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

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


Contents

Mafia Town

AHatIntime tower windmill(PrototypeModel).png
Buildings
Why are the roofs more colorful than the final?
AHatIntime harbour rocks beach 03(PrototypeModel).png
Rocks
Rock variety is less than the final, but somehow more unique.

Balloon

Prototype (November 16 2012) Alpha (November 30 2013) Beta (February 7 2015)
AHatIntime balloon(PrototypeModel).png AHatIntime balloon(AlphaModel).png AHatIntime balloon2(BetaModel).png

The basic small balloons seen around Mafia Town look really different compared to later builds and especially the final game. The Prototype balloons heavily rely on fresnel, while later versions remove the transparency from the design entirely. The balloon model is also skeletal, something that was retained in the Alpha builds, but was dropped by the Beta builds in exchange for the balloons becoming static meshes. Both the Prototype and Alpha versions, being skeletal meshes, actually have a little spinning animation, which the Beta's and final game's balloons do not have at all. In terms of polygons, the Prototype version is the lowest of the them all, while the Alpha version is a bit higher-poly than the Beta version.

The animations the Prototype and Alpha balloons use:

Prototype Alpha
AHatIntime (Prototype) balloon balloon idle.gif AHatIntime (Alpha) balloon spin.gif

Wine Barrel

Prototype (December 10 2012) Alpha/Beta/Final (December 15 2013)
AHatIntime cellar winebarrel large01(PrototypeModel).png AHatIntime cellar winebarrel large01(FinalModel).png

Has fewer vertices than the final version: 1009 vs 1605.

Carpet

Prototype/Alpha/Beta (September 29 2012) Final (July 15 2017)
AHatIntime carpet(PrototypeModel).png AHatIntime carpet(FinalModel).png

Its texture is different, but model differences are currently unknown. The prerelease version of this model is one of the oldest public models for the game.

Bar Counter

Prototype (October 19 2012) Alpha/Beta/Final (September 6 2013)
AHatIntime barcounter01(PrototypeModel).png AHatIntime barcounter01(FinalModel).png

Bases were added to both ends of the gold railing. The Prototype version is also shorter than the final version.

Cafe Table

Prototype (September 18 2012) Alpha/Beta/Final (September 5 2013)
AHatIntime cafe table02(PrototypeModel).png AHatIntime cafe table02(FinalModel).png

The underside of the base of the table is modeled on the Prototype version. Otherwise, the models are identical. The Prototype version of this model is one of the oldest public models for the game.

Floating Banner

Prototype (April 6 2013) Alpha/Beta/Final (January 15 2014)
AHatIntime floating banner static(PrototypeModel).png AHatIntime floating banner static(FinalModel).png

Is quite a bit higher-poly than the final version, and the vertices are not perfectly mirrored on the early model, resulting in an uneven waving material shader on it.

Pon

Prototype (April 6 2013) Alpha/Final (Modding Tools) (January 15 2014)
AHatIntime EnergyBit(Prototype).png AHatIntime EnergyBit.png

Main model differences are currently unknown, but the Prototype's version has only one LOD, while the Alpha has three.

Seaside Spaghetti Window

Prototype (April 16 2013) Alpha/Beta/Final (February 19 2014)
AHatIntime harbour cafe window 01(PrototypeModel).png AHatIntime harbour cafe window 01(FinalModel).png

The UVs were edited to remove the dark blue lines on parts of the window.

Islands

Prototype Cosmo/Alpha (June 23 2013) Alpha Update 5/Beta/Final (March 1 2014)
AHatIntime harbour distant island large(PrototypeCosmoModel).png AHatIntime harbour distant island large(FinalModel).png

The Prototype version is much higher-poly and more detailed than the final version. It was probably reduced in quality due to being such a far away model from the main level, and the detail visible on it wouldn't really be seen too well.

Prototype/Alpha (May 24 2013) Alpha Update 5/Beta/Final (September 28 2016)
AHatIntime harbour island distance(PrototypeModel).png AHatIntime harbour island distance(FinalModel).png

Is much higher-poly than the final version. Like with the previous island above, this model was likely decimated in polygons due to being too far away to see that well, and the amount of polygons it originally had were redundant.

Prototype Cosmo (June 23 2013) Alpha/Beta/Final (October 31 2013)
AHatIntime harbour island distant(PrototypeCosmoModel).png AHatIntime harbour island distant(FinalModel).png

Has a little less vertices than the final: 536 vs 603.

Docks

Prototype Cosmo/Alpha (June 13 2013) Beta (August 24 2014) Final (October 3 2015)
AHatIntime harbour dock 01(PrototypeCosmoModel).png AHatIntime harbour dock 01(BetaModel).png AHatIntime harbour dock 01(FinalModel).png

The Prototype version has less vertices than the later versions: 330 vs 404. Differences between the Beta and final versions are currently unknown.

Prototype Cosmo/Alpha (June 11 2013) Alpha Update 5/Beta/Final (August 24 2014)
AHatIntime harbour dock 02(PrototypeCosmoModel).png AHatIntime harbour dock 02(FinalModel).png

Has less vertices than the final: 206 vs 252.

Prototype Cosmo (June 11 2013) Alpha (June 26 2013) Beta (August 24 2014) Final (October 3 2015)
AHatIntime harbour dock 01 boards(PrototypeCosmoModel).png AHatIntime harbour dock 01 boards(AlphaModel).png AHatIntime harbour dock 01 boards(BetaModel).png AHatIntime harbour dock 01 boards(FinalModel).png

The Prototype and Alpha versions have more vertices than the final: 5828 vs 5816. The Beta version has less vertices than the final, at 5812. The Prototype and Alpha versions lack any LODs. The Beta version has LODs, in which the first LOD is lower-poly than the final's, but the second LOD in the final is completely flat, while the Beta's is still a full model.

Prototype Cosmo (June 11 2013) Alpha (June 26 2013) Beta (August 24 2014) Final (October 3 2015)
AHatIntime harbour dock 02 boards(PrototypeCosmoModel).png AHatIntime harbour dock 02 boards(AlphaModel).png AHatIntime harbour dock 02 boards(BetaModel).png AHatIntime harbour dock 02 boards(FinalModel).png

The Prototype and Alpha versions have one less polygon and vertice than the Beta version and final version. Prototype and Alpha versions lack any LODs. Beta has LODs, and its first LOD matches the final exactly. Its second LOD, much like the above, is a full model in the Beta but is completely flat in the final.

Prototype Cosmo (June 8 2013) Alpha (January 6 2014) Beta/Final (August 17 2014)
AHatIntime harbour main dock 01(PrototypeCosmoModel).png AHatIntime harbour main dock 01(AlphaModel).png AHatIntime harbour main dock 01(FinalModel).png
Prototype Cosmo (June 11 2013) Alpha (October 29 2013) Beta/Final (August 16 2014)
AHatIntime harbour main dock 02(PrototypeCosmoModel).png AHatIntime harbour main dock 02(AlphaModel).png AHatIntime harbour main dock 02(FinalModel).png

The parts of the town that connect to the docks received a massive graphical overhaul and improvement for the Alpha, and got a few minor tweaks for the Beta and final game.

Factory Gold Letters

Prototype/Alpha (April 24 2013) Beta/Final (April 24 2014)
AHatIntime harbour factory gold letters(PrototypeModel).png AHatIntime harbour factory gold letters(FinalModel).png

Has less vertices than the final: 329 vs 564. The Prototype version lacks any LODS.

Flag Pole

Prerelease (May 9 2013) Final (October 3 2015)
AHatIntime harbour flag pole(PrototypeModel).png AHatIntime harbour flag pole(FinalModel).png

Textures are a bit different, but model differences are currently unknown.

Fountain Statue

Prerelease (May 21 2013) Final (September 28 2015)
AHatIntime harbour fountain statue(PrototypeModel).png AHatIntime harbour fountain statue(FinalModel).png

The Mafia statues that make up the fountain are far more simplified in the final version, whereas the prerelease version has actual, fully-detailed posed Mafia models as part of the design. Thus, the early version is much, much higher-poly than the final.

Fountain Water

Prototype (May 21 2013) Alpha/Beta/Final (September 30 2013)
AHatIntime harbour fountain water(PrototypeModel).png AHatIntime harbour fountain water(FinalModel).png

Has a few more vertices than the final: 77 vs 68.

Grass

Prototype (April 25 2013) Alpha/Beta/Final (September 11 2013)
AHatIntime harbour grass 03(PrototypeModel).png AHatIntime harbour grass 03(FinalModel).png

The position of the point of the obtuse angle on the grass was adjusted a bit.

Prototype (April 25 2013) Alpha/Beta/Final (September 11 2013)
AHatIntime harbour grass 04(PrototypeModel).png AHatIntime harbour grass 04(FinalModel).png

The long point of the grass model was made straight on the right side.

Prototype (May 7 2013) Alpha (January 13 2014) Beta/Final (August 13 2014)
AHatIntime harbour grass 06(PrototypeModel).png AHatIntime harbour grass 06(AlphaModel).png AHatIntime harbour grass 06(FinalModel).png

The Prototype version is all grass, while the Alpha and final versions incorporate some more dirt. A grass part was also removed from the design for the Alpha version. The patches of grass in the Prototype version are also completely flat, and most were replaced by dirt, which are curved. Thus, the Prototype version is far lower-poly than the other versions. The differences between the Alpha and final version are very small, being only a few vertices.

Prototype (April 25 2013) Alpha/Beta/Final (September 30 2013)
AHatIntime harbour grass 07(PrototypeModel).png AHatIntime harbour grass 07(FinalModel).png

An additional piece of grass was added to the design.

Prerelease (April 25 2013) Final (September 28 2016)
AHatIntime harbour grass 09(PrototypeModel).png AHatIntime harbour grass 09(FinalModel).png

Has slightly less vertices than the final: 29 vs 34.

Lava

Prerelease (May 9 2013) Final (August 28 2017)
AHatIntime harbour lava chapter4(PrototypeModel).png AHatIntime harbour lava chapter4(FinalModel).png

There are numerous differences between the two lava meshes for Heating Up Mafia Town, which mostly stem from being updated to match changes in Mafia Town's layout and geometry. The UVs on the final model are also generally better than the early version's.

Mafia Signs

Prototype (April 16 2013) Alpha/Beta/Final (January 7 2014)
AHatIntime harbour mafia sign 01(PrototypeModel).png AHatIntime harbour mafia sign 01(FinalModel).png

Has a lot less vertices than the final: 3296 vs 4002. The Prototype version completely lacks any LODs.


AHatIntime harbour mafia sign 02(PrototypeModel).png
There's also another Mafia sign that is exclusive to the Prototype builds, which was positioned on top of the factory. It was completely removed and deleted for future builds. The model is dated April 14 2013.

Tunnel

Prototype (April 10 2013) Alpha/Beta/Final (January 8 2014)
AHatIntime harbour mountain tunnel(PrototypeModel).png AHatIntime harbour mountain tunnel(FinalModel).png

Is a bit higher-poly than the final. One of the tunnels in the Prototype version extends a bit further.

Small Floating Platform

Prototype (May 22 2013) Alpha/Beta/Final (December 24 2013)
AHatIntime harbour small platform(PrototypeModel).png AHatIntime harbour small platform(FinalModel).png

Has a little less vertices than the final: 268 vs 298. Uses different textures.

Prototype (May 22 2013) Alpha/Beta/Final (August 31 2013)
AHatIntime harbour small platform blades(PrototypeModel).png AHatIntime harbour small platform blades(FinalModel).png

Has six less vertices than the final, at 250.

Scaffolding

Prototype (May 16 2013) Alpha/Beta/Final (January 18 2014)
AHatIntime harbour scaffolding 02(PrototypeModel).png AHatIntime harbour scaffolding 02(FinalModel).png

A ladder and wooden board was subtracted from the design, and a substantial amount of detail was added for the final version in the form of numerous metal beams.


AHatIntime harbour scaffolding 01(PrototypeModel).png
There's another scaffolding model that is exclusive to the Prototypes, which was split into multiple models for future builds. The model is dated May 15 2013.

Slides

Prototype (April 10 2013) Alpha/Beta/Final (January 17 2014)
AHatIntime harbour slide small(PrototypeModel).png AHatIntime harbour slide small(FinalModel).png
Prototype (April 26 2013) Alpha/Beta/Final (January 17 2014)
AHatIntime harbour slide large(PrototypeModel).png AHatIntime harbour slide large(FinalModel).png

Both slides in the Prototype builds were half-pipe slides. Starting with the Alpha builds, they were turned into full yellow tube slides, and were separated from their wooden supports. The large slide gained an additional support in the final version, as well.

Railing

Prototype (April 28 2013) Alpha/Beta/Final (January 18 2014)
AHatIntime harbour railing 01(PrototypeModel).png AHatIntime harbour railing 01(FinalModel).png

The design of the railing is completely different.

Ruins

Prototype Cosmo (June 14 2013) Alpha/Beta (June 30 2013)
AHatIntime harbour ruins(PrototypeCosmoModel).png AHatIntime harbour ruins(AlphaModel).png

The design of this little platforming section was completely changed from a circle of buildings and rocks to a straight line.

Stairs

Prototype (April 12 2013) Alpha/Beta (September 20 2013) Final (September 29 2016)
AHatIntime harbour stairs 01(PrototypeModel).png AHatIntime harbour stairs 01(AlphaModel).png AHatIntime harbour stairs 01(FinalModel).png

The Prototype version is a lot lower-poly than the later versions. The Alpha and Beta version has a lot less vertices than the final: 897 vs 1740.

Prototype (April 12 2013) Alpha/Beta (January 19 2014) Final (September 29 2016)
AHatIntime harbour stairs 02(PrototypeModel).png AHatIntime harbour stairs 02(AlphaModel).png AHatIntime harbour stairs 02(FinalModel).png

The Prototype version is a lot lower-poly than the later versions. The Alpha and Beta version has a lot less vertices than the final: 896 vs 1743.

Prototype/Alpha (April 12 2013) Beta/Final (August 14 2014)
AHatIntime harbour stairs 03(PrototypeModel).png AHatIntime harbour stairs 03(FinalModel).png

Has less vertices than the final: 292 vs 232. The UVs were adjusted for the new texture in the Beta builds.

Prototype/Alpha (April 14 2013) Beta/Final (April 14 2014)
AHatIntime harbour stairs 04(PrototypeModel).png AHatIntime harbour stairs 04(FinalModel).png

Has slightly less vertices than the final: 108 vs 120.

Prototype (May 22 2013) Alpha (January 10 2014) Beta/Final (August 16 2014)
AHatIntime harbour stairs 05(PrototypeModel).png AHatIntime harbour stairs 05(AlphaModel).png AHatIntime harbour stairs 05(FinalModel).png

The Prototype version is a bit lower-poly than the later versions. The Alpha version has less vertices than the final: 1038 vs 1451.

Prototype Cosmo/Alpha(June 9 2013) Beta (August 16 2014)
AHatIntime harbour stairs 06(PrototypeCosmoModel).png AHatIntime harbour stairs 06(BetaModel).png

The version in the Prototype and Alpha builds is a bit lower-poly than the Beta version.

Prototype/Alpha (May 18 2013) Beta/Final (August 16 2014)
AHatIntime harbour stairs 07(PrototypeModel).png AHatIntime harbour stairs 07(FinalModel).png

The UVs were edited to tile a bit more.

Prototype/Alpha (May 15 2013) Beta/Final (August 16 2014)
AHatIntime harbour stairs 08(PrototypeModel).png AHatIntime harbour stairs 08(FinalModel).png

Has less vertices than the final: 889 vs 1133. UVs were greatly improved in the final version.

Prototype/Alpha (April 14 2013) Beta (August 28 2014) Final (October 3 2015)
AHatIntime harbour stairs 09(PrototypeModel).png AHatIntime harbour stairs 09(BetaModel).png AHatIntime harbour stairs 09(FinalModel).png

Both the pre-Beta and Beta versions have less vertices than the final, but the pre-Beta version has more vertices than the Beta: 523 vs 498. The final version has 536 vertices.

Prototype Cosmo (June 9 2013) Alpha (January 13 2014) Beta/Final (Modding Tools) (August 28 2014)
AHatIntime harbour stairs 10(PrototypeCosmoModel).png AHatIntime harbour stairs 10(AlphaModel).png AHatIntime harbour stairs 10(FinalModel).png

The Prototype version isn't broken up like it is in the later versions. The entire staircase is intact. The Alpha version is slightly higher-poly than the Modding Tools version, but has quite a few less vertices: 875 vs 1005.

AHatIntime stair railing 10(PrototypeModel).png
There's also a railing model for the stairs model above, which is exclusive to the Prototype builds. The railing model is dated April 10 2013.

Prototype/Alpha (April 16 2013) Beta/Final (August 16 2014)
AHatIntime harbour stairs 11(PrototypeModel).png AHatIntime harbour stairs 11(FinalModel).png

Has a little less vertices than the final: 316 vs 372.

Prototype/Alpha (May 20 2013) Beta (August 16 2014) Final (March 31 2016)
AHatIntime harbour stairs 12(PrototypeModel).png AHatIntime harbour stairs 12(BetaModel).png AHatIntime harbour stairs 12(FinalModel).png

The Beta version has two less vertices than the Prototype version and final version, at 135.

Calcite Staircase

AHatIntime staircase(PrototypeCosmoModel).png
A staircase model exclusive to the Cosmo Prototype, this model was seen being used all the way back in Calcite! It's found in the Cosmo Prototype at the top of the church bell tower where Mustache Girl resides in the Alpha builds and beyond. The model is dated January 6 2013.

Support Beams

Prototype/Alpha (April 27 2013) Beta/Final (August 28 2014)
AHatIntime harbour support beam(PrototypeModel).png AHatIntime harbour support beam(FinalModel).png

Has two less polygons than the final version, at 97.

Swinging Pirate Ship

Prototype/Alpha (May 22 2013) Beta (August 31 2014)
AHatIntime harbour swinging boat pivot(PrototypeModel).png AHatIntime harbour swinging boat pivot(BetaModel).png

Prerelease builds of A Hat in Time, minus the Speedrun builds, contained a swinging pirate ship near the lighthouse in Mafia Town. This model would ultimately be deleted before the final game, with only its supports leftover in the Modding Tools. Although no known explanation has been given regarding its removal, it's likely due to the player being able to easily get stuck on the boat due to collision issues. Regardless, it was updated for the Beta builds, although it was stuck under the seafloor in the Betas, normally not visible. The differences between the main models are currently unknown, but the LODs for the ship were adjusted quite a bit between the two versions, with the Beta's LODs being, overall, a lot cleaner and slightly higher-poly than the Alpha version's. The Prototype version has no LODs at all.

Walls

Prototype (April 14 2013) Alpha (June 29 2013) Beta/Final (August 14 2014)
AHatIntime harbour wall 01(PrototypeModel).png AHatIntime harbour wall 01(AlphaModel).png AHatIntime harbour wall 01(FinalModel).png

The UVs were adjusted across all the versions. The polygon and vertice count remained exactly the same.

Prototype/Alpha (April 10 2013) Beta/Final (August 14 2014)
AHatIntime harbour wall 02(PrototypeModel).png AHatIntime harbour wall 02(FinalModel).png

The UVs were edited to tile more for the new texture used in the Beta builds.

Water Flow

Prerelease (April 17 2013) Final (June 23 2017)
AHatIntime harbour water flow(PrototypeModel).png AHatIntime harbour water flow(FinalModel).png

Has two less vertices than the final, at 10.

Main Upward Waterfalls

Prerelease (May 25 2013) Final (October 7 2015)
AHatIntime harbour waterfalls(PrototypeModel).png AHatIntime harbour waterfalls(FinalModel).png

Has six more polygons than the final, at 158.

Wooden Structures

Prototype Cosmo (June 10 2013) Alpha/Beta/Final (January 5 2014)
AHatIntime harbour wooden structure(PrototypeCosmoModel).png AHatIntime harbour wooden structure(FinalModel).png

The wooden floors were separated and made their own models.

AHatIntime harbour wooden structure 02(PrototypeModel).png
There's also an additional, smaller wooden structure nestled up against the meat house only in the Prototypes. The model was completely removed and deleted for all future builds. This model is dated April 28 2013.

Stool

Prototype (March 3 2013) Alpha/Beta/Final (November 26 2013)
AHatIntime mafia stool(PrototypeModel).png AHatIntime mafia stool(FinalModel).png

Has a lot less vertices than the final: 1426 vs 2130. The cushion uses a fancy texture that is exclusive to the Prototype builds.

Generic Ladder

Prototype (November 8 2012) Alpha/Beta/Final (January 3 2014)
AHatIntime ladder(PrototypeModel).png AHatIntime ladder(FinalModel).png

Is a bit higher-poly than the final version.

Other Ladders

AHatIntime harbour ladder 01(PrototypeModel).png AHatIntime harbour ladder 02(PrototypeModel).png
AHatIntime harbour ladder 04(PrototypeModel).png AHatIntime harbour ladder 05(PrototypeModel).png
AHatIntime harbour ladder 06(PrototypeModel).png AHatIntime harbour ladder 07(PrototypeModel).png
AHatIntime harbour ladder 09(PrototypeModel).png AHatIntime harbour ladder 08(PrototypeModel).png
Several other ladder models that are all exclusive to the Prototype builds. In future builds of the game, all ladders used are generated per-Actor, and don't use pre-made models like this. All of these models are dated April 10 2013, except for the last one, which is dated May 15 2013.

Door Frame

Prerelease (February 4 2013) Final (July 15 2017)
AHatIntime mafia doorframe(PrototypeModel).png AHatIntime mafia doorframe(FinalModel).png

Differences are currently unknown.

Mafia Boss

Prototype/Alpha (February 16 2013) (Unused) Beta/Final (September 30 2014)
AHatIntime mafia boss(PrototypeModel).png AHatIntime mafiaboss(FinalModel).png

Has slightly less vertices than the final: 2858 vs 2862.

Time Piece

Prerelease (March 4 2013) Final (March 24 2016)
AHatIntime TimeObject(PrototypeModel).png AHatIntime TimeObject(FinalModel).png

Is much higher-poly than the final version, particularly in the glass. The glass is also double-layered, which definitely contributes to the higher polygon count.

Trash Containers

Prerelease (February 13 2013) Final (September 16 2016)
AHatIntime trashcontainer open(PrototypeModel).png AHatIntime trashcontainer open(FinalModel).png

Is much higher-poly than the final due to being filled with dirt.

Prototype/Alpha (January 29 2013) Alpha Update 5/Beta (March 1 2014) Final (September 16 2016)
AHatIntime trashcontainer(PrototypeModel).png AHatIntime trashcontainer(Alpha5Model).png AHatIntime trashcontainer(FinalModel).png

The Prototype version is actually higher-poly than the final version due to an unoptimized hinge. The version from Alpha Update 5 and the Betas is lower-poly than the final, and is especially noticeable at, again, the hinge for the lid.

Seaside Spaghetti Sign

Prototype (October 18 2012) Alpha/Beta/Final (Modding Tools) (February 19 2014)
AHatIntime seasidespaghetti(PrototypeModel).png AHatIntime seasidespaghetti(FinalModel).png

Is way higher-poly than the Alpha and Beta version due to the letters themselves all being much smoother.

Island Stone

Prototype Cosmo (June 25 2013 - 13:42:57) Alpha/Beta/Final (June 25 2013 - 21:06:00)
AHatIntime Stone(PrototypeCosmoModel).png AHatIntime Stone(FinalModel).png

A model that just barely managed to slip into the Cosmo Prototype. It received its final revision right after the build was compiled. Has less vertices than the final: 46 vs 64.

Parasol

Prerelease (November 1 2012) Final (November 29 2015)
AHatIntime parasol(PrototypeModel).png AHatIntime parasol(FinalModel).png

Has almost twice the polygon count as the final version for reasons currently unknown.

Meat

Prototype (May 12 2013) Alpha/Beta/Final (January 8 2014)
AHatIntime meatclub(PrototypeModel).png AHatIntime meatclub(FinalModel).png

Is higher-poly than the final version, and has the bone going through the whole model instead of cutting it off at the ends of the meat.

Dock Cleat

Prototype (September 19 2012) Alpha/Beta (September 4 2013) Final (September 25 2015)
AHatIntime dock cleat(PrototypeModel).png AHatIntime dock cleat(AlphaModel).png AHatIntime dock cleat(FinalModel).png

The Prototype version is much higher-poly than the later versions due to an unoptimized bottom part, as well as the very bottom being fully modeled. The later two models have the same number of vertices, but the version in the Alphas completely lacks any LODs. The Beta has LODs for it, although the final also has a flat LOD, which the Beta lacks. All of the other LOD models for it are lower-poly in the Beta than in the final game.

Small Wine Barrel

Prototype (December 10 2012) Alpha/Beta (December 15 2013) Final (March 11 2017)
AHatIntime cellar winebarrel small01(PrototypeModel).png AHatIntime cellar winebarrel small01(AlphaModel).png AHatIntime cellar winebarrel small01(FinalModel).png

The early versions have less vertices than the final: 463 vs 615. The most intensive LOD in the final version is a flat LOD, while the Alpha and Beta version has another full model LOD instead. The Prototype version completely lacks any LODs.

Wooden Chair

Prototype (October 18 2012) Alpha (September 5 2013) Alpha Update 5/Beta (March 1 2014) Final (November 28 2015)
AHatIntime casual chair(ProtoypeModel).png AHatIntime casual chair(AlphaModel).png AHatIntime casual chair(Alpha5Model).png AHatIntime casual chair(FinalModel).png

The Prototype version is much higher-poly than the later versions due to be very unoptimized. The later early versions are lower-poly than the final version, and have one less LOD than the final. Its most intensive LOD, however, is lower-poly than the final's most intensive LOD. Note that only the Alpha Update 5/Beta version had LODs. The Prototype and initial Alpha version didn't have any LODs.

Casino Chair

AHatIntime casino chair(PrototypeModel).png
A near-identical model to the stool above is also present exclusively in the Prototypes. The model is dated October 18 2012.

Hot Air Balloon

Prototype (April 5 2013) Alpha/Beta (December 18 2013) Final (September 25 2016)
AHatIntime airballoon(Prototype).png AHatIntime airballoon2(AlphaModel).png AHatIntime airballoon2(FinalModel).png

The Prototype's hot air balloon is unique in not only its shape compared to the later versions, but also because it is a skeletal mesh, while the later versions are static meshes. The Prototype hot air balloon uses an animation to float up and down, while the later versions are scripted Actors. The balloon in the Alpha and Betas has a slightly different basket design and the ropes that connect the balloon and basket are slightly different, as well.

The animation used for the Prototype's balloons:
AHatIntime airballoon idle.gif

Factory Pipes

Prototype (April 24 2013) Alpha (September 16 2013) Beta/Final (April 17 2014)
AHatIntime factory pipes(PrototypeModel).png AHatIntime harbour factory pipes(AlphaModel).png AHatIntime harbour factory pipes(FinalModel).png

The bars on the smaller pipe in the Prototype version are closer to the top of the pipe than the later versions. It's also lower-poly than the later versions due to the pipes having flatter tops.

Bridges

Prototype (April 29 2013) Alpha (January 15 2014) Beta (August 16 2014) Final (September 21 2016)
AHatIntime harbour bridge 04(PrototypeModel).png AHatIntime harbour bridge 04(AlphaModel).png AHatIntime harbour bridge 04(BetaModel).png AHatIntime harbour bridge 04(Original).png

The Prototype version is slightly lower-poly than the later versions. The Alpha version of the bridge has a few more vertices than the Beta version, and actually matches the final's stat-wise. However, it lacks any LODs of any kind in the initial Alpha release. In Alpha Update 5, it gained the same number of LODs that the Beta has, which is one more than the final game has. The first LOD in Alpha Update 5 has one less polygon than the first LOD in the Beta, and the second LOD in Alpha Update 5 is much higher-poly than the one in the Beta. The single LOD present in the final's version of the model is higher-poly than any of the LODs from the Alpha and Betas. In regards to textures, between Alpha and Beta, they're the same. The floor texture was changed completely for the final game.

AHatIntime harbour bridge 01(PrototypeModel).png AHatIntime harbour bridge 02(PrototypeModel).png
AHatIntime harbour bridge 03(PrototypeModel).png AHatIntime harbour bridge 04(PrototypeModel).png
AHatIntime harbour bridge 05(PrototypeModel).png AHatIntime harbour bridge 06(PrototypeModel).png
Several more different bridge models are present, which are all exclusive to the Prototype builds. They were used to fill several gaps in Mafia Town, but were all completely removed and deleted before the Alpha builds. Mafia Town also started using far less bridges in the Alpha builds. These models are all dated April 22 2013.

Cave Doorway

Prototype (April 27 2013) Alpha (January 19 2014) Beta/Final (August 16 2014)
AHatIntime harbour cave door base(PrototypeModel).png AHatIntime harbour cave door base(AlphaModel).png AHatIntime harbour cave door base(FinalModel).png

The Prototype and Alpha versions have one more vertice than the final, at 174. They also lacks any LOD models, of which the final has two.

Curved Paths

Prototype (May 3 2013) Alpha (February 18 2014) Alpha Update 5 (February 23 2014) Beta/Final (August 23 2014)
AHatIntime harbour curved path 01(PrototypeModel).png AHatIntime harbour curved path 01(AlphaModel).png AHatIntime harbour curved path 01(Alpha5Model).png AHatIntime harbour curved path 01(FinalModel).png

The Prototype version is much lower-poly than the later versions. The Alpha Update 5 version has less vertices compared to the final: 1120 vs 1343. LODs are lower-poly than the final's.

Prototype Cosmo (June 13 2013) Alpha (February 18 2014) Beta/Final (August 23 2014)
AHatIntime harbour curved path 02(PrototypeCosmoModel).png AHatIntime harbour curved path 02(AlphaModel).png AHatIntime harbour curved path 02(FinalModel).png

The Prototype version is much lower-poly than the later versions. The Alpha version has less vertices compared to the final: 1214 vs 1438. Completely lacks any LODs in the initial release of the Alpha, but gained two in Alpha Update 5, which are lower-poly than the ones in the final game's.

Mafia HQ Platform

Prototype (May 22 2013) Alpha/Beta (January 17 2014) Final (September 11 2016)
AHatIntime harbour mafia hq platform(PrototypeModel).png AHatIntime harbour mafia hq platform(AlphaModel).png AHatIntime harbour mafia hq platform(FinalModel).png

The Prototype version has a few more vertices than the Alpha and Beta version: 292 vs 267. Both early versions are much less smooth compared to the final, and thus are lower-poly. The Prototype and Alpha versions lack any LODs, but it gained some by the Beta builds, which are, obviously, all lower-poly than the final's.

Mafia HQ Building

Prototype (January 29 2013) Alpha/Beta (November 29 2013) Final (August 9 2017)
AHatIntime mafia hq mainbuilding temp(PrototypeModel).png AHatIntime Mafia HQ All Mafia HQ Cutout Lights(AlphaModel).png AHatIntime Mafia HQ All Mafia HQ Cutout Lights(FinalModel).png

The entire building in the Prototype is all one model. It would be split into multiple different models for the Alpha builds and beyond. The Prototype version is marked as "temp" in its filename. The differences between the Alpha and final versions are some minor additional details and general smoothness and polish of the sign.

Small Cave

Prototype (April 26 2013) Alpha (November 5 2013) Beta/Final (August 16 2014)
AHatIntime harbour mountain small cave(PrototypeModel).png AHatIntime harbour mountain small cave(AlphaModel).png AHatIntime harbour mountain small cave(FinalModel).png

The floor inside the cave was removed, and is sand in later versions of the game. The Alpha version has slightly more vertices than the final: 139 vs 120.

Fountain

Prototype (May 21 2013) Alpha (September 30 2013) Beta (August 24 2014) Final (September 14 2016)
AHatIntime harbour market fountain(PrototypeModel).png AHatIntime harbour market fountain(AlphaModel).png AHatIntime harbour market fountain(BetaModel).png AHatIntime harbour market fountain(FinalModel).png

The Prototype version has a bit more vertices than the Alpha version: 890 vs 786, and both the Prototype and Alpha versions are much lower-poly than the Beta and final versions. The Beta version has less vertices than the final: 1758 vs 1969. The Prototype and Alpha versions completely lack any LODs. The Beta version has two LODs, while the final version only has one. The extra LOD in the Beta version heavily decimates the model to make it very low-poly. Visually, the Alpha version is much whiter, while the Beta and final versions are more grey. The Alpha version also lacks the gold rim details seen on the later versions. The final version uses a mossy brick texture, while the Beta version uses a cleaner version of it.

Minor Buildings

Prototype (April 14 2013) Alpha (September 12 2013) Beta/Final (August 23 2014)
AHatIntime harbour path 01(PrototypeModel).png AHatIntime harbour path 01(AlphaModel).png AHatIntime harbour path 01(FinalModel).png

The Prototype version is a little bit lower-poly than the Alpha version. The white walls were separated from this model and made into their own model for the Beta builds and final game.

Prototype (May 17 2013) Alpha (September 12 2013) Alpha Update 5 (February 22 2014) Beta/Final (August 23 2014)
AHatIntime harbour path 02(PrototypeModel).png AHatIntime harbour path 02(AlphaModel).png AHatIntime harbour path 02(Alpha5Model).png AHatIntime harbour path 02(FinalModel).png

The Prototype version is a little bit lower-poly than the Alpha versions. The UVs on the model were adjusted between the two Alpha versions, and they both have less vertices than the final: 343 vs 416.

Prototype (May 7 2013) Alpha (January 13 2014) Alpha Update 5 (February 22 2014) Beta/Final (August 23 2014)
AHatIntime harbour path 03(PrototypeModel).png AHatIntime harbour path 03(AlphaModel).png AHatIntime harbour path 03(Alpha5Model).png AHatIntime harbour path 03(FinalModel).png

The Prototype version is a little bit lower-poly than the Alpha versions. The UVs on the model were adjusted between the two Alpha versions, and they both have less vertices than the final: 423 vs 474.

Prototype (May 20 2013) Alpha (January 15 2014) Beta/Final (August 23 2014)
AHatIntime harbour path 04(PrototypeModel).png AHatIntime harbour path 04(AlphaModel).png AHatIntime harbour path 04(FinalModel).png

The model in the Prototypes is all one model. Starting with the Alpha builds, it would be separated into multiple different models. The Alpha version is slightly lower-poly than the final version.

Prototype Cosmo (May 23 2013) Alpha (January 13 2014) Beta/Final (August 17 2014)
AHatIntime harbour plant boxes 01(PrototypeModel).png AHatIntime harbour plant boxes 01(AlphaModel).png AHatIntime harbour plant boxes 01(FinalModel).png

Each version gradually gets a bit higher-poly. The early versions both lack an LOD model.

Prototype (May 22 2013) Alpha (February 14 2014) Beta/Final (August 23 2014)
AHatIntime harbour plant boxes 02(PrototypeModel).png AHatIntime harbour plant boxes 02(AlphaModel).png AHatIntime harbour plant boxes 02(FinalModel).png

The Prototype version is slightly lower-poly than the Alpha and final versions. The Alpha version has less vertices than the final: 220 vs 248. Lacks an LOD model.

Prototype (April 10 2013) Alpha (December 27 2013) Beta (August 13 2014) Final (July 16 2017)
AHatIntime harbour platform 02(PrototypeModel).png AHatIntime harbour platform 02(AlphaModel).png AHatIntime harbour platform 02(BetaModel).png AHatIntime harbour platform 02(FinalModel).png

Primary changes are UVs and an additional material slot being added between the Beta and final versions.

Prototype (May 15 2013) Alpha (February 17 2014) Beta (August 23 2014) Final (October 3 2015)
AHatIntime harbour platform 03(PrototypeModel).png AHatIntime harbour platform 03(AlphaModel).png AHatIntime harbour platform 03(BetaModel).png AHatIntime harbour platform 03(FinalModel).png

Parts of the model were gradually separated into their own models. The Prototype and Alpha versions lack any LODs.

Prototype (May 3 2013) Alpha (February 17 2014) Beta (August 23 2014) Final (October 7 2016)
AHatIntime harbour platform 04(PrototypeModel).png AHatIntime harbour platform 04(AlphaModel).png AHatIntime harbour platform 04(BetaModel).png AHatIntime harbour platform 04(FinalModel).png

The Prototype version is lower-poly than any of the later versions. The Alpha and Beta versions have the same polygon and vertice count, which is less than the final: 159 vs 193. The Prototype and Alpha versions lack an LOD model, as does the final version.

Prototype/Alpha (May 20 2013) Alpha Update 5 (February 17 2014) Beta/Final (August 23 2014)
AHatIntime harbour platform 05(PrototypeModel).png AHatIntime harbour platform 05(Alpha5Model).png AHatIntime harbour platform 05(FinalModel).png

The Prototype version is lower-poly than any of the later versions. The Alpha Update 5 version has less vertices than the final: 100 vs 131.

Prototype (May 18 2013) Alpha (January 16 2014) Beta/Final (August 16 2014)
AHatIntime harbour platform 06(PrototypeModel).png AHatIntime harbour platform 06(AlphaModel).png AHatIntime harbour platform 06(FinalModel).png

Both early versions have slightly less vertices than the final: 52 vs 66. The UVs were edited to make the texture tile more for the final.

Sewer Pipes

Prototype (May 3 2013) Alpha (September 16 2013) Alpha Update 5/Beta/Final (March 5 2014)
AHatIntime harbour sewer pipe mod(PrototypeModel).png AHatIntime harbour sewer pipe mod(AlphaModel).png AHatIntime harbour sewer pipe mod(FinalModel).png

The Prototype version is much lower-poly than the Alpha and final versions, lacking several details. The bars were moved a bit further back into the pipe.


AHatIntime harbour sewer pipe(PrototypeModel).png
There are also three additional sewer pipe models that are exclusive to the Prototype builds. This one is dated April 10 2013.

AHatIntime harbour sewer pipe 02(PrototypeModel).png AHatIntime harbour sewer pipe 03(PrototypeModel).png
These two sewer pipes are dated April 24 2013.

Slope Structure

Prototype (April 26 2013) Alpha (September 13 2013) Beta/Final (August 16 2014)
AHatIntime harbour slope structure(PrototypeModel).png AHatIntime harbour slope structure(AlphaModel).png AHatIntime harbour slope structure(FinalModel).png

The Prototype version has an additional support pillar that was removed in the Alpha builds. The Alpha version has less vertices than the final: 227 vs 402.

Tent

Prototype (April 23 2013) Alpha (January 7 2014) Beta (November 7 2014) Final (September 16 2016)
AHatIntime harbour tent(PrototypeModel).png AHatIntime harbour tent(AlphaModel).png AHatIntime harbour tent(BetaModel).png AHatIntime harbour tent(FinalModel).png

The Prototype version is red and lacks any LODs. The Alpha version has one less LOD than the Beta version, which is missing the flat LOD that the final version has. The Alpha and Beta versions have the same amount of polygons and vertices, but the LODs differ. The Alpha ones are more intensive and make the model lower-poly, but the Beta's are cleaner. The early versions are both a little lower-poly than the final version.

Slot Machine

Prototype (February 21 2013) (Unused) Alpha (November 26 2013) (Unused) Beta/Final (September 7 2014)
AHatIntime mafia slotmachine skel(PrototypeModel).png AHatIntime mafia slotmachine skel(AlphaModel).png AHatIntime slotmachine skel(FinalModel).png

The Prototype version has a lot more vertices than the final: 1545 vs 1150. The Alpha version has five more vertices than the final. The top of the machine reads the title of the game instead of "Slot Machine". The machine uses lighter colors on most of the model, and the scrolling effect at the bottom is of a different design and scrolls horizontally, while the final's scrolls vertically.

Mafia Statue

Prototype (January 24 2013) Alpha/Beta (November 30 2013) Final (October 2 2015)
AHatIntime mafia statue(PrototypeModel).png AHatIntime mafia statue(AlphaModel).png AHatIntime mafia statue(FinalModel).png

The Prototype version has five less vertices than the Alpha and Beta version: 3714 vs 3719. Both early versions are quite a bit higher-poly than the final version. The early versions lack a flat LOD model. For some reason, the pose that the statue is in for the Prototype version matches the final version, while the Alpha and Beta's version appear to be made from a different Mafia model entirely. It's unknown why the final reverted to using the Prototype's model as a base.

Statue Base

Prototype (January 24 2013) Alpha (September 6 2013) Beta/Final (April 17 2014)
AHatIntime statue template(PrototypeModel).png AHatIntime statue template(AlphaModel).png AHatIntime statue template(FinalModel).png

The Prototype version is a bit lower-poly than the later versions. The Alpha version has less vertices than the final: 3144 vs 3570. Both early variants use more of a copper color, whereas the final is completely golden.

Picture Frame

Prototype/Alpha (January 24 2013) Beta (November 5 2014) Final (July 15 2017)
AHatIntime picture frame(PrototypeModel).png AHatIntime picture frame(BetaModel).png AHatIntime picture frame(FinalModel).png

The Prototype and Alpha version is a bit higher-poly than the other versions due to the circular corner pieces being unoptimized. The Beta version has less vertices than the final: 112 vs 136.

Podium

Prototype (March 6 2013) Alpha (December 7 2013) Alpha Update 5/Beta (March 15 2014) Final (January 29 2017)
AHatIntime mafia throne podium(PrototypeModel).png AHatIntime mafia throne podium(AlphaModel).png AHatIntime mafia throne podium(Alpha5Model).png AHatIntime mafia throne podium(FinalModel).png

The podium received a slight design change at near the base for the Alpha builds, and was stretched and made much taller for the final version.

Square Window

Prototype (January 7 2013) Alpha (September 4 2013) Beta/Final (April 17 2014)
AHatIntime square window(PrototypeModel).png AHatIntime square window(AlphaModel).png AHatIntime square window(FinalModel).png

The Prototype version is slightly higher-poly than the later versions, and the UVs were edited to remove the dark blue lines on parts of the window. The Alpha version has less vertices than the final: 96 vs 120.

Lava Crack Holes

AHatIntime crack smalluv(PrototypeModel).png AHatIntime crack(PrototypeModel).png
Crack models unique to builds before the Speedrun builds. These were used in the Prototype's version of Heating Up Mafia Town, and stuck around in the Alphas and Betas, albeit hidden normally. These models were removed and completely deleted before the final game. Both models are dated April 23 2013.

Cake

AHatIntime cake(PrototypeModel).png
A simple cake model, the same one seen in footage and screenshots of Calcite. The model is exclusive to the Prototype builds, and is dated December 12 2012.

Bucket

AHatIntime bucket(PrototypeModel).png
A simple bucket model, also exclusive to the Prototype builds. Dated March 11 2013.

Bell

AHatIntime bell(Prototype).png
An early version of the bell model used in the final game, which is present in all prerelease builds except for the Speedrun builds. The model was completely deleted for the final game, but its texture was still leftover in the Modding Tools. Dated November 11 2012.

Alternate Flag Pole

AHatIntime flagpole(Prototype).png
A skeletal mesh flag pole model that is exclusive to the Prototype builds. Dated November 12 2012.

Grass Patches

AHatIntime grassstraws square01(PrototypeCosmoModel).png AHatIntime grassstraws square02(PrototypeCosmoModel).png AHatIntime grassstraws square03(PrototypeCosmoModel).png
Square patches of grass. These are all exclusive to the Prototype builds, and are dated June 24 2013, except for the first one, which is dated June 23 2013.


AHatIntime grassstraws01(PrototypeCosmoModel).pngAHatIntime grassstraws02(PrototypeCosmoModel).pngAHatIntime grassstraws03(PrototypeCosmoModel).png
Three more patches of grass that are exclusive to the Prototypes. These were replaced in the Alpha builds with one model for a large patch of grass, and one model for a small patch of grass. All of these are dated June 24 2013.

Placeholder Wooden Boxes

AHatIntime harbour box placeholder(PrototypeModel).png
AHatIntime harbour box placeholder 02(PrototypeModel).png
Two merged models of boxes, both marked as "placeholder" in their filenames. The first one is dated May 2 2013, and the second one is dated April 10 2013.

Island Cave

AHatIntime harbour cave(PrototypeCosmoModel).png
A cave that can be found on one of the islands off the mainland. Exclusive to all prerelease builds except for the Speedrun builds. Dated June 23 2013.

Wood Piece

AHatIntime harbour destroyed church wood(PrototypeModel).png
A small chunk of wood, unique to the Prototype builds. Used in the bell tower puzzle in these builds of the game as something the player has to jump on to split it off from its main wood segment to make a bridge lower. Dated April 29 2013.

Skeletal Crane

AHatIntime harbour crane mecha(PrototypeModel).png
A skeletal mesh crane that is exclusive to the Prototype builds. It contains animations for handling the giant meat clubs, and can be seen in-game near the church bell tower. In the Alpha builds and beyond, it would be completely deleted and replaced with a static mesh version instead that is comprised of multiple models. Dated May 16 2013.

The animations used by the crane:

These animations also exist in the Alpha builds, for a currently unknown reason.


Cave Doors

AHatIntime harbour cave door rotates(PrototypeModel).png AHatIntime harbour cave door rotates 02(PrototypeModel).png
Two early versions of the cave doors that are exclusive to the Prototype and Alpha builds. They were completely deleted and replaced with different cave doors starting in the Beta builds. Dated April 27 2013.

Placeholder Flag

AHatIntime harbour flag placeholder(PrototypeModel).png
A tall, completely black flag on a pole, marked as "placeholder" in its filename. Exclusive to the Prototypes. Dated April 14 2013.

Mountain

AHatIntime harbour mountain(PrototypeModel).png
In the Prototype builds, Mafia Town is built on a large, dirt mountain. This mountain can be seen and experienced in numerous areas of the level in the Prototypes. Starting with the Alpha builds, the mountain of dirt would be completely deleted and the spots where dirt was would instead be filed with rocks. The beach was also part of this model originally, before being split off into its own model. Dated May 15 2013.

Meat House Doors and Platform

AHatIntime harbour meat door left(PrototypeModel).png AHatIntime harbour meat door right(PrototypeModel).png AHatIntime harbour meat platform(PrototypeModel).png
In the Prototype and Alpha builds (except Alpha Update 5), one of the buildings in Mafia town was used for storing the giant meat clubs that can be seen in the level. This house was primarily used in the Goboiano Prototype, as it was indirectly connected to the small platforming puzzle that needed to be completed to reach the top of the church bell tower. In the Cosmo Prototype, this puzzle was simplified and changed to use a button, which removed the need for the meat house. In the Alpha builds, the building served no real purpose, and was eventually made into a pool house starting in Alpha Update 5. The models for the building when it was still a meat house were completely deleted starting in Alpha Update 5. These models are all dated April 29 2013.

Pylons

AHatIntime harbour pylons(PrototypeModel).png
The Prototype builds have large steel pylons standing upright in one part of the level. This detail was completely deleted before the Alpha builds. Dated May 16 2013.

Palm Tree

AHatIntime mafia palm tree(PrototypeModel).png
The design of the palm trees in Mafia Town in the Prototype builds. By the Alpha builds, the palm trees would receive their design that more or less made it into the final game. The tree is much shorter, and its leaves are a bit more heavily stylized. Its unique texture still exists in the final game's Modding Tools. Dated March 4 2013.

Trap Door

AHatIntime harbour trap door(PrototypeCosmoModel).png
A model exclusive to the Cosmo Prototype, this model, called a "trap door", could be found below Thor's workshop in that build. This model was actually part of the large wooden structure that Thor's workshop sits upon, which was updated in the Cosmo Prototype to fix some issues with the model and separate this model from it. Unknown purpose, and was completely deleted by the Alpha builds. Dated June 9 2013.

Distant Volcano

AHatIntime harbour volcano(PrototypeModel).png
A large 3D volcano model that can be seen in the distance in the Prototype, Alpha, and Beta builds. For the final game, this model was completely deleted and the volcano background detail was simplified and made mostly 2D. The model is dated April 23 2013.

Horizon Mountain

AHatIntime horizon mountain(PrototypeModel).png
A rather old model that was created for Calcite, and can be seen in quite a bit of footage and screenshots of the level. The model was present in all builds prior to the Speedrun builds, and was ultimately completely deleted. Its texture managed to survive in the final game's Modding Tools, though. The model is dated January 8 2013.

Posters

AHatIntime poster2(PrototypeModel).png
A model of two posters close together. Can be seen on numerous walls of Mafia Town in the Prototype builds, and was completely removed from the level and deleted by the Alpha builds. Dated January 28 2013.

Pot

AHatIntime pot(PrototypeModel).png
A very old mesh, dated September 28 2012. This old pot can be seen in screenshots and footage of Harbor, the version of Mafia Town that came before Calcite. Present in the Prototype and Alpha builds, but would be completely deleted by the Beta builds.

Watermelon

AHatIntime watermelon(PrototypeModel).png
This is it. This is the oldest public mesh for the game. This skeletal mesh watermelon, dated September 9 2012, is the oldest public model asset there is. Present in the Prototype and Alpha builds, but was completely deleted by the Beta builds. Can be seen in screenshots of Harbor.

Rapper Mafia's Microphone

AHatIntime microphone(PrototypeModel).png
The microphone the scrapped rapping Mafia used in the Prototype builds. Was deleted before the Alpha builds. Dated April 28 2013.

Placeholder Sign

AHatIntime sign placeholder(PrototypeModel).png
A grey sign that is marked as "placeholder" in its filename. Exclusive to the Prototype builds. Dated May 18 2013.

Secret Levels

Clock Tower

Prototype/Alpha/Beta (April 30 2013) Speedrun Event Build (July 30 2017) Speedrun Performance Build/Final (September 18 2017)
AHatIntime clocktower(PrototypeModel).png AHatIntime clocktower(SpeedrunEventModel).png AHatIntime clocktower(FinalModel).png

The clock tower model in the background of the Secret Levels/Blue Time Rifts changed a bit across development, but used the variation first seen in the Prototype builds up until the Speedrun builds. The Prototype version has both clock hands pointed straight up, while the versions closer to the final game indicate roughly 11:10 AM/PM.

Bitten Cookie Platform

Prototype/Alpha (June 9 2013) Beta/Final (June 29 2014)
AHatIntime platform cookie01 bitten(PrototypeCosmoModel).png AHatIntime platform cookie01 bitten(FinalModel).png

The Prototype's version of the bitten cookie platform, first seen in the Cosmo Prototype, has a few extra crumb bits as part of the model. All later builds of the game that include the bitten cookie platform have these extra bits of details removed, for unknown reasons.

Quarter-Circle Platform

Prototype/Alpha (April 30 2013) Beta/Final (Modding Tools) (January 5 2013)
AHatIntime quarter circle(PrototypeModel).png AHatIntime quarter circle(FinalModel).png

The UVs on the model were tweaked a bit. Has four less vertices than the Beta version, at 42.

Characters

Light Plant

Prototype/Alpha/Beta (March 11 2013) Final (Modding Tools) (June 4 2015)
AHatIntime Prototype LightPlant(Model).png AHatIntime light plant.png

The Light Plant enemies originally had white heads with spots on them, and maintained this design through the Alpha and Beta builds. In the middle of 2015, they received a redesign that gave them a spiky mane, visible tongues, and made them purple-headed. This redesign may have been prompted due to dissatisfaction with the enemy's design, and it seems it wasn't enough to save it, because not long after it got its redesign, the Forest Plants were implemented and the Light Plants were presumably scrapped.

Mafia

Prototype (February 21 2013) Alpha/Beta (January 2 2014) Final (July 10 2016)
AHatIntime MafiaGreg(PrototypeModel).png AHatIntime MafiaGreg(AlphaModel).png AHatIntime MafiaGreg(FinalModel).png

Main model differences between the Prototype and Alpha versions are unknown, but the Prototype's LODs are far more intensive. Both early versions are slightly lower-poly than the final.

Mustache Girl

Prototype (February 5 2013) Alpha/Beta (February 5 2014) Final (September 23 2017)
AHatIntime mustache girl(PrototypeModel).png AHatIntime MuGirl(AlphaModel).png AHatIntime MuGirl(FinalModel).png

The Prototype version has slightly less vertices than the version in the Alphas and Betas: 2627 vs 2641. Both early versions are much lower-poly than the final.

Hat Kid

Prototype (March 18 2013) Final (Modding Tools) (June 30 2013)
AHatIntime HatKidGreg(PrototypeModel).png AHatInTime HatKidGreg.png

Hat Kid's Prototype model actually received a minor update after the Cosmo Prototype. The version used in the Prototype builds has more vertices than it: 2670 vs 2447. Any other differences are currently unknown.