Various Beta Character Models[]
Various Beta Room Models[]
Early Main Menu[]
Menu Honk Easter Egg[]
Originally, if you honked Photo-Negative Mickey's nose on the menu multiple times, his render would be replaced by a character from fangames made by those part of Radiance. Planned characters were Dator from Blue Moon, Orange from Blue Oddities, Smokey the Pig from Black Smoke, and The Voice from Five Nights at Treasure Island 5.7. This idea was scrapped because the menu was changed and the team did not re-render the characters for it.
However, the image of Dator from Blue Moon was soon restored as a banner of the "Chaos at Treasure Island" OST which is named "DJ Dator - In Da Club."
Early Menu Jumpscares[]
The following are early iterations of the main menu jumpscare.
Classic Oswald[]
Classic Oswald was originally planned to be an unlockable character for Custom Night. However, the team felt that there were too many characters that were lured away by shutting off cameras, and thus, Classic Oswald was scrapped from the final game.
Scrapped Willy Mechanics[]
Willy had two mechanics that ended up being scrapped before the current one was settled on.
The first mechanic considered was that each time you looked at him a hat would be placed on your desk. If you got too many hats, Willy would jumpscare you.
The second was having him wander around the building until he reached your Office, where you would lure him out by shutting off a camera, like you do with most characters in the game. There is a render of him in the Kitchen done for this rendition of his mechanic.
Similarly, an earlier version of his jumpscare animation was completely rendered and animated, but also goes unused in the final game.
Cabin[]
At one point during development, there would be a set of cutscenes where Photo-Negative Mickey would mess with the player in their cabin, which would play after the player beat either Night 1 or Night 2. These cutscenes were scrapped as they were unnecessary and irrelevant to the story. Despite this, two early models of the cabin and a running animation for Photo-Negative Mickey for these sequences were made.
Menu Changing as Player Progresses[]
Originally, as the player progressed through the game, the character shown on the main menu would change. After you beat Night 1, Oswald would take Photo-Negative Mickey's place on the main menu. After you completed Night 3, The Face would appear instead. While The Face does have renders that can appear for small intervals on the main menu, they do not use the Night 3 menu render, thus leaving it completely unused.
Old Building Map[]
Old maps for the building. Note that on the older version of the map, many locations have a completely different appearance and names.
Exploration Opening[]
Originally, the game was supposed to open with a sequence where the player explores the island. In this sequence, Pete was planned to appear as an enemy. This was scrapped as it conflicted with the pacing of the game. The exploration/free roam opening feature was later implemented back in Oblitus Casa.
Dwarves Costume[]
A costume for one of the seven dwarves from Snow White was modelled at some point in production and was intended to be a prop in Mascot Prep, but it was not finished in time.
Various Beta Character Models[]
Various Beta Room Models[]
Beta Pirate Caverns[]
Beta Jumpscares[]
[]
"Shadow Mickey"[]
Originally, if the lights were off for too long, a shadowy Mickey would fade in and jumpscare the player. This idea of a Shadow Mickey would later be reused in the form of MOTHER. It should be noted that this mechanic was only a placeholder until the team found a better way to punish the player for leaving the lights off too long.
Miscellaneous Placeholders[]
There were many placeholders used in development besides the ones mentioned above.
Before Hourglass' renders were implemented into the game, the team had used Jevil from "Deltarune" as a placeholder.
Chica's model from "Five Nights at Freddy's: Help Wanted" was used as a placeholder for Willy.
Nightmare Chica from "Five Nights at Freddy's 4" was a placeholder for Pete.
A character simply named "PHChar3" was a placeholder character. PHChar3 would have shown up on the inside of the computer on the desk. Clicking the button below the screen on the monitor simply gets rid of him. PHChar3's jumpscare was a desaturated version of what appears to be an early version of a Classic Photo-Negative Mickey jumpscare.
Enlain and Nocturnum confirmed that PHChar3 was affectionately named "Willie" by one of the game's programmers due to his behavior. However, this should not be confused with either Willy or Willie from Oblitus Casa, as the coder simply referred to PHChar3 by this name without even knowing Willie already existed as a character.
It is currently unknown why PHChar3 was scrapped, however given the fact that he was a placeholder character, it's possible he was never meant to be in the final game to begin with.
Unused Sparky Sounds[]
Unused Sparky sounds that were not included in the final version 6.0.
- "A bunch of people say that I wasn't real but I am real. See? I'm walking around just like any other robotic dog!"
- "Welp! It seems I somehow traveled to the wrong dimension. Ooops..."
- "Boo! Wait? Was I not suposed to scare you yet?"
- "Hey there bud! It's me, Sparky the dog!"
- "What are you doing just sitting there for 6 hours? You sure are one important person."
Less Edited Character Voices[]
Certain characters had their voice lines edited before the game released. These characters were Photo-Negative Mickey, Impurity, Acephalous and Mortimer. The old versions could still be found in the 2019 beta of the game, as well as TSYKIAL.
- Photo-Negative Mickey's older, less edited version of his first variation of "Hey".
- Photo-Negative Mickey's older, less edited version of his second variation of "Hey".
- Photo-Negative Mickey's older, less edited version of his third variation of "Hey".
- Photo-Negative Mickey's older, less edited version of his first variation of "Wanna see my head come off?".
- Photo-Negative Mickey's older, less edited version of his second variation of "Wanna see my head come off?".
- Photo-Negative Mickey's older, less edited version of his "Do you wanna see my head come off?".
- Acephalous' older, less edited version of his "Hear Me" voice line.
- Acephalous' older, less edited version of second variation of his "Hear Me" voice line.
- Acephalous' older, less edited version of his "I thought you cared." voice line.
- Acephalous' older, less edited version of his "Give us salvation." voice line.
- Acephalous' older, less edited version of his "Don't leave us here." voice line.
- Impurity's older, less edited version of her "Why do I exist?" voice line.
- Impurity's older, less edited version of her "I like your teeth." voice line.
- Impurity's older, less edited version of her "I love hanging around." voice line.
- Impurity's older, less edited version of her "This isn't how we are supposed to be." voice line.
- Impurity's older, less edited version of her giggle.
- Mortimer's older, less edited version of his "Can you hear the screaming?" voice line.
- Mortimer's older, less edited version of his "It never stops. It never... never ever stops!" voice line.
- Mortimer's older, less edited version of his "There... There is... nothing." voice line.
- Mortimer's older, less edited version of his "Real suffering... is not known." voice line.
- Mortimer's older, less edited version of his "It goes on and on and on, over and over and over and over again, and again." voice line.
- Mortimer's older, less edited version of his "You will never know the true feeling of suffering." voice line.
- Mortimer's older, less edited version of his "The gates of hell have opened." voice line.
- Mortimer's older, less edited version of his "The sights of hell bring its viewers back in." voice line.
Concept Art[]
PM Clock[]
The concept art image from AnArt1996 had the timer say "2PM" as opposed to "2AM". This would mean that the game could have taken place during the day rather than the night. This was presumably scrapped due to contradicting the game's title, however it is also possible that this was simply a typo.
Power Consumption[]
In addition, the game was supposed to have an energy consumption meter similar to Five Nights at Freddy's, but it was also scrapped. This mechanic later made a comeback in the final version of the game as well as in 5.0 V2.
Character Prep 2[]
Similarly, the Storage Room was originally going to be Character Prep 2. Although this would go unused in the original version and the remaster of 1.0, Character Prep 2 would make its official reintroduction in Remastered 2.0.
Employee Area[]
As revealed in the concept art's description and the actual image, there was going to be a camera located near where the Office currently resides known as CAM 1. The description revealed this room to be known as the "Employee Area". This possibly means the Office's current location was at one point a U-shaped hallway surrounding it, which would have been the Employee Area itself.
Original Demo[]
Early Character Models[]
Various early character models for this version of the game can be found in the gallery below.
Early Pluto[]
Pluto was a character suggested on the old Wikia back in 2014 by a user named TRToybox. Their original suggestion was for Pluto to be identical to their regular appearance, only with a chicken head. This is in reference to the 1933 film "The Mad Doctor", where the Mad Doctor himself kidnaps Pluto so that he can cut his head off and put it on the body of a chicken. AnArt accepted the idea, but it was changed at the last minute to simply be a regular Pluto except with a shocked and horrified face with no eyes, presumably due to modelling difficulties.
Dohna[]
AnArt1996 planned to add a character named "Dohna" who would replace Jake Smith in the original version. By that time, however, the call had already been recorded mentioning the name of the main character as Jake, which is why she had to be removed from the game. It was also planned to see her in a mirror in a part of Pirate Caverns. Her base model would eventually be repurposed for God.
Beta Main Menu[]
These beta main menu renders were presumably going to be added into an update to 1.0, as the dates of the files show they were rendered while AnArt1996 was adding Acephalous and the rest of the content. However, these ultimately went unused in the unreleased 1.4.0 build.
Early Phone Calls[]
In the 1.0.0 release of the Original Demo, a placeholder version of the Night 1 phone call was supposed to play, voiced by AnArt1996. This goes unused due to it not being called for by the game's code, but it can still be found in the sounds folder when the game is decompiled properly.
In the 1.1.0 update, the player can hear another old version of the Night 1 phone call. Here, Greg speaks in a completely different, more severe voice, and was voiced by AlexanderComics. This was also eventually scrapped.
While 1.4.0 was in development, a new phone call was recorded by AlexanderComics once again, which had the same voice while being less harsh towards the player. However, this would go unused in the end due to Alexander's role for Greg being replaced by ChanceyPants. Despite this, the alternate phone call's script would end up being reused albeit heavily edited, improvised, and revoiced by Purity Sin in a secret easter egg.
Oswald's Beta Jumpscare[]
In TBmHC, Oswald's early jumpscare animation can be seen. This was used for a short time in the actual demos before being replaced with a new animation in the 1.2.3 update.
Camera Flashlight[]
A camera flashlight was also planned in a similar fashion to Five Nights at Freddy's 2. This was scrapped extremely early in development and was never implemented into any camera besides the Lounge.
Office Flashlight[]
Similarly, as shown in the .blend files, an Office flashlight was planned as a mechanic in the original demo, but was quickly scrapped. Never-before-seen renders of the mechanic can be found in the gallery below. This would eventually make a comeback in 5.0 V2.
Unused Pirate Caverns Renders[]
It was originally planned for the player to be able to use their flashlight on the desk in the Tech Room in Pirate Caverns. It is currently unknown why this was scrapped.
Similarly, alternate camera angles and unfinished versions of several rooms can be found.
Early Wall Textures[]
As revealed in the .blend files for the map, two other wall textures for the game's map were considered before the final one was chosen. These were all in the form of a rust texture as opposed to the final demo's concrete wall texture. The second variant would later be reused for the pipe in the office and the stall in the bathroom, while the first one would be reused for the door in the Lounge. The first variant's texture would also later be reused for the lower walls in the Office in PuritySin's demo of Remastered 2.1 and in Remastered 3.0.
Various Unused Texture Maps[]
Various textures for the in-game rooms were considered or outright unused, as shown in AnArt's original file release. The gallery below covers the most interesting textures of the bunch.
Remastered 1.0[]
Early Suicide Mouse Jumpscare[]
In the Remastered 1.0 demo, Suicide Mouse has a 1/6 chance to kill the player whenever he enters the Office. This is accompanied by a reused sound file of Photo-Negative Mickey's screech without a death animation, followed by the game closing itself about one second later. AnArt1996 confirmed that this was in fact a placeholder, as he was running out of time making the demo.
"Rare" Endgame Event[]
In the demo for Remastered 1.0, clicking on the EndGame button on the main menu was not always intended to result in the game "glitching". Viewing and decompiling the game's code reveals that this was in fact only intended to be a rare occurrence whenever the player clicked the button, which would normally close the game. The glitching always occurs whenever the player presses the button in the demo due to AnArt setting the event's rarity as a 1/1 chance as a placeholder. How rare this would have been in the final version of the game is completely unknown.
Remastered Lisa Phone Call[]
While not necessarily planned to be scrapped, this phone call was planned as far back as 1.4.0 of the Original Demo, but was never implemented in the build due to time constraints. It was also planned to be used in the Remastered 1.0 demo, but also goes unused there due to a second night never being made.
Hourglass[]
Main article: Hourglass
According to game creator AnArt1996, there was originally to be a little crawling humanoid character that was colored green. It is unknown what it did in-game, but it is known that it had no importance to the game's main story. Later on, Matthew released an image depicting the figure, and confirming its name to originally be Hourglass. He would eventually make a comeback in Remastered 2.0.
Post-Mortem Calls/Getting Fired[]
There were supposed to be three additional phone calls from Greg made to specifically tell you were apparently terminated from your job, with the last one ending with speculation of Jake Smith presumably looking for other jobs through the Camera Monitor.
The original audio file with all three of these
Breathing[]
Jake Smith was planned to have sound files for scared breathing of varying lengths when reacting to scary things. These were in fact recorded, and were voiced by the same voice actor of Greg Mac Lochlainn in this version, ChanceWilson.
Short breath
Medium breath
Long breath
TGsEE[]
Incorrect Code States[]
Various unused images relating to the levers can be found, with red lights instead of green lights. This, combined with the filenames, confirm that the codes originally had an incorrect input state. In the final product, the codes can be inserted in any order, and these images go unused as a result.
Unused Logs[]
Two unused logs from Lisa alongside an unused log for Greg can be found when the images are properly decompiled. The Greg one is intentionally unused, while two logs from Lisa were cut for unknown reasons.
Remastered 2.0[]
Early Character Models[]
Various early character models for this version of the game can be found in the gallery below.
Early Room Models[]
While Remastered 2.0 was still in development, AnArt1996 released two images of the Meat Freezer and Character Prep 1 without textures and with minor model changes such as different lighting (in the case of the Meat Freezer). Additionaly, an early version of The Roof can also be found in AnArt's original asset release, containing an additional vent.
Beta Shade Oswald[]
During development AnArt1996 had planned for Shade Oswald to be based off of SCP-173. This was later changed to BOB when PuritySin took over and created Remastered 2.1.
CAM 11[]
CAM 11 is an unfinished room with three lamps and a large brown carpet. While CAM 11 was unfinished, it was supposed to be the entrance to the staff building itself. AnArt had planned for The Face to start in this room.
Full Map[]
AnArt1996 created a complete map of Treasure Island, in which there were silhouettes of new locations. Purity Sin's demos of Remastered 2.1 and Remastered 3.0 reuse Remastered 1.0's map layout albeit with anti-aliasing (and, by extension, different camera buttons), and thus this map layout goes unused.
Sign Flickering[]
A render was planned for the Office sign lighting to flicker at random. While it is unknown entirely if this was scrapped, the fact that various Photo-Negative Mickey Office renders were made without the flickering at any point suggests that this might have been scrapped.
Gold Trophies[]
Gold Trophies were a planned mechanic that could be unlocked from the achievements menu in Five Nights at Treasure Island. It is unknown why these were removed from the final version of the game.
Challenge Trophies[]
Challenge trophies were planned as rewards for completing a series of challenge modes planned for the game. These were confirmed by AnArt1996 to have been inspired by the challenge trophy system in TimeSplitters 2. AnArt1996 added the challenge trophies as a response to various photoshop edits on the old wikia made by a user named WyattMars of the Golden Photo-Negative Mickey trophy with different materials.
Remastered 2.1[]
2.0 Leftovers[]
Various leftover images from Remastered 2.0's files can be found in the files of the 2.1 demo, but are completely unused. They are stored in the camera images object in-game, but are never called for in the game's code. These include renders for Suicide Mouse, Acephalous, Undying, Photo-Negative Minnie, and even Hourglass.
Suicide Mouse Renders[]
Similarly, two unique renders related to Suicide Mouse in the Broadcasting Room rendered specifically for this iteration of the game were made, but also go completely unused. Contrary to popular belief, these were not intended for use in Remastered 2.0 at all, as images for these states were not in AnArt's files.
Early Character Models[]
Various early character models for this version of the game can be found in the gallery below.
Old Thumbnail[]
An old version of the Remastered 3.0 thumbnail. When the image is brightened, MickMick's head is clearly visible.
MickMick[]
Main article: MickMick
MickMick (also referred to by Purity Sin as "Corrupted Mickey" in a livestream) was supposed to be the main antagonist of Remastered 3.0, but was quickly replaced by Willy.
Ortensia[]
Main article: Ortensia
Ortensia was supposed to appear in this version of the game, but never made it in due to it's cancellation. A model for her was created, however.
CTRL Usage[]
In a video by Purity Sin, it showed that there was a control where the player could press the CTRL key to stand still listed in the beta options menu. The video can be seen here (deleted).Remastered 4.0[]
Early Character Models[]
Various early character models for this version of the game can be found in the gallery below.
Various Beta Room Models[]
Unused Main Menu Music[]
There is an earlier version of the main menu theme that never made it into the alpha. There appears to be ominous muttering without musical accompaniment.
Old Character Concepts[]
An image depicting concept ideas for MickMick, Oswald, and The Face were released alongside the 4.0 files. This reveals that the arm creeping out of Oswald's chest was originally meant to be more skeletal in appearance as opposed to the rotten flesh variant the final model had. Vomit was also considered to have been added to The Face, but this was also scrapped. However, a similar concept would later see the light of day in The Face's Anniversary Edition counterpart.
Old Map Concept[]
There is also an old Treasure Island map with big differences from the final version. Many rooms had different names or were completely new, and the characters were not in their usual rooms. Also, the Meat Freezer and Mascot Only Room had the same name, but were divided into A, B and C.
Remastered 4.5[]
Beta MickMick[]
There is an older model of MickMick, which has a fractured head through which a human skull is visible. Also, he has classic cartoon eyes, and a couple of holes that the finished version had are missing.
Remastered 5.0/V1[]
Unused Ambience[]
There is an ambience track that goes unused which would have been in 5.0 V1. According to the source files, this appears to be edited from an Owl City song, albeit heavily slowed down with paulstretch and reverberation.
Early Office Model[]
An early version of the Office can be found in AnArt's file release. Interestingly, an edited version was also made.
Daytime Mode[]
As confirmed in a livestream, a daytime mode had been considered, but was almost immediately scrapped due to being deemed as unnecessary, as Jake would do pretty much the same thing he would do in the nighttime as the daytime. Daytime Mode was removed as a result.
Remastered 5.1/V2[]
Early Monitor Animation[]
An earlier version of the monitor animation was made, in which the tablet has a completely different model and textures compared to the finalized animation.
Early Room Models[]
An early version of the Office was completely modelled from scratch, dated October 15th, 2017. It is insanely unfinished, containing barely any props, some rough geometry, and no textures. An earlier version of the Meat Freezer can also be found in the files.
Beta Oswald Jumpscare[]
Similarly to the Original Demo, an earlier version of Oswald's jumpscare was rendered and animated before the final one was made. It is identical to the final jumpscare in terms of animation apart from having an extra frame, and appears to have been made to be loopable, as Oswald just stays in place near the desk instead of getting closer to the player's face. According to the source files, this was rendered on October 19th, 2017; days before the final version of the jumpscare was made.
Remastered 5.2/V3[]
Beta Paul[]
The beta model of Paul did not have a bow tie and buttons on his trousers. Also, his jacket is slightly different from the final version and its colors are painted in normal colors, not a photo-negative one.
Early Room Models[]
Early versions of the Office and Meat Freezer can be found in AnArt's file release. An extremely early version of the office without textures was also released on AnArt's DeviantArt, but an image for this is currently lost.
WIP Alice[]
Alice has no special changes from the beta model, except that she lacks clothes, hair and palms.
Rare Screen[]
A rare screen involving The Face was to be added in the game, but was never implemented.
Beta Suicide Mouse[]
An early render of Suicide Mouse in the Office. Note that his face is not in an "insanity" state in this render.
Beta Pluto[]
An early model of Pluto. Note that in this early model he looks cleaner, his eyes are not so empty, and his nose is a little bigger than in the final version.
Anniversary Edition 2.0[]
Initially, the Radiance Team planned to make Anniversary Edition 2.0, but this game was cancelled in favor of Treasure Island: Abandoned Enigma.
Door George[]
Originally, George the Eyesore was meant to show up at the right door instead of in front of the desk. He also was meant to have a killscreen.
Beta Jumpscares[]
Various Beta Character Models[]
Various Beta Room Models[]
Early Character Prep 1[]
Originally, the camera in this location was close to Inverted Mickey, but in the final release, the camera showed the room completely. Also, Inverted Mickey's pose was also changed in the end.
Beta Custom Night[]
The old version of Custom Night had different character icons and no challenges.
TWGMS[]
Unused Willie Render[]
This render of Willie was planned to have appeared after putting the right code, teasing Willie's first appearance and Oblitus Casa as a whole. This went later unused before his design was finalized.
Oblitus Casa[]
Early Menu[]
"An early menu was made in 2020 during the development of FNaTI 6.0. This menu features an early version of Willie."
Original 6 AM Screen[]
"Original 6 AM screen we made in 2020. This design was directly ripped from Hotline Miami 2 and has military time instead of standard time."
Menu Placeholder[]
"Menu featuring placeholder assets later reused for the warning screen."
Early Tunnels[]
"The original Tunnels were planned to be a lot more ambitious than what we ended up going with for version 1.0 of Casa. While the graphics were outdated, there was planned to be a door mechanic and fully animated walking, controlled by the WASD keys, this concept was brought back later for version 2.0 of the game, being point and click, but the door mechanic has still been scrapped."
Beta Shades[]
"Before we made any story changes, the Shades were originally going to be more "Nightmarish" versions of the Shadow creatures featured in FNaTI 6.0."
Sewers[]
"Before we settled on the maintenance tunnels for post-night, we originally planned for Jake to run through the sewers of the island. Hourglass was going to work differently, having more sound-based mechanics. This was scrapped because we felt it was underwhelming and didn't make much sense."
Lockjaw[]
"As a funny joke, we originally intended Lockjaw to be in Oblitus Casa as a Custom Night enemy, however, we felt his spot wasn't fully justified and could be used for a more interesting character."
It was also stated that Nocturnum would voice Lockjaw if he actually got into the final release.
Reskin Night[]
"We originally planned for there to be a extra night that would reskin all of the enemies with their unedited/original counterparts. This was scrapped because we thought it was unnecessary."
Post-Mortem Test Room[]
"This is a Post-Mortem test room, made to see what it could potentially look like."
The Corruptus' Original Mechanic[]
"The original mechanic for The Corruptus was going to feature them entering your office and causing an object to float in the air and or glitch. The player would have to click the object before The Corruptus kills you."
Original GUI[]
"Before the plans were finalized, we originally had some very different UI. Mainly a different map layout, which featured four bedrooms at the top of the map."
Art Studio[]
"We originally intended for there to be a art studio inside the attic the the player would have to check. We scrapped this and replaced it with the notepad to make the game less clunky and easier."
Various Beta Character Models[]
Various Beta Room Models[]
Concept Art[]
Early Cutscene[]
Originally, the post-cutscene of Night 4 was meant to feature a drawing of Pluto, presumably meant to show up with the drawings of the other toons from Treasure Island. It's unknown why this was cut, although it could possibly have been due to Pluto's status as an easter egg.
Pete's Old Mechanic[]
Originally, Pete was meant to work more like Corrupted Face's, with him needing the shine the lighter in his face. He was also meant to appear on CAM 9, and be seen running past the Office window to enter the Attic.
Beta Dippy[]
Originally, a black and white version of Donald Duck was going to be used, although he was later changed to be a version of Dippy Dawg. He was also originally meant to be named "Monotone".
Ink-Blot MickMick in CAM 8[]
In a screenshot of the CAM 8 file, Ink-Blot MickMick can be seen in the back, despite not showing up in any camera. This could mean that Ink-Blot MickMick was originally intended to move through rooms and into the office before the developers decided that he should only appear in the Office once a while.
Early Renders[]
Originally, on CAM 6 and CAM 9, Willie's pose was different. They were eventually removed from the final version of the game.
Early Extras Renders[]
Beta Thumbnail[]
Beta Icon[]
Original Credits Theme[]
Care of Cell 44 by The Zombies was originally supposed to be the song used in the credits after Night 5, before the team changed it to Bip Bop.
Belial in the Custom Night[]
It was originally planned for Belial to appear in the Custom Night (only in version 2.0).
Red Mist Challenge[]
Originally during the development of Oblitus Casa 2.0, it was planned to hide a Red Mist challenge without the knowledge of Nocturnum. Originally supposed to be in a red version of Post-Mortem, only a track remains for it.
- The ambience for the Red Mist challenge.
Mortimer Render[]
An unused render of Mortimer can be found in the games files, referencing the image of Suicide Mouse used in the original creepypasta. Not much is known about what this was meant to be used for, but it's possible that it was a beta version of his Extras render added in version 2.0.
Unused CAM 1 Easter Egg[]
In Oblitus Casa 2.0, there was originally going to be an unknown Cat character in CAM 1, but it was scrapped for unknown reasons.
Oblitus Casa Troll DEMO[]
Beta DEEZ Jumpscare[]
This jumpscare animation went unused before it was finalized for the Demo game. It was said that the way the animation moves from various Ultimate Custom Night jumpscare animations.
Scrapped Characters[]
There were 2 scrapped characters from the troll demo of Oblitus Casa. The first one was a Funtime version of Impurity, called Candice, being based of Funtime Foxy. The second character was a version of Hourglass, called Sugon, being based of Ennard. They were probably scrapped due to how ambitious it was to add them in a game that was supposed to be short on content.
Minigames[]
There were Minigames planned for the demo. They were probably scrapped because there wasn't a purpose for them.
Ink-Blot Donald Easter Egg[]
There was originally going to be an Easter Egg for Ink-Blot Donald.
Unfinished Fake Office[]
There was originally planned to be a fake Office made for Nightmare Below Disney which got scrapped due to time constraints.
Scrap Candice Salvage[]
It was originally for Scrap Candice to have a salvage in 7 Days Free, it goes unused due to Scrap Candice starting in Night 1 by default.
Early Office renders[]
Scrap Candice and Charmy were originally intended to fully enter the Office instead of entering the vents.
Old Mask Icon[]
Various Beta Character Models[]
Concept Art[]
Original Credits Theme[]
Nice Day by The Salteens was originally supposed to be the song used in the credits.
Nightmare Pluto & Nightmare Bunny Children[]
It was originally planned that Nightmare Pluto and Nightmare Bunny Children would be antagonists in FNaTI: NBD 2015, but they never got finalized due to the game getting canceled.
Beta Nightmare The Face[]
A render of Nightmare The Face's beta model. Note that in this image, his texture differs from the final one.
Beta Nightmare Suicide Mouse[]
There is a Beta version of Nightmare Suicide Mouse, in which you can see the presence of ears (they were removed in the final release of the game), as well as several minor differences.
Various Beta Character Models[]
Alpha Version[]
There is an alpha version of Nightmare Before Disney 2015 before StellaWisps announced the game. If you watch the video, you'll notice the player is able to shine a light on both doors and in the hole in the wall. How this would've played is completely unknown.
Plush Mickey[]
Main article: Plush Mickey
It was originally planned for a character called Plush Mickey to be in the game. He was going to appear in the scrapped minigame being the main character. It could be presumed that the minigame was supposedly a Fun with Plushtrap-like minigame from Five Nights at Freddy's 4.
Ink-Blot Goofy[]
Main article: Ink-Blot Goofy
Malrat had modelled an Ink-Blot Goofy for the game, however it went unused due to the game having too many AIs. The only render there was of Ink-Blot Goofy in the game itself was him in the loading screen in the early Demos of the game. Despite this, a map radar icon still exists for him in the game files.
Ink-Blot Suicide Mouse[]
Main article: Ink-Blot Suicide Mouse
Ink-Blot Suicide Mouse was going to be an enemy in the game, before being scrapped due to being too "simple" and was replaced by Nightmare Suicide Mouse.
Ink-Blot Winnie[]
Main article: Ink-Blot Winnie
Ink-Blot Winnie was created after the creation of Nightmare MickMick's model. It is not known what it was intended for and for what reason it was scrapped from the game, but the game Archive says that Ink-Blot Winnie was likely the first Inkblot model ever created, eventually serving as inspiration for Ink-Blot MickMick.
Ink-Blot Willy[]
Ink-Blot Willy was going to be an enemy in the game for Nightmare Before Disney 2016's Free Roam Version by Blackout and Lillian. Since Willy wasn't canon to the Five Nights at Treasure Island universe at the time, he was scrapped. The model also has a broken rig and textures, which is why he is textureless and in a default pose in the image shown.
Ink-Blot Pluto[]
In early test builds of the game, there were several scrapped loading screen "tips" which would hint towards lore and mechanics. One of these talks about "barking in the distance" which implies a Ink-Blot Pluto was planned at some point. StellaWisps never made it to adding him, however said he most likely would've had something to do with the cameras.
Various Beta Models[]
Beta Easter Eggs[]
The Beta Easter Eggs were supposed to be in the loading screen, but were removed when Nightmare Before Disney was released. These Easter Eggs were supposed to reveal the plot and secrets of the game.
Test Renders[]
Test renders with Nightmare Suicide Mouse. It is unknown what they were for, besides possibly being for the loading screen.
Old Game Thumbnail[]
The first thumbnail of the game, which depicts a Plush Mickey.
Old Game Header[]
The very first headers of the game, which currently remain unused. Note that the first image contains an old Ink-Blot Minnie model.
Beta Ink-Blot Minnie[]
Ink-Blot Minnie's appearance in CAM 5 is oddly different from any other renders in the game. She has glowing eyes, wider mouth, a hole in her torso, and no feet.
Ink-Blot Oswald & Nightmare Suicide Mouse in CAM 6[]
Ink-Blot Oswald would've had a path to the Office by going to CAM 6 but was unused for unknown reasons. There is also a render with Nightmare Suicide Mouse in CAM 6.
Nightmare Suicide Mouse in CAM 10[]
Nightmare Suicide Mouse has an unused render in CAM 10. It's not known why this was done.
Beta CAM 1[]
There are Beta CAM 1 renders that lack the three monitors that were added in the final version of Nightmare Before Disney 2016.
Unused Ink-Blot Ortensia sprite[]
There is an unused sprite of Ink-Blot Ortensia with bloody tears coming out of her eyes. It is unknown what it would've been used for, and no code is associated with it.
Early Camera Maps[]
Minigames[]
Minigames were originally planned for both Nightmare Before Disney 2016 and the Halloween Edition. The Halloween Edition one had been removed due to personal stuff that was happening in StellaWisps' life, which forced her to drop the game early without the Minigames. Not much is known about them other than that Plush Mickey was going to be in and the Halloween edition one would have taken place in a House, it seemed that there was going to be a camera system to look around the house.
Debug Mode[]
While not necessarily unused or scrapped, a debug mode was discovered by Jackwald. This is accessible in-game by pressing I + P together while on any night. Doing so will not only unlock the ability to skip forward one hour by pressing W, but it also reveals all of the map radar icons for the characters, including the famously unused Ink-Blot Goofy mentioned above.
Beta Custom Night[]
Originally, Custom Night did not have unique icons for the characters, and instead simply cropped renders from the Extra menu were used.
Pumpkin Ortensia Duplicate Sprite[]
An unused duplicate sprite of Pumpkin Ortensia's green button can be found out of bounds. It is unknown why this was left in the files.
4.0 The Face[]
The Remastered 4.0 version of The Face was originally supposed to manifest inside the ceiling ventilation shaft. Interestingly enough, this version of him didn't have any pukes coming out of his eyes. That's likely because Nightmare Before Disney 2 was a prequel and not a sequel.
Bent Ortensia's Beta Jumpscares[]
Bent Ortensia had two other jumpscare animations made before the third one was used in the final game.
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A scrapped version of Bent Ortensia could be seen on a similarly scrapped teaser.
Catwalks[]
A Catwalks location was originally planned (and partially modelled) for the game, possibly as an additional cameras.
Various Beta Models[]
Beta Red[]
A beta model of Red shown in Radiance's Twitter account, back when the game wasn’t a joke. He is a very hued-red Mickey Mouse suit with wide eyes and mouth. He has white pupils, but bigger than the current Red. In the lore, he is a Mickey Mouse suit spray-painted red to avoid Disney copyrighting the museum.
Beta Shitass[]
There is an original beta Shitass model in the shape of Disembodied's head, before when it was replaced with the Goofy model.
According to Jackwald, he found this image on his old hard drive.
Unknown Character[]
An Oswald character with an unknown origin was planned for the game but is scrapped from the game. It has brown pants and a ripped off left eye. It also has a beta design. It gains it’s left eye back, but the eyes are now hollow and wide. It has realistic human eyes with brown irises on its eye sockets. It also has stitches on its head, similar to a Frankenstein monster.
Its .blend file simply called him "Oswald".
Green[]
Green was originally planned to be in Red Oddities and would've been a Golden Freddy-like character. Rarely, the Left Hall poster would change to a crudely drawn image of Green, then he would appear in the player's Office and give them a killscreen, if they do not pull up their camera quick enough. The character has a similarity to the green Mickey Mouse that only appears in the Green Oddities thumbnail, except with no pupils, and wider eye sockets and mouth. His .blend file simply calls him "Oddity".
Unused Night 5 Screen[]
An unused render of Red supposedly after you finish Night 5 was found in the files of Red Oddities. He has a very confused look as he tells the player to press ESC, presumably going back to the Menu.
Unused Camera Monitor[]
There is a unused image of a camera monitor on Jackwald's post for Red Oddities' 5th Anniversary, the Blend file and an image still exist which is shown below this text.
It would've had an animation similar to the camera monitor from Five Nights at Freddy's 3.
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