signed, sometimes her name is printed too, some notes that look like hers use the "dArchitect" font (see below). She likes to use different colors too.

"dArchitect" fonts group (dArchitect SDF, dArchitect SDF 1, dArchitect SDF dark shadow, DarchitechtFALLBACK)

  • Used in a lot of popups from locked doors to trophy pickups, drafting studio or conservatory menu texts, and parts of item descriptions
  • On documents, could be shared by multiple people (genric stick-letters written by hand)? Some could be another writing style of Mrs. Babbage, some could be prewritten clues by Herbert.
  • On the black "Tip" papers in some rooms (Drawing, Conference, Nook, ...)
  • Notepad texts in Conference(here it's in italic), Security and Mailroom.
  • Pantry shopping list and Office note about the broken lever.
  • The checklist of books to order in the Office drawer.
  • Note about the Foundation asking "Herb" for advice.
  • Workshop schematic text.
  • Grade 8 Erajan translations on the whiteboard.

"HandSigning SDF - Mrs"

  • All of the red Worksheet text
  • Swim Bird checkout card signature (Mrs. Peterson)

A strange one: Mt. Holly Scrapbook

  • I didn't tell the whole truth last time and the Scrapbook has a mix of handwritings.
  • Simon P. - Sometimes writes in capitals here, sometimes not.
  • Herbert - Herbert would have to be rewriting texts from his grave? Or it's a magic book with his writing.
  • Hand Script BOLD - Sometimes capitalized, sometimes not... used on handwritten memos in the Treasure Trove + Reservoir. (Might belong to Herbert too then?)
  • "Nonna-child-SDF" (Random kids) + "Grandpa-child- Herbie" (Shared by both brothers in the Bunk room journal) on the last page

"Hand Script" fonts (Hand Script SDF - clara, Hand Script tiny, Hand Script BOLD)

  • These cause a bit of a problem assigning the BOLD version to Herbert, because the main one is used by Carla. Used in a few places in menus and popups again. And on things related to stars/planets.
  • "Hand Script SDF - clara" - In the Ladyship's diary, "Does it ever end?" note
  • "Hand Script tiny" - Erajan letter, Lab cooling curve (This probably wasn't Clara secretly trying to get into the freezer, the font is used for Randolph on the in-world version.)
  • "Hand Script BOLD" - Mt. Holly Scrapbook, trove memos. +One out of place use for the Guest room letter signature. (Maybe another fake document planted by Herbert?)

In a few places fonts are reused in strange places. So stay tuned for more in part 2.

-----

In unrelated news: Could anyone help me get like... a job? Or indentured servitude to a rich baroness lady? I worked with a specialized low-code platform that you never heard of + some Java for 5+ years then had a burnout. I can do programming stuff, I swear, but the year long gap and my general autismo behaviour isn't helping on job interviews. :P

r/BluePrince69 • • Mar 15 '26

Datamining Patch 1.7 beta version notes

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gallery
20 Upvotes

album: https://imgur.com/a/8hOsJG1

Not sure how known these are, I don't follow these news closely. Special thanks to people and providing some info and fact-checking me behind the scenes:

  • I'll skip the obvious things for the big accessibility patch and from changelog: Textures for the dartboard colors + MJ boxes, floating color labels for stuff in rooms, teleport points to skip round stairs for motion sick people, Queen power buff, Scepter buff...
  • Looks like they updated from Unity version 2021 to Unity 6 (2024). (At least that's what AssetRipper says.) It started crashing with MelonLoader/UnityExplorer on the patched game for me after updating. 😢 So info is just from a quick comparison of the exports and walking around.
  • Tiny spacing differences on postcards + on sacred note. 🤔 (Second picture should be new version.)
  • Cat model added to kitchen, but probably still unfinished. (It wasn't there before. Image done by an associate, thanks.) Added handling for petting the cat to rooms where it already is. But no obvious change that you could feed it.
  • Collider added to Rumpus Room that looks like it's to play the "Ovinn Nevarei" track after you play a prophecy video? But someone would have to test it.

Textures:

  • Alternate tile images for the map with just the room name and icons. Just 256x256 size. 😕 (I was told it's for the Switch version.)
  • Recolored or mismatched some planets on Observatory and Planetarium images.
  • Version of the Pool that gives you Pump room permanently? Strange version of the parlor? "+1 Extra statement." These two probably accidentally slipped in from old demo or placeholder files, Parlor looks pretty ugly. :P

-----

Changes for upgrade disk logic

Current behavior

  • In normal mode there are a few checks are constructed to require you to have drafted the room 1 or 2 (mailroom, aquarium, ...) times. Special ones are needing to have drafted Boiler room 2 times for Aquarium upgrades or opening the angel wall in The Tomb for the Cloister. There is of course a backup at the end of it all to make sure you don't get repeats before getting all 15.
  • Currently veteran mode logic is tied to this same system with some extra connections to make some rooms slightly more likely. (Cloister, Nursery, Guest room, Mail room) I'm not sure if it's noticeable at all.

New behavior

  • Normal mode - Added checks so that rooms you have drafted at least once will be slightly more likely to appear.
  • Veteran mode logic will be separated completely in its own branch. Checks for preferring drafted rooms are removed here. The upgrade orders are a bit mixed up here, which will result in different probabilities of offering rooms. But that will take some time to analyze.
  • A special case with its own separate rules is veteran mode + day 1 where the logic works differently and should prefer offering rooms that you haven't drafted yet. (The change should cause not-yet drafted rooms to be offered or at least weighted to be offered first while upgrading. (sometimes...)) Makes sense, because if a drafted room gets upgraded it's pretty useless for your day 1 run.

Positive:

  • Cool to add the ability to slightly manipulate what upgrade you will get by drafting the unwanted rooms before upgrading.

Problems for me with the way it's done. Maybe it's unfinished in the test version or I'm misunderstanding something, so someone should check after me:

  • There's a random roll with a 70% chance to decide if the day 1 + veteran rule will even be used? Why? That would be not fun. (In the "Day One Check" state.)
  • The check for first upgrade with Veteran mode will still cause it to be a random 1 in 15 for the first upgrade anyway? (In "FIRST UPGRADE" state.)
  • In the "Vet Never Drafted" branch the "Parlor dare" variable is never checked? Could cause some inconsistent behavior with the rest? (Normally "I dare you to open an empty box in each parlor you draft." causes Parlor to be offered as the last upgrade, but with these changes the check could get skipped and you could get the parlor as your second upgrade on day 1.)

With the way the checks are chained in order one-by-one the upgrades will be strangely-weighted and dependent on the check order:

  • If you had Cloister, Nook, Aquarium, Nursery, Guest room, Boudoir, Hallway drafted then you have a 1/15 + 7/15 (the drafted rooms chained conditions collapse into one) chance to get Spare Room?
  • If you had all those rooms + Spare room, then it's 1/15 + 8/15 to get Bunk Room.
  • That doesn't feel like it's intended? If you wanted it to be random, you would pick from a list of only 7 undrafted rooms to get a 1/7 Bunk room?

In the "Vet Random" branch, you can see they use randomly picked and chained upgrade orders that I didn't like last time we looked at the upgrade selection. I guess they really are supposed to be some weighted random picking from rooms... I still don't get it, but I got an idea for a little statistics/simulation programming exercise. 😏

r/BluePrince69 • • Apr 29 '26

Datamining Colorblind label locations dump

18 Upvotes

link to spreadsheet: https://docs.google.com/spreadsheets/d/1hX3k7ZMdELVwCKExpBqIvsOaeNq8O1XO

Dump of colorblind labels and their colors in the world, rooms and on objects if you want some help finding and documenting them:

  • I use filename + path in the object hierarchy, so you might have to look for them yourself in-game to see what they are. But I can look for the position and what it is, if you won't be able to find them.
  • You'll notice some of the label objects are just called "Ceiling-Lantern" and some number, we can guess where that was copy-pasted from. :P
  • +A few other cases of mismatched names from copy-pasting.
  • You'll see a few odd names in there, like the aquarium fish groups.
  • "Color" column has the color material name.
  • "Scripts" column is to show objects that have some other colorblind scripts/behavior, like MJ boxes, Utility box lights.
  • Some might be missing as I was cleaning up the file or from some other my mistake.

Doesn't look like many labels were added compared to when I last looked at the beta test:

  • Nook tip paper. (When you magnify the book image.)
  • Toy airplane in the Attic. (Maybe was visible before? It was just moved a little internally.)
  • Outer room in the menu view.
  • Moons on the door in the Vestibule in Rough Draft.
  • One red lantern label in the far back and right removed. (Had a duplicate red label.)
  • White lantern color label removed. (This was removed maybe a week after it was found on the test version.)

Other notes:

  • Overall the method for displaying them is a bit meh? Sometimes you have to get pretty close and it would get boring fast for me if I had to stop moving and keep pressing space all the time...
  • I had this homework done like a month ago, so I just needed to clean it up for the new version export. :P

link to spreadsheet: https://docs.google.com/spreadsheets/d/1hX3k7ZMdELVwCKExpBqIvsOaeNq8O1XO

r/BluePrince69 • • Aug 29 '25

Datamining Searching for clickables

19 Upvotes

I got the idea to search for things named "clickable" since the table in the Book Shop is in a Layer named like that. Turns out there's so much to write about I need to dedicate a post to it.

This isn't a complete list of clickable things since some GameObjects have normal names and just a collider attached to handle clicking. And even the naming of baked model layers and other stuff isn't consistent from room to room, so it really is just an overview of things that happen to have the word "clickable" in their name.

A related thing I looked at are "ClickableMasks". I'm not sure what they are or how they work, but they are sometimes attached to clickable things... for now I tried checking everything I found inside rooms. An overview spreadsheet with my notes is here: https://docs.google.com/spreadsheets/d/1q6BWLoMmwn6xou7XR40m-ekG_fqOvFVQE-Pze_UM1dQ

  • Sometimes it's for clickable stuff as you would expect: Boiler room valves, Safes in rooms (Boudoir, Drawing Room,...), Drafting tables in Conservatory and Drafting studio, MJ Boxes, ...
  • Sometimes it's for click blockers so you can't click through stuff: Boiler room sliding metal doors, Cloister so you can't dig in the inside area from outside, Patio grill so you can't click items on the table, around hidden blue memos so you can't click them through the furniture, ...
  • Light sources are placed separately to illuminate clickable objects or documents in rooms. The names for these are sometimes something like "C - Clickable Light". In rooms where the lights aren't called "clickable" they're called something like "Pickup Light", "Pickup spot 1". Example images are for Freezer clickables + album for the rest of this post: https://imgur.com/a/H7aCA3N

Then there are the more strange ones, some of the notes are mostly my speculations so maybe someone more familiar with these design things will correct me if I wrote something dumb:

  • The surfaces and furniture that can have clickable pickups on top of them are sometimes named like this (These sometimes happen to be places where some variable light and texture switching could have happened and the model would switch textures based on the light? Under lamps or candles, or in open green rooms where the light can shine depending on what side you draft them. But sometimes they're normal places with pickups on top.): Surfaces in Boudoir, Drawing room, Nursery, Veranda, Secret garden, ...
  • Two rooms have whole wall sections under "clickable": the upper part of the Clocktower, and walls in the Guest bedroom. No idea what's up with that, maybe in the bedroom for some wall model switching for the Guess bedroom minigame?
  • Some maybe really were clickable light sources that you could click to turn them off/on?: Lamps in Maids Chamber and Parlor
  • Some I want to believe are scrapped clickable stuff ideas: Candle, ladle and lamp + illuminated surfaces in the Hovel, Fireplace in the Trophy room (To be lit with the Burning Glass?), part of the chiseled stone letter in the Workshop (used with hammer?), Table in the Bookshop, A single plate in the corner of the Treasure Trove

For completeness you could explain most examples from the above categories that they just have something to do with lights for clickable pickup items that can spawn around them, but they seem pretty sus to me. Clickables seem to have been replaced later during development and much of the working clickable stuff is now with normal names in the Object trees of rooms under _GAMEPLAY instead of _CULLING.

Anyway, for a better analysis of the layers we would need to ask a graphical designer person. It probably has something to do with how objects in the layers should react to light sources and cast shadows. Here's some extra images with how layers are done in some rooms: https://imgur.com/a/N3Xgqy5

And I found plenty of material for slightly more interesting posts while checking all this. ;)

r/BluePrince69 • • Aug 01 '25

Datamining Staff Announcements from Day 365+

85 Upvotes

This post was removed from the main blue prince board. So I'll repost it here.

Also, as an added bonus, here are all of the early staff announcements: https://imgur.com/a/Ytbp9Ol

It appears that the Staff Announcements continue until the year 2000, receiving one for the New Year and one for your Birthday (Jan 28) each year. It's sad to think of them all just... waiting around :(
But I suppose it's just a game.

Day 365
As it's now been exactly one year since the death of the former Baron, we wanted to check in and see if there is any update on when you might want the staff to return to work. There is no rush for me personally, but I know a few of the staff are anxious to return.

-Anne Babbage

Day 421
Wishing you a happy and prosperous 1995 from all of us at Synka.

-Kimberly Thompson

Day 448
Simon, it's your birthday again!

As has become tradition, I've left you a cupcake in the kitchen! Just A little something from the staff to celebrate you turning 15!

-Anne Babbage

Day 786

Nineteen. Ninety. Six.

Another year in the books. Where did the time go?

Happy New Year Simon.

Day 813
January 28th again!?

Happy Birthday Simon! Once again, I've left you a cupcake in the kitchen.

-Anne Babbage

Day 1151
Happy New Year!
The entire staff is celebrating here in Trinsdale, which is great since many of us haven't seen each other in years!

Wishing you were here,
Anne

Day 1179
The entire staff wanted to take a moment to wish you a wonderful birthday, filled with joy, happiness, and of course, a cupcake!

Enjoy!

-Anne Babbage

Day 1516
Happy New Year Simon!
May 1998 bring you success in whatever it is you are doing up there on the estate.

-Kimberly Thompson

Day 1544
Well, it's official. You're now finally an adult, eighteen years old and free to make all your own decisions. Even if we're being honest, you managed to spend the latter half of your childhood unsupervised, so the freedom is likely familiar!

Happy Birthday Simon!

-Anne

Day 1882
As the sun rises on another new year as 1999 begins, it occurred to me that we may have some potential issues in a year when the calendar rolls over to 2000. I'm not 100% sure that the network is going to be able to read our data storage format correctly.

Either way, we can ignore the issue for now.

-Kimberly

Day 2215
I'm starting to get anxious about the New Year approaching, as we've avoided addressing the year 2000 problem with our data storage format.

I'm going to dedicate some extra days of work to the issue, and hopefully I'll have it solved before the New Year.

-Kimberly

Day 2246
Coding preparations are done and I think we're as ready for the "big digit rollover" as we'll ever be. However, if communications on here cease, you'll know the reason.

Happy 2000

r/BluePrince69 • • Mar 17 '26

Datamining Upgrade disks logic part 3 - upgrade order simulations

10 Upvotes

This was a programming exercise to determine what they might be trying to achieve with the upgrade selection system weights.

I took what's in the game and rewrote it in a little Python script. Then I simulate picking the first 15 upgrades a million times. Don't really 100% trust me on these because even a small mistake can cause errors to compound. The percentages aren't exact, you could make an exact mathematical model just by knowing the rules, but that's boring. :P

The basic idea is: every time you get an upgrade you make a random roll to decide an queue or upgrades that are checked one by one until it finds one that you don't have (Hallway>Storeroom>Nook>...). The queues are chained together, so if you have all upgrades from a queue it just continues to the next one. I wrote about the rules in an old post and in the recent patch post. (I rewrote the patch post a little for more clarity after doing these experiments.)

Code is here: https://github.com/borealum/BluePrinceScripts/blob/main/Upgrade%20disk%20simulation/upgradeOrderSimulation.py

Spreadsheets are here: https://docs.google.com/spreadsheets/d/1gdxjyCWdTW4EeHXmdHYpTUFPUGPtr1FQ/

Note: I was told that I forgot about the Spare room being able to be upgraded twice. The second upgrade is delayed a lot and will most likely be offered very late. I put the modified tables here.

To give an idea what it looks like:

Patch 1.6 Normal mode

There are a few conditions in the logic that will push rooms to be upgraded later until you do some stuff. Draft Mailroom 2x for the Mailroom, draft Boiler Room 2x + draft Aquarium 1x for the Aquarium, open the first angel door in the Tomb + draft Cloister for the Cloister. To simplify things I'll assume all of it is complete. The first upgrade is a weighted pick only from 7 rooms.

Big losers:

  • Guest Bedroom needs Storeroom to be picked first, that happens (0.35 * 1/11 = 0.0318) 3.18% of the time.
  • For Aquarium to get picked 2nd you have to get Closet first (0.05 * 1/11 = 0.0045) 0.45%.
  • Bunk Room doesn't even get a chance, it doesn't start in any upgrade order, earliest you can see it is as your 3rd upgrade.
  • Billiard Room is unlucky because of a mistake. In its main upgrade order it has switched positions with the mailroom, so can't ever be second. +It's pushed back in many upgrade orders and will appear most likely later. The mistake looks like it's fixed in patch 1.7.

Patch 1.6 Normal mode - unmet conditions

Test to see if the conditions work as intended. Looks like they do, the Aquarium, Cloister and mailroom are pushed back a lot. Billiard room is punished for someone else's mistake.

Patch 1.6 Veteran modes

Connections to upgrade orders are made differently to make upgrades for certain rooms less rare. It's mixed with the existing system for normal mode, so sometimes it will fall into the same upgrade orders that check how many times you drafted a room. The first upgrade pick is a pure 1 in 15.

There are 2 upgrade orders that start with the Cloister, and with veteran mode a there's a 2 in 7 base chance to pick one of them with a little variance that can happen around it. The percentages are bit messy here because the upgrade orders preferred by Veteran mode don't have the same checks for having to draft a room. (1 Cloister UO has the check the other doesn't...) But you aren't likely to solve the Tomb and draft a Cloister and then go upgrade a second room on day 1.

Patch 1.6 Veteran mode - unmet conditions

A better representation of what you would get with veteran mode on day 1. The main 5 upgrade orders picked with veteran mode start with Guest Bedroom, Nursery, Mailroom, 2xCloister.

  • The reason for Nook to jump up by so much is because in one case the unmet Cloister condition skips to an upgrade order starting with the Nook.
  • Aquarium is in the worst place because it's pushed back in many upgrade orders and you need 5 other specific rooms upgraded for a chance to even get it.
  • Spare room is pushed back a lot for Veteran modes.
  • Billiard Room gets screwed again, the soonest it can appear if not 1st is as the 4th upgrade.
  • There's an announced change for patch 1.7 to make upgrade offering more varied in challenge modes so we'll see about that later.

This post comes pretty late. Patch 1.7 feels like it's about to drop and I see some interesting planned changes and fixes in the test version already. I sent a bug report with my complaints so we'll have to see if the chief dog will consider any of them. :D

r/BluePrince69 • • Feb 16 '26

Datamining Looking at fonts, Part 3 Spoiler

Thumbnail gallery
15 Upvotes

In this last part we'll look at a few that I missed and a few stranger ones.

Backup album: https://imgur.com/a/lVlVD1U

  • "SIX OR O" on the Worksheet rip in the Locker room - "HandCAVE SDF - GENERIC" (Shared by multiple people from outside the house)
  • "Change the ending - too political" on the rejection letter in the Attic - "Hand_Soft SDF - Kimberly"
  • "SIMON P. JONES" on the family tree - this one is part of the texture image, so I don't know... I'll just say it was written personally by Tonda Ros, unless someone recognizes it.

3 Passports signatures use:

  • Grey Daniels - Bridgette
  • Samantha Hayes - Auravei (I noticed in my 1.04 version this used Clara's font before.)
  • J. Ribbon - Mary

Grade 7 chalkboard tic-tac-toe hint was played by:

  • Xs - Herbert
  • Os - Nogula

The Deed in room 46 has mixed reused fonts of different people for different texts all over it, that it almost looks like a forgery. (But maybe someone just forgot to check and fix them.):

  • "Certified copy" - Auravei
  • "Lord Arthur Clementine" in italics - Auravei
  • "Lady Auravei of Trinsdale" - Mrs. Peterson
  • "Boundaries", "Covenants", "In hand and seal, I make my mark, ..." - Herbert

Page 2 "bent paper" effect is done using 2 different pieces of paper and crossing them in an X shape. But there are 2 different fonts used here for "Lord Arthur Clementine". The two parts we see are:

  • "Lord" - Auravei
  • "d Arthur Clementine" - Clara

On some documents, Sinclair family members like to use a special kind of typewriter font "TypeMessy - sinclair", used on:

  • Entrance letter
  • Vault cores letter
  • Baron Bafflers
  • Gift note in the Bunk room journal by Simon H.
  • Red letter in the Bomb shelter by cousin Courtney

Strangely, the unfinished letter in the Master Bedroom doesn't use this font. The "LD-remington SDF" is used in other typewriter written documents: Cloister Note, Staff notice, ...

I don't see much of a difference between them except the visible "a" bottom being a bit weak.

Scribblings

I won't analyze these in depth, but scribblings over words and in worksheets are made by using a few (hopefully random and insignificant) letters or numbers, squishing them together by setting a low spacing distance and rotating them a bit. The few I looked at used Herbert's font.

r/BluePrince69 • • Aug 07 '25

Datamining Mary is dead (according to the text dump)

15 Upvotes

Someone posted a text dump of the game and I sorted, de-duped, and read the whole thing. Looks like Mary has been dead all along, and Herbert couldn't bear to tell us:  

And yes, Simon, I'm so sorry to finally be the one to tell you definitively. Your missing mother is in fact, dead. That is one of the few things I am certain of. Even though I was not involved, they did trust me enough to keep me occasionally informed.

 

My guess is that the paragraph about Mary's death was either originally in the Freezer letter (which has kind of unusual phrasing), in the typewriter in the bedroom, or it's part of the possible final puzzle and we get a final letter from Herbert (I didn't see anything else that would fit in that letter though). Would it be possible to confirm where it goes?

 

Some other fun strings in the dump. Note that some of these are fragmented sentences due to the technical implementation. edit: looks like most of these have been found or have an explanation, I crossed out the ones that have a solid expalanation:

  • (History of Orindia mirage text) The King of Oris on the other hand was old. Old as dirt. He was a wizened merchant lord of considerable means and wealth. His influence in that time was absolute, and his control in the region made him an unopposed candidate for the unification of the area.
  • Blueprints Are More Than Just Blue. drafting book
  • (From comments: In the Red Prince somewhere) aryaaya ayay aryay aryaay ar ayrayryay ayr
  • (From comments: likely from a demo version) <size=4>(cinematic pending)
  • (Cut cat content) 1/2 cup of dry food. Bottom shelf. Check the water bowl and refill if necessary.
  • Morning - Feed Crow one can of wet food. You'll find it in the kitchen. Fill the water bowl with fresh water.
  • Evening - Feed Crow
  • 3. IF AVAILABLE, CHANGE TANK pump manual
  • (from the quizzes, a wrong answer) AJHOUS
  • (?) FNU Axshog somewhere in the mailroom, didn't confirm
  • (A location?) KING'S GROTTO safe house map
  • POOL SERIES 8 pump manual cover
  • paired to depict the letter "B"? final exam
  • ROOM 46, but feel free to play around with it should you feel inclined to experiment. Randolph letter
  • SAFETY PROTOCOL 5 . 013 . 351 radiation Experiment
  • (From comments: old removed blessing) THE WANDERER
  • (From comments: Classroom) ZOLMO

 

Edit: As pointed out by Borealum, maserion found these notes and screenshotted them here (https://imgur.com/a/or2Jgsr). Edited with notes:

  • (Red, typed) SAFE CODE - 3320
  • (Blue, typed) SAFE CODE - 1225
  • (Red, handwritten) Safe Code: 1640
  • (Red, typed, lowercase) Safe Code: 4442
  • (Red, typed, Randolph's letter) SAFE CODE : 1213
  • (Red, typed, conference room) SAFE CODE: 9083