Alpha Build

The Splash Screen uses a screenshot from the Prototype in the background

The A Hat in Time Alpha Build was the first Kickstarter release of the Game. Backers pledging $70 or more gained Alpha access. The build spanned 5 updates + one confirmed patch Update 0, meaning 7 builds in total. Alpha Updates 1 - 4 alongside non-patched update 0 have not been recovered.

Additionally, there's another build that was playable at Pax East 2014 which had additional changes. This is also missing, although it's much less likely to ever be recovered due to it not actually being distributed to the public.

## Update 0 [Patched Version]

### Changes Since Update 0

* Fixed collision on settings options in the startup hud.

### Imports/Reimports

* Texture2D'HatinTime\_levels\_Bookstore\_M.Textures.Credits'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_building\_17'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_building\_16'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_building\_09'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_market\_upper'

### Gallery

A Hat in Time -Alpha Update 0 Patch- - Longplay -Keyboard-
## Update 1

### Changelog

#### Official

* An ingame per-level speedrunning timer has been added that ignores loading times and intro sections
* Added camera invert options for keyboard and controller
* Added controller rumble toggle
* Fixed players dying when flashing The Snatcher in Queen Vanessa Manor
* Fixed rendering issues underwater
* Added underwater music to Mafia Town
* Added a button prompt on how to dive when first entering water
* Fixed rendering bug in cinematic on 2nd floor Queen Vanessa Manor

#### Unofficial (Not Mentioned in Official)

##### Imports/Reimports Since Last Build

* StaticMesh'HatInTime\_Levels\_Harbor.models.harbor\_bridge'

## Update 2

### Changelog

#### Official

##### General

* Invert axis options no longer affect firstperson mode
* Fixed  softlock when collecting an item as a Time Piece becomes available
* Fixed a bug where collectibles would disappear when collected while moving
* Made the double jump direction less dominating, which should make it easier to jump on enemies
* Removed the requirement for the player to make impact with a wall before activating wall sliding
* Fixed being able to attack in firstperson
* Fixed a graphical bug where the water would be completely white underwater with high quality shaders off
* Pressing B on controller now returns to previous menu (just like X does)
* Added a music volume option to settings menu
* You can change active badge with Q (on controller: RT). This was fixed a while ago but we forgot to log it
* Fixed Mac users receiving Windows binaries instead of Mac binaries
	+ Unfortunately we’ve had to disable the settings menu as some changes to it would cause the game to crash

##### Mafia Town

* Added a music variation for the starting area of Chapter 1 Act 1
* Fixed a bug where Mafia wouldn’t turn towards you when talking
* Reduced volume and frequency of bell in Mafia Town
* Fixed some un-climbable ladders

##### Queen Vanessa Manor

* Increased music transition times in Vanessa Manor
* Fixed a bug where Queen Vanessa couldn’t see you in certain spots on 1st floor
* Fixed Hat Kid animation freezing on 3rd floor manor

#### Unofficial (Not Mentioned in Official)

##### Imports/Reimports Since Last Build

* StaticMesh'HatInTime\_Levels\_Harbor.models.harbor\_bridge\_post'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_platform\_05'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_path\_02'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_path\_03'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_river\_structure'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_tower'
* SoundNodeWave'hatintime\_music\_mafiatown.SoundWaves.MafiaTownTheme\_Water'
* SoundNodeWave'hatintime\_music\_mafiatown.SoundWaves.MafiaTownTheme'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_curved\_path\_01'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_building\_03'
* StaticMesh'HatInTime\_Levels\_Manor\_Habboi.models.manor\_floor\_01\_trigger'
* Texture2D'HatinTime\_Habboi.Textures.moleman'
* Texture2D'HatinTime\_Habboi.Textures.leave'
* Texture2D'HatinTime\_levels\_Bookstore\_M.Textures.Credits'
* SoundNodeWave'hatintime\_music\_mafiatown.SoundWaves.MafiaTown\_Intro\_Loop'
* StaticMesh'HatInTime\_Levels.models.skydome\_space'
* StaticMesh'HatInTime\_levels\_Bookstore\_Dan.models.Lamppost\_Bookstore\_Lampost\_1'
* SoundNodeWave'HatinTime\_Habboi.Music.HiT\_Main\_Theme'
* StaticMesh'HatInTime\_Levels\_Moon\_Habboi.models.moon\_building\_F\_roof'

## Update 3

### Changelog

#### Official

##### General

* Fixed minor bug when backing out of effects menu
* Fixed a bug where Hat Kid wouldn’t leave footprints
* Fixed two button prompts appearing at once
* Fixed player occlusion not animating in certain spots
* Middle Mouse Button / Right Thumbstick now resets the camera behind the player
* Wall sliding no longer requires the player to be facing the wall
* Made ‘World Detail’ and ‘Realtime Environment Shadows’ their own setting (previously they were merged with other settings)
* Added Voice Acting Volume
* Enabled volume options to go up to 150%
* Added fallback for Bink movie playback
* Fixed not being able to attack / dive after a wall jump

##### Mafia Town

* General performance improvements
	+ Fixed grass rendering from an insane distance
	+ Some foliage no longer renders with low world detail
	+ Some particle effects no longer render with medium and low world detail
	+ Added multiple detail models (LOD) to Mafia Town models
	+ Some far-away islands no longer render with low world detail
* Added new music to the beach
* Slides now make Hat Kid do a dive
* Removed obsolete barrels and watermelons
* Added a few Energy Bits to make one secret level more visible

##### Queen Vanessa Manor

* Fixed a bug where the player could get stuck behind the chest on 3rd floor

#### Unofficial (Not Mentioned in Official)

##### Imports/Reimports Since Last Build

* StaticMesh'HatInTime\_Levels\_Manor\_Habboi.models.manor\_basement\_placeholder'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_distant\_island\_large'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_island\_distance'
* StaticMesh'HatInTime\_Levels\_Cafe.models.ceiling\_curtain'
* StaticMesh'HatInTime\_Levels\_Cafe.models.Orange'
* StaticMesh'HatInTime\_Levels\_Harbor.models.trashcontainer'
* SoundNodeWave'hatintime\_music\_mafiatown.SoundWaves.MafiaTownTheme\_Beach'
* StaticMesh'HatInTime\_Levels\_Manor\_Habboi.models.manor\_entrance'
* StaticMesh'HatInTime\_Levels\_Manor\_Habboi.models.manor\_black\_border\_bookshelf'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.UmbrellaLandedOverThere'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.StuffTakeCareOf'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.StandardJump'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.SeeYaAround'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.PressTheButton'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.NotARobot'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.NormallyIWouldQuestion'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.LookingForUmbrella'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.IDontWorkWithRobots'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.HeyYouDownThere'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.FollowMe'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.EggMafiaBuildings'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.DoingItWrong'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.chapter1.Act1MuChase.SoundWaves.ComeOn'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.Platforming.SoundWaves.Hurt1'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.Platforming.SoundWaves.Hurt2'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.Platforming.SoundWaves.Hurt3'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.Platforming.SoundWaves.Hurt4'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.Platforming.SoundWaves.Hurt5'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.Platforming.SoundWaves.Hurt6'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.Platforming.SoundWaves.Jump1'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.Platforming.SoundWaves.Jump2'
* SoundNodeWave'HatinTime\_Voice\_MuEileen.Platforming.SoundWaves.Jump3'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.after\_my\_suit3'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.check\_this\_out1'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.closed\_community2'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.club\_denied3'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.club\_denied\_dress2'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.club\_denied\_lost3'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.club\_suit\_wet3'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.heyheyhey1'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.i\_win2'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.here\_for\_trouble3'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.over\_here\_now1'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.rarely\_see\_strangers1'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.snoop\_around2'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.suit\_worth\_fortune3'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.the\_heck2'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.watch\_step2'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.whats\_big\_idea1'
* SoundNodeWave'HatInTime\_Voice\_MPenguins.SoundWaves.where\_did\_suit\_go1'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Combat.SoundWaves.awkward'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Combat.SoundWaves.boss\_whatdo'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Combat.SoundWaves.come\_to\_papa\_mafia'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Combat.SoundWaves.kid\_shoo'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Combat.SoundWaves.no\_child\_in\_way\_of\_mafia'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Combat.SoundWaves.take\_you\_down'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Combat.SoundWaves.teach\_lesson'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Combat.SoundWaves.why\_you\_little'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Bullying.SoundWaves.bow\_to\_mafia'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Bullying.SoundWaves.build\_character'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Bullying.SoundWaves.eat\_dirt'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Bullying.SoundWaves.feel\_pain'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Bullying.SoundWaves.haha'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Bullying.SoundWaves.take\_this\_and\_that'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Ch1Bullying.SoundWaves.take\_this\_and\_this'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_rocks\_cliff\_07'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Actions.BlockBreak.SoundWaves.blockbreak01'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Actions.BlockBreak.SoundWaves.blockbreak02'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Actions.BlockBreak.SoundWaves.blockbreak03'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Actions.BlockBreak.SoundWaves.blockbreak04'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Actions.BlockBreak.SoundWaves.blockbreak05'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Actions.Blocking.SoundWaves.blocking01'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Actions.Blocking.SoundWaves.blocking02'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Actions.Blocking.SoundWaves.blocking03'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.Actions.Blocking.SoundWaves.blocking04'
* StaticMesh'HatInTime\_MafiaHQ\_Dan.models.LightBulb\_All\_Light\_Bulb'
* StaticMesh'HatInTime\_MafiaHQ\_Dan.models.LightBulb\_Short'
* StaticMesh'HatInTime\_Levels\_Moon\_Habboi.models.moon\_canopy\_03'
* StaticMesh'HatInTime\_Levels\_Manor\_Habboi.models.manor\_black\_border\_floor\_02'
* SoundNodeWave'HatinTime\_Levels\_HarborNight.SoundWaves.rain'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_rocks\_beach\_03'

## Update 4

### Changelog

#### Official

##### General

* Fixed a glitch allowing infinite wall jump
* Added Bokeh depth of field
* Added depth of field and advanced depth of field options to settings
* Settings with multiple values now require you to confirm (apply) the changes

##### Mafia Town

* Fixed a bug where the “Watch Out!” message during miniboss would disappear too quickly
* Fixed a bug where you could destroy Mafia in an unintended order during the miniboss

##### Queen Vanessa Manor

* Added a sound cue when keys are picked up

#### Unofficial (Not Mentioned in Official)

##### Imports/Reimports Since Last Build

* StaticMesh'HatInTime\_levels\_bookstore\_h.models.bookstore\_window\_main\_inside'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_sewer\_pipe\_mod'
* Texture2D'HatinTime\_UE3.Textures.UE3Logo'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_rocks\_beach\_04'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_building\_05'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_lighthouse\_top'
* Texture2D'HatInTime\_Levels\_Forest\_Dan.Textures.Mushroom\_Base'
* SoundNodeWave'HatInTime\_Voice\_MafiaJonas.blackmarket.SoundWaves.take1'
* SoundNodeWave'HatInTime\_Voice\_MafiaJonas.blackmarket.SoundWaves.take10'
* SoundNodeWave'HatInTime\_Voice\_MafiaJonas.blackmarket.SoundWaves.take5'
* SoundNodeWave'HatInTime\_Voice\_MafiaJonas.blackmarket.SoundWaves.take20'
* StaticMesh'HatInTime\_Levels\_Forest\_Dan.models.Tree'
* SoundNodeWave'HatInTime\_Levels\_Manor\_Mecha2.SoundWaves.keyget'

## Update 5

### Changelog

#### Official

##### General

* Settings: Added a graphics detail preset, and moved existing options to “customize”
* Settings: Removed the “High Quality Shaders” option (it is now active by default)
	+ The net performance gain from turning this option off was minimal and resulted in significantly longer loading times (due to shaders having to be recompiled)
* Settings: Added a “Auto-detect Controller” setting
* Added a new health meter
* Max health has been reduced to 4
* Added a small animation to the energy meter
* Energy meter is now only visible when the player has any badges
* Snatcher badge now dodges in the initially held direction, as opposed to the currently held direction
* Added a new Gamepad system that allows for user-defined controllers (HatinTimeGame/Config/Gamepads/)
	+ This system currently uses button layout instead of GUID, we hope to change this in the future
	+ This implementation does not currently have  an in-game interface, we hope to provide that later down the road
	+ Feel free to share any custom configs with us over at the Community Feedback Tracker
		- (for instance, none of us at Gears have a Dualshock 4, and as such cannot provide a DualShock config ourselves at the moment)
* Fixed a bug where SaveData was saved in the wrong location
	+ This may reset previous save data, sorry
* HUB now has its actual music playing (instead of The Moonjumper’s theme)

##### Mafia Town

* Fixed balloon collision being mis-aligned
* Fixed a bug when re-trying the Mafia mini-boss [Ticket]

##### Queen Vanessa Manor

* Fixed a bug allowing the play to walk through the kitchen table [Ticket]
* Fixed being able to press a switch on 3rd floor through a wall [Ticket]

##### Mac OSX

* Fixed shader cache being out of date
* Fixed a bug causing the game not to save
* Graphics settings are now available

#### Unofficial (Not Mentioned in Official)

##### New Features

* Mafia Town has a new act two exclusive to this build
	+ This act contains a new ability the Propeller
	+ The act uses gusts of wind to let Hat Kid get higher, these wind gusts are visible in all acts however

##### Imports/Reimports Since Last Build

* Texture2D'HatInTime\_Hud.Textures.button\_keyboard\_lmb'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.punch\_barrel'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.life\_of\_mafia\_good'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_forget'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.seagull\_eat'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.seagull\_no\_punch'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.seagull\_copycats'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.order\_online'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.boat\_stop\_coming'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.everything\_far\_away'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.why\_mafia\_move'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_not\_like\_fish'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.geyser\_base'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.base\_puny'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.now\_owe\_favour'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.child\_with\_hat'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.I\_take\_everything'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_say\_is\_joke'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_real\_joke'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_not\_cruel'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.small\_raft\_on\_sea'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.life\_of\_mafia\_hard'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_not\_feel'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_build\_city\_underwater'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.submarine\_water\_city'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_son\_strong'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_heart\_broken'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_science\_owl'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_punch\_science'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.zzzzzzzz'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_about\_to\_rain'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_hate\_water'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_live\_thousand'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_cannon\_balls'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_PHD'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.little\_girl\_see'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_no\_time'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.little\_girl\_got\_item'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.little\_girl\_hide\_punch'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_we\_help'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_girl\_in\_red'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_clock\_tower'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_clock\_tower\_02'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_clock\_tower\_03'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_golden\_tie'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_golden\_tie\_02'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_vault\_02'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_vault\_01'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_vault\_03'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_vault\_04'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_boat\_ride'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_boat\_ride\_02'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_pull\_sockets'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_pull\_sockets\_02'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_pull\_sockets\_03'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_cave\_01'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_cave\_02'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_cave\_03'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_cave\_04'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_cave\_05'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_cave\_06'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.mafia\_laugh\_red\_girl'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.fix\_by\_moving\_island'
* SoundNodeWave'HatInTime\_Voice\_MafiaKyle.SingleConversations.SoundWaves.big\_immigration'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_rocks\_industrial\_05'
* Texture2D'HatInTime\_MafiaHQ.Textures.carpet\_casino\_gold'Texture2D'HatInTime\_MafiaHQ.Textures.golden\_room\_wall'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_freezer'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_building\_meat'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_skydome\_half'
* Texture2D'HatinTime\_Habboi.Textures.boss\_painting'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_wooden\_trim\_golden\_01'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_shadyroom'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_toilet\_room'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_toilet\_frame'
* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_pool\_house\_window'
* StaticMesh'HatInTime\_Thor\_Ships.airship.models.thor\_ship'
* Texture2D'HatInTime\_Characters.Textures.thor\_ship'
* StaticMesh'HatInTime\_Thor\_Ships.airship.models.thor\_ship\_engine'
* StaticMesh'HatInTime\_Thor\_Ships.airship.models.thor\_ship\_wing'
* StaticMesh'HatInTime\_Thor\_Ships.airship.models.thor\_ship\_propellor'
* StaticMesh'HatInTime\_Thor\_Ships.airship.models.thor\_ship\_wheel\_front'
* StaticMesh'HatInTime\_Thor\_Ships.airship.models.thor\_ship\_wheel\_back'
* StaticMesh'HatInTime\_Thor\_Ships.airship.models.thor\_ship\_lever'
* StaticMesh'HatInTime\_Thor\_Ships.airship.models.thor\_ship\_chair'
* StaticMesh'HatInTime\_Thor\_Ships.airship.models.thor\_ship\_frame'
* StaticMesh'HatInTime\_Thor\_Ships.airship.models.thor\_ship\_pedal'
* StaticMesh'HatInTime\_Thor\_Ships.airship.models.thor\_ship\_front'
* StaticMesh'HatinTime\_Levels\_Harbor3.models.Cloud'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_fan\_cutscene'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_throne\_pillar'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_throne\_podium'
* SoundNodeWave'HatinTime\_Music\_Spaceship.SoundWaves.spaceship\_hub\_intro'
* SoundNodeWave'HatinTime\_Music\_Spaceship.SoundWaves.spaceship\_hub\_loop'
* StaticMesh'HatInTime\_Levels\_Cave.models.cave\_mid\_floor'
* StaticMesh'HatInTime\_Levels\_Cave.models.cave\_mid\_walls'
* StaticMesh'HatInTime\_Levels\_Seabed.models.cave\_moonlight'
* StaticMesh'HatInTime\_Levels\_Cave.models.caveroom\_floor01'
* SkeletalMesh'hatintime\_characters\_thor.Thor'
* Texture2D'hatintime\_levels\_mafiahq\_dan\_2.Texture.Hachimaki\_and\_Hair\_Diffuse'
* Texture2D'hatintime\_levels\_mafiahq\_dan\_2.Texture.Tomato\_Diffuse'
* Texture2D'hatintime\_levels\_mafiahq\_dan\_2.Texture.plate\_diffuse'
* Texture2D'hatintime\_levels\_mafiahq\_dan\_2.Texture.Steak\_Diffuse\_Raw'
* Texture2D'hatintime\_levels\_mafiahq\_dan\_2.Texture.Steak\_Diffuse'
* StaticMesh'hatintime\_levels\_mafiahq\_dan\_2.Model.Hat\_Raw\_Steak\_Cut'
* StaticMesh'hatintime\_levels\_mafiahq\_dan\_2.Model.Steak\_Raw\_Full'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_entrance\_arch'
* Texture2D'hatintime\_levels\_mafiahq\_dan\_2.Texture.Mushroom\_Diffuse'
* StaticMesh'hatintime\_levels\_mafiahq\_dan\_2.Model.Hat\_Food\_Plate'
* Texture2D'hatintime\_levels\_mafiahq\_dan\_2.Texture.Vine\_Diffuse'
* Texture2D'hatintime\_levels\_mafiahq\_dan\_2.Texture.Potato\_Diffuse'
* Texture2D'hatintime\_levels\_mafiahq\_dan\_2.Texture.Poker\_Table\_Diffuse'
* Texture2D'HatInTime\_Hud.Textures.PlayerHealth.playerhealth\_full'
* Texture2D'HatInTime\_Hud.Textures.PlayerHealth.playerhealth\_heart'
* Texture2D'HatInTime\_Hud.Textures.PlayerHealth.playerhealth\_zaps'
* SkeletalMesh'hatintime\_levels\_mafiahq\_dan\_2.Model.Hat\_Hachimaki\_Skeleton'
* Texture2D'HatInTime\_Hud.Textures.PlayerHealth.PlayerHealth\_3'
* Texture2D'HatInTime\_Hud.Textures.PlayerHealth.PlayerHealth\_2'
* Texture2D'HatInTime\_Hud.Textures.PlayerHealth.PlayerHealth\_1'
* Texture2D'HatInTime\_Hud.Textures.PlayerHealth.playerhealth\_empty'
* StaticMesh'hatintime\_levels\_mafiahq\_dan\_2.Model.Hat\_Hachimaki\_Hanging'
* Texture2D'HatInTime\_Hud.Textures.PlayerHealth.playerhealth\_arrow'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_floor\_casino'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_entrance'
* StaticMesh'HatInTime\_MafiaHQ.models.mafia\_door\_frame\_wide'
* Texture2D'HatInTime\_Levels\_DarkForest\_V.Textures.bush'

##### Localization Changes

Underlined files indicate they were added in this build. If something is crossed out, it has been removed.

###### collectibles.int

* BadgeCollect1 = You've collected an entire [name][itemname][/name]! Equip it to unlock its powers! Change active badge with [button:badgeswitch]!

###### menus.int

* SingleMafiaTownRain = Mafia Town (Chapter 1 Act 2)
* SingleMafiaHQ = Mafia HQ (Chapter 1 Act 2)
* SingleSubcon = Subcon Forest (Chapter 2 Act 1)

* SettingsControls = Controls
* SettingsControls\_Keyboard = Keyboard
* SettingsControls\_Controller = Controller
* SettingsGame\_Multiplayer = Coop

* SettingsAudio\_MusicVolume = Music Volume
* SettingsAudio\_VoiceVolume = Voice Volume

* SetGraphicsRealTimeEnvShadows = Realtime Environment
* SetGraphicsADOF = Advanced DoF

* SetInputControllerOnTheFly = Autodetect Controller

* GraphicsWorldDetail = World Detail

* GraphicsDetailPresets = Graphics Detail
* ~~GraphicsBucketQuality0 = Very High Quality~~
* ~~GraphicsBucketQuality1 = High Quality~~
* ~~GraphicsBucketQuality2 = Medium Quality~~
* ~~GraphicsBucketQuality3 = Low Quality~~
* ~~GraphicsBucketQuality4 = Very Low Quality~~

* GraphicsCustomize = Customize

* GameEnableSpeedrunTimer = Enable Speedrun Timer
* GameDisplaySpeedrunTimer = Render Speedrun Timer
* InvertCameraX = Invert Cam X
* InvertCameraY = Invert Cam Y
* ControllerEnableRumble = Rumble
* CameraSnapSpeed = Camera Snap Speed

* percent0 = 0%
* percent10 = 10%
* percent20 = 20%
* percent30 = 30%
* percent40 = 40%
* percent50 = 50%
* percent60 = 60%
* percent70 = 70%
* percent80 = 80%
* percent90 = 90%
* percent100 = 100%
* percent110 = 110%
* percent120 = 120%
* percent130 = 130%
* percent140 = 140%
* percent150 = 150%

* SpeedVerySlow = Very Slow
* SpeedSlow = Slow
* SpeedStandard = Standard
* SpeedFast = Fast
* SpeedVeryFast = Very Fast
* Splitscreen = Splitscreen
* Splitscreen\_Horizontal = Horizontal
* Splitscreen\_Vertical = Vertical
* Splitscreen\_Combined = Combined

###### taunts.int

* ToggleFirstperson = Toggle First-Person

###### mafia\_npc.int

* tutorial0 = Welcome to the [name]Black Market[/name]! This is opportunity to get rare, exclusive items sto- I mean, brought here by Mafia!
* tutorial1 = Rules are simple: The person with the most tickets win.[br]Mafia will yell ticket price, and one person can purchase tickets at that price.
* tutorial2 = Try to get many tickets at low price! Item is sold when I feel it is time end. You lose all tickets when done.
* tutorial3 = Good luck!
* newprice\_1 = Price is 1!
* newprice\_2 = Price is 2!
* newprice\_5 = Price is 5!
* newprice\_10 = Price is 10!
* newprice\_20 = Price is 20!
* newprice\_30 = Price is 30!
* newprice\_50 = Price is 50!
* newprice\_100 = Price is 100!
* newprice\_200 = Price is 200!
* newprice\_300 = Price is 300!
* newprice\_400 = Price is 400!
* sold1 = And sold!

###### mafiatown.int

* propellor\_unlock0 = You got [name]the propellor upgrade[/name]![br]Press [button:attack] to spin to new heights!

###### moonpenguins.int

* strangers0 = Y'know,[wait] we rarely see strangers around these parts.
* strangers1 = We're a bit of a ehhh[wait], closed community. [wait]If you catch my drift.
* strangers2 = We don't let just anyone snoop around, [wait]alright. [wait]You may have a pretty face[wait] but you ain't[wait] got[wait] no[wait] suit.

* trouble0 = You're not here for trouble are you? [wait]Good. [wait]Don't get in anyone's way.

###### mustachegirl.int

* tower0 = Hey you,[waitlong] down there! [waitlong][waitlong]Don't think I didn't see you stalking me!
* tower1 = Are you looking for your umbrella? [waitlong][waitlong]I saw it land near the market area when you... [waitlong][waitlong]you know... [waitlong]FELL from the SKY!
* tower2 = Normally I would question [waitlong]how you managed to fall that far, [waitlong][waitlong]but I'm in a bit of a hurry![waitlong][br]I've got a, [waitlong]uh, [waitlong]"party" planned.
* tower3 = You're not a robot are you? [waitlong][waitlong]You know? The beep[wait]-boop[wait]-beedup[wait]-boop! [waitlong]No? [waitlong]...You sure?
* tower4 = Good! Because I don't work with robots! [waitlong]Come up here and I can show you where your umbrella landed.

* grabbed0 = Dude, get off[br]of me!!

###### snatcher.int

* intro5 = [shake]You need to go up, or else she'll come up here and find you, right? I guess it would be a terrible misfortune if [hint]the key disappeared[/hint], [wave]ha ha ha[/wave]![/shake]

### Gallery

A Hat in Time -Alpha Update 5- - Longplay -Keyboard-
## Pax East 2014

Gears for Breakfast attended Pax East on April 11th , April 12th, and April 13th 2014 to present A Hat in Time at the indie megabooth. The showcase at Pax East focused on Coop which was worked on after Update 5 in preparation for this event, this is not unlike previous events.

### Changes Since Update 5

* Queen Vanessa's Manor is now using the changing painting seen in later builds
* Mafia Robot seen in the Beta has been added, they seem to take on the same role as the aforementioned, however video of their behavior here is non-existent.
* Coop Crystals now rise and smash open when a player respawns in coop
* Kismet and Puzzles were changed to suit coop better according to Jonas Kaerlev.

#### Imports/Reimports

* StaticMesh'HatInTime\_Levels\_Harbor\_remade.models.harbour\_rocks\_festival\_05'
* StaticMesh'HatinTime\_Coop.models.coop\_crystal'
* SkeletalMesh'HatinTime\_Characters\_Mafia.models.MafiaBlender'
* Texture2D'HatinTime\_Levels\_Harbor3.Textures.eggisland'
* Texture2D'hatintime\_levels\_darkforest\_h.Textures.tree\_stump\_clean'
* Texture2D'HatinTime\_Characters\_Mafia.Textures.mafia\_towel\_d'
* StaticMesh'HatinTime\_Characters\_Mafia.models.MafiaBlender\_Towel'
* StaticMesh'HatinTime\_Characters\_Mafia.models.MafiaBlender\_WineGlass'
* Texture2D'HatInTime\_PlayerAssets.Textures.sweatdrop'
* SkeletalMesh'HatinTime\_Characters\_MafiaRobo.models.mafiarobot'
* SoundNodeWave'HatinTime\_Levels\_Harbor3.SoundWaves.reveal\_rumble'
* SoundNodeWave'HatinTime\_Levels\_Harbor3.SoundWaves.robofan'
* StaticMesh'hatintime\_levels\_mafiahq\_dan\_2.Model.Hat\_Spikey\_Vine'
* Texture2D'hatintime\_levels\_darkforest\_h.Textures.snow\_decal'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.manor\_exterior\_pillar\_placeholder'
* Texture2D'hatintime\_levels\_darkforest\_h.Textures.Trees\_BG'
* Texture2D'HatInTime\_Levels\_Manor\_Mecha2.Textures.Paintings.hatkid\_empty'
* Texture2D'HatInTime\_Levels\_Manor\_Mecha2.Textures.Paintings.hatkid\_full'
* Texture2D'HatInTime\_Levels\_Manor\_Mecha2.Textures.Paintings.hatkid\_half'
* SoundNodeWave'HatinTime\_Coop.SoundWaves.crystalbreak'
* StaticMesh'HatinTime\_Coop.models.crystalshard'
* SkeletalMesh'HatinTime\_Characters\_Mafia.models.pokerchips\_beingflipped'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.sub\_moon\_tower'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.sub\_waterfall'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.sub\_hole'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.sub\_cliff\_03'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.sub\_mountains'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.sub\_border'
* Texture2D'hatintime\_levels\_darkforest\_h.Textures.charm\_base'
* Texture2D'hatintime\_levels\_darkforest\_h.Textures.charm\_02'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.sub\_charm\_01'
* StaticMesh'hatintime\_levels\_darkforest\_h.models.cliff\_base\_02'

## References

1. ↑ https://web.archive.org/web/20150208053727/http://hatintime.com/22022014-alpha-update-1/
2. ↑ https://web.archive.org/web/20150208073740/http://hatintime.com/alpha-update-2/
3. ↑ https://web.archive.org/web/20150117202737/http://hatintime.com/alpha-update-3/
4. ↑ https://web.archive.org/web/20150117202722/http://hatintime.com/alpha-update-4/
5. ↑ https://web.archive.org/web/20140612005906/http://hatintime.com/alpha-update-5/