## What changed
## Bug Fixes
- **Color Labeling system** — fixed unintended activation without first enabling the feature in the Color Support Menu
- **Blueprint Menu** — fixed controller input and button glyph display issue in a challenge mode
- **Explorer Trophy** — fixed incorrect triggering or non-triggering for some players; unclaimed trophies are now available in the Entrance Hall
- **Mac Main Menu cursor** — fixed cursor not displaying for some players
- **Remapping menu cursor** — fixed cursor not displaying when accessed from the Accessibility Menu
- **Final Exam color labels** — fixed several incorrect color labels on a page
- **Color selection event** — fixed an issue in the menu UI
## Overall
Blue Prince patched seven bugs affecting accessibility features, controller support, trophy tracking, and UI display across multiple menus.
Fixed a bug causing the ‘Color Labeling’ system to be activated without first turning on the feature in the Color Support Menu.
Fixed an issue for controllers that was breaking the input and button glyph for a document in the Blueprint Menu in one of the challenge modes.
Fixed a bug (or two) introduced in the last patch that resulted in the Explorer Trophy to trigger incorrectly (or not at all) for some players. If you completed the directory but did not receive your trophy due to this bug, it should be waiting for you in the Entrance Hall.
Fixed an issue causing the cursor to not display in the Main Menu on Mac for some players.
Fixed an issue causing the cursor to not display in the Remapping menu when accessed from the Accessibility Menu within the Main Menu.
Fixed several reported incorrect color labels on a page of the Final Exam
Fixed an event issue related to selecting a color in the menu UI.
## What changed
**Save File Architecture (PS5)** — Updated to further address issues with save files exceeding size limits.
**Cursor System** — Redesigned for smoother visual transitions when drafting and picking up items.
**Visual and Collision Bugs** — Fixed geometry clipping in the Precipice, colliders in the Casino causing unintended UI exits, and several rendering issues across various areas.
**UI and System Stability** — Added safety checks to prevent soft locks in the Casino UI system; fixed phantom **Upgrade Disk** appearing in Security terminal lists.
**Upgrade Disk Selection** — Adjusted floorplan randomization to increase variety in challenge runs and reduce offering upgrades for rooms new players haven't drafted.
**Powered Duct Animations** — Restored spinning ducts to several rooms and fixed Boiler Room direction changes breaking animations.
**Chamber of Mirrors** — Fixed button animation glitches, expanded room duplication functionality (some rooms still excluded), and reworked terminal access triggers for duplicated rooms.
**Various Fixes** — Resolved issues with Mail Room stamps during magnification, checkout card inspection in A New Clue, locker interactions, text rendering on chalkboards, magnifying glass layer assignments, and multiple late-game bugs including floor clipping and day persistence with boat travel.
**Upgrade Disk Room Selection** — Fixed bug offering studio and found floorplans players hadn't added to their pools.
**Challenge Mode Saves** — Fixed rare bug causing challenge mode saves to load incorrectly in Bequest mode.
**Gambit of the Queen** — Rebalanced to grant an additional key per trigger.
**R_y_l Sc____r** — Redesigned to allow players to set color an additional time per day from inventory and tweaked the
We have updated the save file architecture again on PS5 to further address an issue with some save files exceeding size limits.
As part of the Cursor features implemented above, we have redone the way the system handles changing cursors for a smoother visual experience when drafting, picking up items etc.
Fixed several visual bugs in the Precipice involving geometry from other areas clipping into the area from certain vantage points.
Fixed some colliders in the Casino causing players to inadvertently exit a UI screen while trying to pull a lever.
Added redundant safety checks to avoid potential soft locks that have been reported to occur within the above UI system.
Fixed an issue that was occasionally displaying a phantom Upgrade Disk in the Security terminal list for some players.
Slightly adjusted some factors related to the way Upgrade Disk floorplans are randomly selected to allow for greater variety during challenge runs while simultaneously making it less likely for new players from getting offered upgrades for rooms they have never drafted.
Fixed several bugs related to Powered Duct animations which restored spinning ducts to several rooms. Changing the direction of power in the Boiler Room also no longer breaks these animations.
Fixed several routing related bugs that could cause certain details and areas of the grounds and house to not be visible when approaching from certain areas.
Fixed an animation glitch caused by pressing buttons in the Chamber of Mirrors a bit too quickly that led to unexpected panel behaviour.
Fixed a handful of issues that were previously preventing floorplans from being duplicated by Chamber of Mirrors (some rooms are still excluded for technical reasons but the list is now more extensive.)
Related to the above - the experimental trigger related to terminal access has been reworked to correctly deal with duplicated terminal rooms.
A stamp in the Mail Room no longer disappears during magnification when a letter is in the foreground.
Fixed a bug that shut the book whenever you would click on the checkout card of A New Clue instead of inspecting it.
Fixed a bug that was unintentionally increasing the likelihood of drawing a non-green room in addition to the intended Green Rooms after Greenhouse had been drafted.
Fixed a bug with a particular locker in locker room that was occasionally not reacting to interaction.
Fixed a UI typo of “Bedroom” in an item description.
Fixed a text mesh bug that was not rendering asterisks correctly on a late grade chalkboard.
Updated templating of Observatory’s floorplan text to be more technically accurate and consistent with the game’s templating. (The floorplan now simply has the text “+1 star”)
Fixed incorrect layer assignments on a few more textures causing them to not be rendered when viewed through the magnifying glass.
Added more descriptive clarity for rarity in the wrench UI during first time use.
Fixed a rare bug in the Conservatory that was offering players options from “studio floorplans” and “found floorplans” that they had not added to their draft pools.
Added a redundancy check to address a glitch which was causing some challenge mode save files to incorrectly load in Bequest mode.
Fixed a corner case material glitch that related to the blessing of the monk that would sometimes affect the art at the bottom of the Foundation.
Fixed a sacred bug that only accepted the PM but not the AM.
Finally fixed a troublesome late game bug that was causing the drafting system to regard one very rare room as a color it clearly was not.
Fixed a bug causing boat travel to occasionally not be persistent between days if the cutscene was skipped.
Fixed a bug caused by exiting door UI during special key use animation in an underground area.
Addressed reports of clipping through the floor in a very late-game area by adding additional safety measures.
Fixed some issues that were causing unintended step loss and unintentioned geometry overlapping in that same area.
Fixed some uvmap texture issues in two of the illustrations in that same area. 🐌🎼
Gambit of the Queen has been rebalanced to grant the player an additional key per trigger.
Due to several known bugs and issues with R_y_l Sc____r (some of which rendered the item functionless), this item’s design has been subtly changed and expanded. The game will now allow players to set the color an additional time per day from the inventory menu, and the method the player “keeps” the item has also been tweaked.