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A Hat in Time (Windows, Mac OS X)/Version Differences/Special Builds/May 28 2018 DLC 1 Leak Build

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This is a sub-page of A Hat in Time (Windows, Mac OS X)/Version Differences/Special Builds.

How about a nice leek in this trying time?
This page or section details content from the 2018 A Hat in Time DLC Leak.
Check the 2018 A Hat in Time DLC Leak category for more pages also sourced from this material.

On May 28 2018, somebody at Gears For Breakfast slipped up, big time. An update to the game was pushed, and accidentally contained ALL of the maps for The Arctic Cruise at that point in development, alongside the Deep Sea Rift, which had been outsourced to Akupara to create while the main team at Gears focused on The Arctic Cruise and Death Wish. However, this didn't go unnoticed, as three more updates for the game were pushed within mere minutes of this leak, all of which omitted the leaked maps. Somebody was obviously very flustered and panicking, and for good reason: the maps contained a plethora of assets for the Chapter, including early models and textures, placeholder music, WIP code, and more. After this incident, Gears For Breakfast refrained from pushing any more updates for the game until the DLC's proper release on September 13 2018. The levels can be played in the build that contains them, but will crash shortly after loading (if they do load before they crash) due to textures in the cooked map files attempting to access textures in the 'textures.tfc' file that do not exist. The textures were likely prevented from being cooked into the file as part of anti-leak measures put in by Gears For Breakfast. There is no known way to fix this issue, so the player can only spend one or two seconds in a level before memory corruption forces the game to abruptly close. Compared to the later leaked Nyakuza Metro blockout maps, this leak is from a WIP DLC Chapter that is much further along, though still far from its final incarnation. Although the build was released on May 28, its compile date stems from the day before, May 27 2018.









Subpages

AHatIntime CubemapFace1 3(DocksLeak).png
Cubemap Details
There's so many cubemaps they needed their own subpage!

Early Textures

Due to the supposed anti-leak measures Gears For Breakfast implemented, full resolution versions of the early textures sadly do not exist. They cannot be extracted out of the build because they simply weren't included in it at all. However, the smaller resolution versions of the textures are cooked into the map files, allowing a pixelated look at their early designs!

Towels Texture

Cruise Leak (March 29 2018) Final (August 15 2018)
AHatIntime balcony misc diffuse(Leak).png AHatIntime balcony misc diffuse(Final).png

The texture for the towels that hang in the garden, and other places in the level. All of the towel designs are completely different, except for the middle two pink ones.

Chandelier Diffuse and Normal Map Textures

Cruise Leak (May 19 2018) Final (August 27 2018)
AHatIntime chandelier abd(Leak).png
AHatIntime chandelier nrm(Leak).png
AHatIntime chandelier abd(Final).png
AHatIntime chandelier nrm(Final).png

The textures for the fancy chandeliers in the level. The diffuse texture lacks some extra detail that the final version gained on the two grey circular parts. The yellow bar beneath the right circular part was given a gradient, and the wood at the top was given much more detail. The normal map is almost exactly the same as the final version, except that the circular part on the right gained a bit of extra definition.

Fish Dude Normal Map

Cruise Leak (January 14 2018) Final (May 30 2018)
AHatIntime FishDude Normal(Leak).png AHatIntime FishDude Normal(Final).png

An earlier version of the normal map for Fish Dude that, for some reason, contains far more definition and detail than the final version.

Cake Normal and PRM Maps

Cruise Leak (May 7 2018) Final (August 12 2018)
AHatIntime food cake nrm(Leak).png
AHatIntime food cake prm(Leak).png
AHatIntime food cake nrm(Final).png
AHatIntime food cake prm(Final).png

The normal map appears to be the same as the final, but originally had a striped design on the right. This striped design was not removed from the PRM map. The PRM map appears to be the same, but has different values(color).

Food Prop Textures

Cruise Leak (May 19 2018) Final (August 12 2018)
AHatIntime food prop nrm(Leak).png AHatIntime food prop nrm(Final).png

The normal map has different definition across the whole texture, although nothing appears drastically different.

AHatIntime food prop prm(Leak).png
An early PRM map was included as well, but doesn't appear to have any immediate differences compared to the final version. This doesn't mean that the texture was identical, as it could've been reduced in resolution, which is something that cannot be accurately measured about the texture due to it being the smaller version of the actual texture. The early version was imported on May 19 2018, while the final version was imported on August 12 2018.

Laundry Shelf Textures

Cruise Leak (April 5 2018) Final (July 13 2018)
AHatIntime laundry shelf diffuse(Leak).png AHatIntime laundry shelf diffuse(Final).png

The entire texture lacks significant extra detail that the final version has, being much more white. The gold parts of the texture appear to have slightly different designs, as well.

AHatIntime laundry shelf normals(Leak).png
An early version of the normal map for the laundry shelves is also present, although there doesn't appear to be any immediately-noticeable differences compared to the final version. The early version was imported on April 5 2018, and the final version was imported on July 13 2018.

Slot Machine Texture

Cruise Leak (April 20 2018) Final (June 14 2018)
AHatIntime slot machine diffuse(Leak).png AHatIntime slot machine diffuse(CruiseFinal).png

The texture appears to be identical to the final, except for one of the icons on the slot wheels. The Seal icon in the final version appears to have been something else in the early version, something that used a red color. Unfortunately, the small version of the early texture is too pixelated to see what the icon was clearly.

Ice Toilet Lid Texture

Cruise Leak (January 16 2018) Final (September 10 2018)
AHatIntime toilet lid diffuse(Leak).png AHatIntime toilet lid diffuse(Final).png

The early version of the toilet lids in the level actually had a snowflake image on them. This design can be seen (much more clearly) in the DLC preview streams as well, and due to the streamer and the Twitch chat being confused with whether or not the toilet lids had any functionality with the Ice Hat, the image was wiped from the lids completely.

Ship Window Normal Map

Cruise Leak (March 15 2018) Final (July 25 2018)
AHatIntime window normal(Leak).png AHatIntime window normal(Current).png

Surprise! This early texture was provided in the leaks at its full resolution! How? Well, it seems that this texture was mistakenly not marked as a 'super-secret development asset' (which is something that was apparently real, according to localization in the game), and thus was cooked into the 'textures.tfc' file and can be extracted at its full resolution. Only a few textures in the leak are like this, and this is one of two early ones; the other textures match their final versions exactly. This texture is the normal map for the circular metal windows seen on the exterior of the ship. It appears to be the same design as the final, but the final version lost a significant amount of definition.

Lobby Desk Textures

Cruise Leak (May 13 2018) Final (July 12 2018)
AHatIntime lobby desk nrm(Leak).png AHatIntime lobby desk nrm(Current).png

The other fully-cooked in texture, yet another normal map, this one of the lobby desk. The UV mapping is completely different compared to the final versions, but the design of the desk in-game is pretty much exactly the same.

AHatIntime lobby desk abd(Leak).pngAHatIntime lobby desk prm(Leak).png
The early versions are all dated May 13 2018, and the final versions are dated May 27 2018 for the ABD texture, June 12 2018 for the normal map, and June 28 2018 for the PRM map. The ABD texture appears to be the first known texture to have been finalized after this build, as the compile date for the build is May 27 2018, matching the final version's import date.

Cruise Captain Diffuse Texture

AHatIntime walrus diffuse(Leak).png
An early version of the diffuse texture for the captain. It's found in his dedicated character package, which doesn't contain his diffuse texture in the final. As for differences, the texture is too pixelated to tell if there is any. This version was imported on January 3 2018. The final equivalent texture is from June 1 2018.

Tray Normal Map and PRM Map

AHatIntime tray prm(Leak).pngAHatIntime tray nrm(Leak).png
Two textures for the trays used in the level. There doesn't appear to be any immediate differences compared to the final versions. The early versions are dated February 24 2018 for the normal map and March 15 2018 for the PRM map. The final versions are both dated June 24 2018.

Seagull Toy Textures

AHatIntime seagull toy prm(Leak).pngAHatIntime seagull toy nrm(Leak).pngAHatIntime seagull toy alb(Leak).png
Early versions of the textures for the seagull toy found in the toddler room. There doesn't appear to be any immediate differences compared to the final versions. The early versions are all dated February 19 2018, and the final versions are dated June 28 2018.


Blue Float Board Textures

AHatIntime board float blue test alb(Leak).pngAHatIntime board float nrm(Leak).pngAHatIntime board float prm(Leak).png
Early versions of the textures for the small floating blue board decoration in the level. There doesn't appear to be any immediate differences compared to the final versions. The early versions are all dated March 15 2018, and the final versions are dated June 28 2018.


Ash Tray Textures

AHatIntime ash alb(Leak).pngAHatIntime ash nrm(Leak).pngAHatIntime ash prm(Leak).png
Early versions of the captain's ash trays. There doesn't appear to be any immediate differences compared to the final versions. The early versions are dated February 24 2018 for the ALB and normal maps and March 15 2018 for the PRM map. The final versions are all dated June 28 2018.


Shocktopus Tentacle Normal Map

AHatIntime tentacle normals(Leak).png
An early version of the normal map for Shocktopus's tentacles. There doesn't appear to be any immediate differences compared to the final version. The early version is dated March 15 2018. The final version is dated July 11 2018.

Ship Cart Texture

AHatIntime ship cart objects(Leak).png
An early version of the texture for the rolling carts in the level. There doesn't appear to be any immediate differences compared to the final version. The early version is dated January 18 2018. The final version is dated June 26 2018.

Dock Wall Texture

AHatIntime dock wall(Leak).png
An early version of the texture for walls at the docks. There doesn't appear to be any immediate differences compared to the final version. The early version is dated January 16 2018. The final version is dated May 30 2018.

Inflatable Donut PRM Map

AHatIntime Choco Pink Donut Prm(Leak).png
An early version of the texture for inflatable donut tubes in the pool area. There doesn't appear to be any immediate differences compared to the final version. The early version is dated March 15 2018. The final version is dated August 20 2018.

On The Rocks Bar Counter Normal Map

AHatIntime bar counter normal(Leak).png
An early version of the normal map texture for the bar counter in the pool area. There doesn't appear to be any immediate differences compared to the final version. The early version is dated February 20 2018. The final version is dated June 11 2018.

Early Models

Unlike the textures, all models are fully cooked into the maps, and are available for extraction.


There are three early skeletal meshes in the leak: the cruise captain, the Conductor's grandkids, and Shocktopus.


Model Render Cruise Leak (March 2 2018) - Final (June 7 2018)
AHatIntime CruiseLea kCaptainRender.png AHatIntim CruiseLeak WalrusCompare.png

The models are extremely similar. The early version has slightly more polygons and vertices compared to the final: 24594 polygons and 15521 vertices VS 24576 polygons and 15407 vertices. There is a slight difference with his shirt that is hard to spot: his black tie goes up a bit further into his shirt on the early model, and his shirt a little more off of his body around that area as well. As for animations, he lacks an animation for being carried in Act 3.

Model Render Cruise Leak (April 4 2018) - Final (June 2 2018)
AHatIntime CruiseLeak GrandkidRender.png AHatIntime CruiseLeak GrandkidCompare.png

An entire variant of the grandkid is missing: the pink shirt variant. In the early version, the variant with the straw hat simply had a shirt on as well, and that shirt also used the same texture as the straw hat. The early version has slightly less vertices compared to the final: 11635 VS 11641. There's also a slight error with the early model where the lower half of the left leg is mistakenly separated from the mesh and has its own material slot, even though it uses the same material as the rest of the body.

Model Render Cruise Leak (April 17 2018) - Final (June 15 2018)
AHatIntime CruiseLeak ShocktopusRender.png AHatIntime CruiseLeak Shocktopus.png

The early model is practically exactly the same as the final model, except it has slightly less vertices: 12813 VS 12827. Any other differences are unknown.


AHatIntime CruiseLeak FishDudeRender.png
Although it's not an earlier version of the model, the version of Fish Dude in the leak is using his leftover early design that was found in the Modding Tools!


Static Mesh Seal Model

AHatIntime SealSeal(CruiseLeak).png
A unique static mesh version of the Seals, exclusive to the leak. The model is dated March 15 2018, while the skeletal mesh version (which is the same as the final version in the leak) is dated April 22 2018. The model is 5094 polygons and 2900 vertices, while the final model is 9916 polygons and 6002 vertices. The increased stats for the final version is due to the addition of different outfits for the Seals to wear. The static mesh model is used a few times in the early version of the level aboard the ship alongside the animated skeletal mesh version, for some reason. They were used for the Seals that hold signs, the ones that direct you to the reception room when first boarding the ship. While the Seals do have sign animations in the build, they aren't used in the level for some reason. Thus, the model was likely still fulfilling a leftover placeholder role at this point in development.

Placeholder Garden Model

AHatIntime placeholder garden(CruiseLeak).png
Another model exclusive to the leak is this bland, featureless model that functions as a placeholder for the garden room. None of the garden's details would be finalized until late into June.

Captain Room Chair

Cruise Leak (February 20 2018) Final (June 12 2018)
AHatIntime captain cabin seat(CruiseLeak).png AHatIntime captain cabin seat(FinalModel).png

The early version of the model has a much longer pillar than the final version.

Literally Can't Sink Ship

Cruise Leak (May 22 2018) Final (August 6 2018)
AHatIntime outer shell 01(CruiseLeak).png AHatIntime outer shell 01(FinalModel).png

The outer shell of the ship in the final is significantly more detailed than the early version, which uses Dead Bird Studio textures as placeholder. The early version is 411 polygons and 355 vertices, while the final version is 16120 polygons and 19132 vertices.

Docks

Cruise Leak (January 18 2018) Final (May 28 2018)
AHatIntime dock ground(CruiseLeak).png AHatIntime dock ground(FinalModel).png

The boardwalk is just a straight path, while the final version has branching parts. This was about to be implemented in the early version, as evidenced by the default cubes present at the docks and the import date for the final version of the model.

Captain's Room

Cruise Leak (April 24 2018) Final (July 6 2018)
AHatIntime ship captains room(CruiseLeak).png AHatIntime ship captains room(FinalModel).png

The Captain's room model is in the same kind of state that the garden room is in this version. It's a blank, bland placeholder model. The model also covers more of the ship than the final version, with the hallway underneath the main room being part of this model.

Casino Room

Cruise Leak (May 15 2018) Final (July 31 2018)
AHatIntime ship casino room(CruiseLeak).png AHatIntime ship casino room(FinalModel).png

The casino room in the final takes on a blue appearance for the most part, while the early version uses purple and red colors.

Creche Room Outside

Cruise Leak (May 21 2018) Final (June 25 2018)
AHatIntime ship creche room outside(CruiseLeak).png AHatIntime ship creche room outside(FinalModel).png

The roof is wooden instead of metal. The front side of the model around the door was slightly redesigned.

Kitchen Room

Cruise Leak (April 25 2018) Final (July 2 2018)
AHatIntime ship kitchen room(CruiseLeak).png AHatIntime ship kitchen room(FinalModel).png

The early kitchen room uses several placeholder textures, and takes on an even dirtier appearance than it does in the final in-game.

Laundry Room

Cruise Leak (April 25 2018) Final (July 2 2018)
AHatIntime ship laundry room(CruiseLeak).png AHatIntime ship laundry room(FinalModel).png

The early laundry room uses the wall design from the walls of the kitchen room on the spaceship. The model is also the entirety of the room, rather than just the floors. The final version splits the laundry room up into multiple models for an unknown reason.

Lobby Bridges

Cruise Leak (May 7 2018) Final (July 2 2018)
AHatIntime ship lobby bridge 01(CruiseLeak).png
AHatIntime ship lobby bridge 02(CruiseLeak).png
AHatIntime ship lobby bridge 03(CruiseLeak).png
AHatIntime ship lobby bridge 01(FinalModel).png
AHatIntime ship lobby bridge 02(FinalModel).png
AHatIntime ship lobby bridge 03(FinalModel).png

The bridges in the reception room have a blue color scheme instead of a purple one.

Reception Room

Cruise Leak (May 15 2018) Final (July 9 2018)
AHatIntime ship reception room(CruiseLeak).png AHatIntime ship reception room(FinalModel).png

The reception room was divided into multiple meshes in the final version, much like the laundry room. The early version also happens to use two different wall colors: blue and red. This matches the little piece of concept art that can be seen in Hat Kid's spaceship in-game on the wall next to the tube that transports the player to the telescope room for the Chapter. The rest of the textures used by the room are similar in appearance at times to the final version, but are generally pretty different.

Main Dock Building

Cruise Leak (March 20 2018) Final (July 6 2018)
AHatIntime dock main building(Leak).png AHatIntime dock main building(Final).png

The early version has less vertices: 2650 vs 3420.

Flag Hoop

Cruise Leak (February 16 2018) Final (June 20 2018)
AHatIntime Cruise FlagHoop(Leak).png AHatIntime Cruise FlagHoop(Final).png

Has 12 less vertices than the final version, at 902. However, it comes with two LODs, something the final version doesn't have at all.

Engine Room Pillar

Cruise Leak (May 6 2018) Final (June 26 2018)
AHatIntime ship below pillar(Leak).png AHatIntime ship below pillar(Final).png

Has far more vertices compared to the final version: 1934 vs 1159. Its LOD model is also significantly lower-poly compared to the final version. The texture used by it is also very different.

Box Platform

Cruise Leak (February 15 2018) Final (June 25 2018)
AHatIntime ship box pipe 01(Leak).png AHatIntime ship box pipe 01(Final).png

Has 8 more vertices compared to the final version, at 1181. Its LOD model has 6 more vertices than the final's.

Casino Wheel

Cruise Leak (May 21 2018) Final (June 15 2018)
AHatIntime ship casino wheel(Leak).png AHatIntime ship casino wheel(Final).png

Has less vertices compared to the final: 7154 vs 8545. The model is also set up in a way that prevents the wheel from spinning via the final's material shader.

Upper Creche Room

Cruise Leak (May 18 2018) Final (July 31 2018)
AHatIntime ship creche room(Leak).png AHatIntime ship creche room(Final).png

Has less vertices compared to the final: 2544 vs 2696. The doorway in the final version uses a gold material, while the early version awkwardly uses the same wall texture in the room.

Detergent

Cruise Leak (January 19 2018) Final (August 3 2018)
AHatIntime ship detergent(Leak).png AHatIntime ship detergent(Final).png

Its LOD model has 2 more vertices compared to the final's, at 235. Woo. The main model itself appears to be very slightly different compared to the final.

Elevator Glass Tube Path

Cruise Leak (May 2 2018) Final (June 21 2018)
AHatIntime ship elevator tube glass(Leak).png AHatIntime ship elevator tube glass(Final).png

Has 67 less vertices compared to the final's, at 1040. The elevator part of the glass tube is taller in the early version, the floor in the tube uses a different texture, and the glass is less-transparent as well.

Engine Room Floor

Cruise Leak (May 7 2018) Final (August 2 2018)
AHatIntime ship engine room floor(Leak).png AHatIntime ship engine room floor(Final).png

The model is taller in the final, and uses completely different textures.

Life Preserver

Cruise Leak (April 15 2018) Final (June 5 2018)
AHatIntime ship float preserver(Leak).png AHatIntime ship float preserver(Final).png

Differences currently unknown.

Lemon Cake

Cruise Leak (May 15 2018) Final (August 12 2018)
AHatIntime ship food cake lemon(Leak).png AHatIntime ship food cake lemon(Final).png

The early model is higher-poly than the final, but has less vertices. Stats: Early: 2016 polygons, 1260 vertices. Final: 1858 polygons, 1637 vertices.

Sofa

Cruise Leak (April 16 2018) Final (June 24 2018)
AHatIntime ship furniture sofa(Leak).png AHatIntime ship furniture sofa(Final).png

The early version has less vertices compared to the final: 6762 vs 7640. Same goes for the LOD model.

Kitchen Gate

Cruise Leak (April 23 2018) Final (June 8 2018)
AHatIntime ship kitchen gate(Leak).png AHatIntime ship kitchen gate(Final).png

Has far less vertices compared to the final: 9551 vs 12778. The early LOD model, though, has 50 vertices more than the final's, at 2088.

Kitchen Wall

Cruise Leak (May 9 2018) Final (July 4 2018)
AHatIntime ship kitchen wall(Leak).png AHatIntime ship kitchen wall(Final).png

Has two less vertices than the final, at 28 vertices, and uses a dirtier tile texture.

Lobby Desk

Cruise Leak (May 13 2018) Final (August 23 2018)
AHatIntime ship lobby desk(Leak).png AHatIntime ship lobby desk(Final).png

Has more vertices and is much higher-poly than the final. The early version has 12923 polygons and 11672 vertices, while the final version has 11433 polygons and 7925 vertices. The UV map for the model is completely different, but ends up looking pretty much the same.

Main Deck

Cruise Leak (May 21 2018) Final (July 2 2018)
AHatIntime ship main deck room(Leak).png AHatIntime ship main deck room(Final).png

The main deck area was split into multiple models for the final, with only the pool and door darkness being left in this model in the final.

Ship Side Rooms

Cruise Leak (May 17 2018) Final (June 21 2018)
AHatIntime ship side room 01(Leak).png AHatIntime ship side room 01(Final).png
Cruise Leak (May 17 2018) Final (July 18 2018)
AHatIntime ship side room 02(Leak).png AHatIntime ship side room 02(Final).png

And much like the main deck, the side rooms of the ship were also split into multiple pieces for the final.
The wall model for the toilet room also has less vertices than the final: 158 vs 318. Visually, it looks the same. The early version is dated May 14 2018, and the final version is dated June 26 2018.

Slot Machine Chair

Cruise Leak (April 20 2018) Final (June 11 2018)
AHatIntime ship slot machine chair(Leak).png AHatIntime ship slot machine chair(Final).png

Its LOD model has one less polygon compared to the final, and 15 less vertices. Other differences are currently unknown.

Stair Shell Decoration

Cruise Leak (April 25 2018) Final (July 5 2018)
AHatIntime ship stair shells(Leak).png AHatIntime ship stair shells(Final).png

Lacks an LOD model. Appears to have only very slight differences compared to the final.

Dining Room Stairs

Cruise Leak (May 4 2018) Final (June 28 2018)
AHatIntime ship stairs diner(Leak).png AHatIntime ship stairs diner(Final).png

Lacks an LOD model. The early version has less vertices than the final's: 315 vs 647. Uses different, simpler textures.

Steering Wheel

Cruise Leak (February 9 2018) Final (June 13 2018)
AHatIntime ship steering wheel(Leak).png AHatIntime ship steering wheel(Final).png

The early version has the steering wheel attached to the base, whereas the final has the model split in two. The early model appears to have a UV issue that causes it to glow yellow.

Vent

Cruise Leak (May 15 2018) Final (July 9 2018)
AHatIntime ship vent corridor(Leak).png AHatIntime ship vent corridor(Final).png
Cruise Leak (May 15 2018) Final (June 18 2018)
AHatIntime ship vent cover(Leak).png AHatIntime ship vent cover(Final).png

Differences are unknown.

Fridge

Cruise Leak (March 6 2018) Final (August 29 2018)
AHatIntime ship wall fridge(Leak).png AHatIntime ship wall fridge(Final).png

Has a few more vertices compared to the final. The buttons changed from silver to black.

Washing Machine

Cruise Leak (January 21 2018) Final (July 17 2018)
AHatIntime ship washer(Leak).png AHatIntime ship washer(Final).png

Is slightly lower-poly than the final, but has more vertices. The clothes inside the machine don't spin in the early version.

Ship Window

Cruise Leak (February 13 2018) Final (July 25 2018)
AHatIntime ship window(LeakModel).png AHatIntime ship window(FinalModel).png

Is slightly higher-poly than the final, but has less vertices.

Deep Sea Rift

Cruise Leak (February 9 2018) Final (August 16 2018)
AHatIntime FloatingChunk(CruiseLeak).png AHatIntime FloatingChunk(FinalModel).png

A UV issue on the bottom was fixed, and the model has less vertices compared to the final.

Cruise Leak (February 6 2018) Final (August 15 2018)
AHatIntime TerrainDisc Small(Leak).png AHatIntime TerrainDisc Small(Final).png

Looking at the bottom of the model, here. Another UV issue was fixed.

Early Music

The music for The Arctic Cruise had not yet been finished by Pascal yet, so the level uses placeholder music at this point.

Cruise Leak (March 24 2018) Final (June 29 2018)

The main theme of this version of the level is Spagonia Night's music from Sonic Unleashed. This music also happened to be used in extremely early versions of the game that predate the Prototype builds.

Cruise Leak (March 24 2018) Final (September 10 2018)

The music played during Ship Shape is a variation of Funiculi Funicula, which does sound remarkably similar to the original track the final version would end up getting.


Level Differences

The level design is, for the most part, the same as the final. The only major differences are in aesthetics and polish. Acts 1 and 2 follow the same path as the final, and can be beaten in this version of the level. Act 3, on the other hand, is just barely started. The Deep Sea Rift is also almost completely finalized at this point, as it was one of the earliest levels created for DLC 1, having been started in late 2017. The video on the right provides an in-depth look at the level after porting its assets and coding to final, but the differences will still be listed here regardless.












General

  • The level has no unique music at this point. All music used in the level is placeholder, from other areas of the game or from outside sources.
  • Numerous decorations in the level are either represented by cubes with the default texture applied, or are completely absent. Most decorations around the level are present in some form or another, however.
  • No localization was included in the leak. Thus, any differences in the script at this point, if any, are unknown.
  • There are no custom sound effects present for the level at this point, either. All sound effects are either from other levels, or don't exist yet.
  • There is no voice acting yet.
  • The are no new Relics made for the level yet.
  • Radio conversations have not been implemented yet.
  • Frigid water has not been implemented yet.
  • Jump recovery volumes are implemented into the level, but most are inactive.
  • The skybox of the level is of a different, more generic design, as the unique one made for the final didn't exist yet.
  • The background completely lacks any icebergs.
  • Crow Agents and Cooking Cat are completely absent from the level.
  • The maps around the ship are completely different from the final game. Instead of a hologram with a marker telling the player what room they're in, the map instead uses the normally unused 2D map graphics found in the game's Modding Tools. They are plastered onto transparent white blocks, and have a tiny red light attached to each room. The player's location is marked by a cross-hairs graphic around one of the lights. When the player is collecting Rift Pons to complete Act 1, some of the lights turn green, while others do not, indicating incomplete Kismet programming.
  • All collectibles in the level have their particles still activated. In the final, most of them were disabled.
  • The level is completely designed with only one player in mind. Support for co-op mode is practically non-existent in this build. Thus, with two players, it can be very easy to break the level design and sequences.

Act 1

The docks have less grass.
The Relic on top of one of the light structures is a Rift Token in this build.
There is no city behind the docks. There is a city out in the distance, beyond the boat. This city was removed for the final.
There are generic islands in the background that were replaced with icebergs in the final.
Fish Dude is on the docks instead of the boardwalk. He can be seen in this location in the reveal trailer and the DLC preview streams.
There is no special cinematic that plays when approaching the captain.
The platforming segment to board the ship is compromised of both simple blue platforms and default cubes.
The unique floating hookpoints for the level have not been made yet.
Since there are no radio messages yet, when you reach the ship, the player is stopped and the camera focuses on a nearby speaker, from which the captain speaks. The camera for this scenario still exists in the final game, unused.
Numerous static meshes of the Seals decorate parts of the ship, with most of them holding arrow signs to direct the player to the reception room.
There are objects that are meant to block the player's path to prevent them from completely exploring the ship before checking in, however, several of them lack invisible walls, allowing Hat Kit to slip by them.
When the player is halfway down the corridor to the reception room, they are stopped again and the camera focuses on a nearby speaker to inform the player that the ship has left port. The entire sequence lacks sound effects, and the camera does not shake, either.
There is no wake effect around the ship to signify movement.
The cinematic for the luggage trolley bumping into the stack of suitcases in the reception room is very rough. There's no Seal that pushes the trolley, it only uses one camera angle, and there's no sound effects.
Time Piece shards do not exist yet in any shape or form in the level. They are present in the build's files, but aren't used in the level, strangely. Instead, as placeholder, the player collects Rift Pons instead. The player collects the same amount of them as in the final: 11.
The Conductor appears at the bar once the player has checked in. His drinking animations do not exist yet, and so he stands on his chair instead of sitting on it. Interestingly, there is unique Kismet programming for him to turn to face the player halfway through his conversation when talked to, something completely absent from the final version.
The Conductor's grandkids do not appear on the ship in any way anywhere until Act 2.
The Owl sitting out by the pool talks about designing video games. This conversation was moved to the upper part of the toddler room, which only has one Owl in it in this version. The Owl that complains about the water being too cold is nowhere to be found in this version.
The elevator that allows the player to transport between the toddler room and the dining room functions in this build, and even has a black fade-out effect that is missing in the final. The transition effect sometimes occurs before the fade-out starts or is complete, which looks quite jarring. This may be why it was removed in the final.
The flames on top of the stoves in the kitchen have the potential to quickly kill the player due to not respecting invincibility frames.
The tables in the dining room that slide back and forth are mostly purple in this build, instead of red.
The particle effect used to signify things the player can interact with to obtain a Rift Pon are just some sparkles at this point instead of a unique, glowing particle.
The damage volume at the bottom of the engine room does not fully cover the pit, allowing the player to fall down it and respawn harmlessly.
The red lights above some of the doors on the ship do not flash colors.
The casino room is completely devoid of NPCs. The reception room is too, except for the two Seals at the desk.
Several objects and decorations around the level use the earlier versions of the their textures found leftover in the Modding Tools.
The captain and his chair do not spin around to face you when you approach him in the captain's room. The captain also does not sit in his chair properly, even though the programming and animation for it exist in this build.
Since Time Piece shards do not exist yet, the special assembly animation that plays when the player collects all of the shards isn't present in this build, either.

Act 2

The lost and found box behind the desk is a simple wooden crate from Chapter 2.
Task Master is very buggy in this version of the game. More details on this in the Coding Differences section.
The tasks where you trim the grass in the garden are present but do not appear while the minimission is active.
The actual difficulty of the mode at this stage of development is unknown due to the default properties for the minimission being either completely absent from the build, or being unable to be extracted.
The task the player delivers to Shocktopus is a fuse instead of a battery. This fuse would end up unused and only found in the final game's Modding Tools.
The physics for carrying multiple stackables at once is very different at this point.
Poolside and laundry tasks use their old location icons.
The arrows that point to tasks look different in this build.
There are no guideline arrows during the minimission yet.

Act 3

This Act has barely been started at this point. Many objects are missing, there's no NPCs to rescue, and no cinematics.
There is no level music or level intro.
The Kismet programming for Hat Kid jumping onto the captain's seat and steering the ship are completely missing from this build.
Hat Kid starts the level inside the ship, in the dining room, rather than outside next to the lifeboat.
Water volumes are not well-placed in this version, often failing to cover most of the water they're placed by.
The level is much, much darker than in the final.
The lifeboats outside the ship are very large, for some reason.
The iceberg platforms in this level use different models, and look fairly rough.
There are no falling ice chunk hazards yet. Instead, there are Mafia HQ theatre sandbags as placeholder.
A Time Piece is present in the level, atop one of the large icebergs outside of the ship. It is hidden by default, however, and no Kismet programming in the level is set to unhide it, yet. Thus, the level cannot be completed normally without cheats or using the developer console.
There are three blank minimissions present in the level's Kismet programming.

Deep Sea Rift

This level is quite close to its final version at this point. As such, the amount of differences to be found in it are small. All of the music for it was also present in the leak, and is identical to the final.
The level's lighting, overall, is a bit darker and duller than the final's.
There's some minor missing decorations here and there.
The only enemies in the level are mad crows. The final would add Express Owls, shocking squids, and ninja cats.
The lava flows on the pre-final floor of the rift have worse hitboxes due to the collision being handled by volumes instead of models.
There is no storybook art for the level yet.

Coding Differences

Although the early coding for this level is not exclusive to the leak, it's important to contextualize what various mechanics exclusive to the level were like at this point in development. Even earlier versions of the coding for some objects and mechanics can be found in earlier versions of the game from 2018, but this section will focus only on the coding included in the May 28 2018 build.

Task Master, the interface and main gameplay gimmick of the level, is in a state where it functions almost the same as the final, but is noticeably quite buggy. The HUD that appears is the same except for a couple placeholder textures. The HUD never seems to have issues, rather, it's the stackable objects that Hat Kid can carry that cause problems. Seemingly randomly, objects Hat Kid will try to pick up will fail to pick up properly and not attach itself to the top of the stack. This can lead to Hat Kid being unable to deliver the task to its destination. Also, the objects she carries can randomly disappear off the stack, but the delivery point will still be expecting it.

The status effect that Hat Kid gains while carrying stackables also differs in physics drastically in this build. The wobbling effect Hat Kid gets when carrying numerous objects at once is very intensive in this version, far more than it is in the final. Once Hat Kid is carrying at least three objects, midair control is hindered significantly, often pulling Hat Kid backwards and slinging her back and forth.

The fast-moving carts in the corridor before the lobby do not have a variable for a skeletal mesh yet, which would be used in the final for the Seals that are pushing them. Thus, in the early version, they appear to move on their own.