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(minor changes to Alpha 2 section pertaining to blocking doors with chairs.)
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This article list the differences between the versions of ''Hello Neighbor'', and its development cycle.
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This article list the differences between the versions of ''[[Hello Neighbor]]'', and its development cycle.
   
 
== Prototype ==
 
== Prototype ==
The unplayable version of ''[[Hello Neighbor]]'' seen in the announcement trailer. It contains an [[ending]] in which [[the Neighbor]] catches the player trying to enter his [[basement]], burying them alive.
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The unplayable version of ''Hello Neighbor'' seen in the announcement trailer. It contains an [[ending]] in which [[the Neighbor]] catches the player trying to enter his [[basement]], burying them alive.
   
 
== Pre-Alpha ==
 
== Pre-Alpha ==
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== Alpha 1 ==
 
== Alpha 1 ==
This was the first Alpha build. In it, the player required the same items to reach the basement, though removing boards from the basement door was altered to instead require clicking the four nails instead of just clicking the board. They also did not need a four-digit code anymore. Upon opening the basement, a cutscene would play where the player starts to approach the door, and then the Neighbor appears from the left, closes the door and rushes the player. When their vision returns, the Neighbor can be seen burying the protagonist alive. This was also the first build to feature a tutorial and an intro cutscene. This cutscene consisted of the view switching between the player driving to their new house and the Neighbor grabbing a pair of binoculars, walking up the stairs and looking out of his window. There was no intro music, other than a tense organ track.
+
This was the first Alpha build. In it, the player required the same items to reach the basement, though removing boards from the basement door was altered to instead require clicking the four nails instead of just clicking the board. They also did not need a four-digit code anymore, and in this build only, the Neighbor had 3 different chase themes, and the front doors had a unique sound effect for opening/closing. Upon opening the basement, a cutscene would play where the player starts to approach the door, and then the Neighbor appears from the left, closes the door and rushes the player. When their vision returns, the Neighbor can be seen burying the protagonist alive. This was also the first build to feature a tutorial and an intro cutscene. This cutscene consisted of the view switching between the player driving to their new house and the Neighbor grabbing a pair of binoculars, walking up the stairs and looking out of his window. There was no intro music, other than a tense organ track.
   
 
The Neighbor's house was multi-colored and looked less like a standard house. There was also a train track running around the house, and a tram car could be seen, though it could not be reached. There were two floors, as well as an unfinished third floor. The house also contained an elevator which the Neighbor could use. There is also a flooded room on the second floor, guarded by a [[Sharkotron|robotic shark]] which would send the player out of the house if it caught them. They were required to freeze the water by turning off the furnace on the first floor. The TVs and Radios got their own sounds, the former getting a show featuring people talking in English, perhaps a detective show, and the latter getting some sort of sports event.
 
The Neighbor's house was multi-colored and looked less like a standard house. There was also a train track running around the house, and a tram car could be seen, though it could not be reached. There were two floors, as well as an unfinished third floor. The house also contained an elevator which the Neighbor could use. There is also a flooded room on the second floor, guarded by a [[Sharkotron|robotic shark]] which would send the player out of the house if it caught them. They were required to freeze the water by turning off the furnace on the first floor. The TVs and Radios got their own sounds, the former getting a show featuring people talking in English, perhaps a detective show, and the latter getting some sort of sports event.
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== Alpha 3 ==
 
== Alpha 3 ==
This was the third Alpha build, and featured the first draft of the final version's house. The items required were the same as in Alpha 2, though due to the larger house, they were much trickier to find. The intro cutscene was changed once again, to have more serene music, and the camera view fixes on the protagonist driving to their new house, and then focuses on the Neighbor's house, zooms out and shows the whole house alongside the Neighbor's logo. There was no basement, and opening the door instead lead to a scenario in the now-brightly lit house where the Neighbor could be seen sobbing into his hands for unknown reasons. The game would end shortly afterwards.
+
This was the third Alpha build, and featured the first draft of the final version's house. The items required were the same as in Alpha 2, though due to the larger house, they were much trickier to find. The intro cutscene was changed once again, to have more serene music, and the camera view fixes on the protagonist driving to their new house, and then focuses on the Neighbor's house, zooms out and shows the whole house alongside the Hello Neighbor logo. There was no basement, and opening the door instead lead to a scenario in the now-brightly lit house where the Neighbor could be seen sobbing into his hands for unknown reasons. The game would end shortly afterwards.
   
 
The Neighbor was given the ability to throw jars of glue in this version, and his running speed was altered to be on par with the player's, instead of being faster. The Neighbor was given new sound effects for looking around, and noticing the player.
 
The Neighbor was given the ability to throw jars of glue in this version, and his running speed was altered to be on par with the player's, instead of being faster. The Neighbor was given new sound effects for looking around, and noticing the player.
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== Alpha 4 ==
 
== Alpha 4 ==
This was the fourth and final Alpha build. It was similar to Alpha 3 but actually contained a basement. The intro cutscene was removed, but the day/night cycle was added. The player's house is small and white, but is inaccessible.
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This was the fourth and final Alpha build. It was similar to Alpha 3 but actually contained a basement. The intro cutscene was removed, but the day/night cycle was added. The player's house is small and white, but is inaccessible. This version also added a working pause menu, and changed the game's logo from a simplistic white font to something more stylised, where the "o" of "''Hello''" looks like a lock, and the "o" of "''Neighbor''" looks like a key. This is the second and final iteration of the logo.
   
 
This version added the [[umbrella]] and allowed the player to avoid fall damage by using it. It was also handy for platforming. This version allowed the Neighbor to jump over obstacles properly and climb ladders, though he couldn't climb them properly and his climbing speed was incredibly quick. The player's climbing speed was increased as well. The Neighbor was no longer able to cross the road and chase the player. He would stop halfway, and then inhale deeply, mutter while shaking his head and folding his arms, and then stare at the player for half a second before wandering off.
 
This version added the [[umbrella]] and allowed the player to avoid fall damage by using it. It was also handy for platforming. This version allowed the Neighbor to jump over obstacles properly and climb ladders, though he couldn't climb them properly and his climbing speed was incredibly quick. The player's climbing speed was increased as well. The Neighbor was no longer able to cross the road and chase the player. He would stop halfway, and then inhale deeply, mutter while shaking his head and folding his arms, and then stare at the player for half a second before wandering off.
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== Beta 2 ==
 
== Beta 2 ==
This version was the second Beta, but it was identical to Beta 1, save for a few bug fixes, and a slight decrease in stability.
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This version was the second Beta, but it was identical to Beta 1, save for a few bug fixes, a slight decrease in stability and the option to skip the tutorial.
   
 
== Beta 3 ==
 
== Beta 3 ==
This version is the third Beta, and was released in lieu of the final version, originally planned for release two weeks later. It was released on 14 August 2017, and is currently the most recent version. The developers had decided to delay the game to December 8th to allow more time to fix bugs and add new content. It features about 40% of the content that will be in the final game. There is also an anti-cheat mechanism which teleports the player to a blank white room with a QR code if it detects them being in ghost mode.
+
This version is the third Beta, and was released in lieu of the final version, originally planned for release two weeks later. It was released on 14 August 2017, and is currently the most recent version. The developers had decided to delay the game to December 8th to allow more time to fix bugs and add new content. It features about 40% of the content that will be in the final game. There is also a menu option allowing them to return home from a Fear Level, and an anti-cheat mechanism which teleports the player to a blank white room with a QR code if it detects them being in ghost mode.
   
 
Many things were altered in this version. Firstly, there are now only 4 mannequins, and they are found at various places around the house, and are essential for getting the rifle. The player also needs to retrieve three slices of cake in addition to the mannequins in order to get the rifle. The room on the second floor that was originally the location of the keycard has been remade into a birthday room, and this is where the mannequins and cake slices must be taken. The windmill is now taller and has a ladder that can be scaled to reach the top of it. There is also a ladder at the side of the house which allows the player to access a new CCTV room, which was previously empty. This allows the player to switch off the cameras without touching the power for the rest of the house. The ladder shaft was heavily altered. Instead of one long ladder, it has been changed into three separate ladders, each containing a platform, making the tram station much less risky to reach. At the top lies a new flooded room, which requires the player to freeze the water via a pedestal in the room with the missing wall, and a globe object, which must be frozen. The hole to the ladder shaft was shifted to the left side (the player's right) in order to make it easier to hit the switch. [[Gramophone]]s were added. These items play music and allow the player to wilt or grow the tomato plants found around the Neighbor's house. One of them is in the flooded room, while the other is near the day/night doors. There are fewer umbrellas, and they require more work to obtain.
 
Many things were altered in this version. Firstly, there are now only 4 mannequins, and they are found at various places around the house, and are essential for getting the rifle. The player also needs to retrieve three slices of cake in addition to the mannequins in order to get the rifle. The room on the second floor that was originally the location of the keycard has been remade into a birthday room, and this is where the mannequins and cake slices must be taken. The windmill is now taller and has a ladder that can be scaled to reach the top of it. There is also a ladder at the side of the house which allows the player to access a new CCTV room, which was previously empty. This allows the player to switch off the cameras without touching the power for the rest of the house. The ladder shaft was heavily altered. Instead of one long ladder, it has been changed into three separate ladders, each containing a platform, making the tram station much less risky to reach. At the top lies a new flooded room, which requires the player to freeze the water via a pedestal in the room with the missing wall, and a globe object, which must be frozen. The hole to the ladder shaft was shifted to the left side (the player's right) in order to make it easier to hit the switch. [[Gramophone]]s were added. These items play music and allow the player to wilt or grow the tomato plants found around the Neighbor's house. One of them is in the flooded room, while the other is near the day/night doors. There are fewer umbrellas, and they require more work to obtain.
   
The Fear Supermarket minigame and the invisibility powerup were altered. A screen effect was added, and the player now only needs to crouch without moving to activate it, and will instantly go invisible. The mannequins no longer send the player's shopping cart to the beginning should they catch them. The amount of mannequin NPCs was also lowered. However, to compensate they were given the ability to steal items. The Fear School level was altered to have more lockers for the player to hide in. Additionally, the basement again requires the player to double-jump in order to navigate it. The Fear Factory minigame was removed in this version. The giant Neighbor from the Pre-Alpha returns, but is much larger and is now a boss. The player must lower the Neighbor in order to reach the house on his back, where the game currently ends.
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In addition to this, the Neighbor can now properly navigate ladders, with his climbing speed being reasonable. He can now spot the player from the top or bottom of a ladder, and will climb after them once he does so. The Fear Supermarket minigame and the invisibility powerup were altered. A screen effect was added, and the player now only needs to crouch without moving to activate it, and will instantly go invisible, allowing them to look around with the mouse. The mannequins no longer send the player's shopping cart to the beginning should they catch them. The amount of mannequin NPCs was also lowered. However, to compensate they were given the ability to steal items. The Fear School level was altered to have more lockers for the player to hide in. Additionally, the basement again requires the player to double-jump in order to navigate it. The Fear Factory minigame was removed in this version. The giant Neighbor from the Pre-Alpha returns, but is much larger and is now a boss. The player must lower the Neighbor in order to reach the house on his back, where the game currently ends.
   
 
== Trivia ==
 
== Trivia ==

Revision as of 17:44, 19 September 2017

This article list the differences between the versions of Hello Neighbor, and its development cycle.

Prototype

The unplayable version of Hello Neighbor seen in the announcement trailer. It contains an ending in which the Neighbor catches the player trying to enter his basement, burying them alive.

Pre-Alpha

This was the first publically available build. In it, the player was required to get a crowbar or a hammer, a key or a lockpick, and a four-digit code to unlock the basement, which was an empty room under the stairs.

The Neighbor's house was blue, and while pretty large on the outside, it only contained one floor, with the stairs to the next floor blocked by a pile of furniture. The player's own house has a bunch of empty inaccessible rooms, and one room with a bed and an empty hallway containing the front door. The house had two layouts, which affected the placement of items and the accessibility of rooms. One of the rooms had its doors barricaded by a fridge and a table, preventing the player or Neighbor entering normally, though they can smash the window to gain access. Additionally, the Neighbor would place furniture barricades that could be knocked over. The TVs and radios had the same sound, a fast talking Spanish announcer advertising a bank.

The Neighbor could be distracted by throwing items, which would lure him to that location, or by ringing the doorbell or breaking a window. During a chase, the Neighbor would throw bear traps to trap the player, and tomatoes which would tint the player's screen red for a few seconds and obscure their vision. The Neighbor was able to spot the player in their own house, though he couldn't catch them there without a glitch. He set up cameras, some of which could be set up on the floor.

The player could also lean in order to look around corners, and the controls were different. Pressing "F" would instantly grab an object, and pressing the left mouse button while holding the right mouse button would throw objects.

Alpha 1

This was the first Alpha build. In it, the player required the same items to reach the basement, though removing boards from the basement door was altered to instead require clicking the four nails instead of just clicking the board. They also did not need a four-digit code anymore, and in this build only, the Neighbor had 3 different chase themes, and the front doors had a unique sound effect for opening/closing. Upon opening the basement, a cutscene would play where the player starts to approach the door, and then the Neighbor appears from the left, closes the door and rushes the player. When their vision returns, the Neighbor can be seen burying the protagonist alive. This was also the first build to feature a tutorial and an intro cutscene. This cutscene consisted of the view switching between the player driving to their new house and the Neighbor grabbing a pair of binoculars, walking up the stairs and looking out of his window. There was no intro music, other than a tense organ track.

The Neighbor's house was multi-colored and looked less like a standard house. There was also a train track running around the house, and a tram car could be seen, though it could not be reached. There were two floors, as well as an unfinished third floor. The house also contained an elevator which the Neighbor could use. There is also a flooded room on the second floor, guarded by a robotic shark which would send the player out of the house if it caught them. They were required to freeze the water by turning off the furnace on the first floor. The TVs and Radios got their own sounds, the former getting a show featuring people talking in English, perhaps a detective show, and the latter getting some sort of sports event.

This build introduced the rifle and altered the cameras so they could only be set up on walls and ceilings. This was also the first build to allow the cameras to be picked up. The Neighbor no longer threw bear traps while chasing the player. He also gained the ability to knock down doors blocked with chairs. The Neighbor would no longer be able to chase the player inside their own house, though occasionally he would break in through the front window and then stop moving, giving the player free reign of his house.

The controls were altered slightly. Picking up items functioned the same, but the throwing control was changed to simply holding the right mouse button briefly, while blocking chairs with doors was changed from right clicking a door to left clicking a door. Leaning around corners was also removed from the game.

Alpha 2

This was the second Alpha build. In it, the hammer and key no longer appeared, and the padlock was replaced with a keycard reader. The basement was playable, but most of it was locked behind a partially open door which would end the game when approached. This was also the only version to feature debugging and the Unreal Engine console. The intro cutscene to this version involves the player driving to their new house while calming music plays. They enter the house, bring in their things and fall asleep. An ominous cutscene plays where the Neighbor knocks them out, and evicts them to the house across the street while nailing up boards, chugging milk and various other things. The player wakes up startled, on the sofa which is now across the street. The view zooms in on the Neighbor's house, where he is seen yelling "Quiet!" to something or someone which knocks him over, and then the player takes control of the protagonist.

The Neighbor's house was once again blue and looking like a standard house. However, it was much smaller, and only had 2 floors. The player could access the roof with a wrench. This build also introduced a "lost and found" box where items would spawn if they fell out of the map. The day and night cycle was removed, and it was perpetually day time in this build. Minor items and objects such as chairs, alarm clocks, lawnmowers and beds were given their final look in this build.

The ability to slow down the Neighbor was added, so the rifle became more than just a puzzle element. This build also altered the way hiding in cabinets worked, fixing it in the process. The aesthetics of many of the props in the Neighbor's house were updated to look more cartoony, and thus fit the Neighbor himself. The Neighbor was given new animations for walking and sprinting. He could no longer knock doors down off their hinges, but could still force them open and knock away the chair that blocked said door.

The player was given a proper model, and so their hands were then visible while holding objects. The pickup key was changed to "E" and required being held briefly before the object would be picked up. The controls were also refined so that sprinting worked much better.

Alpha 3

This was the third Alpha build, and featured the first draft of the final version's house. The items required were the same as in Alpha 2, though due to the larger house, they were much trickier to find. The intro cutscene was changed once again, to have more serene music, and the camera view fixes on the protagonist driving to their new house, and then focuses on the Neighbor's house, zooms out and shows the whole house alongside the Hello Neighbor logo. There was no basement, and opening the door instead lead to a scenario in the now-brightly lit house where the Neighbor could be seen sobbing into his hands for unknown reasons. The game would end shortly afterwards.

The Neighbor was given the ability to throw jars of glue in this version, and his running speed was altered to be on par with the player's, instead of being faster. The Neighbor was given new sound effects for looking around, and noticing the player.

In this version, the protagonist and the Neighbor had different-looking cars instead of a yellow version and red version of the same car. The Neighbor's house was back to being large and colorful, though looking significantly different to the house in the first Alpha. There was still not a day/night cycle, but it was always night-time in this version instead of the continuous daytime of Alpha 2. There was a train track just like in the first Alpha, but the track was longer and twisted more times around the house. There was no tram car, and the track had barricades all over it. There was only a single tram station, and it was inaccessible, as the door to the ladder shaft was closed and had no switch, and wooden boards covered either end of the station. This was the first version of the house to have a windmill, though it was at the side of the house, rather than on the roof. The entrances to the three Fear levels were added, though the levels themselves were not in the game yet. A large crowd chattering could be heard behind each door. The entrance to the Fear School map was openable, but contained a mannequin, a purple light and a table and chair instead of being empty like in future versions.

Cameras, drawers, cupboards and items such as the crowbar received their final look in this version, as well as a new variant of the chair. There were also a few features not present in future builds. There were two suspended rooms. The one that was kept was originally lower-down and contained a generator. The other one was higher up, but covered by a large sheet of fabric and was inaccessible. There was also a ladder at the front of the house, identical in appearance to the one in Alpha 2, and when scaled, it would lead to the room with a hole in the roof. The hole was a perfect square, and inside the room was nothing but a blue-lit lamp, some boxes and a crowbar. The window in this room was rectangular.

Alpha 4

This was the fourth and final Alpha build. It was similar to Alpha 3 but actually contained a basement. The intro cutscene was removed, but the day/night cycle was added. The player's house is small and white, but is inaccessible. This version also added a working pause menu, and changed the game's logo from a simplistic white font to something more stylised, where the "o" of "Hello" looks like a lock, and the "o" of "Neighbor" looks like a key. This is the second and final iteration of the logo.

This version added the umbrella and allowed the player to avoid fall damage by using it. It was also handy for platforming. This version allowed the Neighbor to jump over obstacles properly and climb ladders, though he couldn't climb them properly and his climbing speed was incredibly quick. The player's climbing speed was increased as well. The Neighbor was no longer able to cross the road and chase the player. He would stop halfway, and then inhale deeply, mutter while shaking his head and folding his arms, and then stare at the player for half a second before wandering off.

The house was similar to the previous Alpha's house, but some rooms and features were changed and swapped. The windmill was moved to the roof of the house, and had a shorter shaft. The room near the back with a ladder scaling up to it was changed from being white to patterned. Some missing textures were added in. The room containing the crowbar was heavily altered. The window was changed to a 45 degree rotated square, the lighting was added and the crowbar was moved to a wall. This time, it was heated with electricity and needed to be cooled off. The hole in the roof was no longer square, and was made easier to access. The generator previously on the suspended room was made into the generator for the fridge, and moved to the tram station near the top of the ladder, which was then accessible via throwing an object into the shaft from a hole at the back. The fridge contained the key card, frozen in a block of ice so the player needed to turn the generator off before being able to pick it up. The tram tracks were altered, and a tram car was added. This one was blue unlike the red one from the first Alpha, and the player would need to reach a control room and turn the tram car on. This would make it start moving and destroy all the barricades. A pair of doors were added, one requiring it to be night-time to open, and the other requiring it to be midday. The basement requires at least having the double-jump ability to navigate it.

This version added the Fear School and Fear Darkness levels into the game, along with the first iteration of the invisibility powerup, which required the player to stand completely still without moving, not even mouselooking.

E3 Beta

The 6th version of Hello Neighbor. It was similar to the previous two Alphas but with more content and sequences, such as the intro sequence of Alpha 2 where the player completes a checklist.

Beta 1

This was the first Beta, and the first version made on the final codebase, on a more recent version of the Unreal Engine, which would speed up development of the game. However, it was incredibly buggy and unstable, due to not enough time being given for bugfixes and QA testing.

This version added an intro sequence and tutorial where the protagonist moves out of their old house and into their new one, along with swapping around some puzzles. Various items got a new look, such as coat hangers, flashlights and binoculars. This version also added the Fear Factory, but it was incomplete.

Beta 2

This version was the second Beta, but it was identical to Beta 1, save for a few bug fixes, a slight decrease in stability and the option to skip the tutorial.

Beta 3

This version is the third Beta, and was released in lieu of the final version, originally planned for release two weeks later. It was released on 14 August 2017, and is currently the most recent version. The developers had decided to delay the game to December 8th to allow more time to fix bugs and add new content. It features about 40% of the content that will be in the final game. There is also a menu option allowing them to return home from a Fear Level, and an anti-cheat mechanism which teleports the player to a blank white room with a QR code if it detects them being in ghost mode.

Many things were altered in this version. Firstly, there are now only 4 mannequins, and they are found at various places around the house, and are essential for getting the rifle. The player also needs to retrieve three slices of cake in addition to the mannequins in order to get the rifle. The room on the second floor that was originally the location of the keycard has been remade into a birthday room, and this is where the mannequins and cake slices must be taken. The windmill is now taller and has a ladder that can be scaled to reach the top of it. There is also a ladder at the side of the house which allows the player to access a new CCTV room, which was previously empty. This allows the player to switch off the cameras without touching the power for the rest of the house. The ladder shaft was heavily altered. Instead of one long ladder, it has been changed into three separate ladders, each containing a platform, making the tram station much less risky to reach. At the top lies a new flooded room, which requires the player to freeze the water via a pedestal in the room with the missing wall, and a globe object, which must be frozen. The hole to the ladder shaft was shifted to the left side (the player's right) in order to make it easier to hit the switch. Gramophones were added. These items play music and allow the player to wilt or grow the tomato plants found around the Neighbor's house. One of them is in the flooded room, while the other is near the day/night doors. There are fewer umbrellas, and they require more work to obtain.

In addition to this, the Neighbor can now properly navigate ladders, with his climbing speed being reasonable. He can now spot the player from the top or bottom of a ladder, and will climb after them once he does so. The Fear Supermarket minigame and the invisibility powerup were altered. A screen effect was added, and the player now only needs to crouch without moving to activate it, and will instantly go invisible, allowing them to look around with the mouse. The mannequins no longer send the player's shopping cart to the beginning should they catch them. The amount of mannequin NPCs was also lowered. However, to compensate they were given the ability to steal items. The Fear School level was altered to have more lockers for the player to hide in. Additionally, the basement again requires the player to double-jump in order to navigate it. The Fear Factory minigame was removed in this version. The giant Neighbor from the Pre-Alpha returns, but is much larger and is now a boss. The player must lower the Neighbor in order to reach the house on his back, where the game currently ends.

Trivia

  • TinyBuild previously confirmed on Twitter that Hello Neighbor would be released on August 29, 2017 or Summer 2017 as said on Steam, before realizing it would be better to simply delay the game instead of releasing something buggy or cutting/splicing features.