This is a sub-page of A Hat in Time (Windows, Mac OS X)/Unused Animations.
When the game initially launched, Hat Kid had a grand total of 41 unused animations. This number has since dropped, because some of these animations were deleted.
Sand 'n Sails Animations
Hat Kid has numerous animations leftover for mechanics meant for Sand 'n Sails. These are for Water Flasks and driving the Sandmobile.
Remember to stay hydrated. Hat Kid would take the Water Flask, drink some H2O, and put it back on her person.
Hat Kid refilling her water supply at a well.
Hat Kid entering the vehicle.
Landing on the driver's seat.
Hat Kid dismounting the vehicle.
Normally, Hat Kid will always dismount the Sandmobile by jumping off of it to the right. In the case the right side of the Sandmobile is obstructed, Hat Kid will jump off to the left, using this animation.
Mod-Exclusive Animations
These animations are technically used, but only if you use the official mods made by Gears For Breakfast. Otherwise, they are still loaded in base game, and aren't used by anything else.
Animations for the Psychonauts Levitation Ball. Hat Kid has pretty good balance.
She looks so calm and confident rolling on a ball.
Used for the Freedom Planet mod. Wheeee!
Beta Animations
Hat Kid still has some older animations leftover from the Beta builds. Interestingly, however, animations for recoiling while moving are present among them, which weren't present in the Betas! The first two could be seen in a animation preview video.
Alright, shake it off. Shake it off.
(Insert diving plane noise here)
Still not quite full of life.
A double jump is still a double jump at the end of the day.
The old ledge climb animation used in builds prior to the Speedrun builds. A version of this animation that has Hat Kid jumping up much higher was used instead.
Crouching Animations
Hat Kid never normally takes this long to exit a crouched state.
Similarly, Hat Kid doesn't really have much of a transition animation for entering a crawling state. She just....crawls, straight from whatever animation she was using prior.
Weapon Animations
Lunge Attack
The animations used by the scrapped Lunge Attack Badge, which would replace Hat Kid's normal 3-hit umbrella combo with this one. She jumps forward with a downwards slash, then swipes horizontally, then back-flips away.
Air Attack
The air attack, the same as it appeared in the Beta builds.
Spin Attack
A scrapped attack with no Badge remnants or any localization referencing it. Hat Kid holds her umbrella up high, charging power, then lets loose a wild spin.
Wonder if Hat Kid ever met a certain green-hatted elf from the land in the skies?
Misc.
Hat Kid skipping along happily. This animation is technically used, as it's one of the poses the player can put Hat Kid in while using the Camera Badge. Even then, however, it only uses the first frame of it.
Hat Kid riding a scrapped Rocket vehicle. This animation wasn't made by the Alpha builds, and the Rockets were already scrapped by the Beta builds.
A basic animation with a vague name: "Repair1". Might've been meant for when Hat Kid fixes up the cannon in the scrapped Mafia Town act, "Repairing the Cannon", which was present in the Beta builds.
An animation meant to transition into idling while using the Sprint Hat. ....It really doesn't look good in-game.
According to the filename, this is an older version of the animation used while ziplining in Alpine Skyline. Hat Kid's angle is more flat here than the final version.
An animation for Hat Kid holding the scrapped Magnifying Glass weapon, intended for Murder on the Science Express and was meant to blend with other animations.
Hat Kid running while charging the Projectile Badge, something you can't do in the final game.
An animation for Hat Kid in her sneaking mode while holding a key. The final game achieves this same effect by blending two separate animations, so this combined version isn't needed.
Hat Kid running in sneaking mode while holding a key. Much like the previous, this animation isn't needed because the final game uses two animations blended together.
Hat Kid making some distance after bashing her hand into something she can't hurt. In the final, movement is limited much more severely when Hat Kid punches something.
Hat Kid showing off while doing push-ups while crouched. Could've been an occasional idle animation if the player stayed crouched for a certain amount of time.
Hat Kid wiping her face. Purpose unknown.
Deleted Animations
These animations have long since been removed from the final game and the Modding Tools, but were present in the game at launch.
Animations for the scrapped Chair-bound status effect, the original gimmick of the Deadbird boss fight before the bomb timer took its place.
Moving while chair-bound. The footstep data uses unique sounds not used anywhere else.
Animations for Sand Skating, which was the replacement for the Sandmobile in Sand 'n Sails before the level transformed into Alpine Skyline. Appears to be a modified version of Hat Kid's wall running animation. The footstep data after the first footstep does not match the animation.
Jumping while Sand Skating. This one in particular was actually still in her AnimTree at launch, and remained there for a while even after the animation was deleted.
The pose animation Hat Kid was meant to use when respawning with the scrapped Respawn Crystals system. Even though this animation was present in the final game, activating Co-op mode before DLC 1 released and respawning did not use this animation.
Hat Kid's run animation from the Beta, footstep data intact.