Beta Build

The A Hat in Time Beta Build was a Kickstarter release of the game during it's beta period of Development. It spanned 3 updates, meaning four builds in total. Update 1 has not been found.

## Update 1

### Changelog

#### General

* Settings: Graphical options now auto-apply instead of having to press confirm
* Save Data: Fixed a bug where the the player could get stuck if exiting the game after the game intro and before the first time piece
* Fixed Explorer’s Badge disappearing from the loadout
* Fixed a bug where reflective surfaces would be slightly incorrect

## Update 2

### Changelog

#### General

* Fixed a crash when launching the game on some hardware
* Fixed a runtime assertion crash on some hardware

#### Mac OSX

* Fixed inconsistent audio volume for various sound effects

#### Unofficial (Not Mentioned in Official)

##### Localization Changes

Underlined files indicate they were added in this build.

###### HatinTimeGame.int

* Act\_1\_5 = Cheating The Race

* Chapter2\_Bonus\_Cave = Secret in the Pipe

###### mustachegirl.int

* battleend1 = Hey, you're alright new kid. Do you have a name?
* battleend4 = They've been raining from the sky ever since the storm. I've seen the goons bring them to their headquarters up waaay there.

## Update 3

### Changelog

#### General

* Reduced shadow acne
* Hat Kid can now double jump following using the hookshot while in the air
* Improved the speedrun timer
* Added additional support for LiveSplit

#### Mafia Town

* Reduced the required hits on the Mafia Boss in Act 4

#### Subcon Forest

* Hat Kid now correctly turns to ice when grabbed by Vanessa

#### Unofficial (Not Mentioned in Official)

##### Imports/Reimports Since Last Build

* Texture2D'hatintime\_levels\_mucastle\_v.Textures.RockCrags-Clr-2048px'
* Texture2D'hatintime\_levels\_mucastle\_v.Textures.Volcano-Clr-2048px'
* StaticMesh'hatintime\_levels\_mucastle\_v.models.Spire01'
* StaticMesh'hatintime\_levels\_mucastle\_v.models.SpireB01'
* StaticMesh'hatintime\_levels\_mucastle\_v.models.SpireC01'
* StaticMesh'HatInTime\_Levels\_Mu\_Castle\_H.models.lava\_placeholder\_02'
* SoundNodeWave'HatinTime\_Music\_General.ForeignSample\_Get\_Jingle'
* Texture2D'HatInTime\_Levels\_Moon\_Peter.Textures.roof\_tiling'
* Texture2D'HatInTime\_Levels\_Mu\_Castle\_H.Textures.Floor'
* Texture2D'HatInTime\_Levels\_Mu\_Castle\_H.Textures.brick'
* SoundNodeWave'HatinTime\_SFX\_Subcon.Subcon\_Bonfire\_Ambient'
* StaticMesh'HatInTime\_Items.Capsules.Meshes.capsule\_shadow'
* Texture2D'hatintime\_levels\_mucastle\_v.Textures.Mu-Castle-Clr-2048px'
* Texture2D'HatInTime\_Levels\_Mu\_Castle\_H.Textures.floor\_dark'
* StaticMesh'HatInTime\_Levels\_Mu\_Castle\_H.models.castle\_chain\_modular'
* Texture2D'HatinTime\_Habboi.Textures.skybox\_lava'
* Texture2D'HatInTime\_Levels\_Mu\_Castle\_H.Textures.rock\_volcano'
* StaticMesh'hatintime\_levels\_mucastle\_v.models.volcano'
* StaticMesh'HatInTime\_Levels\_Mu\_Castle\_H.models.castle\_carpet'
* StaticMesh'HatInTime\_Levels\_Mu\_Castle\_H.models.castle\_volcano\_small\_01'
* StaticMesh'HatInTime\_Levels\_Mu\_Castle\_H.models.castle\_volcano\_small\_02'
* SoundNodeWave'HatinTime\_SFX\_Subcon.PlantBreak'
* StaticMesh'HatInTime\_Levels\_Mu\_Castle\_H.models.castle\_gate\_left'
* StaticMesh'HatInTime\_Levels\_Mu\_Castle\_H.models.castle\_gate\_right'
* StaticMesh'HatInTime\_Levels\_Mu\_Castle\_H.models.lava\_flow\_waterfall'
* Texture2D'hatintime\_levels\_mucastle\_v.Textures.Mu-Castle-Clr-4k'
* StaticMesh'hatintime\_levels\_mucastle\_v.models.CastleRightDoor'
* StaticMesh'hatintime\_levels\_mucastle\_v.models.CastleLeftDoor'
* StaticMesh'HatInTime\_Levels\_Mu\_Castle\_H.models.castle\_railing\_upper\_left'
* StaticMesh'HatInTime\_Levels\_Mu\_Castle\_H.models.castle\_railing\_upper\_right'
* StaticMesh'HatInTime\_Levels\_Mu\_Castle\_H.models.castle\_door\_frame'
* StaticMesh'hatintime\_levels\_mucastle\_v.models.Mu-Castle-Placeholder'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_mu\_rope\_hang\_long'
* Texture2D'HatInTime\_Hud\_Loadout.Item\_Icons.itemicon\_waterflask'
* StaticMesh'HatInTime\_Levels\_DarkForest\_V.models.sub\_bush\_03'
* StaticMesh'HatInTime\_Levels\_DarkForest\_V.models.sub\_bush\_04'
* StaticMesh'HatInTime\_Levels\_DarkForest\_V.models.sub\_bush\_02'
* StaticMesh'HatInTime\_Levels\_DarkForest\_V.models.sub\_bush\_01'
* Texture2D'hatintime\_levels\_darkforest\_h.Textures.bush2'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.sub\_hut'
* Texture2D'hatintime\_levels\_darkforest\_h.Textures.vine\_Dead'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.sub\_thorn\_wall\_dead'
* StaticMesh'HatInTime\_Levels\_DarkForest\_V.models.sub\_leaf\_platform'
* Texture2D'hatintime\_levels\_darkforest\_h.Textures.flower\_red'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.sub\_thorn\_wall\_bloom'
* Texture2D'HatInTime\_Hud\_Shops.Textures.ShopWindow'
* Texture2D'HatInTime\_Hud\_Shops.Textures.ShopWindowItem'
* Texture2D'HatInTime\_Hud\_Shops.Textures.ShopMenu\_costbg'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.terrain\_toilet'
* 1ecfb463472ec9115b10c292ef8bc986.jpg Sand N Sails Flask Closeup Screenshot
* Texture2D'HatinTime\_Spaceship.Monitors.Textures.monitor\_intro\_current'
* Texture2D'HatinTime\_Spaceship.Monitors.Textures.monitor\_intro\_path'
* SoundNodeWave'HatinTime\_Music\_Subcon\_IceF.SoundWaves.Ice\_Field\_Vanessa\_Boom'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.sub\_treehouse\_small'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.sub\_treehouse\_large'

##### Localization Changes

Underlined files indicate they were added in this build.

###### collectibles.int

* SuckInOrbsName = Item Vacuum Badge
* SuckInOrbsFun0 = Item just out of reach? No longer a problem!
* SuckInOrbsTech0 = Automatically attract nearby collectibles!

* WaterFlaskName = Water Flask
* WaterFlaskDesc0 = You can now travel further in the desert!

###### menus.int

* Item\_VSync\_Desc = Forces the game to render at your monitor's refresh rate. This gets rid of screen tearing, but at the cost of delayed input. This option is rarely recommended. Requires a game restart to take effect.

* [Shops]

* Item\_Cost = Cost
* Action\_BuyItem = Buy Item
* Action\_LeaveShop = Leave Shop

###### UnrealEd.int

* MainMenu\_GameInfo\_Unlock21 = Item Vacuum Badge

* RemoveRootMovementFirstFrame=Reset Root Movement (XYZ) to First Frame
* RemoveRootMovementXY=Reset Root Movement (XY) to First Frame

###### fire\_spirits.int

* [subcon]

* intro0 = Well, hello there small formal child. You seemed to have stumbled upon a very [scream][shake]SPECIAL EVENT[/shake][/scream]. Such an event very few see... and even fewer speak about.
* intro1 = But you are not like the others. You hold a very... special quality. It is very clear to us that you are the one to assist us in our mission.
* intro2 = A short time ago, [scream][shake]FILTHY CRIMINALS[/shake][/scream] invaded our placid woods.[br]They were [scream][shake]UNCLEAN[/shake][/scream] and we wished to absolve them through [scream][shake]PURIFICATION BY FIRE[/shake][/scream].
* intro3 = But the forest did not welcome these [scream][shake]DISGUSTING CREATURES[/shake][/scream] and cursed them. They were imprisoned within portraits throughout the area. Someone of such great powers of observation such as yourself would surely have no problem [scream][shake]HUNTING DOWN[/shake][/scream] these portraits for us.
* intro4 = Of course rewards would be in order for your hard work. And we know [scream][shake]JUST WHAT YOU DESIRE[/shake][/scream].
* intro5 = Bring us the [scream][shake]UNCLEAN MORTALS[/shake][/scream] within the portraits and you shall be rewarded. Now please hurry. The fire waits.

* tiny0 =  Oh, hello. You are the formal child I saw speaking to the other spirits at the great bonfire, right? They have asked you to bring them those cursed portraits, haven't they? \*sigh\*
* tiny1 =  Don't you know? The more you corrupt the bonfire with those poor souls, the more corrupted my siblings become and therefore... the more souls they crave.
* tiny2 =  I've fled their company and started my own flame here. It may not be the brightest, nor the warmest, but it is free of sacrifices.
* tiny3 = Please come visit me again sometime, I think my bonfire can do good to the world. Oh, and please don't tell my siblings where I am. I worry their wrath might be the end of me.

###### sunburnt.int

* [Village.WaterFlaskShop]

* Intro0 = Hello there! If you're looking to travel across the desert, then this is the right place.
* Intro1 = We sell water flasks, one per customer! With it, you will be able to reach some of the nearby islands.

* NoSell0 = Seems like you've already got a flask, we can't sell you any more!
* NoSell1 = Sorry! Them's the rules. Water flasks are sparse and we have to limit sales to one per customer.
* NoSell2 = If you're looking to travel, try asking some of the other villagers, I'm sure they'll teach you the ropes!