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This page is a list of unused content found in Poppy Playtime. This includes content that has been removed, changed or left unreleased.
Unused Assets[]
Image | Description | Type |
---|---|---|
An old version of the logo. | Logo | |
Music theme and voice sound effects found in the files that hint to a Simon Says game in Chapter 1: "A Tight Squeeze" that The Player would need to play in order to turn the power back on. | Concept, SFX, OST | |
A unseen model of the Playtime Co. logo outside the entrance of the factory. | Model | |
The unseen frames below the Security room and Poppy's poster. It creepily shows presumably the developers' faces or the Playtime Co. employees. | Model | |
A empty room of the Cafeteria in the Main Lobby. | Room | |
A empty room of the Testing Room in the Main Lobby. The room also seems to be filled with a red-themed light source, hinting at the fact that it was possibly a testing area for toy productions, but then it was likely transformed into a laboratory to create the experiments. This is all speculation though, none of this has been confirmed. | Room | |
A empty room of the Theater in the Main Lobby. Curiously, the Theater is larger than the other two rooms, possibly hinting at the fact that this room was at the very least in early development stages. Interestingly, the door to the Theater is seen possibly open in the Chapter 2 Trailer. | Room | |
A unseen model of the Glass Stand below the room where The Player get the Red Hand for their GrabPack. | Model | |
A unused room that was most likely to be planned to be the final room after Huggy Wuggy chases The Player. Upon entering the unused room, There is a cutscene of The Player shutting down the door. The room contains what it looks like to be bookshelves, a desk, and a chair, However, one of those bookshelves are fake. It leads to a staircase where The Player enters an unused version of Poppy's Room. | Room | |
A unused staircase after The Player leave the Unused Room. If they walk down the staircase, they can enter the unused version of Poppy's Room. | Room | |
The unused version of the hallway leading to Poppy's Room. | Room | |
The unused version of Poppy's Room. Instead of Poppy Playtime being in a glass box, She's instead in a blue cloth hanged up from the ceiling. | Room | |
The unused version of the area where Huggy Wuggy jumpscares The Player. This is also where the old model of Huggy Wuggy is. | Room | |
A large unused room of what appears to be an office. | Room | |
A unused room with a office desk and a chair on it. | Room | |
A large unused room of what looks like an office lobby or an office desk for Leith Pierre or Elliot Ludwig. | Room | |
A unused room with what it looks like to be a bathroom. Shockingly, the colored doors on the bathroom are actually the color code for the Security room. | Room | |
A unused room with what looks like a doll assembly room. This room can be seen from the Vintage Poppy Commercial VHS Tape/Intro cutscene of the game. This room is surprisingly disturbing. | Room | |
A unused room behind the door with the sign that says "Stairway to Hell". This room could have been unused because it might convince players that they have the right path but dies anyways, or they fall and actually live but be stuck there. | Room | |
An old synopsis teased by the developers planned for the game. Its most likely work similar to the start screen when starting Chapter 1: A Tight Squeeze. | Storyline | |
The beta version of the Main Entrance that went unused. | Room | |
The beta version of the Main Lobby that went unused. | Room | |
The beta version of the Security room that went unused. | Room | |
The Player was originally intended to enter the Playtime Co. factory by opening the door outside it. This has been scrapped for unknown reasons. | Room | |
The Player is driving up to the abandoned Playtime Co. factory in their car. | Room | |
An outside view of the parking lot, showing the car The Player was supposed to drive in. | Room | |
A brightly glowing object with an also glowing Playtime logo on top, most likely a placeholder object, an unused item for a tutorial, or a prototype version of the colored boxes that The Player have to pick up later on in the finished game. | Room | |
The beta version of the GrabPack's length mechanic. Instead of text, only a circle indicator is currently used today. | Mechanic | |
A sign reading "Thanks for playing!" used during a beta version, as either a demo or just a test. | Room/Mechanic | |
An image of a very old version of the game, in which the player played as a small toy in a house, being chased by a furless Huggy Wuggy. It was also revealed that The Prototype, Poppy, and Candy Cat, along with other toys, were also going to be featured in here as well. The story was also, somehow, very similar to the current one. It is told to not have gotten past the idea phase, but from the image it looks like it got far into development. | Game/Idea | |
An old image in the files, showing an alternate version of Huggy where his whole face is blue and pulled downwards. This would eventually be reused for Nightmare Huggy's design for Chapter 3: "Deep Sleep" | Image |
Image | Description | Type |
---|---|---|
Unused models for the proto-type PJ Pug-a-Pillar, originally known as Cassie Cutie-Pillar. (More documented in TLSIPPC2 or in it's official page.) | Concepts/Models | |
Daisy, originally the enemy that would attack you in Musical Memory, who was later replaced with Bunzo Bunny. (More documented in TLSIPPC2 or in it's official page.) | Concepts/Models | |
An early storyboard animation showing that Mommy Long Legs's death was originally going to have her pulled into the grinder by her hands, and have her head get crushed instead of her Cephalothorax, or torso. (More documented in TLSIPPC2) | Concept/Animation/Story | |
A concept for one of the toys that would try to attack you in one of the three mini-games, named Love Bug. (More documented in TLSIPPC2 or in it's official page.) | Concept/Toy | |
A concept for one of the toys that would try to attack you in one of the three mini-games, named Cy-Dog. (More documented in TLSIPPC2 or in it's official page.) | Concept/Toy | |
A concept for one of the toys that would try to attack you in one of the three mini-games, named Lilly. She was planned to move on her rollerskates, and be mascot for a fictional company called "Frog Skates". (More documented in TLSIPPC2 or in it's official page.) | Concept/Toy | |
A concept for one of the toys that would try to attack you in one of the three mini-games, named Sunni Buddy. However, she did show up in the rejected toys area in the official game. She was planned to have a bendable stem, be able to sing, and have a creepy voice. (More documented in TLSIPPC2 or in it's official page.) | Concept/Toy | |
A concept for one of the toys that would try to attack you in one of the three mini-games, named Monster Truck. (More documented in TLSIPPC2 or in it's official page.) | Concept/Toy | |
A concept for one of the toys that would try to attack you in one of the three mini-games, named Jolly Clown. His concept went through 4 designs, before being ultimately scrapped.(More documented in TLSIPPC2 or in it's official page.) | Concept/Toy | |
A concept for a factory room, similar to the green hand molding room, that would appear before the Wack-a-Wuggy room. (More documented in TLSIPPC2.) | Concept/Room | |
A concept for a factory room, similar to the green hand molding room, that would appear before the Statues game. (More documented in TLSIPPC2.) | Concept/Room | |
Unused concepts for Daisy, when she was still planned to be Bunzo's predecessor. (More documented in TLSIPPC2) | Concepts | |
Concept for Mommy Long Legs (More documented in TLSIPPC2) | Concepts | |
Concept for the Musical Memory antagonist, before Bunzo was selected. (More documented in TLSIPPC2) | Concepts | |
Concepts for the Bunzo. (More documented in TLSIPPC2) | Concepts | |
Unused trailer footage and models. (More documented in TLSIPPC2) | Promo | |
An image from an unused opening to the game, in which the player would see Poppy peaking around a corner, and have to chase her through a ten minute obstacle course through the catwalks. (More documented in TLSIPPC2) | Gameplay/Rooms | |
An image for a work in progress introduction for Mommy Long Legs, in which she would hang from the ceiling instead, and have entirely different dialogue. (More documented in TLSIPPC2) | Gameplay/Dialogue/Animation | |
An image for a work in progress introduction for Mommy Long Legs, in which it appears she would have a different model, and have entirely different dialogue. (More documented in TLSIPPC2) | Gameplay/Dialogue/Animation | |
A toy found in the files called 'Love Dog'. It is likely that this toy would be found in the scrapped toys room, but fittingly, they were entirely scrapped from the game. | Model/Character | |
A very early version of the game station, featuring a giant sun and moon on the ceiling. (More documented in TLSIPPC2) | Room | |
Revamped version of the Sun & Moon Game Station. (More documented in TLSIPPC2) | Room | |
A very early version of Musical Memory. (More documented in TLSIPPC2) | Room | |
Lost buttons for Musical Memory. All of these can be seen as actual buttons in the concept art shown in the article above, with the exception being that 'Grey' doesn't have a sound file. | Audio | |
An unused animation and audio of Poppy getting hit and saying "Ow!", likely for if the player were to hit her with the GrabPack. | Animation/Audio |
Image | Description | Type |
---|---|---|
CatNap was originally conceived by Micah Preciado and named Kuddle Kitty. The toy's design remained mostly unchanged, except for the addition of horror features, like a human face in its mouth. The initial idea for the toy was to create zip-up pajamas that customers could wear. Note the censored dot point. | Concepts | |
Concept Art showcasing that CatNap was meant to die by the fire, allowing players to see his bones and innards. This was possibly scrapped for being too graphic. | Concepts | |
Unused concept for Hallucination CatNap, Having more of an unhinged jaw and having his bones being seemingly composed of human skeletal structures, Again possibly being scrapped for being too graphic. | Concepts | |
Unused Jumpscare Animation for Hallucination CatNap. | Animation | |
Unused animation of Hallucination CatNap's claw trying to grab the player through a window pane. | Animation | |
Unused Sound effects for CatNap meowing and purring. | Audio | |
Unused Duck Ride level Located in the Playhouse. The room seems to be centered around a pirate-themed Duck boat ride decorated with many ruined structures of islands, treasure chests, palm trees, and other juvenile pirate imagery. It is also filled with water which allows the duck boats to sail around the room. The possible objective was possibly for a way to access DogDay's dungeon and having to face a threat before getting to it, Possibly the Ruined Critters. The Player must pull a series of levers using the Grabpack in order to get to other rooms whilst also riding a Duck Boat and fending for themsleves. The ride ends once the player has reached a small boat with a door leading to the dungeon. Most of the map is still accessible in the actual game through exploits however operating it could be a bit buggy. The possible reason for the removal is unknown but it's most likely it was cut for being unnecessary or for its glitches. The Duck Boats seen in the level were still repurposed for the Duck Pond, as well as the Pool located in The Playhouse. | Location | |
Unused Parkour Level in the Playhouse, accessible through exploits on a closed door. The level consists of blue hanging platforms that lead to a room with circular elevated platforms that the player has to jump on in order to reach an entrance, which leads to a vent that doesn't go anywhere. It's possible that the Ruined Critters were also supposed to chase the player through all of this. The reason for it's removal is unknown. | Location | |
An unused early design for the Home Sweet Home. It seems that the name was supposed to be displayed on red banners on the ceiling, as well as there being a big fountain of Poppy, as well as statues of Elliot Ludwig and Stella Greyber on the sides. The idea of a fountain with a statue of Poppy might have been reused with the Theater map in Project Playtime. | Location | |
Instead of Ollie calling us in the nightmare sequence at Home Sweet Home, we get a mysterious voice on the phone telling The Player, "You need to run." | Audio | |
The Room that The Player was supposed to encounter Nightmare Huggy in Home Sweet Home was supposed to be called the "Smile Room". Sounds of children and babies screaming were originally supposed to play upon entering. | Location | |
A test map in the game's files indicate that Ollie was shown to have a supposed room in the Home Sweet Home. | Location | |
Miss Delight's mechanic was originally supposed to be slightly different than in the final game. Instead of being a "Weeping Angel" type of enemy, she was supposed to move whenever the lights in the School flicker off, and stop when they flicker back on. This was removed due to Playtesters finding the mechanic to be really unbalanced. However, the element of the lights flickering on and off was still kept in the final game. | Mechanic | |
Images found in the game files show possibly scrapped puzzles for the School. Most of them are centered around different subjects like Math, Science, and English. It's also possible that a Library was supposed to be featured in the Schoolhouse as shown by one of these images. Most of them seem to require the player to solve a puzzle or a hint in order to figure out if they are to go left, or right. The reason for it getting scrapped is unknown. | Mechanic/Puzzle | |
The Toy Store was originally supposed to be an explorable part of the game, as proven by early maps showcasing that the Toy Store being unblocked. Also hidden in the files is a model called "TOYKEY" which is a key for the Toy Store that Ollie was supposed to send to the player. While the inside of the store remains unknown, its assets like the Cash registers, "Funbucks", Playtime coins, Shelves, and other paraphernalia were reused for the Elliot's Express, Counselor's Office, as well as many of the bills and coins being scattered around the Playcare Dome. | Location | |
The Prototype's Shrine that was built by CatNap was supposed to be placed in the Toy Store. It then got moved to The Caverns once the Toy Store got scrapped. | Location | |
Removed Prison Sign Texture, originally supposed to be displayed in the Hatch Room next to the elevator. Was possibly used to tease Chapter 4's new location but got removed due to unknown reasons, likely not to spoil players. | Model | |
The Ammunition for The Orange Hand originally wasn't automatically refillable by the hand after a timer. It had to originally be manually grabbed from an ammunition box that would have to be refilled possibly by Ollie. This was scrapped most likely because of its inconvenience. It's also implied that if this feature would have been included, Playtime Co. would've also been a manufacturer of bullet ammunition. | Weapon/Item | |
Early audio files in the game have been found that introduce an unknown character called "Ace."
It's most likely that Ace was supposed to serve Ollie's purpose in the game but got ultimately shelved in favor of him. Ace sounds completely different to Ollie, with Ace having a more older and raspier voice as well as having a slight country accent. It is also possible that he was meant to communicate with us through a radio or another speaker device instead of a phone as sounds of a radio tuning can be heard before his calls. |
Audio/Story | |
Unused scene of the how the player finds the Gas Mask. Seen in "Poppy Playtime: Chapter 3 - Official Game Trailer #1". | Story | |
A model for a "Viewmaster" item for the game was found in the files. It doesn't have a proper mesh, as it's still just a placeholder 3D model of a hex nut. The script for the item contains 3 pictures of landmarks from St. Louis Missouri, the same place where MOB Entertainment's Headquarters are located. | Item/Model | |
A low poly model of an NC$ Controller was found in an old test map of the game. The actual use and purpose for this item is unknown. | Item/Model | |
Unused Walk Cycle for Miss Delight. | Animation | |
Unused charging and jumping animations for the Ruined Critters. | Animation | |
Unused Hand Switching Animation for the Grabpack 2.0 | Animation | |
A poster showing a Smiling Critter named "Sweet Sheep", based off the popular Mascot Horror Youtuber "Sheeprampage" was supposed to be featured in the game as an Easter Egg. It was dropped before release due to legal reasons. | Poster/Artwork |
Image | Description | Type |
---|---|---|
An unused map for Project: Playtime of a forest. (Possibly a testing map) | Map | |
Winning screens for each monster and the survivors. | GUI | |
An unused concept/design for the Shoppy page, showing how a cosmetic's page would look in the Shoppy menu. | Concept/GUI | |
An unused emote, in which the grabpack hands would transition into a middle finger sign. This could be achieved by pressing the 'F' and 'U' keys at the same time in the multiplayer prototype in the files of Chapter 2. | Emote | |
An unused icon of a rifle, in the same style of the perks and sabotage icons. | Image | |
An unused animation for Boxy Boo of him hiding in his box, peaking out, and suddenly jumping out. | Emote |
Image | Description | Type |
---|---|---|
An unused soundtrack for Poppy Playtime; it's current use is unknown. (More documented in it's official page.) | Soundtrack |