Generated by GPT-5-mini| A Hat in Time | |
|---|---|
![]() | |
| Title | A Hat in Time |
| Developer | Gears for Breakfast |
| Publisher | Gears for Breakfast |
| Director | Jonas Kaerlev |
| Designer | Jonas Kaerlev |
| Composer | Pascal Michael Stiefel |
| Platforms | Microsoft Windows, macOS, Linux, PlayStation 4, Xbox One, Nintendo Switch |
| Released | 2017 |
| Genre | Platform |
| Modes | Single-player, multiplayer |
A Hat in Time A Hat in Time is a 2017 platform video game developed and published by independent studio Gears for Breakfast. Combining elements of 3D platformers from the late 1990s and early 2000s, the game emphasizes exploration, collectible-driven progression, and character-driven level design. It was directed by Jonas Kaerlev and funded via a successful crowdfunding campaign, drawing critical attention for its art style, soundtrack, and homage to titles from established developers and franchises.
The gameplay blends mechanics inspired by Super Mario 64, Banjo-Kazooie, Psychonauts, Spyro the Dragon, and Kirby with modern design touches from Celeste and Hollow Knight, while integrating hub-world structure similar to Donkey Kong 64 and mission-based objectives as seen in Jet Set Radio. Players control a young protagonist traversing themed levels like Mafia-inspired cities and horror-inflected mansions, collecting time-related items and completing challenges. Movement options include platforming staples reminiscent of Crash Bandicoot jumps, Sonic the Hedgehog momentum, and air control comparable to Super Mario Sunshine dive mechanics; players equip various hats that grant abilities paralleling power-up systems in The Legend of Zelda and ability loadouts from Metroid Prime. Levels contain optional collectibles, side quests, and boss encounters with design echoes of God of War-style arena fights and puzzle sequences akin to The Witness. The game includes a co-op mode influenced by mechanics in New Super Mario Bros. and level modifiers that recall community features from LittleBigPlanet.
The narrative follows a diminutive spacefaring girl on a mission to recover scattered "Time Pieces" after a theft by spacefaring antagonists and criminal syndicates reminiscent of villains in Guardians of the Galaxy and One Piece. She journeys through diverse locales including a haunted mansion that evokes atmospheres from Resident Evil and Luigi's Mansion, a bustling metropolis mirroring elements from Yakuza and Grand Theft Auto, and an arctic environment with nods to The Elder Scrolls V: Skyrim exploration. Supporting characters and factions—ranging from a gangster family to eccentric scientists—provide missions and dialogue that draw on archetypes from Persona and Fallout companions. Story beats incorporate comedic timing and dramatic setpieces akin to Portal and The Legend of Zelda: Breath of the Wild, culminating in confrontations with faction leaders in set-piece encounters similar to boss finales in Dark Souls and Metal Gear Solid. The plot interweaves lighthearted tone and mystery, with themes of friendship and consequence resonant with Undertale and Ni no Kuni.
Development was led by Jonas Kaerlev under indie label Gears for Breakfast with a team that expanded through community contributions and external collaborators experienced on projects associated with Valve Corporation, Ubisoft, and Nintendo alumni. The project began as an independent passion project influenced by 3D platforming classics such as Super Mario 64, Banjo-Kazooie, and Crash Bandicoot, and drew inspiration from narrative-driven adventures like Psychonauts. Funding was secured through a crowd campaign on Kickstarter that reached its targets quickly, echoing successes of indie titles like Shovel Knight and Undertale. Audio direction by Pascal Michael Stiefel assembled a soundtrack that channels composers from Nobuo Uematsu-style orchestration to upbeat themes found in Yoko Shimomura scores. Technical development utilized engines and middleware common to indie development as seen in projects by Epic Games and Unity Technologies, with community mod tools and early-access testing mirroring practices from Minecraft and Dota 2 workshops.
The game launched on multiple platforms beginning in 2017, later ported to consoles including PlayStation 4, Xbox One, and Nintendo Switch. Critics compared its level design and collectible-driven progression to classics such as Super Mario Sunshine and Banjo-Kazooie while praising its art direction similarly lauded in titles like Rayman Legends and Ori and the Blind Forest. Reviews highlighted soundtrack composition in the vein of The Legend of Zelda and performance of the lead character’s animation with echoes of Ratchet & Clank. Some criticism targeted technical issues and polishing relative to AAA releases like Uncharted 4 and The Last of Us, but the indie title received awards attention at events such as PAX and coverage in outlets alongside indie darlings like Hollow Knight and Celeste. Commercially, the title performed well for an independent release, sustaining a dedicated fanbase active on platforms including Steam, Reddit, and Discord.
Post-launch support included paid and free downloadable content developed in collaboration with community creators and independent studios, with content updates deploying cosmetic items, stability patches, and new levels reminiscent of DLC strategies used by The Witcher 3 and Hollow Knight. An expansion featuring competitive multiplayer elements drew parallels with content models from Mario Kart 8 and community-driven mods similar to those seen in Skyrim. The developers released modding support and level editors that fostered user-generated content communities like those for LittleBigPlanet and Garry's Mod, and periodic balance patches referenced practices from Overwatch and Dota 2.
The game is credited with revitalizing interest in 3D platformers among indie developers, influencing subsequent projects and indie studios inspired by classics such as Super Mario 64 and Banjo-Kazooie. Its crowdfunding success and community engagement provided a model studied alongside Stardew Valley and Cuphead for sustainable indie development and post-release content support. Academically and in game design circles, the title is cited in discussions about nostalgia-driven mechanics, level design pedagogy exemplified by Super Mario Maker, and indie soundtracking paralleling discussions around composers like Grant Kirkhope and Koji Kondo. The active modding scene and speedrunning community placed it within the same grassroots culture as Celeste and Hollow Knight, ensuring continued presence in festivals and online showcases.
Category:2017 video games