This blog is an archive!

Hello! This blog has been archived, as we’ve updated our main website! Please enjoy these archived blog posts we’ve presented throughout development!

We’re working towards the final release of the game! If you want to see weekly updates, check out our Twitter and Facebook!

Mod and Steam Workshop Support

A Hat in Time on Steam Workshop

Hi everyone!

We’re happy to say that we’ve implemented mod support, and Steam Workshop support into A Hat in Time. This feature will be available at launch.

A lot of us working at Gears for Breakfast are modders by heart, and we know the community’s desire to express itself through games. As A Hat in Time is a flagship into reviving an old genre, we think it’s important to allow the community to modify the game so that it perfectly suits every single player. We hope our main game will be an enjoyable experience, and we hope that with these tools, the community will be able to create and share their own experiences.

Below are the kind of mods you will be able to experience:

* Custom Challenge Levels
Levels that test your skills or your speed. In the Beta Build these were known as “Dream Worlds”.

* Custom Chapters
Players will be able to create entirely new chapters with all new content. They can also modify the existing chapters with new content. Additionally, players can import levels from other games and make them fully playable in A Hat in Time (given they obtain the necessary permissions).

* Gameplay mods
Players will be able to entirely modify how the game plays. They can also add new content, like new badges, new hats, new enemies, etc.

* Custom Skins
Players can modify the appearance of existing art assets.

We will be making available the development tools we use ourselves to develop the game, in order to give modders as much power as they need to create their visions!

A Hat in Time will keep track of all your subscribed mods and make sure they are up-to-date. All mods can be accessed via the in-game “mods” menu.


We hope you’ll enjoy this feature in the final release! We’re still working on the main game, and we can’t wait to one day share all of our hard work with you! Please let us know how you feel about our modding support. Thank you!

Adding support for your own GamePad to A Hat in Time Beta Build

For A Hat in Time, we’ve added support for the gamepads we have available (Xbox 360, Xbox One, GameCube (w/ Raphnet adapter), Dual Shock 4, Logitech F710, SNES (w/ RetroLink)).
If you’re using a different controller, the game won’t recognize it, but you can add support for it manually fairly easy. This is a guide on how to do so.

Creating the Config File

  1. Navigate to /SteamApps/Common/HatinTime/HatinTimeGame/Config/GamePads/.
  2. Duplicate the Xbox360.ini file and rename it to suit your controller (examples: SNES.ini, GameCube_MayFlash.ini, etc)
  3. Open the config, and change the value of “ControllerName” to the name of your controller.


Getting the GUID

In order to have the game pick up your specific controller, the game needs to know the ID for your kind of controller. For this we recommend DITool, but there are other tools that do the same.

  1. Download DITool and launch it.
  2. You should get something that looks like the following screen:
  3. In the above picture, I have my Xbox One controller plugged in. The ID we need is guidProduct.
  4. Change the value of “+GUID” to the guidProduct seen in DITool. The “<” and “>” aren’t needed.


Changing Button Layout

This is where things start to get a little bit complex, but it shouldn’t be too bad. We’ll start with changing the digital button IDs.

  1. Open  “Set up USB Game Controllers” in Windows (search for it in Start).
  2. Open the properties for your gamepad, it should look like this:
  3. Press the JUMP button on your gamepad. For our Xbox One controller, (1) lights up. In order to get the button id, we subtract 1. This means that the button ID for JUMP is 0 for our gamepad.
  4. In the config for our gamepad, we go to the [Buttons] group and find Hat_Player_Jump.
  5. We then set the ButtonID for Hat_Player_Jump to 0.
  6. Repeat this for all other digital buttons.


Changing Analog Input

  1. For analog input, there variable to change is AxisID instead of ButtonID. Unfortunately, Windows has no easy way of displaying AxisIDs for gamepads.
  2. You may have to try various values for AxisIDs until you get them right. The AxisIDs usually range between [0 – 5].
  3. You will have to restart the game after making changes to the ini.

After following the above steps, you’re done!
We’re sorry that it’s a bit tedious to add support for gamepads right now; we hope to make this integrated into the game settings in the final release.

If you make a config for a gamepad, please share it with us! We’ll include it so other people can put it to good use.

Beta Build Purchase

A Hat in Time’s Beta Build released March 7th for backers and slacker-backers.

The option to become a slacker-backer will become available at our preorder page on Monday, March 9th!

A Hat in Time Beta Build – Available March 7th!

The Beta Build of A Hat in Time is set to release March 7th for backers and slacker-backers with the Beta tier.

If you already have Alpha access, your Alpha game will automatically update to the Beta build on the 7th!

Click here for the full announcement!