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This page or section contains information pertaining to newly released content or soon to be released content.


This article shows cut content from Little Nightmares III. Since this content was removed or modified from the final product, most of it cannot be considered canon.

Characters[]

Low[]

In the files, there exists a model of a quiver, likely used by Low to carry his arrows.

Some pieces concept art show Low's cape as an orange or golden color instead of blue.

Alone[]

There's a seemingly unused model of Alone that differs to the one used during gameplay. This version has larger pigtails, different goggles, and no belt for her wrench. Her suit isn't as baggy and it has two additional straps where the zipper would be. Her helmet also has two straps instead of just a singular one on the right side. Other than having appeared to have been used for the toggle icons, it isn't known what other purpose this model may have served.

Early concept art depicts Alone's wrench as a pipe wrench or a monkey wrench, rather than the design it has in the final game.

The Dwellers[]

The Dwellers had their design changed between the 2023 Announcement Trailer and the 2024 ''Friendship'' Trailer. Their initial design had round heads, large ears and thick fingers. This old design can still be seen in the game's key art.

Monster Baby[]

While Monster Baby's design remained relatively unchanged during the game's development, her concept art shows that it was initially planned for both of her eyes to have the ability to shine her petrifying light rather than just the right one. Her light was much more forgiving in earlier versions, giving the player more time to escape like the eyes did in the first game.

Beetles[]

The early version of the Beetles' fight sequence was much shorter, consisting of only three of them. After being shot out of the air, rather than struggling to get up, they would instead lie still, possibly tricking the players into thinking it was defeated. After their stun duration, they would get back up and continue flying instead of immediately killing the nearest kid.

Concept art for the Beetles shows the idea that they could pick up the player, as well as a Beetle larva design.

The Supervisor[]

An early concept depicts the Supervisor with a very different design. She had black eyes with less pronounced cheek bones and a wider neck than her final design. She also had a different hairstyle. She had four arms attached to her torso rather than six. The top two arms had short sleeves and the bottom two had long ones. She also wore a bracelet on her upper left arm. In place of her dress, instead exists four additional arms that would function as legs.

The render of the Supervisor used on the Little Nightmares III website has a slightly different appearance to the one used in the final game. This version has more pronounced wrinkles and no lower lip.

Several files in the game refer to the Supervisor as "Candy Ma'am", likely an early name for her.

The Herd[]

Concept art for the Herd shows that members of various shapes and sizes were originally intended, such as slim Herd members and a member with only one leg.

In concept art for the Carnevale, the Herd look much more like the Guests, some having similar hairstyle to known Guests from the original Little Nightmares and the same skin color, which differs from the Herd's skin color in concept art and in the game.

The Puppets[]

While the Puppets seen in the game remain mostly unchanged from the concept art, different type of Puppets were conceptualized. These Puppets had different, skeletal bodies, with different faces and expressions. They were seen hung on the ceiling similar to the Puppets in the final game.

The Kin & Mini-Kin[]

The Kin and Mini-Kin were originally more similar to their descriptions from The Sounds of Nightmares.

Mini-Kin's legs were cut some time during development. Originally he wore purple pants with stripes and brown shoes much like the Kin. Along with Mini-Kin's legs, the Kin's right hand was removed as well.

An alternate design for Mini-Kin is shown in the concept art. He had long limbs, short sleeves, and a mask to cover a horrific face.

The Kin has two unused animations for walking without Mini-Kin, one of which he's limp, like Noone described him in Two of a Kind. A seemingly unused walking animation for the Kin can be seen in the ''You're in for a Ride'' trailer.

Chapters[]

The Necropolis[]

Differences in the Pre-Alpha[]

The Necropolis originally started with Low and Alone coming out a mirror in the middle of the desert. On the other side of the mirror was the Vault of Curiosities. The desert had more rock formations than it does in the final game, and it also had different music playing in the background. The corridor at the top of the wall's ladder was partially collapsed, requiring the players to crouch in order to reach the wall Alone needs to break down. In the middle of the following room, there was a knocked over stool rather than a collectable doll. Back outside, in place of the first Dweller seen in the final game, is a deceased Beetle with flies swarming around it. When crossing the board above the chasm, two crows would fly past instead of one. The door into the next building is closed off, prohibiting access instead of allowing the players to go inside early. After climbing the ladder into the building, one of the giant cog wheels is placed lower, making the players crouch under it to continue. In the room where Alone has to close the gap in the floor, there are no Dwellers on the other side, and the door at the end of the room is open.

Later on when Monster Baby awakens, Low and Alone have no reaction to the crow flying into the room, and the camera remains static during the scene. Afterwards, instead of finding the umbrellas to ride an updraft to the zipline, there would instead be a long climbing section. In the Announcement Trailer, Low and Alone have different reactions to Monster Baby's hand bursting through the wall. After escaping the collapsing ceiling, there was a ladder instead of an updraft, as the players still do not have the umbrellas at this point. In the room after Alone smashes down another wall, there is another giant gear to crouch under, and instead of a drop to glide down, there is a rope to carry the two kids down to the next area. The next room isn't blocked off by a door, meaning only one player was needed for Monster Baby to peer inside. Instead of grabbing a pillar and collapsing the room when the floor begins to lower, Monster Baby grabs part of the floor while Low and Alone have no reaction.

Before the Beetle fight, there was a section where the players would have to pass through quicksand. A Beetle would land on top of a pillar in the middle of the room before getting snatched by Monster Baby from above. The room where the Beetles would attack was smaller, and the exit was blocked by a box that would require both players to pull on it. After the Beetles are defeated, the following room was another quicksand section. Back on the surface, the players would finally receive the umbrellas in the room with the large updraft in the center. Later on when Monster Baby tears the ceiling off a building, there is no giant rattle for her to reach for. Instead, she would grab Low and Alone, and the interlude with Low's room in the Institute would play. This cutscene initially played out differently. Low, still wearing his mask and cape, would wake up on the bed beside Alone. The lights in the room flicker as black smoke closes in around the two children. Alone grabs Low's hand before the screen cuts to black.

Other Differences[]

The Necropolis likely didn't have a nighttime section initially. In the Announcement Trailer, three areas that are at night in the full release were shown as being in daylight. The decision to change the later parts of the chapter to night may have been made due to feedback from fans, saying the location was "too bright". In Monster Baby's first nighttime encounter, her light would also look up towards the ladder instead of just looking left and right. Her second to last encounter had her walking up to the buildings rather than rising up from below them. In the Friendship Trailer, there was a cut puzzle in which Low and Alone would need to cross a chasm using rotating platforms. The platforms would be rotated by stepping on buttons marked by an eye symbol. Stepping off these buttons would reset the platform back to its original position. The location of the final mirror was also changed several times. The Announcement Trailer had the mirror out in the open exposed to the sunlight, while the Friendship Trailer had it located in the room above where it is in the final game.

While the Guest's ship at the beginning of the chapter isn't there in the pre-alpha gameplay, its silhouette can faintly be seen in the first trailer. There was also a screenshot released at the time of the game's announcement that shows the inside of the ship. In this screenshot, the broken mirror is placed on the seat's left side.

There also exists concept art of a bedroom for Monster Baby.

Several files in the game refer to the Necropolis as "Labyrinth", likely an early name for the chapter.

The Candy Factory[]

The cutscene at the beginning of the chapter played out slightly differently. After helping Alone get to her feet, Low wouldn't pull out his map, and the two would get startled by the rat. The door in the small room before the Supervisor's first encounter initially didn't have a window in it, in its place was an advertising poster. At the end of the portrait hallway, there was no security camera or monitor. The cart was also not there, instead there was a box full of binders that had to be dragged over. In the middle of the large room where the children have to wade through the candy, there was a platform to climb onto. A cutscene would play where the camera would pan out to the machine dumping the candy.

In the first two trailers for the game, the vent scenes had moving machinery in the foreground. The room that follows clearing the Candy Weevils and jumping down the trapdoor was also changed a few times during development. Instead of being filled with body bags, there was a pile of candy with a Herd member's arm sticking out from beneath it. Another iteration of this room seen in the 'You're Being Watched' Trailer had the floor completely covered in candy, with no arm to be found. The trailer also showed that the room on the left side of the first elevator had no security monitor. The boxes in the Supervisor's final chase were carried by frayed ropes like the ones that can be shot by Low. The room at the end of the chapter was initially brighter. The flashlight would've been obtained at some point during this chapter rather than in the Carnevale.

There was a room at the end of the 'You're Being Watched' Trailer that had a lot of monitors stacked on top of each other. The same room was also featured in a promotional screenshot released just a month before the game's release, revealing there was a lever on the left side of the room. The monitors in the final game display early versions of a few rooms including the Supervisor's second encounter, her office, and the pressing machine room. There also exists images of rooms that haven't been seen before. Whether or not they're cut rooms or just for the display is unknown.

The Carnevale[]

The Vault of Curiosities[]

There's evidence that the area at the beginning of the Carnevale was once its own level. Its contents are often contained in separate folders from the Carnevale within the files. The mirror at the beginning of the Necropolis pre-alpha gameplay showed the Vault of Curiosities on the other side, meaning this level would've likely taken place before the Necropolis. If this is the case, it would explain why the final game has four chapters rather than the typical five, and why the Carnevale is the longest chapter with double the Dolls than all other chapters.

The room with the large furnace was messier, and there was no button on the left side of the room. The piano room near the end of this section initially had a puzzle. This puzzle had a giant toy keyboard powered by a lever. Each key was labeled with a shape and a color. One player would have to hold the lever down, while the other would press the keys down by jumping on them.

Unused level rooms can be found in the final game, accessible through modifying. These rooms come with a barely functional camera and scrapped puzzles. They are noticeably much darker than other rooms.

The Carnevale[]

There are a few cut sections of the Carnevale seen in the first two trailers. One of them had a sequence where Low and Alone would sneak behind a group of the Herd. There was also a cut puzzle where one player would have to hold on to a rope while the other pulled a crank to carry them up. Early screenshots show that there was once a platforming section near the start of the fairgrounds. This section was replaced with a collectable doll in the final game. Closer to the game's release, there was no music playing in the area leading up to the rollercoaster. There also exists music files for a cut performance by the Kin.

In the ''You're in for a Ride'' trailer, both Low and Alone can be seen walking on a plank, above the Kin. This is impossible in the final game, as only one player can walk on the plank during the scene. Other differences in the final release include a different angle and the presence of Mini-Kin.

The Institute[]

Several files in the game refer to the Institute as "The Copy" and "Lost Island", likely early names for the chapter. The former is used in other Little Nightmares media, such as Descent to Nowhere, as another name for the Counties Psychiatric Institute.

Miscellaneous[]

Mirror World[]

There's evidence of a cut "Mirror World" that would exist between chapters. After travelling through mirrors, Low and Alone would be taken to a stormy void where they would have to find the mirror to the next location. This area may have also had low gravity.[1]

Mechanics[]

It was possible for players to hold their weapons while crouching in early versions of the game.

References[]