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Proto:A Hat in Time (Windows, Mac OS X)/Alpha/Differences to the Final Game/Texture Differences

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This is a sub-page of Proto:A Hat in Time (Windows, Mac OS X)/Alpha/Differences to the Final Game.


HUD Graphics

To do:
Document stuff.

Alpha Beta/Final
AHatIntime gearsforbreakfast text(Alpha).png
AHatIntime gearsforbreakfast icon(Alpha).png
AHatIntime gearsforbreakfast text upper(Beta).pngAHatIntime gearsforbreakfast text lower(Beta).png
AHatIntime gearsforbreakfast icon(Beta).png

The Gears For Breakfast logo that appears when the game boots up is completely different from the logo used in the Beta builds onwards.

Pon HUD Counter Icon

Prototype/Alpha Beta Final
AHatIntime EnergyBit(HUDIconProto).png AHatIntime EnergyBit(HUDIconBeta).png AHatIntime EnergyBit(HUDIconFinal).png

In line with the Pons in both the Prototypes and Alpha builds being red instead of green, the HUD icon for them matches their design in these builds. By the Beta, they gained their familiar green appearance that looks much closer to the final game's.

Energy Meter

Alpha Beta/Final (Unused)
AHatIntime bitmeter(Alpha).png
AHatIntime bitmeter bit(Alpha).png

AHatIntime BadgeSlot(Alpha).png
AHatIntime bitmeter(Beta).png
AHatInTime Bitmeter bit.png
AHatIntime BadgeSlot(Beta).png

The Energy Meter received some graphical enhancements by the Beta builds, with the bar itself now being rainbow and at a slightly different angle. The square graphic for Badge slots was straightened out and made more angular and defined.

Confirm HUD Graphics

AHatIntime button next keyboard tex(Proto).pngAHatIntime button next console a(Proto).png
The Prototype and Alpha builds use completely different graphics for proceeding conversations and confirming menu options than the Beta builds and final game do. By the Betas, the graphics used for these contexts are simple bubble graphics that can change colors and dynamically modify the text that shows what key or button needs to be pressed, depending on whether the player is playing on keyboard or a controller.

Item Obtained Background Graphics

AHatIntime itemobtained bg main(Alpha).png
AHatIntime itemobtained bg shadow(Alpha).png
These two graphics are used in the Alpha builds when obtaining a significant item. By the Beta builds, this effect was completely scrapped.

Health HUD

Prototype/Early Alphas Alpha Update 5 Beta/Final
AHatIntime health bg(Proto).png
AHatIntime health pointer(Proto).pngAHatInTime Health bar full.pngAHatInTime Health bar empty.png
AHatInTime playerhealth full.pngAHatInTime PlayerHealth 3.pngAHatInTime PlayerHealth 2.png
AHatInTime PlayerHealth 1.pngAHatInTime playerhealth empty.png
AHatInTime Playerhealth heart.pngAHatInTime Playerhealth arrow.png
AHatInTime playerhealth zaps.png
AHatInTime Playerhealth new 4.pngAHatInTime Playerhealth new 3.png
AHatInTime Playerhealth new 2.pngAHatInTime Playerhealth new 1.png
AHatIntime Playerhealth new 0(Final).pngAHatIntime text life(Final).png

The graphics for the Health HUD are very different to the final game's design, being a dark-brown hat surrounded by a thin yellow-orange ring. In the Prototype builds and early Alpha builds, Hat Kid had 7 health by default instead of only 4, and each hit Hat Kid could take would be represented by the round rectangle graphics, with the black version being used for empty health. Alpha Update 5 overhauled the look of the HUD completely, and reduced the max amount of HP for Hat Kid to 4. Both still use an arrow, although it should be the mentioned that the arrow graphic in the Prototypes and early Alphas is non-functional. A couple early screenshots of Harbor show that the arrow was meant to point to the player's current health, but by Calcite, that functionality no longer existed. The arrow graphic is simply programmed to render at a 45 degree angle at all times. The Beta builds introduced the final design for the player's Health HUD, which involved another total redesign to a more compass-like appearance that doesn't use an arrow.

Prototype/Early Alphas Alpha Update 5
AHatIntime AlphaBaseHUD.png AHatIntime AlphaUpdate5HUD.gif

Time Piece HUD Icon

Prototype/Alpha Beta Final
AHatInTime TimeObject.png AHatIntime collectible timepiece(Beta).png AHatIntime collectible timepiece(Final).png

The HUD icon for the player's total collected Time Pieces in the Prototypes and Alpha builds is a somewhat crudely-drawn brown hourglass with teal sand flowing in it. By the Beta builds, the icon was completely redone with a more stylized appearance alongside being given a blue color, and the final game overhauled the design once again with a much higher resolution and far more detail.


Texture Alpha Beta Final (Modding Tools)
Owl's Brew Badge HUD Icon AHatIntime powerpin chemical(Alpha).png
AHatIntime badge chemical 2(Alpha).png
AHatIntime itemicon badge chemical(Beta).png AHatInTime badge chemical.png
Owl's Brew Badge Model Texture AHatIntime badge chemical(Alpha).png AHatIntime badge chemical(Beta).png AHatIntime badge chemical(New).png
Queen's Love Badge HUD Icon - - AHatInTime badge timestop.png
Queen's Love Badge Model Texture AHatIntime badge queen(Alpha).png - AHatIntime badge queen(New).png
Snatcher's Realm Badge HUD Icon AHatInTime powerpin snatcher.png AHatInTime itemicon badge snatcher.png Both
Snatcher's Realm Badge Model Texture AHatIntime badge snatcher(Object).png
AHatIntime badge snatcher emessive(Object).png
Same Same

Three scrapped Badges, the Owl's Brew Badge, the Queen's Love Badge, and the Snatcher's Realm Badge all went through several different graphical incarnations across development.

Impact Circle Graphic

Pre-Speedrun Final
AHatIntime impact circle(Proto).png AHatIntime impact circle(Final).png

The resolution for a graphic used for an effect that plays when bonking into things or smacking something that cannot be broken was cut in half for the final game, as well as the red color being made more solid around the outer edges of the ring.

Speech Bubbles

Pre-Speedrun Final
AHatInTime speechbubble.png AHatIntime speech bubble regular(Final).png
AHatInTime speechbubble scream tex.png AHatIntime speech bubble scream(Final).png
AHatInTime speechbubble gloom.png AHatIntime speech bubble gloom(Final).png
AHatInTime speechbubble formal tex.png AHatIntime speech bubble ui(Final).png
AHatIntime smalltalk tex(Proto).png AHatIntime smalltalk regular(Final).png
AHatInTime smalltalk gloom.png AHatIntime smalltalk gloom(Final).png
AHatIntime smalltalk scream tex(Proto).png AHatIntime smalltalk scream(Final).png
AHatInTime question01.png AHatIntime speech bubble question(Final).png

Much like the Prototype builds, the UI speech bubbles use older designs that were replaced for the Speedrun builds and final game. The older designs can still be found in the final game's Modding Tools, although it should be noted that the small bubbles for normal talking and screaming are smaller resolution in the final game's Modding Tools compared to the versions found in the older builds.

Thank You Message

Alpha Final (Unused)
AHatIntime thankyou alpha(Alpha).png
AHatIntime thankyou alpha.png

A message that thanks the player is present in the builds, and a similar texture also exists in the final game, unused.

Alpha Build Watermark Texture

AHatIntime alphabuild watermark(Alpha).png

The watermark graphic used on the bottom of the screen 90% of the time during gameplay in the Alpha builds.

Object Graphics

To do:
Document stuff.

Spaceship Hub Pon Counter

Alpha/Beta Final
AHatIntime energybits total placeholder(Alpha).png AHatIntime energybits total placeholder(Final).png

The monitor graphic in the Hub that keeps track of your total Pons collected appears with a red orb instead of a green one, due to the Pons in the Alpha builds being red.

Spaceship Green "A" Texture

AHatIntime jump a(Alpha).png
Present in Hat Kid's bedroom in the Spaceship is a box with this unique "A" graphic on it. This texture is only present in the Alpha builds, and is normally unseen without using the developer console or cheats.

Spaceship Kitchen Door

Alpha/Beta Final
AHatIntime Hub Kitchen Door Diffuse(Alpha).png AHatIntime Hub Kitchen Door Diffuse(Final).png

The older version of the door has a much paler blue than the final game's.

Spaceship Wood Wall

Alpha Beta/Final
AHatIntime Hub Wood(Alpha).png
AHatIntime hub wood spec(Alpha).png
AHatIntime Hub Wood(Original).png

The wood on the Alpha version's is simpler, and it uses a specular map, which was removed by the Beta builds.

Spaceship Slide

Alpha Beta/Final
AHatIntime Slide(Texture)(Alpha).png AHatIntime Slide(Texture)(Final).png

The Alpha version's of the slide has a darker area in the top right, and the shading in the middle-left was adjusted a bit.

Grass Floor Texture

Alpha Beta/Final
AHatIntime Grass(Alpha).png AHatIntime Grass(Final).png

The texture for the grass floor was darkened a bit more compared to its appearance from the Prototypes, but is still the same very different design compared to the final game's design.

Brick Road Texture

Alpha Beta/Final
AHatIntime road rock tex(Alpha).png
AHatIntime road rock occlusion(Alpha).png
AHatIntime road rock tex(Final).png
AHatIntime road rock normal(Final).png

The common brick road texture for Mafia Town changed a few times during development, and gained its final appearance starting in the Beta builds. The design in the Alpha builds somewhat resembles the pattern of giraffes. The version in the Alpha builds is the only version across all builds that uses an occlusion map.

Brick Textures

Prototype/Alpha Beta/Final
AHatIntime bricks tex(Proto).pngAHatIntime bricks normal(Proto).png
AHatIntime factory bricks(Proto).png
AHatIntime bricks tex(Final).png
AHatIntime factory bricks(Final).png

The standard brick textures around Mafia Town in the Prototypes and the Alpha builds actually use a normal map, something the Beta builds and final game don't do. Additional detail was added to the brick textures in the Beta to remove the need for a normal map.

Balloon Designs

Alpha/Beta Final
AHatIntime balloon4(Alpha).png
AHatIntime balloon6(Alpha).png
AHatIntime balloon4(Final).png
AHatIntime balloon6(Final).png

Two balloon textures were simplified for the final game, relying on tiling in materials to replicate their appearance in the Alpha and Beta builds. This change also saves texture memory, as their resolutions were also dropped.

Mafia Stool Texture

Alpha/Beta Final
AHatIntime mafia stool(Alpha).png AHatIntime mafia stool(Final).png

The resolution was dropped for the final game.

Generic Wood Texture

Prototype/Alpha Beta Final
AHatIntime wood generic(Proto).png AHatIntime wood generic(Beta).png AHatIntime wood generic(Final).png

A simple wood texture used throughout the game had some really minor changes across builds. In the Beta, some slight details were removed, and the resolution was dropped in the final game.

Rock Hill Texture

Alpha Beta/Final
AHatIntime mountainrock(Alpha).png AHatIntime mountainrock(Beta).png

The rocky mountain texture used in Mafia Town is still the same design as the one used in the Prototypes. By the Beta builds, it would be updated to its cleaner, more refined design.

Beach Sand

Alpha Beta/Final
AHatIntime sand seafloor tex(Alpha).png AHatIntime sand seafloor tex(Final).png

The texture for the beach sand is still of the sand design from the Prototypes, which is far more simplistic and stylized compared to the final game's.


Alpha/Beta Final
AHatIntime palm tree base(Alpha).png AHatIntime palm tree base(SpeedrunBuilds).png
AHatIntime fern(Alpha).png AHatIntime fern(Final).png
AHatIntime bush(Beta).png AHatIntime bush(Final).png

Palm trees and bushes both use fairly different designs, with the bushes having different patterns on their leaves and the palm tree trunk being grey and less detailed than the final's design. A reference color appears to be in the top right of the older fern texture.

Early Fish Texture

AHatIntime Mafia Fish Sea(Alpha).png
An early version of the fish that appear in the Beta and final game is in the files for the Alpha and Beta builds, with a rather rough but still similar appearance.

Mafia HQ Cutout Design

Alpha/Beta Final
AHatIntime Mafia HQ Cutout Diffuse(Alpha).png AHatIntime Mafia HQ Cutout Diffuse(Final).png

The version used in the Alphas and Betas seems to be ripped from concept art. The final game polishes the texture up in several areas and adds soft shading to several parts of the design.

Stone Tablet Texture

Prototype Cosmo/Alpha Base Version Alpha Update 5/Beta Final
AHatIntime stone a(ProtoCosmo).png AHatIntime stone a(AlphaUpdate5).png AHatIntime stone a(Final).png

The stone tablet that is seen on 'Habboi Island' in Mafia Town has a few different designs across the builds. In Prototype Cosmo and the very first build of the Alpha, it contained additional text at the bottom of the stone that was removed from all future designs. By Alpha Update 5, the border around the text was thickened. In the final game, all of the text was completely removed.

Cafe Pictures

Prototype/Alpha Beta/Final
AHatIntime picture01(Proto).png
AHatIntime picture02(Proto).png
AHatIntime picture03(Proto).png
AHatIntime picture04(Proto).png
AHatIntime picture01(Final).png
AHatIntime picture02(Final).png
AHatIntime picture03(Final).png
AHatIntime picture04(Final).png

The paintings in the Seaside Spaghetti cafe in Mafia Town were completely changed in the Beta builds. All four paintings seem to originally have depicted the scrapped robo-bunny character, who is otherwise only seen in concept art for the game.

Rope Texture

Pre-Speedrun Final
AHatIntime general rope tex(Proto).png AHatIntime general rope tex(Final).png

The resolution on the general rope texture was cut in half twice.

Mafia Town Rooftop Tiles

AHatIntime rooftop tileset1(Proto).png
AHatIntime rooftop tilset2(Proto).png
AHatIntime rooftop spec(Alpha).png
AHatIntime rooftop tileset normal(Alpha).png
The materials for the rooftops on some buildings in Mafia Town use a few textures, including a specular map and a normal map, that aren't present in any future builds.

Mafia Town Flags

Alpha/Beta Final
AHatIntime mafiaflag01(Alpha).png
AHatIntime mafiaflag02(Alpha).png
AHatIntime mafiaflag03(Alpha).png
AHatIntime mafiaflag05(Alpha).png
AHatIntime mafiaflag01(Final).png
AHatIntime mafiaflag02(Final).png
AHatIntime mafiaflag03(Final).png
AHatIntime mafiaflag05(Final).png

The colors of the flags were changed and swapped around. The early flags all have a stripe motif going on in the background, which each flag in the final game has a unique appearance. The appearance of the Mafia and Mafia Boss on the early flags seem to be renders of their models, while the final's flags are hand-drawn and are more heavily stylized and polished.

Wood Panel Texture

Alpha/Beta Final
AHatIntime wood panel(Alpha).png AHatIntime wood panel(Final).png

A wood panel texture received a major redesign for the final game, gaining a fair bit more detail.

Observatory Star Texture

Alpha/Beta Final
AHatIntime observatory plain(Alpha).png AHatIntime observatory plain(Final).png

The light detail around each little star is slightly different in the final game.

Wanted Posters

Alpha/Beta Final
AHatIntime poster hatkidwanted(Alpha).png
AHatIntime poster muwanted(Alpha).png
AHatIntime poster hatkidwanted(Final).png
AHatIntime poster muwanted(Final).png

The early wanted posters for Hat Kid and Mustache Girl are more flat and less-detailed compared to their final counterparts. The final versions lose the unique colors the early versions had, but add significantly more detail to the drawings, which in the early versions are very simplistic. The text below the drawings is the same between versions, but uses a completely different font.

Mafia Town Posters

Alpha/Beta Final
AHatIntime poster casino fit(Alpha).png
AHatIntime poster codwetrust(Alpha).png
AHatIntime poster dance(Alpha).png
AHatIntime poster dressblue(Alpha).png
AHatIntime poster plentyfish(Alpha).png
AHatIntime poster readbook(Alpha).png
AHatIntime poster work(Alpha).png
AHatIntime poster casino fit(Final).png
AHatIntime poster codwetrust(Final).png
AHatIntime poster dance(Final).png
AHatIntime poster dressblue(Final).png
AHatIntime poster plentyfish(Final).png
AHatIntime poster readbook(Final).png
AHatIntime poster work(Final).png

Several adjustments were made to the generic posters around Mafia Town in the final game.

Lava Rock Mask Texture

Pre-Speedrun Final (Unused)
AHatIntime rock top alpha(Proto).png AHatInTime Rock top alpha.png

A masking texture for lava rocks that went unused in the final game had its resolution cut in half after the Beta builds.

Sewer Pipe Texture

AHatIntime sewer pipe mod 01(Alpha).png
Exclusive to the Alpha and Beta builds is a unique sewer pipe texture used for the older designs of the sewer pipes in Mafia Town.

Mafia Town Graffiti

Alpha/Beta Final
AHatIntime graffitti imserious(Alpha).png
AHatIntime graffitti sodoff(Alpha).png
AHatIntime graffitti imserious(Final).png
AHatIntime graffitti sodoff(Final).png

The text was redrawn for the final game, and the black backgrounds were removed.

Watermelon Texture

Pre-Speedrun Final
AHatIntime watermelon tex(Proto).png AHatIntime watermelon tex(Final).png

The resolution for the watermelon's texture was cut in half twice for the final game.

Mafia Town Sailing Boat

Alpha Beta/Final
AHatIntime sailing boat(Texture)(Alpha).png AHatIntime sailing boat(Texture)(Final).png

The texture for a sailboat in Mafia Town is identical between Alpha and Beta builds, except that windows were removed from the design for unknown reasons.

Horizon Island

Pre-Speedrun Final (Modding Tools)
AHatIntime)horizon mountain(Proto).png AHatIntime horizon mountain(Texture).png

The resolution for a texture for an island in the distance from Mafia Town was reduced after the Beta builds. This island, however, was scrapped for the final game, but its texture could be found in the Modding Tools. The model, however, is not in the Modding Tools.

Cellar Props and Wine Stain

Pre-Speedrun Final
AHatIntime cellar props01(Proto).png
AHatIntime wine stain01(Proto).png
AHatIntime cellar props01(Final).png
AHatIntime wine stain01(Final).png

Both the textures for wooden barrels and a wine stain were both 4K in resolution before the final game.

Slot Machine Textures

Alpha/Beta Beta Final
AHatIntime slot logo(Alpha).png AHatIntime slot logo2(Beta).png AHatIntime slot logo(Final).png
AHatIntime slot logo2(Final).png
AHatIntime slot scroll(Alpha).png AHatIntime slot scroll2(Beta).png AHatIntime slot scroll(Final).png
AHatIntime slot main(Alpha).png - AHatIntime slot main(Used).png

Due to the Alpha builds loading all the default properties of all Actors in the game at all times, the textures for the slot machine objects are present in the files in the builds. The textures themselves differ from the ones in the final game by quite a lot. The logo for the slot machines says 'A Hat in Time' instead of 'Slot Machine', and features an overall simpler design. Note that the blue scroll texture found in the Beta builds is not present in the final game, but is present in the Modding Tools, unused.

Mafia HQ Wall Textures

Alpha/Beta Final
AHatIntime red wall(Alpha).png AHatIntime red wall(Final).png
AHatIntime blue wall(Alpha).png AHatIntime blue wall(Final).png

Although Mafia HQ is not present in the Alpha builds, some of its textures are still used elsewhere in the builds. The designs for a couple walls changed completely for the final game, especially the blue wall. A ruined and dirty version of this design of the blue wall texture is still used in the final game in certain areas of Mafia Town.

Money Table Texture

Alpha/Beta Final
AHatIntime money table2(Alpha).png AHatIntime money table2(Final).png

A minor detail texture for coins on a table or the floor was cut in half in terms of resolution.

Filth Decals

Alpha Beta Beta/Final (Unused)
AHatIntime Decal 1(Alpha).png - AHatIntime Decal 1.png
AHatIntime Decal 2(Alpha).png - AHatIntime Decal 2.png
AHatIntime Decal 4(Alpha).png - AHatIntime Decal 4.png
AHatIntime Decal 5(Alpha).png AHatIntime Decal 5(Beta).png AHatIntime Decal 5.png
AHatIntime Decal 6(Alpha).png - AHatIntime Decal 6(Final).png

Filth decal textures used around Mafia Town. The differences are extremely minor, but they are different. None of these textures would end up used in the final game (Except for the last one), but could still be found in the Modding Tools.

Pot Texture

AHatIntime pot tex(Proto).png
The texture used by the scrapped pot model that is only present in the Prototype and Alpha builds.

Maifa HQ Theater Curtain

Alpha/Beta Final
AHatIntime theater curtain d(Beta).png AHatIntime theater curtain d(Final).png

The color of the curtain changed from red to blue, and was given a higher resolution, more detail, and a Mafia Boss insignia in the center.

Maifa HQ Toilet

Alpha/Beta Final
AHatIntime toilet(MafiaHQTexture)(Alpha).png AHatIntime Toilet(MafiaHQTexture)(Final).png

Several details for the toilets in Mafia HQ were actually lost in the final game. ...At least the water was made darker.

Floating Platform Texture

Alpha/Beta Final
AHatIntime floating platform(Alpha).png AHatIntime floating platform(Final).png

The texture for the floating platforms near the lighthouse was slightly darkened for the final game.

Blue Pillow and Dark Blue Pillow

Pre-Speedrun Final
AHatIntime darkbluepillow tex(Proto).png
AHatIntime bluepillow tex(Proto).png
AHatIntime darkbluepillow tex(Final).png
AHatIntime bluepillow tex(Final).png

The resolution for two textures called for 'blue pillows' were cut in half twice as well.

Early Wood Texture

AHatIntime wood tex(Proto).png
A very early design for wooden planks. Present up through the Beta builds, but was deleted before the final game.

Calk Plaster Normal Map

Pre-Speedrun Final
AHatIntime)calk plaster normal(Proto).png AHatIntime calk plaster normal(Final).png

Again, the resolution of a normal map for calk plaster was drastically reduced. The original texture was 2K.

Subcon Tree Branch Design

Alpha/Beta Final
AHatIntime Branch(Texture)(Alpha).png AHatIntime Branch(Texture)(Final).png

All trees in Subcon Forest used to be brown, instead of just the smiling trees in the swamp area in the final game. The trees were changed to purple with significantly more detail fairly late in development.

Subcon Tree Stump

Prototype/Alpha Beta Final
AHatIntime tree stump clean(Proto).png AHatIntime tree stump clean(Beta).png AHatIntime tree stump clean(Final).png

The early design for tree stumps in Subcon Forest is present in all builds that predate the Speedrun builds. The design of it is the same in the Prototypes and Alphas, but in the Beta builds the brown was brightened up a bit. In the final game, its design was overhauled to be purple and far more detailed.

Mushroom Stem

Pre-Speedrun Final
AHatIntime mushroom stem(Proto).png AHatIntime mushroom stem(Final).png

A significant amount of extra detail was added, including dark shading at the top of the texture.

Vanessa Manor Wall Textures

Alpha Beta
AHatIntime wall blue(Alpha).png
AHatIntime wall green(Alpha).png
AHatIntime wall red(Alpha).png
AHatIntime wall blue(Final).png
AHatIntime wall green(Beta).png
AHatIntime wall red(Beta).png

The graphics used by the walls in Vanessa's manor in the Alpha differ from future builds. By the Beta builds, they had already been updated to their final designs.

Vanessa Manor Bookshelf

Alpha/Beta Final
AHatIntime Bookshelf(Alpha).png AHatIntime Bookshelf(Final).png

Minor details were adjusted here and there, and the three black rectangles on each shelf were filled in with a wood design.

Vanessa Manor Cabinets

Alpha/Beta Final
AHatIntime cabinet hallway(Alpha).png AHatIntime cabinet hallway(Final).png

The color was changed slightly and general polish was applied to the design.

Vanessa Manor Reflection Graphics

Alpha/Beta Final
AHatIntime ceiling reflect(Alpha).png
AHatIntime floor reflect(Alpha).png
AHatIntime ceiling reflect(Final).png
AHatIntime floor reflect(Final).png

The textures used in the cellar and the first floor hallway that allow the player to 'see' between the rooms were updated for the final game to match changes in design, especially for the Pons.

Vanessa Manor Dartboard

Alpha Beta/Final
AHatIntime dart board(Alpha).png AHatIntime dart board(Final).png

The color scheme of a majority of the dartboard was completely changed, but the design remains the exact same.

Vanessa Manor Wood Floor

Alpha Beta/Final
AHatIntime floor wood(Alpha).png
AHatIntime floor wood spec(Alpha).png
AHatIntime floor wood(Final).png

The art style of the wood floor was updated and some colors were changed slightly. The Alpha version used a specular map, which was dropped by the Beta builds.

Vanessa Manor Bed Design

Alpha Beta Final
AHatIntime manor bed(Alpha).png AHatIntime manor bed(Beta).png AHatIntime manor bed(Final).png

The differences between the Alpha and Beta versions of the bed are relatively minor, just being some tweaks here and there. The final's design, however, changes the color of the bed from purple to red and adds a significant amount of detail at the cost of a resolution drop.

Vanessa Manor Game Room Couch Design

Alpha/Beta Final
AHatIntime manor couch game room(Alpha).png AHatIntime manor couch game room(Final).png

The couch was updated with a lot more detail in the final game, as well as bringing the couch's art style in line with the rest of the game.

Vanessa Manor Desk Design

Alpha/Beta Final
AHatIntime manor desk d(Alpha).png AHatIntime manor desk d(Final).png

The color was changed slightly, the resolution was increased, and the design was generally cleaned up.

Vanessa Manor Envelope and Feather

Alpha/Beta Final
AHatIntime manor desk envelope(Alpha).pngAHatIntime manor desk feather(Alpha).png AHatIntime manor desk envelope(Final).pngAHatIntime manor desk feather(Final).png

The feather's texture increased in resolution, and both it and the envelope were re-drawn with far more detail.

Vanessa Manor Grandfather Clock

Alpha/Beta Final
AHatIntime manor grandfather clock diffuse(Alpha).png AHatIntime manor grandfather clock diffuse(Final).png

The grandfather clocks in the manor were originally 4K in resolution. The final game cuts this in half twice, and changes the art style of the clock to better match the rest of the game.

Vanessa Manor Hallway Table

Alpha/Beta Final
AHatIntime manor hallway table(Alpha).png AHatIntime manor hallway table(Final).png

The resolution was cut in half for the final game.

Vanessa Manor Kitchen Cabinets

Alpha/Beta Final
AHatIntime manor kitchen cabinets d(Alpha).png AHatIntime manor kitchen cabinets d(Final).png

General polish and additional detail were added.

Vanessa Manor Kitchen Sink

Alpha/Beta Final
AHatIntime manor kitchen sink d(Alpha).png AHatIntime manor kitchen sink d(Final).png

The texture was cleaned up and its resolution increased.

Vanessa Manor Makeup Table

Alpha/Beta Final
AHatIntime manor makeup table d(Alpha).png
AHatIntime manor makeuptable glass(Alpha).png
AHatIntime manor makeup table d(Final).png
AHatIntime manor makeuptable glass(Final).png

The light lines were removed in favor of a solid pink design. Similarly, the grey dots across the glass, as well as the dark grey part at the bottom, were removed for the final game.

Vanessa Manor Hallway Mirror

Alpha/Beta Final
AHatIntime Mirror Hallway(Alpha).png AHatIntime Mirror Hallway(Final).png

Extra detail was added to the design, alongside a change in art style.

Vanessa Manor Toy Train Table Cloth

AHatIntime manor toytrain tablecloth d(Alpha).png
Exclusive to the Alpha builds is a unique texture for the table cloth for the toy train table in the nursery room. In later builds, a different, more detailed texture is used for the cloth instead.

Vanessa Manor Semi-Circle Cabinet

Alpha/Beta Final
AHatIntime semicircle cabinet(Alpha).png AHatIntime semicircle cabinet(Final).png

The resolution was cut in half, and the texture was polished up and brought in line with the rest of the game's art style.

Vanessa Manor Small Cabinets

Alpha/Beta Final
AHatIntime small cabinet a(Alpha).png
AHatIntime small cabinet b(Alpha).png
AHatIntime small cabinet a(Final).png
AHatIntime small cabinet b(Final).png

Same as above. General polish and clean up.

Vanessa Manor Vase

Alpha/Beta Final
AHatIntime vase(Texture)(Alpha).png AHatIntime vase(Texture)(Final).png

The vase's resolution was reduced for the final game. Twice.

Toilet of Doom Wood

Alpha Beta Final
AHatIntime toilet wood(Alpha).png AHatIntime toilet wood(Beta).png AHatIntime toilet wood(Final).png

The wood texture used on the older version of the Toilet of Doom once had completely differently-stylized texture for it, which is more reminiscent of the game's art style earlier in development. The Beta's is a blurred version of the Alpha's texture, while the final game's, which is used for other things besides the unused older Toilet of Doom, gained a completely new texture boasting far more detail and a lower resolution.

Cafe Crate

Alpha Beta Final
AHatIntime cafe crate(Alpha).png AHatIntime cafe crate(Beta).png AHatIntime cafe crate(Final).png

The design of the wooden crates differs a little from the final game. The Beta version of the texture is just the Alpha's version, but blurred.

Coal Burner

Alpha Beta/Final
AHatIntime coal burner(Alpha).png AHatIntime coal burner(Final).png

Some coloring and brightness tweaks were made for its design in the Beta builds and final game, although some detail was lost in the bottom left part of the texture.

Trainwreck of Science Machine

Alpha/Beta Final
AHatIntime machine 01(Alpha).png AHatIntime machine 01(Final).png

The final's version adds a lot of extra detail, although the design remains generally the same.

Umbrella Texture

Pre-Speedrun Final
AHatIntime Umbrella(Texture)(Proto).png AHatIntime Umbrella(Texture)(Final).png

An extremely minor change to the texture was made for the final game. The top-left part of the UV map had a slight adjustment. The textures are otherwise identical.

Time Piece Wood Texture

Pre-Speedrun Final
AHatIntime hourglass wood(Proto).png AHatIntime hourglass wood(Final).png

The texture for the wood on the Time Pieces was originally 4K prior to the final game.

Witch Hat Texture

Alpha/Beta Final (Unused)
AHatIntime witch hat diffuse(Alpha).png AHatIntime witch hat diffuse.png
AHatIntime witch hat normal.png

The Witch hat gained a normal map after the Beta builds, and its texture was changed to allow for dye changes, something that wasn't implemented in builds prior to the Speedrun builds.

Light Plant Head Design

Prerelease Final (Modding Tools)
AHatIntime light plant head(Proto).png AHatIntime light plant head.png

The scrapped Light Plant enemies seen in all prerelease builds (except the Speedrun builds) had a taller stem and had white heads instead of purple ones. The older head design also does not depict them with tongues.

Conductor Body Texture

Alpha Beta/Final
AHatIntime conductor diffuse(Alpha).png AHatIntime conductor diffuse(Final).png

The Conductor's texture was updated in the Beta builds to allow for him to swap colors. In the Beta, specifically in Murder on the Science Express, there were going to be three more Conductors, named Greg, Walter, and Redd. This ultimately wasn't used in the final game, although his texture still remains in the final game, ready to change color if set up properly.

Science Owl Normal Map

AHatIntime scienceowl normal(Alpha).png
The Science Owls in the Spaceship actually use a normal map, which is exclusive to the Alpha builds.

Mafia Body Texture

Pre-Speedrun Final
AHatIntime mafia body texture(Proto).png AHatIntime mafia body texture(Final).png

Each Mafia in builds prior to the Speedrun builds had a body texture that was 4K in resolution. This was reduced in the Speedrun builds and final game down to 1024x1024.

Mafia Apron Textures

Pre-Speedrun Final
AHatIntime mafia apron tex(Proto).png AHatIntime mafia apron tex(Final).png

The texture on one of the aprons on the Mafia before the final game was also 4K in resolution.

Mafia Bowler Hat

Alpha/Beta Final
AHatIntime bowlerhat(Alpha).png AHatIntime bowlerhat(Final).png

One of the Mafia's hats that they sometimes wear had its texture resolution chopped in half twice for the final game.

Footstep Texture

Prerelease Final
AHatIntime footstep(Proto).png AHatIntime footstep(Final).png

The texture for a player's footprint was made brown for the final game.

Mustache Girl Textures

Prerelease Final
AHatIntime mustachegirl facial idle exp(Proto).png
AHatIntime mustachegirl facial idle white(Proto).png
AHatIntime mustachegirl facial idle lashes(Proto).png
AHatIntime mustachegirl facial idle exp(Final).png
AHatIntime mustachegirl facial idle white(Final).png
AHatIntime mustachegirl facial idle lashes(Final).png

Mustache Girl's idle face and eyes were redrawn slightly for the final game, and the masking texture was adjusted as well.

Hat Kid Textures

AHatIntime hatkid hat tex(Alpha).png
In the Prototype and Alpha builds of the game, Hat Kid's hat used a unique texture called 'hatkid_hat_tex'. Starting with the Beta builds, the hat just used the same texture as Hat Kid's body.

Prototype/Alpha Beta/Final
AHatIntime Hatkid facial angry exp(Proto).png AHatIntime hatkid facial angry exp(Final).png

The positioning of Hat Kid's mouth when angry was higher up in the Prototype and Alpha builds.