If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

A Hat in Time (Windows, Mac OS X)/Unused Objects

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of A Hat in Time (Windows, Mac OS X).


Hmmm...
To do:
Provide footage/screenshots of most of these.
Clean up the information, as it's very messy...


The vast majority of unused objects and HUD were present in the initial release and earliest versions of the Modding Tools, but most have long since been removed from either the final game, the Modding Tools, or both. There have also been unused objects and HUD added in major releases, such as DLC releases. As such, this page shall cover ALL unused objects and HUD from the game’s release on October 5, 2017, through its current state in 2021.


Contents

Unused Hat Abilities

Floating Hat

Classes: "Hat_Ability_Hover" and "Hat_Collectible_BadgePart_Hover"
A-Hat-in-Time-Hover-Yarn.png

No longer present in the current final game or Modding Tools. Ability fully programmed and works flawlessly. Uses the ladybug hat flair model, as seen in prerelease footage. The ability class file doesn’t handle the movement of the ability, but it does give the Status Effect that handles it. Originally had a strict hover time of exactly 3 seconds, but was commented-out and disabled. Requires two Yarn to stitch.

Scooter Hat

Classes: "Hat_Ability_Scooter"

No longer present in the current final game or Modding Tools. Ability fully programmed and works flawlessly, depending on the user's computer settings and frame rate. Attempting to use the ability will spawn the unused vehicle version of the scooter and make Hat Kid jump on it. If it works correctly, Hat Kid can begin driving around on it without issue, however if the user's frame rate is unstable, Hat Kid will get stuck in the air above the scooter, motionless. The player can then control the scooter, but cannot dismount it, resulting in a softlock. Dismounting the scooter destroys it.

Uses the Thor's Hat model as its default flair, which was delegated to a Sprint Hat flair in the final game. No collectible class for this ability exists. Contains unused item qualities that would've used the unused rarities textures for the hat. Missing localization in the game's data, but can be partially seen in prerelease footage. Requires ten Yarn to stitch.

Unused Badges

Teen Angst Badge

Classes: "Hat_Badge_DamageToEnergy" and "Hat_Collectible_BadgePart_DamageToEnergy"

The Teen Angst Badge, leftover from the Beta builds. Its coding has been completely wiped and deprecated, although its graphics and localization are still set up within its default properties. No longer present in the current final game or Modding Tools. Collectible class contains coding to display an error message that says "This badge is obsolete, please replace with yarn."


Electro Shock Badge

Classes: "Hat_Badge_Electroshock" and "Hat_Collectible_BadgePart_Electro"

The scrapped Electro Shock Badge, with its coding intact! The localization it’s looking for is not present in any version of the final game. No longer present in the current final game or Modding Tools.


Explorer's Badge

Classes: "Hat_Badge_MoreEnergyFromOrbs" and "Hat_Collectible_BadgePart_MoreEnergyFromOrbs"
AHatInTime Itemicon badge explorer.png

The Explorer’s Badge, leftover from the Beta builds. Its coding was completely wiped and deprecated, although it still retains its default properties. No longer present in the current final game or Modding Tools.


More Health Badge

Classes: "Hat_Badge_MoreHealth"

A completely scrapped Badge not present in the Beta builds. Uses the unused Owl’s Brew Badge HUD icon as placeholder. Required five badge parts to use. No collectible class for this badge exists. No coding present, although its localization was present in the initial release version of the game. No longer present in the current final game or Modding Tools.


Bucket of Mud Badge

Classes: "Hat_Badge_Muddy"

A completely scrapped Badge not present in the Beta builds. Uses the unused Owl’s Brew Badge HUD icon as placeholder. Its localization was present in the initial release of the game. Due to the type of Badge it was coded as, a Trigger Badge, it behaves like a Hat Ability if obtained in the final game. No collectible class for this badge exists. Coding is present and works flawlessly, making Hat Kid become muddy like she can in She Came From Outer Space. Required three badge parts to use. No longer present in the current final game or Modding Tools.


Queen's Love Badge

Classes: "Hat_Badge_Queen" and "Hat_Collectible_BadgePart_Queen"

The Queen’s Love badge, leftover from the Beta builds. Originally coded as a Badge version of the Time Stop Hat, its coding has been wiped and most likely implemented in the final’s Time Stop Hat. Not set up to require badge parts to use or have a HUD icon, but still has coding in its collectible class to use unique a graphic on its Badge model. No longer present in the current final game or Modding Tools.


Rocket Jump Badge

Classes: "Hat_Badge_RocketJump"

A completely scrapped Badge not present in the Beta builds. Coding is intact, although it only handles giving the player the Status Effect that handles the actual ability. Localization for this badge was present in the initial release of the game. No collectible class for this badge exists. Due to the type of Badge it was coded as, a Trigger Badge, it behaves like a Hat Ability if obtained in the final game. Uses the unused Ice Statue Badge HUD icon as a placeholder, but has no graphic assigned to its Badge model, so it defaults to the Electro Shock Badge’s graphic on the player's hat. Required five badge parts to use. No longer present in the current final game or Modding Tools.


Snatcher's Realm Badge

Classes: "Hat_Badge_Teleport" and "Hat_Collectible_BadgePart_Teleport"
AHatInTime itemicon badge snatcher.png

The Snatcher’s Realm Badge, leftover from the Beta builds. Coding is intact, and works flawlessly. Localization was present in the initial release of the game, oddly describing a different kind of functionality than what the Badge actually does and did in the Beta. No longer present in the current final game or Modding tools.


Air Attack Badge

Classes: "Hat_Badge_Weapon_AirAttack" and "Hat_Collectible_BadgePart_AirAttack"
AHatInTime Badge airattack.png

A weapon badge that replaces the player’s homing attack with the air attack move from prerelease builds. Coding is intact and works flawlessly. Uses a unique graphic for its HUD icon and Badge model, and its localization is still in the final game.


Lunge Attack Badge

Classes: "Hat_Badge_Weapon_Lunge"

A weapon badge that replaces the player’s standard ground combo with a different kind of combo. No collectible class for this badge exists. Coding is intact and works flawlessly. Uses placeholder text for its localization, and has no unique graphics for its HUD icon or Badge model.


Unused NPCs

Hat_NPC_CrowAgent_Finale

A completely scrapped NPC that was intended to be used during the boss fight against Mustache Girl. The actor class keeps track of the boss and keeps its distance from the player. There was going to be a sequence during the Mustache Girl boss fight where the Tourist and Crow Agent teamed up during one of the boss's phases, which also has unused localization leftover in the initial release and partially-functional Kismet programming in the finale. Ultimately, the actor does not do anything else on its own, and likely relied on either an unknown, removed actor, or Kismet programming to achieve whatever the desired result was for the scrapped sequence.


Snatcher Kid (NPC)

Class file: "Hat_NPC_DarkHatKid"
Snatcher Kid, leftover from the Alpha and Beta builds. This is the version that would mimic your movements in the hallway and block your way.


Hat_NPC_Detective

A VERY old leftover, intended for Sam the Detective. Sam was never modeled, and uses Hat Kid Greg's model, physics, and animations as placeholder.


Hat_NPC_FireSpirit_Bonfire_Scripted

An older version of the Fire Spirits, intended to be used with the Subcon Map system. All of its coding except its default properties are commented-out. Upon talking to these Fire Spirits, they would speak some things to the player, then pull up the unused Subcon Map Menu HUD, highlighting where their corresponding color of paintings are located. The actor uses level bits to keep track of whether or not you've talked to them and they've shown you the map.


Hat_NPC_Ghost

The purple Hat Kids seen in the Cosmo Prototype. Intended for the scrapped ghost racing minigame in secret levels. Still has all of its coding for the feature, but its coding to start the race and allow the player to interact with it has been commented-out.


Hat_NPC_HatKid

Used in prerelease builds, but not in the final game. The version used in the final is able to copy the player's current hat, dye, etc. This unused version is just vanilla Hat Kid.


Thor

Class file: "Hat_NPC_Inventor"
AHatIntime NPC Inventor(Object).png
Thor the inventor. Used in the Beta and Alpha builds. (Was hidden in the Alpha builds, though.) No longer present in the final game or Modding Tools.


Hat_NPC_MoonEgg

The egg creatures that appear in the unused Mini Time Piece class.


Moonjumper

Class file: "Hat_NPC_MoonJumper"
AHatIntime NPC Moonjumper(Object).png
The Moonjumper, as he appeared in prerelease footage.


Hat_NPC_MustacheGirl_Follow

A strange version of Mustache Girl whose filename suggests that it was to be a version of her that would follow someone or something, but no such coding is present in its class file. It only seems to have unique coding for handling occlusion.


Hat_NPC_Narrator

The TV guy meant for the Twilight Dungeon. Model appears as a toy in Hat Kid's toy chest in her room.


Oldster

AHatIntime NPC Oldster(Object).png
Class files: "Hat_NPC_OldMan" and "Hat_NPC_OldMan_CPR"
The Oldster, the original star of She Came From Outerspace. The CPR version is a version of the Oldster with no Anim Tree set, different collision, and a different sound for bouncing on him, which is a heartbeat sound. Looks like in order to revive Oldster after he had his heart attack, Hat Kid would jump up and down on him. The CPR version is no longer present in the game or the Modding Tools.


Shady Sunburnt

AHatIntime NPC ShadySunburnt(Object).png
Class file: "Hat_NPC_ShadySunBurnt"
The Shady Sunburnt thief character, meant for Sand 'n Sails. Uses the newer version of the model with more animations. Has no physics asset.


Hat_NPC_SnatcherHidden

A version of Snatcher that was meant to appear when the player entered a scrapped spike arena trap in Subcon Forest. Lacks any unique coding.


Hat_NPC_SunburntA_Citizen

Bot Class: "Hat_Bot_Citizen"

A version of the "Nomads" in Alpine that slowly walk around. The player can bounce on them, but they don't squish and don't make a squeak noise. Cannot be interacted with, and does not randomize its color based on the location in the level it was placed. This Actor has long since been removed from both the final game and the Modding Tools.


Tim the Time Lord

AHatIntime NPC TimeLord(Object).png
Class file: "Hat_NPC_TimeLord"
Tim the Timelord, as he appeared in the Cosmo Prototype build. Uses the normally unused Expression Component class for Tim.


Tim's Friend

AHatIntime NPC TimesFriend(Object).png
Class file: "Hat_NPC_TimsFriend"
Tim's Friend, as he appeared across multiple prerelease builds, footage and screenshots.


Unused Playable Characters

Timmy

Class file: "Hat_Player_CoPartner"
In the initial release of the game, this was set up to be Timmy, the original Co-op character. When DLC 1 released, this class became used and it was changed to Bow Kid. Timmy's class file here sets all of his voice acting to None, meaning he is silent in-game.


Snatcher Kid (Player)

Class file: "Hat_Player_DarkHatKid"
Snatcher Kid, used in the Alphas and Betas, the one that actually moves around and opens doors. All of its coding is intact and functional.


Hat Adult

Class file: "Hat_Player_Hat_Adult"
The adult version of Hat Kid used in the Alpha and Beta build endings.


Hat_Player_HatKidStatue

AHatIntime StatueKid(PlayableObject).png
(This Actor is shown in the video at the top of the page)
A rather odd playable that appears to be a "statue" of Hat Kid attached to a stand. The stand model is otherwise unused. Uses a unique animation while moving around. Unknown purpose. This playable character is no longer present in the game or the Modding Tools.


Unused Enemies

Hat_Boss_MafiaRocket

AHatIntime Boss MafiaRocket(Object).png
A very odd enemy that is classified as a boss in its script files. It’s a mafia riding a rocket, much like one does in Cheating the Race. It does not move, nor does it have any kind of unique coding to itself. Use known. It’s still present in the Modding Tools.


Mafia Shark

Class file: "Hat_Enemy_MafiaShark"
Bot Class: "Hat_Bot_MafiaShark"

The robot shark enemy from the Alpha and Beta builds. It can properly interact with Hat Kid in the earliest versions of the final game, but Hat Kid’s class file has since removed unique variables for interacting with it, and thus it would need to be slightly reprogrammed to function correctly. Otherwise, it behaves like it did in the older builds.


Lazy Paw Gang

AHatIntime MoonKitten(Object).png
(This Actor is shown in the video at the top of the page)
Class file: "Hat_MoonKitten"
Bot Class: "Hat_Bot_MoonKitten"

The scrapped version of the Lazy Paw Gang, before they were made to fit Alpine Skyline. Compared to their ninja-like variants in the final game, they move slower, attack slower, and cannot turn invisible. They can also balance on ropes, making them the only known enemy ever made for the game that can interact with ropes. They were intended to appear on the Moon as the featured character in the scrapped Act, “Moon Stars”. Remnants of Moon Stars can be found in the initial release of the game, along with the Moon Kittens, fully functional. They’ve long since been removed from the final game and Modding Tools.


Science Owls

Class files: "Hat_Enemy_ScienceOwl_Charge", "Hat_Enemy_ScienceOwl_Fire", and "Hat_Enemy_ScienceOwl_Laser"
Bot Classes: "Hat_Bot_ScienceOwl_Charge, Hat_Bot_ScienceOwl_Fire, and Hat_Bot_ScienceOwl_Laser"

The remains of the unique Science Owl enemies from the Beta builds. In the initial release, all of their relevant coding was present, but have now since been wiped and removed from the final game. Their class files are still present in the Modding Tools, though.


Venus Trap

AHatIntime VenusTrapEnemy(Object).png
(This Actor is shown in the video at the top of the page)
Class file: "Hat_Enemy_VenusTrap"
Bot Class: "Hat_Bot_VenusTrap"

A trap-based enemy that can be seen in prerelease footage from a Dev Stream on February 27, 2016. The Venus Trap was intended to fool players with an item attached to its tongue, only for it to be a fake and chomp them with its massive teeth if they got too close. It is invincible, but has unused animations indicating it could at least have been stunned at one point. Its class files have since been removed from the final game and Modding Tools. Also, strangely, the coding in its default properties that would assign its Bot class is commented-out, meaning it has no Bot class when loaded in-game. It seems to function fine without it, though. Coding for holding the player in place when getting chomped is also commented-out. No longer present in the game or the Modding Tools.


Rough Patch

AHatIntime BushCat(Object).png
(These Actors are shown in the video at the top of the page)
Class files: "Hat_Enemy_BushCat" and "Hat_Enemy_BushCat_Dweller"
Bot Class: "Hat_Bot_BushCat"

An unused enemy meant for Subcon Forest. Can be seen in prerelease footage from a Dev Stream on February 27, 2016. They functioned a lot like the Queen Statue enemies in the final game, blending in with the environment and pursuing the player if they got too close. A dweller version was made, too. Invincible to all damage except explosions, although it should be noted that it seems this enemy was originally meant to only be able to be defeated by chemical flasks from the Owl's Brew Badge/Brewing Hat. Thing is, the Damage Type that the chemical flasks used in the Beta builds was the generic explosion type, whereas later they got their own, unique Damage Type. This means that the Rough Patches became immune to their intended weakness, and are now otherwise very diffiult to kill, as only specific hazards can damage them. No longer present in the game or the Modding Tools.


Forest Dweller

AHatIntime EnemyDweller(Object).png
(This Actor is shown in the video at the top of the page)
Class file: "Hat_Enemy_ForestDweller"
Bot Class: "Hat_Bot_ForestDweller_Enemy"

An odd and very basic enemy that appears as a Forest Dweller. Most likely a test enemy, or an enemy that didn't get very far in development. It floats around, and if it spots the player, it chases them.


Janitor

Class file: "Hat_Enemy_Janitor"
Bot Class: "Hat_Bot_Janitor"

An enemy used in the Beta, meant for Mafia Town at night. They would guard certain paths, and if the player touched them, they freak out, furious, and chase the player with great speed. They have several unused animations for different idling animations, attacks, and exhaustion. Coding for the enemy was initially in the game and the Modding Tools, but has since been wiped. The class file is still there, though.


'Light Plants'

AHatIntime ForestPlants(Object).png
(These Actors are shown in the video at the top of the page)
Class files: "Hat_Enemy_LightPlant", "Hat_Enemy_LightPlantBig", "Hat_Enemy_LightPlantVeryBig", and "Hat_Enemy_LightPlantTeleporting"
Bot Class: "Hat_Bot_LightPlant"


An enemy which borrows the name of an enemy from the Alpha and Beta builds, but is actually a different enemy now. The 'Forest Plants', as they're called, are tall pink and yellow plants with large mouths that attempt to bite Hat Kid if she gets too close to one. The yellow plant can dig through the ground and appear next to Hat Kid if it spots her. Comes in multiple sizes, although prerelease footage only shows the smallest size of them, suggesting that the larger sizes may just be a leftover of the original Light Plant enemy and was never intended for the Forest Plants. No longer present in the game or the Modding Tools.


Hat_Enemy_FireworkCannon

An unused 'enemy' meant for Battle of the Birds. It's the cannon model from Mafia Town, but Hat Kid can jump on it and attack it to damage it. Has 999 health, and strangely cannot be homing attacked until its health falls below 900.


Hat_Enemy_Mobster_Big

A large Mafia goon with a starry material applied. Can be seen in Prototype footage of the game, and was meant to appear in spike arena traps around Subcon Forest.


Hat_Enemy_Mobster_Forest

A standard Mafia goon also meant to appear in the scrapped spike trap arenas in Subcon Forest. When he dies, he turns into purple dots that fall away.


Hat_Enemy_Mobster_Groovy

A unique design of the Mafia not seen anywhere else. Intended for the original boss fight on the Moon in Trainwreck of Science.


Hat_Enemy_ShockingSquid_Fire

AHatIntime FireSquid(Object).png
(This Actor is shown in the video at the top of the page)
A red version of the Shocking Squid enemy that uses a different attack from the normal version. It erupts numerous explosive projectiles from its head, which are otherwise unused.


Shromb

AHatIntime ShrombEnemy(Object).png
(This Actor is shown in the video at the top of the page)
Class file: "Hat_Enemy_Shromb"
A scrapped enemy meant for Subcon. Was repurposed for the egg enemies in Alpine Skyline. Went through numerous revisions in behavior since the Prototypes. No longer present in the game or the Modding Tools.


Hat_Enemy_SleepyRaccoon_Club

A unique version of the Sleepy Raccoon not seen anywhere else. Instead of a pillow, this lad holds onto a bag of chips. Meant for the original boss fight on the Moon in Trainwreck of Science.


Hat_Enemy_ThunderCloud

AHatIntime CloudEnemy(Object).png
(This Actor is shown in the video at the top of the page)
A small thundercloud that shoots down a little bit of lightning. The attack has no collision, and cannot hurt the player. Invincible.


Hat_Goodie_Chaser_LostBoy

An invincible Snatcher Minion that behaves like the Mafia that runs around the fountain in the first Act of Mafia Town and the Mafio Robo enemies from the Beta. No longer present in the game or the Modding Tools.


Hat_Goodie_Chaser_Thief

The Shady Sunburnt, meant for Sand 'n Sails. He has coding for bumping into Sunburnt NPCs, which would make them speak lines about their money getting stolen. When he bumps into one, a unique particle effect plays.


Unused Projectiles

Hat_Projectile_ChemicalShrink

Leftover from the Beta. Inflicts the normally unused shrink status effect on the player. Intended to be thrown by the scrapped Science Owl enemies.


Hat_ProjectileChemical_Snatcher_Giant

A scrapped/removed attack from the Snatcher boss fight. A giant chemical flask. Has a dedicated sound effect for it.


Hat_ProjectileGoop and Hat_ProjectileGoop_Base

Bad chocolate projectiles used by the older versions of the Toilet of Doom fights in the Alpha and Beta builds. They become Hat_JumpingHurtEnemy in the Beta, and Hat_Goop in the Alpha.


Hat_ProjectileLavaRock

The unique projectile used by the unused red Shocking Squid enemy.


Hat_Projectile_PlantSpit

The projectile spit out by the scrapped Light Plants. Used in the Alpha and Beta builds.


Unused Items

Hat_Collectible_Decoration_SnakeBasket

AHatInTime decoration snake basket.png
An unused relic meant for Sand 'n Sails. Was given its own HUD icon. The other two relics that were meant to be part of the set, the flute and flute stand, were not given class files or HUD icons. They were modeled, though. No longer present in the game or the Modding Tools.


Hat_Collectible_Decoration_StatueHead and Hat_Collectible_Decoration_StatuePedestal

Unused relics that have no model nor HUD icon. They can be seen in concept art, however. No longer present in the game or the Modding Tools.


Hat_Collectible_LevelTablet

Itemicon moon tablet.png
Moon Tablets leftover from the Beta. The balloons that held these were scrapped too.


Hat_Collectible_MafiaTie and Hat_Collectible_MafiaTie_Gold

AHatInTime Itemicon mafia tie.pngAHatInTime itemicon mafia tie gold.png
A type of collectible used in prerelease builds of the game except the Speedrun builds. Mafia Ties do not drop from Mafia enemies in the final game. They are coded to drop, but are prevented by a const variable. The Gold version of Mafia Tie's class file is no longer present in the game or the Modding Tools.


Hat_Collectible_EnergyJuice

AHatInTime itemicon mafia juice.png
A leftover from the Beta, this would recharge your Energy Meter when used, but seeing as how the Energy Meter was scrapped, this item no longer has a use. No longer present in the game or the Modding Tools.


Hat_Collectible_Remix_Sand and Hat_Collectible_Remix_Sand_SandmobileJazz

AHatInTime Remix Sand.png
A base class file for remixes meant for Sand 'n Sails, along with the class file for the only remix made for the level.


Dust Explosion Camera Filter

Class files: "Hat_Collectible_CameraFilter_Haze" and "Hat_CameraFilter_DustExplosion_ParticleManager"

Two class files that would work together to complete the scrapped "Dust Explosion" camera filter. It's basically a large red cloud that would appear behind Hat Kid, with the particle manager managing literally everything about the effect, including spawning it for a certain player, depth priority of objects around it, and handling destroying the effect. Ultimately, the filter ended up scrapped for unknown reasons, and the class files have long since been removed from the game and the Modding Tools.


Unused Dyes

Dyes: "Hat_Collectible_Skin_Blueberry", "Hat_Collectible_Skin_Bronze", "Hat_Collectible_Skin_GreenOrange", "Hat_Collectible_Skin_Liquorice", "Hat_Collectible_Skin_Pinky", "Hat_Collectible_Skin_RedWhite", "Hat_Collectible_Skin_Snowy", and "Hat_Collectible_Skin_WhiteRed"
AHatInTime paint green orange.pngAHatInTime paint white red.png

Unused dyes that were later removed from the game entirely. Each class file includes a comment that explains why it was removed. Only two of these got their own HUD icon, "GreenOrange" and "WhiteRed". No longer present in the game or the Modding Tools.


Skin Pattern Example Dye

Class: "Hat_Collectible_Skin_PatternExample"

A dye that uses the name "Classic Cup". According to the filename, this was most likely an example class file for modders to use so that they understand how pattern dyes work, and wasn't meant to be anything that could be obtained in-game normally. It was added when DLC 1 released. The dye itself makes Hat Kid with several different patterns: her hat uses a red and white stripe design, her dress uses a yellow and blue plaid design, her cape appears with the same red and white stripes as her hat, and her pants show a blue polka dot pattern.


80's Candy Dye

Class: "Hat_Collectible_Skin_80sCandy"

An unused dye meant for DLC 1. Hat Kid appears with a soft blue-ish cotton candy pattern. No longer present in the game or the Modding Tools.


Hat_CosmeticItemQualityInfo_Help_Gold

AHatInTime Kids hat gold.png
An unused flair for the Helper Hat, being solid gold. An unused HUD icon also exists for this.


Hat_CosmeticItemQualityInfo_TimeStop_YeeHaw

The unused cowboy hat made for DLC2 that went unused simply because a HUD icon could not be made in time for it. It was a Time Stop hat flair, complete with unique particle effects and sounds.


Hat_CosmeticItem_ThorHat

Collectible Class: "Hat_Collectible_ThorHat"

Leftover from the Beta, and can no longer be obtained due to the changes in the inventory system. Would've granted the player an air attack. Has commented-out coding for suppporting its scrapped, unused rarity textures. No longer present in the game or the Modding Tools.


Hat_Collectible_WitchHat

Leftover from the Beta, and can no longer be obtained due to the changes in the inventory system. Caused special effects with the Energy Meter, which was scrapped for the final game. No 'Cosmetic' class file exists for this item. No longer present in the game or the Modding Tools.


Hat_CosmeticItem_DinoHat

Leftover from the Beta, and can no longer be obtained due to the changes in the inventory system. No longer present in the game or the Modding Tools.


Hat_CosmeticItem_FuzzyHornHat

Leftover from the Beta, and can no longer be obtained due to the changes in the inventory system. No longer present in the game or the Modding Tools.


Hat_CosmeticItem_Headband

Leftover from the Beta, and can no longer be obtained due to the changes in the inventory system. This uses the ladybug hat model. No longer present in the game or the Modding Tools.


Hat_CosmeticItem_Mask

Leftover from the Beta, and can no longer be obtained due to the changes in the inventory system. No longer present in the game or the Modding Tools.


Hat_CosmeticItem_RaccoonHat

AHatInTime hat raccoon.png
An item meant for the inventory system seen in the Beta, and can no longer be obtained due to the changes in the inventory system. This hat would later be slated as a flair for the Time Stop Hat, but wasn't used. No longer present in the game or the Modding Tools.


Hat_CosmeticItem_TimmyHat

Leftover from the Beta, and can no longer be obtained due to the changes in the inventory system. No longer present in the game or the Modding Tools.


Hat_Collectible_TimePiece

A strange collectible that would seem to be an inventory version of the game's main collectible.


Hat_Collectible_WaterFlask

A-Hat-in-Time-water-flask-UI.png
An item that played a major role in Sand 'n Sails. Still partially functions in the initial release, appearing on the player's person when collected. The HUD icon would quickly be removed from the final game and the Modding Tools, and its coding would be completely wiped soon after release before being removed from the Modding Tools completely when DLC 2 released.


Hat_Collectible_RelicMap

No use, but would've been an collectible version of the Relic Map Badge. This was meant for the inventory system in the Beta builds, and was to function much like the camera did in those builds. No longer present in the game or the Modding Tools.


Unused Inventory Items

Class files: "Hat_Inventory_Map", "Hat_Inventory_MischiefMaker", "Hat_Inventory_SandTravelMap", "Hat_Inventory_Camera", "and Hat_Inventory_Sketchbook"
Items meant for the older inventory system in the Beta. The "Map" is meant to be the Relic Map HUD, Sand Travel Map is for the unused Sand Travel HUD, and Sketchbook is meant for the scrapped Subcon Map system. Camera is the same camera item from the Beta builds. Mischief Maker has no coding to open anything, and its purpose is unknown. All of these have long since been removed from the final game and the Modding Tools.


Unused Level Objects

Hat_AmbientCreature_Fish

A class used in the Beta; underwater fish that swim around, acting as strictly background detail. At the top of its class file, it states that it was deprecated because you can’t swim underwater anymore. Works perfectly if reinstated into the game, and the navigation points used by the fish in Mafia Town’s ocean are still placed in-game. Each fish generated by it is assigned a random material from an array of available materials, however, one material that can be found in the Modding Tools for the fish is not present in the array, giving an unused fish type.


Hat_AnimatedDecal and Hat_AnimatedDecal_Snatcher

The class files used for Snatcher’s 2D appearance in the Alpha and Beta builds on the scrapped 3rd floor of Vanessa’s Manor. No longer in the current final game or the Modding Tools.


Hat_Platform_Airmobile

AHatIntime PlatformAirmobile(Object).png

A static mesh of the Airmobile that can be stood on. Has long since been removed from the final game and the Modding Tools.


Hat_Balloon_Collectible

AHatIntime RainbowBalloon(Object).png
(This Actor is shown in the video at the top of the page)
The rainbow balloons that could be found floating around Mafia Town in the Beta. They use a unique, otherwise unused scrolling material on its model. Popping it spawns a Hat_Collectible_LevelTablet, which has also been scrapped and deprecated. This class file still exists in the Modding Tools.


Hat_Beehive, Hat_Beehive_Hard, Hat_Beehive_VeryHard, and Hat_Bees

AHatIntime Bees(Object).png
(This Actor is shown in the video at the top of the page)
Beehives, an unused mechanic intended for Subcon Forest. These can be seen in prerelease footage from a Dev Stream on February 27, 2016. The model and materials used by the object are otherwise unused. Smacking the beehive with an attack will cause it to swap models, using a version of the beehive model that isn’t designed to hook onto a ceiling. A particle-based actor, ‘Hat_Bees’, will then begin to pursue the player, damaging them if they make contact. If the player can attack the beehive enough times, it’ll break, and the bees will dissipate. Beehives can be made hold an item inside, which will be released upon the beehive being destroyed. The item will be visible in the hole in the hive as well. Beehives come in three difficulties, each one a different color. Yellow is normal, red is hard, and purple is very hard. The bees released will also match the color of the hive.


Hat_Bench_Minecart and Hat_Bench_SciencePod

Two unused types of benches, one that can move on a set path, and one intended for Murder on the Owl Express. Neither class is not deprecated, for some reason. Once Hat Kid sits in the minecart, it’ll begin moving along its assigned path, and when it reaches the end, it’ll fling her up in the air and explode.


Hat_Bonfire_Purple and Hat_SubconPainting_Purple

AHatIntime PurplePaintingAndBonfire(Object).png
The purple bonfire and paintings seen in prerelease footage and screenshots. Both use a unique and otherwise unused HUD icon for the paintings. They behave exactly the same as the other bonfires and paintings.


Hat_SpaceshipSpeakerRobot

AHatIntime SpeakerRobot(Object).png
(This Actor is shown in the video at the top of the page)
Bot Class: "Hat_Bot_SpaceshipSpeakerRobot"

A scrapped character that never appeared in any prerelease footage or screenshots. Its entire coding was commented-out, so it must be un-commented-out and re-inserted using the Modding Tools to have it function. It tries to find nav points placed in the level within a short radius, and will drive over to one, drive in circles for a few seconds, then move to another point, if one exists. Bouncing on top of it will cause the speaker hidden in its body to pop out. Bouncing on it again will hide the speaker. The character makes no noise and cannot harm Hat Kid. Given its name, its behavior, and its appearance, it may have been some kind of early version of Rumbi, Hat Kid’s rumba in the final game.


Hat_BreakableCrate_Base and Hat_BreakableCrate

An unused crate object that can only be broken by enemies. It has commented-out coding to spawn a single Health Pon when broken. There are no particles or sound when it breaks, instead abruptly popping out of existence. It has long since been removed from the final game and Modding Tools.


Hat_CableWheel

A strange object apparently intended for Sand ‘n Sails, according to the folder its placed in in the Modding Tools. The object itself is a variant of the giant faucet handles in Mafia Town, the ones used during Heating Up Mafia Town. It was set to use placeholder models from Team Fortress 2, but the model assignment was commented-out. Aside from that, it has no unique coding to itself.


Hat_CameraMark

The strange Aperture logo Actor that used in Mafia Town when the game first released, which would react to having its picture taken by the player's camera. At some point, the Actor was removed from the level, the class file was deprecated, and its coding was wiped. It's still present in the Modding Tools, though.


Hat_CarryChain and Hat_CarryChain_Plug

The physics-based plugs that can be seen in the Alpha version of Mafia Town. ALL physics-based objects were dummied-out natively for the final game, which means this actor no longer works the way it should. It can still be picked up and carried around, but the physics-based cord it had does not spawn. It has long since been removed from both the final game and Modding Tools.


Hat_CarryObject_BirdEgg

AHatIntime CarryableBirdEgg(Object).png
A large bird egg that can be picked up and carried around. It was intended to be used in Pumping Pumpkin Factory, as shown in Habboi’s developer playthrough of the level.


Hat_CarryObject_Pumpkin

AHatIntime CarryablePumpkin(Object).png
A pumpkin that can be picked up and carried around. Most likely intended for Pumping Pumpkin Factory.


Hat_CarryObject_TrafficCone

AHatIntime CarryableTrafficCone(Object).png
A simple traffic cone that can be picked up and carried around. The model it uses is from Dead Bird Studio, so maybe it was meant to be used there.


Hat_CarryObject_Barrel

A small barrel that Hat Kid can pick up. Probably meant for Mafia Town. No longer present in the game or the Modding Tools.


Hat_Collectible_EnergyBit_Moon

A green Pon that behaves no differently than a normal green Pon. It appears more green than the normal variant, however, much like all green Pons did in the Beta.


Hat_Collectible_ExpBit

AHatIntime EXPBit(Object).gif
A Pon that looks like Rift Pons do in the final game. This is a very old leftover, stemming from when the game would have more RPG-like systems, such as experience points. This Pon would presumably have given the player experience points. No longer present in the game or the Modding Tools.


Hat_Collectible_MiniTimePiece

Not unused in the game, but not used in normal gameplay. Used in the remnants of Moon Stars in the initial release. It's an egg creature that emits a blue beam to let the player know where it is, and bounces around when free. In the Beta, these used a shiny star model instead. No longer present in the game or the Modding Tools.


Hat_Collectible_SpeedBoost

AHatIntime SpeedBoost(Object).png
(This Actor is shown in the video at the top of the page)
An item which uses a unique model: a 3D stylized arrow. The model's material has a flashing effect that makes a wave of yellow move over the whole model. Collecting it makes fire appear at Hat Kid's feet, locks her into her 'running away from Vanessa' animation, and makes her move faster. This was used in the Beta during Train Rush. The speed Hat Kid can run while under the effects of this item matches the speed of the Sprint Hat. No longer present in the game or the Modding Tools.


Hat_Collectible_Star

AHatIntime CollectibleStar(Object).png
A shiny 3D star. Uses objective actors to guide the player to it. No longer present in the game or the Modding Tools.


Hat_CommunityStamp_Base and Hat_CommunityStamp

Leftovers from an early online interaction system. Basically, players could take pictures of their journey through the game and leave polaroids that displayed their picture around the levels in the game. According to its coding, the player would also be greeted with a message upon interacting with one. The coding for this system was wiped for the final game, but could still be found in the Speedrun builds. No longer present in the game or the Modding Tools.


Hat_CoopRespawn_Base and Hat_CoopRespawn

Purple crystals that would handle the respawning of a player in Co-op mode. Used in the Beta during the secret levels after falling into a bottomless pit. No longer present in the game or the Modding Tools.


Hat_CustomLighting

A unique Actor that appears to heavily modify the lighting in the current level. Has a few chunks of commented-out coding that reference Point Light Actors. Seems to target Skeletal Meshes prominently, adjusting the 'Ambient' and 'Light' variables in the materials being used on them. No longer present in the game or the Modding Tools.


Hat_DesertTravelDirector

A test actor meant to see how randomly spawning enemies and Pon trails in Sand 'n Sails would feel. Jonas mentioned this in an interview with Beta 64, and said it never 'quite felt right'. It spawns Shock Squids and Pons trails towards nearby Sand Island Points endlessly, eventually lagging and crashing the game if allowed to function for an extended period of time. No longer present in the game or the Modding Tools.


Hat_DetectiveLinePoint

A navigation node actor intended for the Beta's version of Murder on the Owl Express. Was to be used when making all suspects line up to be interrogated. Each suspect would move to one of these points.


Hat_DoorTwilight

A door that was used in the Twilight Dungeon from Sand 'n Sails. It is a static model, and does not animate when the player enters it. It does, however, use a unique function that makes it turn blue when the player enters it.


Hat_DreamWorldTreasureGate

An early version of the purple vaults that Hat Kid uses in Purple Rifts to move between floors. Does not play a sound when the player has enough Rift Pons to enter it and does not open the HUD to show how far the player has progressed into the Purple Rift. No longer present in the game or the Modding Tools.


Hat_DwellerJumpPad

AHatIntime DwellerJumpPad(Object).png
(This Actor is shown in the video at the top of the page)
An actor that uses a unique model of the water pump tornadoes. Jumping on it plays the same sound that plays when jumping on a mushroom. It bounces the player up a certain distance.


Snatcher Boss Dweller Fruit

Class: "Hat_DwellerFruit_SnatcherFake"

The fake cherry that Snatcher would drop in one of his scrapped attacks for his boss fight, only to have it be a trap fruit that blows up in the player's face. If the player picks it up, they cannot drop it, meaning that the explosion would be unavoidable. However, the amount of damage the fruit is set to do is 0, meaning that it was just a harmless prank. No longer present in the game or the Modding Tools.


Hat_Flamethrower_Balloon

A large, red balloon with a flame icon on it that doesn't appear anywhere else. It acts like a flamethrower. This was meant for some of the original ways the player would access Mafia HQ in versions of the game after the Alpha builds but before the Beta builds.


Hat_FloorFlipSercet_Base and Hat_FloorFlipSecret

AHatIntime FloorPanel(Object).png
(This Actor is shown in the video at the top of the page)
Oddly, these actors were never deprecated, unlike most other unused actors here. These are faithful recreations of the secret floor panels from the first two Paper Mario games. If Hat Kid uses the Ice Hat next to it, it'll flip up, and an item will pop out. These were eventually used as the base for the manholes in Nyakuza Metro. The 'Base' class file is no longer present in the game or the Modding Tools.


Hat_ForestDweller_Grave

A gravestone that acts like a Forest Dweller, able to be absorbed into cherries to create cherry bombs. This was used in the Beta builds, in Subcon Caves (Well). No longer present in the game or the Modding Tools.


Hat_ForestMonsterSpawn

An actor that was meant to be placed around Subcon. It randomizes which enemy it spawns when the level loads. It could spawn Rough Patches, Shrombs, Light Plants, and Venus Traps, although Venus Traps are commented out from the enemy table in its code.


Hat_ForestTrap_Base, Hat_ForestTrap, and Hat_ForestTrap_Blank

AHatIntime ForestTrap(Object).png
(This Actor is shown in the video at the top of the page)
The spike arenas seen in prerelease footage of the game. The player would enter one of these and be forced to fight enemies. This Actor can spawn waves of enemies after all enemies previously spawned by it are defeated, meaning that these spike traps could've been enemy gauntlets.


Hat_GameDataBook

A VERY old leftover actor, stemming from the Calcite era of development. The player would open one of these in Limbo to pick a save file. All of its coding was wiped in the final game, and now it's no longer present in the game or the Modding Tools.


Hat_GhostData

The replay data that would be recorded during a Ghost Race in the Cosmo Prototype. Does not function anymore, despite most of its coding being intact.


Hat_Goop

The bad chocolate meant to be spewed by the Alpha version of the Toilet of Doom.


Hat_Guard

Bot class: "Hat_Bot_Guard"

Seems to be somewhat of an early version of the security guards used in Chapter 2. The guard can patrol a route, and if they see a player, it calls an interaction event. No longer present in the game or the Modding Tools.


Hat_Hazard_CeilingStudioLight_Inverse

Scrapped hazard/attack for the Conductor/DJ Grooves boss fight. It's a studio light that goes flying upward, likely as a result of a Time Piece being broken. Otherwise, the context for this hazard is unknown. Uses a unique particle and sounds. No longer present in the game or the Modding Tools.


Hat_Hazard_GiantMurderKnife and Hat_Hazard_GiantMurderKnife_Platform

Only Hat_HazardGiantMurderKnife_Platform has any unique coding. Hat_HazardGiantMurderKnife just has default properties set up; it doesn't appear to do anything. Hat_HazardGiantMurderKnife_Platform is spawned hidden, and was meant to be activated by coding in the Conductor/DJ Grooves boss. It would then appear, and begin spinning faster and faster above them. That appears to be the extent of its coding. It's not coded to be destroyed or to harm the player in any way.


Hat_Hazard_GooPuddle and Hat_Hazard_GooPuddle_Wide

AHatIntime GooPuddle(Object).png
Two hazards meant for an older version of the final's Toilet of Doom fight. Essentially acid puddles that the player would have to avoid.


Hat_ImpactInteract_PalmTree_SandnSails

A version of the smackable tree meant for Sand 'n Sails. Applies the normally unused desert dance materials to the tree, but is expecting the Beta's model of the tree, which has more material slots than the final's. Thus, the tree appears incorrectly, but is otherwise fully functional.


Hat_PhantomHead

The flying purple enemies meant for the Twilight Dungeon in Sand 'n Sails. Not classified as an enemy internally, and is thus invincible. Does not respect invincibility frames, so it can easily "one-shot" the player on contact. Can only be activated by toggling it in Kismet Programming. No longer present in the game or the Modding Tools.


Hat_PlatformCloud

AHatIntime CloudPlatform(Object).png
(This Actor is shown in the video at the top of the page)
The platforms seen being used in the Alpha version of Train Rush, which were also present in the last update to the Alpha builds in Mafia Town, floating nearby Thor's workshop. Relies a bit on momentum to get a big jump off of one.


Hat_IslandTelescope

AHatIntime IslandTelescope(Object).gif
A version of the telescopes seen in Alpine Skyline that were meant for Sand 'n Sails. Has little programming, due to most of it being migrated to the telescopes used in Alpine Skyline. Has coding to make it bounce up and down, like the palm trees. Has long since been removed from both the final game and the Modding Tools.


Hat_JumpingHurtEnemy

A ball of bad chocolate that bounces up and down, damaging the player on contact. Meant for the Beta's version of the Toilet of Doom fight.


Hat_LightOrbStaticMesh and Hat_LightOrbStaticMesh_Movable

Versions of the Dweller meshes that only respond to Dweller Mask Components using Mode 2, a normally unused mode. These were used in the Twilight Dungeon in Sand 'n Sails.


Hat_MadCrowSpawnerEgg and Hat_MadCrowSpawnerEgg_Falling

An egg that starts off hidden, then appears when toggled in Kismet Programming. The falling variant turns into the former when it hits the ground. Meant to spawn enemies when it lands or when the player approaches it, but the landing coding doesn't work correctly, and its collision is set up incorrectly. Intended for Pumping Pumpkin Factory in Sand 'n Sails. Can be seen in Habboi's playthrough of the level.


Hat_ObjectiveActor_Cocoa

An objective actor meant for the scrapped Cocoa mission in Mafia Town/Mafia HQ.


Hat_Pawn_Sneaker

Unused, deprecated, wiped class. Used in the Beta builds.


Hat_PawnFootPlacement

A wiped class file, used in prerelease builds. Has a comment at the top of the class file that says "No longer in use".


Hat_PlatformTip

AHatIntime TiltingPlatform(Object).png
(This Actor is shown in the video at the top of the page)
The tilting metal platform from Train Rush in the Beta builds. Interestingly, the actor was not deprecated, unlike most unused Actors and HUD here.


Hat_PointLightPulse

A lighting Actor that creates a flashing light effect around itself. Unknown context.


Hat_Portal

A VERY old leftover, from the Calcite era of development. Used by the doors that appeared in Limbo. Touching one sends the player to the Portal that it's linked to. Somewhat buggy. Sometimes fails to teleport the player, sometimes the player gets stuck in its collision. Items can be thrown through it, but more often than not it fails to teleport them properly, if at all.


Hat_PowerOutlet

The outlets that the plugs seen in the Alpha version of Mafia Town were meant to be plugged into.


Hat_RainFall

AHatIntime Rainfall(Object).png
An odd actor that attempts to imitate rain by the looks of it. Ultimately, rain is handled completely differently in the final game and does not rely on a single actor. Touching it will give Hat Kid the 'Wet' status effect, and remove any mud off of her.


Hat_RollingBarrel_Egg

A version of the rolling barrels that uses an egg model instead. Intended for Sand 'n Sails.


Hat_SandIslandPoint

The Actor that shows the large red location beam. Essentially the Sand 'n Sails version of the mountain system Alpine Skyline has going on in the final game. Sand Island Points have variables for telling the telescopes in the level how many Water Flasks are required to reach it, it has Hat_ChapterInfo data storage, and plenty of commented-out coding for storing Act IDs. Interestingly, it has a variable called "MountainName", which indicates this actor saw use in Sand 'n Alps and/or very early versions of Alpine Skyline. This actor has long since been removed from the game and the Modding Tools.


Hat_SandTravelObstacle_Base and Hat_SandTravelObstacle

AHatIntime ZiplineGoat(Object).png
(This Actor is shown in the video at the top of the page)
The scrapped ziplining Goats that can be seen in prerelease footage. Has no collision by default, and must be assigned a collision mesh to become dangerous to Hat Kid. Once was the tram on the zipwires in Sand 'n Alps, as evidenced by both its particles and sound when collided with; it makes a glass-shattering sound when hit and the particle that appears is also that of glass shards falling. Has a variable called "FlyByVoice", which is coded to play when the player passes by them but isn't set to anything in its default properties. Goats in Alpine Skyline don't speak in the final game, suggesting that this is where the unused "Hi" sound effect/voice clip found in the Modding Tools was meant to play! The Sunburnts/Nomads riding in the trams would've likely said this to the player while passing by.


Hat_SandTravelPoint

An Actor meant for the islands in Sand 'n Sails. Very little coding is left in it, and it uses a placeholder machine model from Train Rush. Has a variable called "ShowOnMinimap", meaning that it was intended to appear on the unused Sand Travel Map HUD. No longer present in the game or the Modding Tools.


Hat_SandTravelSwitch

AHatIntime SandTravelSwitch(Object).png
(This Actor is shown in the video at the top of the page)
A floating flag with an arrow on it and a propeller on top. Uses a unique model. Used in the original version of changing directions while ziplining, where the player would have to smack into one of these to change direction instead of just leaning in the direction they want to go. When smacked into from the front, it flips around, pointing the opposite way. If smacked into from behind, however, it damages the player. When hitting it from the front, it opens the Zipline Switch HUD.


Sketchbook Actors and Components

Actors

"Hat_SketchbookActor", "Hat_SketchbookActor_Rock", and "Hat_SketchbookActor_Tree"

Actors related to the Subcon Map system. There are components and placeable Actors. Actors could be placed anywhere in the level, and then show up on the Subcon map.


Components

"Hat_SketchbookComponent", "Hat_SketchbookComponent_Bonfire", "Hat_SketchbookComponent_Chest", "Hat_SketchbookComponent_Eyeball", "Hat_SketchbookComponent_House", "Hat_SketchbookComponent_Insignificant", "Hat_SketchbookComponent_Mushroom", "Hat_SketchbookComponent_Painting", and "Hat_SketchbookComponent_Sign"


Components were meant to be used in other Actors, and the Subcon Map HUD would scan the level for any Actors that had these components. As it turns out, several Actors in the initial release of the game still had their components set up and in use!
Bonfire - Was used by the bonfire actors.
Chest - Was used in the base chest class.
Eyeball - Was used by the eye blockades.
House - Was used by the shutters on the houses in Subcon Village.
Insignificant - Unknown. Not used by any actor.
Mushroom - Not used by any actor.
Painting - Was used by bonfire paintings.
Sign - Was used by smackable wooden signs.


None of the graphics for this map system were in any public build of the game or the Modding Tools, and were never shown off in any prerelease footage or screenshots. The Painting component, however, simply used the HUD icons for the bonfire paintings, which still exist in the game. None of these are in the game anymore, or the Modding Tools.


Hat_SimplePawn

A weird pawn class that uses the model of one of the test tubes that were thrown by the scrapped Science Owl enemies. Has no unique coding outside of its default properties. No longer in the game or the Modding Tools.


Hat_SlidingPlatform and Hat_SlidingPlatform_FishRack

AHatIntime FishRack(Object).png
(This Actor is shown in the video at the top of the page)
Sliding platforms used in the freezer in Mafia HQ in the Beta builds. Strangely, this wasn't deprecated.


Hat_SnatcherTeleport_Base and Hat_SnatcherTeleport

AHatIntime SnatcherTeleporters(Object).png
(This Actor is shown in the video at the top of the page)
Scrapped fast travel teleport system for Subcon Forest. Was never deprecated, and works generally well. Can sometimes screw up the appearance of certain HUD, and wasn't fool-proofed to interact with some other game elements. Each teleporter is locked until Hat Kid lands on one for the first time. Unlocked teleporters are saved, and persist even if the player saves and quits the game. The teleporters can transport Hat Kid to any unlocked teleporters that they're linked to. Jumping on one and then jumping again will make Hat Kid jump into the teleporter. The player can then press left or right to swap between teleporters to travel to. Pressing up will travel to the currently selected teleporter, if it's unlocked. While inside a teleporter, purple lines link unlocked and linked teleporters.


Hat_SpringBased_BouncyCastle

Small, inflatable, bouncy castle. Works perfectly fine, bouncing Hat Kid up if she lands on it. Uses a unique model.


Hat_SpringBased_SpringBoard_Sinking

A spring board that turns red after a player bounces on it, and then quickly moves down, losing all collision afterwards. Can be toggled in Kismet to rise back up after sinking, allowing the player to use it again.


Hat_StarCore_Base and Hat_StarCore

Used in the Twilight Dungeon for Sand 'n Sails to illuminate pathways in the level.


Hat_StarPedal

An odd actor that is a duplicate of the Dweller bell but without the actual Dweller on it.


Hat_StaticViewpointHiddenActor

An Actor that will attempt to hide itself alongside any other Actors assigned to it if it detects that it is blocking the player's camera view. Unknown purpose.


Hat_SubonMapSign

AHatIntime SubconMapSignsAnimations(Object).gif
Opens the Subcon Map system upon approaching it. Has an alternate bounce animation that's disabled in its code. The hopping animation on the left is the one normally used by the sign, while the one on the right is the unused alternate animation. Uses an unique particle. Can be seen in a small amount of prerelease screenshots and footage.


Hat_TimePieceDisplayCase

AHatIntime TimePieceDisplayCage(Object).png
An actor made for Dead Bird Station, before it became Dead Bird Studio. A wooden box with several padlocks on it, it was meant to hold Time Pieces. Has coding for moving to a state called "BreakGlass", indicating that something would've caused the glass of the case to shatter.


Hat_ToiletPlatform_Base and Hat_ToiletPlatform

Platforms used in the Beta's version of the Toilet of Doom fight. They would sink down as the Toilet of Doom stomped on them, then rise up with a chance of having a Dweller Mask icon on it, as well as changing to a red color. Hat Kid could then grab a cherry bomb, walk over the platform to absorb a Dweller, and throw the cherry at the Toilet of Doom to stun it.


Hat_TutorialPopup

An Actor that appears as a flat sprite, using the unused hookpoint sprite as its default appearance. It squishes up and down when visible. Was probably meant to be used to guide the player to certain areas of a level.


Hat_VehicleBoost

AHatIntime BoostRing(Object).png
(This Actor is shown in the video at the top of the page)
The boost ring from Alpha build's Balloon Race mission. It was re-coded to make the player boost while ziplining, but was never used in Alpine Skyline.


Hat_VehicleJumpPad

AHatIntime YardangRamp(Object).png
(This Actor is shown in the video at the top of the page)
A yardang ramp that makes the Sandmobile boost if it drives off it. Was used in Sand 'n Sails. This actor would also later trigger Sand Skating for the player upon walking off of it, spawning a Desert Travel Director in the process.


Unused Animation Blend Nodes

Hat_AnimBlendByPogo

An animation blend node intended for Anim Trees. This was used in the Prototypes for the scrapped Pogo ability, and lists two nodes: “Prep” and “Active”. The “Active” animation can be seen being used in the Prototypes while bouncing around, but the “Prep” animation is not known to have ever been implemented.


Hat_AnimBlendBySliding

An animation blend node for something involving sliding. Unknown context.


Unused Voice Acting Data

Hat_VoiceActingInfo_MoonJumper

Voice acting info for the Moonjumper. An official voice for Moonjumper has never been heard or heard of before.

Hat_VoiceActingInfo_Narrator

Voice acting info for TV guy. According to Habboi, someone did audition to voice him, but his voices were never implemented.

Hat_VoiceActingInfo_Thor

Voice acting info for Thor. He never got a voice before being scrapped.


Unused Expression Components

Hat_ExpressionComponent_BushCat

An expression system meant for Rough Patches. The face of a Rough Patch enemy normally never changes, although it does have a texture to support blinking and changing expression. No longer present in the game or the Modding Tools.

Hat_ExpressionComponent_HatKid_Old

Self-explanatory. An older version of Hat Kid's expression system, likely from the Alpha builds. No longer present in the game or the Modding Tools.

Hat_ExpressionComponent_TimeLord

An expression system for Tim the Time Lord. No longer present in the game or the Modding Tools.

Hat_ExpressionComponent_HatAdult

An expression system for Hat Adult, used in the Alpha and Beta builds.


Unused Intruder Data

Hat_IntruderInfo_Conductor

A file that would handle spawning the Conductor on the spaceship. Upon obtaining thirteen Time Pieces and having cleared Train Rush, the Conductor would join the player's ship to tell them stories about his past adventures...for a price. No longer present in the game or the Modding Tools.


Unused Damage Types

Hat_DamageType_ChemicalShrink

Inflicts the victim with the shrink status effect. Unused, but used in the Beta builds for the Science Owl enemies.


Hat_DamageType_BadgeElectroshock

The damage type meant to be used for the scrapped Electroshock Badge.


Hat_DamageType_Goop

Meant for the original Toilet of Doom, for getting hit by a bad chocolate attack. Causes the player to get stuck in their hurt animation.


Hat_DamageType_PhantomHead

Meant for the scrapped Phantom Head enemies in the Twilight Dungeon from Sand 'n Sails.


Hat_DamageType_SandTravelObstacle

Meant for the scrapped ziplining Goats in Alpine Skyline.


Hat_DamageType_Spicy

Unknown purpose and context, but meant to be used with the unused spicy status effect.


Hat_DamageType_Thirst

A damage type meant for Sand 'n Sails, for when Hat Kid runs out of water outside of a safe ring.


Hat_DamageType_Zombies

A damage type meant for the zombie enemies used in the Calcite era of development.


Unused Status Effects

Hat_StatusEffect_ChairBound

Unused status effect meant for Conductor/Grooves boss fight. Restricts the player's controls heavily, not allowing any hat abilities, jumping, diving, crouching, or attacking. Uses a unique model. Hat Kid had unique animations for this in the initial release of the game, but they've since been deleted. No longer present in the game or the Modding Tools.


Hat_StatusEffect_Eaten

Meant to be used by the scrapped Mafia Shark enemy when eating Hat Kid.


Hat_StatusEffect_Electrified

Stuns the player for a brief time while electricity shoots out of them. A node in the player's Anim Tree actually checks for this status effect, and tries to play a unique animation for it. Hat Kid does not have and has never been known to have a unique animation for this status effect, so she T-poses during it.


Hat_StatusEffect_Grow

Meant to be inflicted onto the player by Science Owls, but they never throw a potion that makes the player grow. This status effect doesn't work correctly.


Hat_StatusEffect_Shrink

Meant to be inflicted onto the player by Science Owls. Does not work correctly. It should be noted that neither this status effect nor the Grow status effect change the player's collision, physics, or abilities at all.


Hat_StatusEffect_RocketJump

Status effect used by the unused Rocket Jump Badge. A rocket spawns that Hat Kid jumps on in a somewhat awkward way, then goes flying upwards for a second before the rocket explodes. No longer present in the game or the Modding Tools.


Hat_StatusEffect_SandSkating

Sand Skating, the replacement for the Sandmobile when Jonas was trying to make traveling in Sand 'n Sails more interesting. Hat Kid had unique animations for this status effect, but they've long since been deleted. Even still, in early versions of the final game, one of these animations, the jumping one, was actually still present in Hat Kid's Anim Tree and is used in those versions of the game while the player has this status effect. The ability is momentum-based, suggesting Hat Kid would use the curvature of the dunes in the desert to build up speed. Uses a unique particle. Additionally, the status effect prevents fall damage, but the player cannot crouch or enter first-person. Has a variable for some kind of flag mesh, but no model is set for it in the class's default properties. Habboi stated in his developer playthrough that the effect made Hat Kid like the running man from The Legend of Zelda: Ocarina of Time, so perhaps Hat Kid would've had a large pole with a flag on it on her back while she had the status effect. This status effect has long since been removed from the game and the Modding Tools.


Hat_StatusEffect_SnatcherTeleport

Status effect used by the player when entering a Snatcher Teleporter.


Hat_StatusEffect_SpeedBoost and Hat_StatusEffect_SpeedBoost_Mini

Status effect used by the Speed Booster item in the Beta builds. Mini version lasts less time, and its purpose and context are unknown.


Hat_StatusEffect_Spicy

Speeds up the player like the Speed Boost status effects, but also damages them overtime. Probably meant for a period of development when the player had more than four max health, as this can kill the player quickly. Unknown purpose and context.


Hat_StatusEffect_Spinning

Activates a spinning particle for the player and nothing else. Purpose and context unknown.


Hat_StatusEffect_Torpedo

Spawns a swirling air particle around the player and sends them flying forward for a few seconds. Vaguely resembles one of Mustache Girl's attacks in the first part of her boss fight. Unknown purpose and context.


Hat_StatusEffect_Tumbling

Hat Kid once had an animation for it, according to its coding. The animation isn't present in any public build. Makes the player difficult to control, trying to move them down. The player cannot jump or move on their own while they have this status effect. This status effect has long since been removed from the game and the Modding Tools.


Hat_StatusEffect_WaterFlaskRefill

Meant for Sand 'n Sails when refilling water. Hat Kid takes a Water Flask in her hand, scoops up more water from a well, and puts it back on her person. This entire status effect revolves around an unused animation.


Unused HUD Elements and Menus

HUD Elements

Hat_HUDElementBadges

The Energy Meter HUD from the Beta that also displays the player's current Badges. However, it was edited since those builds to omit the Energy Meter entirely even though it still loads the assets for it, and now only displays Badges.


Hat_HUDElementBingoCard

A HUD for the scrapped Bingo Mode being made during the development of DLC1. This class file was never present in the Modding Tools, and can only be extracted from builds around DLC1's release. Also, because extracting it is the only way to view the class file, its coding cannot be seen in its entirety. What can be seen are various variables for "Clear Progress", checking if the player is one tile away from a Bingo, and checking what tiles would give the player a Bingo.


Hat_HUDElementBossText

(This Actor is shown in the video at the top of the page)
The HUD that appeared when the fight at Barrel Battle started in the Alpha and Beta builds. No longer present in the game or the Modding Tools.


Hat_HUDElementCocoa

The HUD element for the scrapped Cocoa mission meant for Mafia Town/Mafia HQ. Contains quite a bit of coding for handling pouring cocoa, spawning cameras, and plenty of other things. Uses the Cocoa meter graphics, as well as the unused feedback HUD graphics.


Hat_HUDElementDebug

Self-explanatory, although its functions have changed since prerelease builds. Currently set up to display the player's current controller. Has commented out code for getting information on security guards in the current level.


Hat_HUDElementDebugMusic

(This Actor is shown in the video at the top of the page)
Displays a basic, visual representation of the level's music tree and what track is currently playing.


Hat_HUDElementEnemyHealth

AHatIntime EnemyHealthHUD(HUDObject).png
(This Actor is shown in the video at the top of the page)
An unused HUD that would display a health bar for each nearby enemy. The health bar graphic was the same as Snatcher Kid's in the Alphas and Betas, but the graphics have since been removed from the enemy class. They had it initially in the final game, but it was removed. No longer present in the game or the Modding Tools.


Hat_HUDElementFPSMonitor

AHatIntime FPSHUD(HUDObject).png
(This Actor is shown in the video at the top of the page)
A debug HUD that draws a long bar across the screen along with an indicator that slides back and forth on it. Where the indicator moves is dependent on the current framerate. This HUD is a visual indicator of how well the game's performance is faring. No longer present in the game or the Modding Tools.


Hat_HUDElementMoonHunt

Not unused in the initial release, but not seen in normal gameplay. Used in the remnants of Moon Stars. Empty stars appear at the top of the screen, and each time the player collects a Mini Time Piece, one star gets filled in. When all of them are filled, the stars disappear and a different graphic appears that tells the player to "return to the penguin". It's unknown what specific penguin it's referring to. It should be noted that this HUD element predates DJ Grooves, as it was present in the Beta builds with the exact same graphics and DJ Grooves wasn't even a concept until after the Beta builds.


Hat_HUDElementPawnInfo

AHatIntime PawnInfoHUD(HUDObject).png
(This Actor is shown in the video at the top of the page)
A debug HUD meant to test the different states of the Mafia enemy, although in prerelease builds it served multiple different functions.


Hat_HUDElementPresentEvidence

A HUD leftover from the Beta's version of Murder. It's coding has been wiped at this point, but all of its coding was present in the Beta builds.


Hat_HUDElementRocket

The basic HUD that appeared in the Prototype and Alpha builds when riding a rocket. It informs the player how much fuel is remaining on their rocket. The graphics for this HUD have long since been removed from the Modding Tools, alongside the class file for the HUD itself.


Hat_HUDElementSandTravelMap

AHatIntime SandTravelMap(HUDObject).pngAHatInTime AlpineSandTravel.png
(This Actor is shown in the video at the top of the page)
A HUD that was to be used for navigation around Sand 'n Sails and/or Alpine Skyline. Draws the ziplines in Alpine Skyline on the map and marks each mountain with a circular icon. Both a large and a 'minimized' version exist, although the large version is never called by any coding normally. No longer present in the game or the Modding Tools.


Hat_HUDElementSketchbook

The scrapped Subcon Forest Map system! There's an Element and a Menu version of this map, although this one tends to be a bit more laggy than the menu version. This version also isn't used by the Subcon Map Sign object. Coding for the HUD has since been wiped.


Hat_HUDElementSkinEditor

AHatIntime SkinEditorMenu(HUDObject).png
(This Actor is shown in the video at the top of the page)
A HUD specifically made by one of the developers at Gears For Breakfast to assist modders with creating custom dye mods when DLC2 released. This menu allows the tinkering of Hat Kid's colors in real time, and the RGB values can be exported from the menu for easy use with a dye mod. Notably, it uses the normally unused HUD icon for the scrapped Air Attack Badge, which is the only reason why that asset is cooked into the final game currently.


Hat_HUDElementSnatcherTeleport

(This Actor is shown in the video at the top of the page)
This "HUD" handles drawing the purple lines that appear when jumping into an unused Snatcher Teleporter.


Hat_HUDElementTimeOfDay

AHatIntime TimeOfDayHUD(HUDObject).png
(This Actor is shown in the video at the top of the page)
An interesting HUD that would indicate that a level would change from morning, to evening, to night. Intended for Mafia Town. The graphics for it and the class file for the HUD itself are no longer present in the game or the Modding Tools.


Hat_HUDElementWaterFlasks

(This Actor is shown in the video at the top of the page)
The infamous HUD that played a major role in the primary gimmick of Sand 'n Sails, the water flask system. Can be seen in Aruki's playthrough of Pumping Pumpkin Factory. No longer present in the game or the Modding Tools.


Hat_HUDElementWatermark

The HUD used in prerelease builds to indicate the build's incomplete state. Currently uses the graphics from the Speedrun Event builds, as that's the last time it was used since the initial release.


HUD Menus

Hat_HUDMenuContractTurnIn

AHatIntime ContractsTurnIn(HUDObject).png
(This Actor is shown in the video at the top of the page)
A HUD meant for a scrapped mechanic where Hat Kid would have to go turn in her completed contracts to Snatcher manually. The graphics for the unique particle used by this were never finished. No longer present in the game or the Modding Tools.


Hat_HUDMenu_SpeedRunningEventFinalTime

Used in the Speedrun Event builds to inform the player of their final time.


Hat_HUDMenuMainMenuBingoMode

A class file for the scrapped Bingo Mode being developed for DLC1. This class file was never present in the Modding Tools, so its coding (if it has any) cannot be seen in its entirety. Currently, extracting this class gives literally no coding for the class, other than it was an "abstract" class, meaning that it wasn't meant to be used on its own and some other class was meant to extend off of it and be used instead. Given its class name, though, it seems this was intended to be an option on the main menu when selecting a save file, likely to start the game in "Bingo Mode".


Hat_HUDMenu_SubconSign

(This Actor is shown in the video at the top of the page)
The scrapped Subcon Map system, and this time it's the version actually used by the Subcon Map Sign object. The player can click and drag the map to look around. If they click on a point on the map, Hat Kid will turn and face towards that direction in-game. The player can zoom in and out with the scroll wheel. Controller support for this HUD Menu was never fully implemented, and this HUD also relied on a now-removed native function to search all objects in the map for a specific component. The map is divided into tiles, and each sign would reveal a tile, presumably the tile that it's inside of. Each Subcon Sign that the player touches is saved, so the game remembers which ones you've activated if you save and quit the game. If Hat Kid moves away from the sign after opening the map, the map minimizes and moves to the top-right corner of the screen, and never goes away. The map would show houses in Subcon Village, mushrooms, rocks, trees, treasure chests, eye blockades, bonfires, bonfire paintings, and wooden signs. The graphics for this map were never shown publically, and are not present in any known build of the game or the Modding Tools. Thus, in the video that demonstrates this HUD, all of the graphics are custom-made for the demonstration, except the graphic used to mark paintings, as they just used their HUD icon, which is still in the game. The coding for this HUD has long since been wiped.


Unused System Class Files

Editor Class Files

Hat_ActorFactoryCoopRespawn

A class file meant exclusively for the editor. It allows fast placing of the scrapped Coop Respawn Crystals. No longer in the current final game or Modding Tools.


Hat_ActorFactoryRollingBarrel_Egg

A class file meant exclusively for the editor. It allows fast placing of the scrapped rolling eggs, probably intended for Sand ‘n Sails. No longer in the current final game or Modding Tools.


Hat_BubbleTalker_Partner

The small conversation bubble actor used by Mustache Girl when she was your ‘partner’ back in the Calcite era of development. The class is fully functional and still present in the final game and Modding Tools.


Hat_IdiotBot

A Bot class used by Gears For Breakfast to test level design. It possesses the player, and looks around for certain objects of interest. Currently broken due to the addition of objective Actors on the players for Co-op mode. Works much better when programmed to ignore objective Actors on players.


Hat_MiniMissioKittenHunt_Base and Hat_MiniMissioKittenHunt

Not unused in the initial release, but not able to be accessed normally. Used in the remnants of Moon Stars. This handles the whole mission of collecting Mini Time Pieces. No longer present in the game or the Modding Tools.


Hat_PerfMeasure

(This Actor is shown in the video at the top of the page)
Meant to be used with the Performance Measurement HUD. Feeds information to the HUD.


Hat_PlayerControllerPogo

Controller intended to allow control while using the scrapped Pogo ability, but had all of its coding wiped.


Hat_CameraRoutePoint

A navigation Actor that appears to have been made to be used by camera Actors. Unused most likely because it's literally useless, as camera Actors don't need navigation points to move around. Used by the unused Route Map Volume object.


Hat_RollercoasterPoint

Nav points for the scrapped rollercoaster method of getting to Mafia HQ. According to Habboi, there was a very brief period of development where Hat Kid and Mustache Girl rode a rollercoaster made by Thor around Mafia Town to try to get up to Mafia HQ. This class would be the nav points that made up the track for that, and link together visually using the unused Snatcher Teleporter beam particle.


Unused Kismet Sequence Nodes

Hat_SeqAct_Bidding

A sequence action that starts the unused auction mini-game, or at least, it would if all of its coding wasn't commented-out. Even so, the HUD for the Bidding minigame found in the late Alpha and Beta builds of the game was removed before the final game.


Hat_SeqAct_CompleteAct

A sequence action that would instantly complete any given Act for any Chapter in the game. The coding for handling this, though, is commented-out, meaning that the node is uesless.


Hat_SeqAct_Debris

A strange sequence action that would apparently spawn some debris that normally appear after certain projecticles explode.


Hat_SeqAct_DemoSaveData

A Kismet node that wipes your save data in the current save data slot and creates a fresh save file. Obviously used for demos so that each player that played the demo started from the very beginning of the demo.


Hat_SeqAct_FakeTimeObjectCount

A sequence action that is no longer supported by the game, but worked in the Prototype builds. It was meant to visually increase your Time Piece counter by 1, only to change it back to normal a few seconds later.


Hat_SeqAct_ForestFireSmokePP

Not unused, but never used normally. Hooked up to a trigger volume in Subcon Forest, but the event is disabled. Meant to enable the unused forest fire smoke post process effect. The post process effect has been removed from the player's post process chain in later updates.


Hat_SeqAct_GoToAct

A sequence action node that would open any map in the game, and set the current Chapter and Act while doing so. In-game, different nodes handle this instead.


Hat_SeqAct_HostileEnemies

All of its coding has been commented-out, so this Kismet node is useless. Used in early prerelease builds to make enemies hostile towards the player, as originally not all enemies immediately attacked the player. In the final game, this still holds true, but only for Mafia mobsters.


Hat_SeqAct_KillPartners

Leftover from the Calcite era of development, would destroy any partners the player had.


Unused Mini-Missions

Class files: "Hat_SeqAct_MiniMissionCollect", "Hat_SeqAct_MiniMissionMurder", "Hat_SeqAct_MiniMissionTimeThief", and "Hat_SeqAct_MiniMission_MurderCase"
Several mini mission initiators.
'MiniMissionCollect' is leftover from Calcite, and can be seen in the game's Steam greenlight trailer.
'MiniMissionMurder' is from a later version of Beta murder than was found in the Beta builds, and is non-functional as several of the class files its looking for are not present in the final game and Modding Tools.
'MiniMissionTimeThief' is the game of tag leftover from the Prototypes. Non-functional. 'MiniMission_MurderCase' is another version of an early version of Murder on the Owl Express. Also non-functional for the same reasons as the one above. Note that the final game doesn't use the "MiniMission" system for the level.


Hat_SeqAct_PublicSpeech

An old sequence action node that would display conversation messages. This is leftover from the older conversation system from around the Prototype and Alpha builds, where conversations were handled completely differently compared to the final game. As such, it no longer works.


Hat_SeqAct_ReplaceWorldMusic

A sequence action node that would change the level's current music, according to its filename. Doesn't appear to do anything on its own, though.


Hat_SeqAct_SketchbookIcon

Meant for the Subcon Map system. Highlights a specific sketchbook icon on the map, even showing on map tiles that Hat Kid hasn't revealed yet.


Hat_SeqAct_TimeStop

Leftover from the Calcite era of development, this colored the scene with a de-saturation post process effect. This never worked in any public build, even in the Prototypes. No longer works at all.


Hat_SeqAct_TurnInContracts

Opens the unused scrapped Turn In Contract HUD.


Hat_SeqAct_WallSlide

A strange node that would presumably try to force the player to wall slide? Doesn't appear to do anything on its own.


Hat_SeqCond_GameDataSlotEmpty

A Kismet node that would check a specific save data slot to see if a save file had been created in it and if it has any data in it. The coding for handling this, however, has been commented-out, making this node useless.


Hat_SeqCond_HasUnlockedChapter

A Kismet node that checks if a specific Chapter of the game is currently available to the player.


Hat_SeqCond_IsBeta

Not unused, but no longer needed and no longer triggers.


Hat_SeqCond_IsKioskDemo and Hat_SeqCond_IsNewGamePlus

The New Game Plus check isn't unused, but never triggers, as the game always returns false. KioskDemo check just checks if the game is in a certain demo mode, and does things differently if it is.


Hat_SeqCond_LimitedBuildAccess

A node that would limit certain features of the game if the player was in a Free Roam Act. The coding for checking for this, however, is commented-out, meaning that the node is useless.


Hat_SeqEvent_LevelReset

An event node that would apparently try to reset the level, according to its filename. Doesn't appear to do anything on its own.


Hat_SnatcherContract_Bonfires

Unused contract, likely intended as the original finale for Subcon Forest. Not set to unlock any Acts upon receiving this contract. Uses the contract photos from the player's initial contract. Uses a unique and otherwise unused graphic that says Snatcher is keeping your pride hostage instead of your soul. Localization for this contract existed in early versions of the final game, but was removed before 2018.


Hat_SnatcherContract_DeathWish_FracturedMask

An unused Death Wish, meant to take place at the Twilight Bell. The gimmick of this Death Wish is that Hat Kid's Dweller Mask would 'flicker', as in, turn on and off while Hat Kid is trying to use it. This can create some tricky platforming segments in the level, and one of the bonuses is to not use the mask too many times. Ultimately, the Death Wish was scrapped for unknown reasons, although it could've been deemed not challenging or interesting enough. The coding for this 'flickering' behavior is still in the current final game, but specifically checks for this Death Wish to trigger, so it's not usable. The true name of this Death Wish is also unknown, as it's the only unused Death Wish to never have its localization leaked or present in any build of the game.


Hat_SnatcherContract_DeathWish_SecretVault

Another unused Death Wish, called Secret Vault. It's essentially an early version of Vault Codes in the Wind. The vault codes would be scattered in different locations, and the golden vault's hint beams would only partially point to the codes. It was probably deemed more frustrating than difficult, and was scrapped. The coding for the vault to only partially point to the codes is still in the current final game, but is commented-out and disabled. Localization for this Death Wish is still leftover in the final game.


Hat_SnatcherContract_DeathWish_ClearAllAlpineMountains

An unused Death Wish, called Mountaineer, which was never present in any version of the Modding Tools. Could be found in builds of the game from February 2018 to May 2018. Functions like a candle Death Wish, as all Death Wishes at that point in development functioned like candles. The player would essentially travel to each region of Alpine Skyline and clear all of them. Bonuses involved collecting every treasure at each region. Might've been scrapped for not being very creative and also being possible to complete naturally in the game before accessing Death Wish. The Death Wish is still referenced in commented-out coding in the current final game for the mountain system Alpine Skyline uses.


Hat_SnatcherContract_DeathWish_Intro_100Pons

The last known unused Death Wish, called Pon Fanatic. This was originally the first Death Wish the player would need to complete in Death Wish mode before its introductory role was replaced by Beat the Heat. The class file for this is not in any known version of the Modding Tools, and could be found in builds of the game from February 2018 to May 2018. Functions like a candle, as all Death Wishes from that point of development functioned like candles. The objectives were really easy: you just had to collect 20 Pons to complete it. Bonuses were collecting 50 Pons and 100 Pons. Localization for this Death Wish is still leftover in the final game.


Bingo Cards

Class files: "Hat_SnatcherContract_BingoCard", "Hat_SnatcherContract_BingoCard_AlpineHorns", "Hat_SnatcherContract_BingoCard_BeatBosses", "Hat_SnatcherContract_BingoCard_Chests", "Hat_SnatcherContract_BingoCard_ClearCaveRifts", "Hat_SnatcherContract_BingoCard_ClearTimeRifts", "Hat_SnatcherContract_BingoCard_ObtainBadges", "Hat_SnatcherContract_BingoCard_Pons", and "Hat_SnatcherContract_BingoCard_StitchHat"

Bingo Card Death Wishes, a scrapped mode that was at least partially completed during the development of DLC 1. There are several class files for this mode. However, these class files were never included in the Modding Tools, so their coding can never be fully seen. They can only be extracted from builds, with their most complete incarnation coming from the first DLC 1 build from Sepetember 13 2018. As only small snippets of their coding can be seen, their functionality can only be guessed. It seems that the player might've had to complete various tasks, such as opening treasure chests, buying Badges, and stitching hats.


Hat_Weapon_Enemy_Shark

A unique "weapon" used by the mafia shark to trigger a certain function within the player's code to handle being eaten. This function has long since been removed from the player's class file.


Unused Volumes

Hat_DeadlyHeatSafeVolume

A volume meant for Sand 'n Sails, to protect the player from losing water. Non-functional due to missing and/or commented-out coding in Hat Kid's player class. Was somewhat brought back in DLC 1 by the Hat_HeatSafeVolume, which was made for the Beat the Heat Death Wish.


Hat_SharkVolume

To be used with the scrapped Mafia Shark enemy. Handles spawning the shark and determining where the shark can move. No longer works properly.


Hat_RouteMapVolume

A volume that uses the unused Hat_CameraRoutePoint Actors. Coding for its funtionality has been disabled, but it originally called for functions in Hat Kid's player class, presumably functions that no longer exist. Thus, the volume is essentially useless.


Unused Weapons

Hat_Weapon_Cocoa_Base and Hat_Weapon_Cocoa

Cocoa weapon meant for scrapped Mafia Town/Maifa HQ mission. Cannot attack. Used in conjunction with the unused Cocoa HUD element.


Hat_Weapon_MagnifyingGlass_Base and Hat_Weapon_MagnifyingGlass

Used in Murder on the Science Express. Cannot attack. Functionality is normally broken and must be re-programmed to function as intended. Seems the player could enter first-person mode to 'investiate' clues and whatnot, though the extent of this functionality is not clear by the coding alone. No longer present in the game or the Modding Tools.


Hat_Weapon_Spraycan

Uses the magnifying glass model as placeholder. Can spray murder suspects, the class file for which can only be found in the Beta builds of the game. Weapon could also be used to whistle, which would make all nearby suspects line up at the unused Detective Line Points in the level. However, the coding for this could only be found in the Beta builds, and was removed before the final game released. No longer present in the game or the Modding Tools.


Hat_Weapon_Temporary

Not used anymore. Would've been used by the Cocoa weapon and the Magnifying Glass weapon.


Hat_Weapon_Umbrella_Debug

Ultra powerful umbrella, which defeats non-invincible enemies in one hit. Used for debugging purposes, obviously, so that enemies don't get in the developer's way.


Unused Vehicles

Hat_VehicleSandmobile

AHatIntime Sandmobile(Object).png
(This Actor is shown in the video at the top of the page)
The sandmobile, the primary method of travelling in the scrapped Chapter, Sand 'n Sails.


Hat_VehicleScooter and Hat_VehicleScooter_Mail

AHatIntime VehicleScooters(Objects).png
(This Actor is shown in the video at the top of the page)
Vehicle versions of the scooter and mail scooter. Mail version has a particle attached to the mail sack that's not used on the normal mail scooter.