Category Archives: Braid Development

Updates on the development status of Braid (its completion, where it will be available when finished, etc).

Braid will be released for the Playstation 3, next Thursday, November 12…

… in North America. Releases for Europe and Asia are in progress, but Sony has separate submissions processes for all those territories, so we don’t know when those versions will be available.

The PS3 port has been done by Hothead Games. It will be downloadable from the PlayStation Network for $14.99.

I’ll post here when we have release dates for the other territories.

[Update: I originally posted that there may be a release in Japan. This was a misunderstanding. There is a planned release for PSN in Asia but it does not include Japan.]

Braid Soundtrack now available, with new songs.

Back when the XBLA version of Braid launched, a lot of people were interested in the music (Sophia Tong of GameSpot even wrote an article just about the music in the game). Back then, we put up links to the songs on, and iTunes playlists, and stuff like that, but there was no official soundtrack album.

To celebrate the PC release of Braid, we’ve worked with Magnatune to put together an official soundtrack. This soundtrack contains two new songs: remixes of the Jami Sieber tracks “Maenam” and “Undercurrent”, made by Jon Schatz, that use the time-distorting ideas from the game to play with the music in interesting ways.

You can listen to the songs right here:

Music from Braid by Sieber, Kammen, Fulton and Schatz

The Braid Level Creation Thread

I know that people are starting level creation threads in some places like the Steam forums, but I thought I would post some initial editor information in a very public place like this… people can ask questions here and I will answer them.

To get started, download this file:

And unpack it into your Braid folder. So in the same folder where braid.exe lives, you should now have a folder called “universes”. Inside that there should be one subfolder, “sample”.

Now you can run Braid with the following command-line option:

-universe sample

When the game starts up, everything should look normal, because this sample universe doesn’t replace the starting world, and anything you don’t replace will get pulled from the regular game assets. You’ll start at the beginning of the game, though, because universes have their own save files.

If you walk into the world 2 story screen, instead of what you would normally, you ought to see a very minimal place with one monster in it. This is because world0-2.entities has been overridden by the version in this sample universe. You may also notice that when Tim jumps, he can leap forward very quickly. This is because his jump speed has been changed in the file Mod.variables.

There are only two doors in this new world0-2.entities, because the doors in these story-worlds just off the main hub are generated in order to match the levels present in the game, and the file level_config now says that there are only 2 levels in world 2.

If you collect world 2 puzzle pieces, you’ll notice that they actually look like the world 4 puzzle… this is because I overloaded puzzle2.pi_set with the world 4 version. You could put any image in the puzzles, but you need Photoshop and an extra tool to generate the puzzle pieces; I will talk later about how to do this.

The people inside the new 0-2.entities are from rpgobj.pi_set (also drawn by David Hellman). You can see everything in rpgobj if you go into the editor (by pressing F11), go to a New Universe, press Add Piece Config, and type “rpgobj” into the box. From there you can copy and paste these objects into a level.

Now, if you try to change any levels and save out the results, you’ll notice that next time you play the game, the changes don’t take effect. This is because Braid is not actually reading from the loose files during gameplay. As an efficiency measure, for normal play, Braid files are bundled up into non-compressed .zip files (the same way and are, if you look in your standard Braid file tree). To package up your levels for end-users, you similarly put them into an uncompressed zip file. This is what universes/sample/ is. (For normal play, the “data” directory in universes doesn’t need to be there; I just included both the packed and unpacked versions for this example).

In order to play what you save out, you need to be able to run Braid with the


option on the command-line. However, in order to do this, you need to have all the loose files available — not just the ones for your modifications, but all the standard Braid files as well. So to do this, go into the Braid data folder (not the one for your universe, but the standard one that is in the same folder as braid.exe). Copy and one level up (into the same folder where braid.exe is). Then unzip both of these files into that directory. It should add a whole bunch of new, loose files into your Braid data directory that already existed.

Once you do this, you ought to be able to run with -no_package and make your own modifications, then package them up and other people can run them with -universe.

Let me know how it goes!

The update for Braid (version 1.014) has gone live…

… at least, on Steam it is now live and will automatically update when you start your Steam client. It’s harder for me to tell when the Greenhouse, Impulse and GamersGate versions go live, but all of those partners have received the update as well.

This update includes all the fixes from the test versions of the game (see earlier posts).

Thank you, everyone who helped with the testing!

Update: Greenhouse tells me the new version is live there as well.

A newer test version of Braid (testing more bug fixes!)

Thanks to everyone who downloaded the previous version. I have an even newer one that fixes more stuff:
but see the note at the bottom of this posting.

Please download this version if you have had any of these problems:

  • Hand moving by itself across the puzzle screen.
  • Graphical junk along the top and bottom of the puzzle screen.
  • Crash when using the -language option to switch to a Western language, on an operating system with an Asian locale set.
  • If you were experiencing a lot of screen stretching in the last bug-test version.
  • If you have an Athlon XP and the last bug-fix test was crashing.

This version also includes all the fixes from the last bugfix test:

  • Game crashes on start-up (giving the TODO error or no error).
  • Game runs but gives you a black screen, but when you press Escape you can see the menu.
  • Game runs very slowly and you wish you could pick a lower resolution so that the game would run faster.
  • Can’t move the hand on the puzzle screen.

If you’re interested, please download and let me know if these issues are fixed for you, and if you have any further problems.

If all goes well, I will roll out new builds to all the online distribution partners tonight.



Note and a bit of a warning: The bugfix test versions of Braid write extra data to your saved games that the earlier versions don’t understand. This is fine if you don’t expect to re-play an earlier version, but if you do, the earlier version will not be able to understand your save file and will reset the game. To avoid this, either use the Save Slots option (in the Settings menu) to copy your save into some extra slots before you install this bugfix test, or else manually copy your game saves somewhere save. (For example, in Windows XP, they live in C:\Documents and Settings\Your Name\Braid). Thanks.

A test version of Braid (testing bug fixes!)

Most people have been having bug-free play experiences with Braid, but there are a number of bugs that have affected folks. My plan is to squash these as quickly as possible.

To that end, here’s a test version of Braid. (It’s a demo, but if you have the full version, you can reinstall that after you are done with this test).

(Note: Link taken down because it’s been superseded by a newer version. See this post.)

Please try this version out if you had any of the following bugs:

  • Game crashes on start-up (giving the TODO error or no error).
  • Game runs but gives you a black screen, but when you press Escape you can see the menu.
  • Game runs very slowly and you wish you could pick a lower resolution so that the game would run faster.
  • Can’t move the hand on the puzzle screen.

This version of Braid will attempt to drop into a low-res mode at startup if high-res is too slow. You can also pick various resolutions with the -width and -height command-line options, and those resolutions will work in full-screen mode (if your display adapter supports it). On adapters that can’t go to 1280 pixels wide, Braid should pick the widest available resolution (e.g. 1024) — though I am interested to hear from people about this because I can’t actually test that part here (all my computers are 1280 or over!)

The game detects the pixel shader version at startup. If it’s below 3, it turns off postprocessing (which otherwise caused that black screen problem) and if it’s below 2, the game just gives an error message for now (sorry folks with screens full of boxes — you have pixel shader 1.4 or below, this version still does not support that).

Though you can control the resolution with command-line options, there isn’t yet an interface in the Settings menu to do it. That would come for the final build, but I want to test the internals first.

So please let me know if this fixes your problem!



Workaround for ‘TODO’ error

Some people who are running Braid are reporting that it fails to run, and is giving an error like this:

TODO: ‘File Description’ has encountered an error.

For everyone I’ve talked to so far, a successful workaround has been to play Braid in windowed mode. Just add the -windowed option to the command line.

If you are playing from Steam, right-click on Braid, go to Properties, then Set Launch Options, and type:


in the box. If you are playing one of the other versions, right-click on the shortcut that runs Braid, go to Properties, then at the end of the Target box, type a space and then -windowed . So the box would look like this:

Meanwhile, I am working on a permanent solution to the bug. I realize that some people have desktop resolutions that are too small for the window, and for them this is not an ideal solution. More news when the permanent fix is ready.