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The house that the Neighbor lives in is just across the street. The house contains quite a bit of furniture and other bits and bobs which the player can use to their advantage (distractions, blocking the neighbor off, etc.) If the player gets caught, the Neighbor will throw them out and start defending his house a bit more. He will put cameras around his house, set up bear traps in areas that the player consistently goes to, and board up windows that the player keeps breaking through. Worst of all though, each time they enter, he becomes a little bit more aware of their presence. In the Pre-Alpha and first Alpha, he would also keep blocking random doors with chairs.
In this build not much was known of what the house exactly looked like. It was seen in the Hello Neighbor Announcement Trailer, and some images on the official page showed it to have three floors but there was no way to access any other floors, as it was unfinished. The first floor had only 4 or 5 rooms. The basement in this version was locked with boards, and a padlock. It appeared that there was no puzzle in this version because the key was on a table and the hammer was in a room full of boxes. The basement was probably unfinished and/or not a playable section, and was instead replaced with a cut scene where the protagonist removes the first board with the hammer, only for the Neighbor to grab them from behind and bury them alive. One of the outside doors was shown to have a lock on it, which the player needed to click in order to unlock the door. Doors locked without padlocks have not appeared in any versions after the prototype.
In the Pre-Alpha the Neighbor's house had only one playable floor, it also had only 6 rooms, including a boiler room, kitchen, garage, bathroom and a living room. The basement in this version of the game was locked with boards, a padlock and a keypad. The basement, which was unfinished at this time, was an empty room under the stairs. Should the player sleep often enough, they would appear in a "Nightmare" where a giant version of the Neighbor appeared outside the player's house and attempted to capture them.
Here, the house was quite a bit bigger. It looked a lot more colorful and strange, and had two floors, an elevator and a set of stairs connecting them. The basement was locked with only a padlock and boards, exchanging the number lock for a harder puzzle. Upstairs was a flooded room with a robotic shark. If this shark touched the player, they would be thrown out as if they were caught by the Neighbor. The "Nightmare" from the Pre-Alpha had been replaced in this version with a nightmare that was more of a tutorial; the player appeared in what seemed to be a circus (judging by the scenery and the music playing) where they were given the option to hide in one of two places, inside of a closet or under a bed. Once the player hid themselves or a certain abount of time passed, the Neighbor would start trying to find them. The basement was still not a playable section in this version, and was instead replaced with a cutscene similar to that of the unplayable prototype, which involved the Neighbor shutting the door as it opened, and burying the protagonist alive.
Alpha 2 was released near the end of November 2016. The house was very similar to the one shown off at TwitchCon 2016. In the footage of Alpha 2 shown in the November Producer Update it was shown that there were two floors. The house was also quite small in size compared to the houses from the Pre-Alpha and Alpha 1. The puzzles seemed to be relatively easier in this version. The Magnet Gun, the keycard and the wrench made their first appearance in Alpha 2. The basement was made a playable section in Alpha 2, as seen in the November Producer Update. The basement shown in this version was the same basement shown in the Basement Trailer, though it was incomplete and the game would end at the open door at the bottom of the basement stairs. In the intro, the player was shown driving to their new house, where the doors are blocked by boards which are nailed up. They needed to be removed with the crowbar in the back of the player's car, and they needed to bring at least one box indoors. They would sit on the still-covered sofa and doze off. A loading sequence occured afterwards where the player got kicked out by the Neighbor. The player ended up at the house across the road, and then a scream came from the house that the Neighbor took over. The player needed to hide in a closet, and then run past the living room with the door open to begin the game.
Alpha 3's house was very big and was one of the first drafts of the final house as stated in the November Producer Update. This house was a multi-storey place and was larger than the houses in previous versions. It also had a windmill near the top, which could not yet be reached. The Alpha 2 house was to be used as a tutorial house in this version of the game and forward, but wasn't used. This also meant that the houses from the Pre-Alpha and Alpha 1 were scrapped, as they were used to gain feedback for everything in this new house. This house also had some really hard puzzles. Unlike future versions, it was always night-time in this alpha.
The Alpha 4 house expanded upon the Alpha 3 house, but the first floor was mostly unchanged. It brought back the train/tram from Alpha 1, and made it controllable. It also changed the design of the tracks. It was the second draft of the final house. The puzzles were also completely reworked, despite being in the same rooms. It was also harder to make it to the basement as the player needed to melt the block of ice holding the keycard, and cool down the crowbar.
Beta 1 & 2
The Beta house expanded upon the previous Alpha's house, and fixed some of the missing textures. The protagonist started the game in his old apartment and had some objectives such as getting the suitcase and the key for their house in the suburbs. Afterwards, the game started like in Alpha 4, except their own house was now larger and could be entered.
Mostly the same as the last four builds, but with more additions that are "new". Some small rooms were added where there were previously gaps in the house's architecture. The second floor room that contained the keycard is now a sort-of birthday party room with a cake that has four slices taken out of it, and one slice of it being on the table. The puzzle in this room gives the player the Rifle, and requires them to retrieve the remaining 3 slices of cake and put them on the plates, and get four mannequins and stand them up on the rug. There is a flooded room, which is completely different to that of Alpha 1, and additional puzzles have been added. Located around the upper floors are tomato plants that block the player's and Neighbor's movement, which can be shrunken and grown by using two gramophones with a red and green vinyl disc, respectively. The plants block the ladder and require the red CD-gramophone to shrink/wilt them. The windmill is now taller. Reaching the the top of the windmill one can find a mannequin and some empty crates near it, as well as the seed for the golden apple tree.
The act 1 house has a very similar layout to the Alpha 2 house. It has a stack of shelves leading up to the roof because the original ways up to the second floor have been removed. It requires quite a bit of jumping and some box stacking to actually make it up to the second floor.
The act 2 house is the same house as the act 1 house but with many extensions. There are pipes everywhere in this house and there is a very big fence separating it from the other houses. This fence make it very difficult for the Player to escape. Some parts of the house have been repainted and there are many new puzzles added.
The act 3 house is the same house as the beta 3 house except with an added ladder up to the roof. Both outside ladders need a wrench to open.
- In Alpha 1's resources, one can find an unfinished version of the third floor, indicating that at some point the third floor was going to be an accessible area, but this idea was apparently scrapped.
- The first floor from the prototype house seen in Announcement Trailer can also be found, however the others floors are in separate models.
- "Trashcan-flying" and going outside to the invisible wall in Alpha 1, into the copy of the house (where all the cutscenes happen ), and doing the "teleporting glitch" to the basement revealed it was just a picture of a road.
- After going in the basement from Alpha 3, there was a shadowy figure that looks like an older teenager or young adult which was peeking through the nearest door that could be seen.
- Five QR codes have been found in Hello Neighbor, starting with Alpha 3 in the house. Part 1 can be found on the other side of a balcony door, while the second part is located in the basement behind another door (after going in). When the parts are combined, it reads; "Can you see it? Remember 1003063. I had to hide it, they might find out."
- The Fear School level found in Alpha 3 and the Betas is likely a reference to the first alpha's classroom.
- There were also leftover maps from Alpha 2 and its basement in Alpha 3, "Intro" for the former and "Basement" for the latter.
- The Alpha 3 build also had the "Neighbor_3" level, since it had leftover data from Alpha 2. It was an unfinished version of what would originally be the Alpha 3 house, with the only outside scenery being a flat grass plain.
- In the E3 Beta trailer and pre-Beta 3 build is a sequence that's based on Alpha 2, in which the player goes to the Neighbor's uninhabited house which is boarded and locked up with a padlock.