This article is about content that did not make it into the final version of multiple Sim games.
This article lists all features that existed in a beta version of games in The Sims series and features that were planned and showed in concept art but got cut later in development. This also includes content removed from the final versions by patches.
In late December 2023, the portfolio of Sam Micelli was discovered, containing various screenshots and sketches from The Sims 2, 3, and 4. Most of them, including all from after World Adventures, did eventually make it into the game somehow, but a fair few before that didn't.
Sketching of potential clothing for a The Sims 2 expansion pack.
Al Simhara concept art. Abu Simbel, obelisks, sarcophaguses, and mummies made it into the game, whereas the very long bridge and the ladder didn't, and the depiction of Al Simhara Sims was changed to represent modern Egyptians rather than ancient Egyptians.
Several objects seen in pre-release media were cut from the game, including a shelving unit, ownable cars, a thick white balustrade fence, and more.
House11 is seen in various pre-release screenshots of the game. It still exists in the retail game but is inaccessible without cheats. The lot is completely empty, missing even portals, mailboxes, and trashcan.
A coffee table appears in various screenshots but not in the retail game. Coffee tables were eventually introduced in Hot Date, with the beta coffee table appearing as one such object.
The game code still contains references to several cut skills: cleaning (used by some NPCs), gardening, music, and literacy.
An unused sting for when ghosts appear can be found in the sound files. It is similar to the other two stings that do play in the game.
Time of days and years were going to be used to show the current date and time in the game's interface but never seen the light of day (Begins in 1997 or on some lots 1996).[3]
Birthdays and Sim ages were going to be the main feature (27 for adults and 9 for children) and (Birth Day, Birth Month, Birth Year, and even Birth Hour and Birth Minute) but was scrapped.[3]
There is an unfinished feature to receive investment opportunities over the telephone.
Foundations were planned for the game but were scrapped. The idea was later implemented in The Sims 2.
Diagonal stairs, windows, and doors were conceptualized but were scrapped before release. Diagonal doors and windows were later implemented in The Sims 2 and later entries in the series. However, diagonal stairs have not been added to any mainline Sims game so far.
Unused Objects[]
This stereo is not in the game.
Early design of Monochrome TV.
The Armchair and the door are unused, and early design of Trottco Color Television and Soma Plasma TV.
The wallpaper and all the tiles are unused.
Livin' Large[]
An early version of the Koala Kola Vending Machine can be seen in a Livin' Large screenshot. The item was ultimately cut before release and eventually appeared in The Sims Online.
Hot Date[]
Several trees and plants were cut from Hot Date and reused for The Sims Online: Pinkuredi Cherry Tree, Joshua Tree, Agave, Prickly Pear, Saguaro Cactus, and Cholla. Graphics are missing but other data still exists in the files.
Vault Door was cut from Hot Date and reused in The Sims Online. It exists in complete form in the expansion's files but lacks a build mode catalog entry.
Weapons Wallhanging was also cut from Hot Date and reused in The Sims Online, though few remnants exist in the files.
Several buyable skins do not appear due to spelling errors in the filenames of the textures and CMX files.
An unfinished feature can be found in the code to hire a limousine instead of a regular cab.
Inside the Downtown controller's code are unused closure lines, stating that all of Downtown will close at 2 AM. In the released version of the pack, Downtown is open 24 hours a day. The lines read:
"All right people, you know the drill. This town has a strict 2 AM curfew and don't pretend like you don't know. Move it!"
"OK, OK, let's go people! It's 2 AM. Some people need to get up in the morning. Everyone go home. Now...I mean it."
"Don't you people ever sleep? Perhaps you just moved here, so I'll go light this time. Downtown closes at 2 AM. Now let's move, nothing to see down here, go home now."
Vacation[]
A pickpocket NPC was planned for Vacation but only textures remain. He was supposed to resemble the burglar but with a unique face with a five-o-clock shadow. The concept was eventually realized in The Sims 2: Bon Voyage with the Unsavory Charlatan NPC.
Minigolf courses are seen in various promotional renders and concept art for Vacation but are curiously absent from the expansion pack. They were eventually included with Makin' Magic.
An interaction to hug pine and palm trees exists in Vacation but is disabled.
Unleashed[]
A tileable bridge object was planned for the game and can be seen in developer screenshots, but was ultimately not included.
The Pet Trainer contains leftover code for an interaction allowing a litter of kittens or puppies to be sold. Developer notes associated with unused dialogue for the feature indicate that it was intentionally cut before release.
Superstar[]
An unused Information Kiosk object exists in the Superstar files, but is missing data required to make it show in the buy mode catalog.
The doors for Superstar and Makin' Magic contain unfinished code for interactions to manually lock and unlock them. Lockable doors would eventually appear in The Sims 2: Open for Business.
Unused stings exist for joining the Fame career and gaining promotions. The retail game uses regular career stings instead.
Awards for poor performance in the Fame career were planned and references can be found in code. The retail game only has awards for an excellent performance.
Makin' Magic[]
A Makin' Magic head (c209ma_tattooman) does not appear in the game due to spelling errors in the filenames of its textures.
Several unused skins exist for additional Gypsy NPCs with a more stereotypical "carnie" look, suggesting that NPCs may have originally manned the funhouse rides.
An interaction with animations for children to kiss toads exists but is disabled. The BHAV contains a routine to specifically block Toad Sweat from being generated when child Sim kisses a toad.
A screenshot from a beta version of The Sims 2 shows a very different Sim detail HUD, including the motives "Family" and "Friends", which in the released game were merged into one "Social" motive.
Weather[]
Early beta footage of The Sims 2 reveals that there was precipitation in the form of rain and lightning planned for the base game. It was also shown that Sims could die from lightning strikes whilst in hot tubs during thunderstorms. It was cut from the original 2004 release because the rain effects leaked into the indoors.
Due to the fact that weather was cut from the final game, the power outage scenario was cut too. Apparently when there is a thunderstorm your Sims' power will go out and you must keep their fun up similar to throwing a party. when you win the scenario you will be rewarded with a wind turbine (wind turbines came back in Garden and Mansion stuff pack).
The text file still have a functional data but it is unknown of how to trigger it, it also has the wind turbine meshes (the Blades and the Pole) in the objects file. Here is the text string in all its glory:
The SimCity Power Company is experiencing problems in your service area, and we're hoping to have your power back on in about 7 hours. In the meantime, during this crisis, would you like to try to keep your family in a decent mood?
Feelin' Great
Not Too Shabby
Okay
Lame
Grrr… Argh…
Crashing and Burning
If you win the scenario your Sims' power goes back on and you will get a wind turbine that will prevent the power from going out during a thunderstorm, you will also get a notification, it reads: "Congratulations! You won the Power Outage Scenario. Power or no, you've got that special spark."
If you lose the scenario your Sims' power will still goes back on but your Sim's family, friends or roommates might get their relationship with your Sim will drop. You will get a notification, it reads: "You've lost the Power Outage Scenario. Your family's miserable, and at this point, turning the lights back on will hardly help. Oh, well. Keep the candles burning…"
Big Boss Scenario[]
According to strings viewed in SimPE, the Big BossNPC was planned to be added to the game alongside his own scenario, similar to the Headmaster, where Sims would've invited him for dinner and given him a tour of their house.
Engagement Scenario[]
In this Scenario you must build up a romantic relationship with your Sims and judging by the ending it's possible that your Sim will propose at the end of the Scenario and will play the proposal (accept and reject) cinematics depending on the score. This was cut from the game possibly to avoid it from getting too repetitive. Somehow the score name can still be found in the game's files, here is the score names:
Hot! Hot! Hot!
Getting Warmer
Tepid
Sprung a Leak?
S.O.S.
Abandon Ship!
If your Sim wins the scenario a notification will appear, it reads: "Congratulations! There are wedding bells in your future. You won the Engagement Scenario!"
If your Sim loses the scenario a notification will appear, it reads: "You lost the Engagement Scenario. Oh, well. The single life's not so bad."
Memories System[]
Inside the "Live Text" package file, there is an unused system for memories that will affects the Sims well being by their mood and memories. This system was going to cellulated the mood and memories' intensities, Here is the system in its text form:
Give your Sims memories to keep them happy throughout their lifetime. Memories and Needs are combined to calculate a Sim's mood.
The memories' has an original and current strength.
The Great Memory is the powerful positive memory that might keep your Sims' moods up for a long time and fades out slower: "This is a great memory and it's keeping your mood up, but you shouldn't let yourself forget it. Find someone and take the time to to share it with them it will build its strength back up. Make sure your tale doesn’t fall on uncaring ears, though; an unreceptive audience can hasten a weak memory's demise."
The Nice Memory is weaker than the great memory and might keep your Sims' moods up for a while but and fades out faster: "This is a nice memory, but don’t dwell on just one happy moment. You have weaker memories that you should be more concerned about."
The Forgettable Memory is a weak negative and will fades out faster: "This memory is something you'd much rather forget, and it's bringing down your mood. Don’t bottle it up inside, vent about it! The more you talk about it, the sooner you can move on. Try to pick someone who cares, however, as you can do more harm than good if no one wants to listen."
The Awful Memory is the powerful negative memory and might lowers your Sims' mood for a long time and will fades out slower: "It's awful to live in the past, but unfortunately you have some stronger bad memories dragging you down; maybe you should try to work through those first."
Hospitals & Ambulances[]
There exists unused animations of getting in an out of an ambulance's back door, likely for pregnant Sims going into labour. Additionally, the birth action is listed as a "home birth" implying a birth not at home was intended at some point. In the family album for the Pleasant family, a scene of what appears to be a mock up of a hospital is there, though it is likely that the hospital was intended to be a rabbit hole, like The Sims 4's hospital birth mechanic if Get to Work isn't installed.[4]
Unused Objects[]
The souvenir cabinet is not in the game.
These intersectional booths from Open for Business are not in the game.
The painting is not in the game.
The second photo (from left to right) has an unused furniture pattern.
The Sims 3[]
Base game[]
Sorted in very rough order from oldest to newest, though the exact times of many of them are unknown:
Early alpha logo[]
A file called logo in FullBuild0.package, shows a very early The Sims 3 logo that is more wavy and blue, where the blue wave contains silhouettes of buildings. It uses the same font than The Sims 2 logo.
Cut objects[]
The remote control car icon.
Icons in FullBuild0.package that look like they were intended for Buy Mode → "By Room" exist for remote control vehicles and frisbees. Frisbees were not added until The Sims 3: University Life, while remote control vehicles were not added until the "Titanic Toy Machine" Store set, neither of which used the base game's cut icons in question.
Placeholder Sims[]
The Biggie Smalls Sim.
Many image files in FullBuild0.package have images of the Sims 2 versions of Cassandra Goth and Daniel Pleasant as placeholders or padding; while a few other files have a The Sims 2-model Sim who is labeled in his filenames as Biggie Smalls but who looks nothing like his real-life namesake.
Sunset Valley layout[]
Beta Sunset Valley layout.
There exists an early screenshot of Sunset Valley where the layout is very different from the final game:
The rabbit holes are aligned very differently: The grocery and bookstore are on a lot between City Hall and Central Park, and the spa and theater is on another lot on the other side of the road.
The park has a different design and appears to not be a lot, but part of the world since there are sidewalks used as paths which can't be added to lots.
A large 4-floor red building can be seen, the purpose of which is unknown.
The science lab is located in the downtown area instead of outside town.
Concept art that was posted by Sarah Holding (SimGuruSarah) on Twitter in November 2013[5] gives a closer look at the original layout. The lower right promenade building is visible as a theater, while the upper left building is decisively visible as a bookstore. A vending machine is seen in the alley next to the bookstore; in the released games, vending machines were not added until University Life.
Gallery[]
The concept art posted by Sarah Holding.
Various Sims talking and walking by the Central Park fountain, including a possibly beta Plumbob.
Sunset Valley lots and addresses[]
Based on strings with " xcut - " in FullBuild0.package, 38 address numbers and 5 lot names, all of them very likely intended for Sunset Valley, were cut during development.
Also in the same concept art, in the bottom left, 2 child and/or toddler Sims are shown standing in "The Plaza Gusher" Fountain, seemingly splashing water at each other.
A Sim playing in a fountain in MySims.
Playing in fountains could possibly be based on the same activity from MySims.
Children playing in a fountain in The Sims 4: Romantic Garden Stuff.
The concept of bathing in fountains was partially added in The Sims 3: Pets later on, but was limited to dogs and could only be done in build mode fountains. The ability for Sims to play in fountains was added much later in The Sims 4: Romantic Garden Stuff and was ultimately never included in the Sims 3 era.
Beta UI[]
A pre-release photo from October 2008 showed a UI markedly different from the one in the finished release, with the live mode UI split into a bottom left and a bottom right section. The clock was in the upper left, and most of the shades of blue were darker. The mood meter and wish systems ended up being especially much changed in the released version.
An entire tutorial had already been made for the UI by the time the UI was completely replaced, as can be seen in the gallery below:
The bottom section's background. Found as puck_bk_simBust_v3 in FullBuild0.package.
The wish panel. Found as tutorialSave in FullBuild0.package.
The "Get Key" interaction option. Found as tutorialGetKey in FullBuild0.package.
Clothing store[]
There was a clothing storerabbithole planned for The Sims 3, where Sims probably were able to purchase clothes like in The Sims 2. It was shown in some early screenshots and trailers of The Sims 3. It got cut because all the CAS clothes (except career outfits) were already unlocked in the beginning of The Sims 3.[6] The model of the rabbit hole resembles that of the Sharma Day Spa one of the spa rabbitholes of the final version.
Early designs of 28 Hour Wellness Gym and 24 Sim Lane[]
On the Work Out channel on TVs in the released version, one can see parts of 28 Hour Wellness Gym, but the façade looks a bit differently painted, and there seems to be some kind of fountain on the right of the entrance, that had been replaced with parking spots and bushes in the released version. A nearby lamppost was moved further up the street in the released version.
Additionally, 24 Sim Lane is shown with a fireplace pipe that it didn't have in the released version.
The released version at roughly the same angle as the one used on the Work Out channel.
Early design of Little Corsican Bistro[]
A promo image from December 2008 showed a slightly different design of Little Corsican Bistro than that in the released game, mostly that the walls were more brown and grey.
Among the various traits a Sim can have, many were removed before release and cannot be given to a Sim.
A fair few of them had icons known to be given to them: Boring, Conversationalist, Crybaby, Dreamer, Easily Bored, Gloomy, Good at Massages, Greedy, Materialistic, Quick Recovery, Rude, Shy, Stubborn, Sweet Talker, Vain, Wanton, and Worrywart.
Some do not have any known icons: Braggart, Chess Mastermind, Disdains Dessert, Hates Computers, Hates Reading, Likes Giving Hugs, Pack-Rat, Paranoid, Plain, Ruffian, Stupid, Unforgiving.
Some were incorporated into other traits (e.g. Hates Computers into Technophobe; Good at Massages into Flirty).
Some did not at all resemble any that made it to the released game (e.g. Disdains Dessert, Hates Reading, Plain, Unforgiving).
Alpha loading screen[]
A file called LoaderBackground in FullBuild0.package indicates that the base game loading screen was supposed to show the Mirabello Plaza in the background, instead of the gradiated blue background in the released version.
Changed moodlets[]
The moodlet "I Am Beautiful" was originally called "I Am Better Looking" before being changed during development, was a +15 moodlet for 6 hours, and had a different description (See List of Moodlets (The Sims 3)/Life status#Self).
Likewise, "Fiendlishly Delighted" was originally called "Smugly Satisfied" before being changed during development, was a +15 moodlet for 6 hours, and had a different description.
2 moodlets, "Beautiful Garden" and "Beautiful Bistro" was to work much the same way as what "Beautiful Park" and "Beautiful Pool" does, but were cut and incorporated into "Beautiful Park" and "Beautiful Pool" in the released version (if the corresponding lot assignments are chosen for the garden/bistro lots).
The changes were done late enough in development that their code still remains in the game files, and can be given to Sims with NRaas Master Controller Cheats.
Sunset Valley name[]
According to pre-release articles by game magazines, Sunset Valley was named "Pleasant Valley" until very late in the development process,[7] with one article using that name as late as February 2009, just over 4 months before release.[8]
Deprecated lot assignments[]
Though not strictly cut, as they can be accessed with the "enablelotlocking" cheat, a handful of lot assignments either act strange or became superfluous. The biggest case of the former is "Recreational Park", which is shown as a community lot in Edit Town, but is shown with the residential-type lot icon in Live Mode's overworld view; it also does not give the "Beautiful Park" moodlet. Superfluous ones include Military Base, Police Station, and Science Lab, which were de facto replaced by No visitors allowed.
Icon 3.
There are also 3 options with no names at all. Their icons in Live Mode show the Vault of Antiquity,[TS3:SN] the fortune telling wagon,[TS3:SN] and a hard-to-identify building with an arch, a sloped roof, and a spire (Seen in the icon on the right).
The Sims Olympus logo[]
The file.
DeltaBuild0.package in The Sims 3 has an image file called "Sims4Logo", which shows a green Plumbob leaning on a larger blue Plumbob, representing the online aspect of the game in its infancy. This was, at the time, the logo for The Sims Olympus, which later became The Sims 4.
Expansion packs in general[]
Apparent 2010 EA release schedule[]
What appears to be a 1-page document detailing EA Sims release plans for 2010, was dug up at some point in January or February 2010, and which mentions several game names that were never released. It was dug up and posted by the Sims Wiki user Dentface on User talk:A morris/Archive 12#Hi. The user had on other occasions drawn attention on their talk page in 2009 and 2010 for uploading fanmade covers and logos, but the user strongly doubted the validity of this particular document though without mentioning where the source for it was.
Its validity was heavily questioned at the time, especially since it listed Beach Party Stuff as tentatively releasing on December 28th that year, a day when physical hardware stores have few customers or may even be closed. However, it's perfectly fair to presume that e.g. "The Sims 3: Hobbies & Professions" did in fact make it to stores as The Sims 3: Ambitions.
If the document was indeed valid, this would have meant that at least 3 games or packs were canceled before release: The Sims 3: Beach Party Stuff, MySims University, and a PC/Mac version of MySims Sky Heroes.
Beach Party Stuff in particular was allegedly listed on the British official Sims 3 website for a very short while in mid-May 2010,[9] before being delisted mere days or hours later. No surviving footage is known to exist of the listing (if the listing had ever existed in the first place); the two source pages used for it on Wikipedia, where it had been named Beach Party Fun, were resurrected/created by EA 4 months later and was by then changed to be about The Sims 3: Fast Lane Stuff.
World Adventures[]
Ruins of Karnak[]
The Ruins of Karnak only contains a single tiny room below the lot despite being a landmark tomb. If the lot is edited, however, a series of empty rooms with tomb markers can be viewed. Originally a tomb known as the 'Treasure Halls of Karnak' was to exist here, with a questline tasking the player to retrieve a Special Relic for a random Sim. The relic was to be housed in a hidden part of the tomb that could only be unlocked with the now-unused 'Key to Karnak' keystone. The key would have been given to the player upon accepting the opportunity. Additionally, two unused Sigil objects exist in the game files that lack names and descriptions. It's possible that one or both of them would have been intended to represent this cut tomb.
Maxis eventually uploaded a version of the Ruins of Karnak with a proper tomb to the official exchange, known as the Tomb of Tolhar the Peaceful. However, this version of the lot has no connection to the cut questline, and instead revolves around awakening and defeating an ancient evil known as Tolhar the Destroyer.
Cut locations[]
Shang Simla[]
There are two lots for Shang Simla that are referenced in the expansion pack's text strings but do not exist in the final release:
Camp Azelea[sic] (most likely intended to be located at 30 North Waterfall Hills due to the lot's extremely tiny size)
The Emperor's Park
Al Simhara[]
Although not strictly cut, Al Simhara features a hidden tomb lot called Small Oasis which is completely empty and serves absolutely no purpose within the game. Given its lot assignment and the fact it's locked for editing (without the use of cheats), it is likely that this lot was originally intended to serve as a point of interest of some kind.
Additionally, one lot is referenced in the expansion pack's text strings but does not exist in the final release:
Fallen Rock Gorge
Champs Les Sims[]
The world of Champs Les Sims originally had a completely different design representing Paris and featured the Eiffel Tower and Arc de Triomphe as central landmarks that could be visited and interacted with. The world was also planned to contain a functioning flower shop and large hedge maze. Ultimately, the world was completely redesigned from scratch as a village outside of Paris. However, the two landmarks are still usable objects that can be found in Buydebug.
The Eiffel Tower shell was planned to be a bistro rabbithole, according to various files in GameplayData.package. This was to include options to go to the tower's top by elevator and/or stairs, and to WooHoo inside. Some mods recognize the shell as a rabbithole despite it having no entrance doors.
FullBuildep1.package has a cut moodlet called "Wondrous View" that elaborates on the Eiffel Tower function plans, and which worked well enough that it can be given to Sims with NRaas Master Controller Cheats. Its description was "The top of the Eiffel Tower offers a truly mesmerizing view of Champs Les Sims that overcomes even the greatest of travel brochures.", and it gives +25 for 19 hours.
Additionally, two locations are referenced in the expansion pack's text strings but do not exist in the final release:
Champs Les Sims Town Square (While no lot with that exact name exists in the game, an unnamed small park lot with its address listed as "Town Square" does exist.)
Eastern Watch
Promo material for World Adventures showed a Sim on a scooter with a long 4-lane avenue in the background, in what appears to be intended to be Champs Les Sims. Nowhere in the released expansion pack do any places even remotely have such an avenue.
Changed moodlet[]
The moodlet "Ouch! My Face!" was originally called "Snake Bite!" before being changed during development, the moodlet only lasted 45 minutes, the snake in the icon was yellow instead of green, and the moodlet had a different description (See List of Moodlets (The Sims 3)/Life status#Health/Hazards/Fire).
Ambitions[]
SimBot death by old age[]
Among the plaque icons for use on gravestones, one is known to be for if SimBotsdied by old age. In the released game, SimBots have an infinite lifespan, and the plaque cannot be selected when ^ Ctrl+⇧ Shift-clicking on gravestones in Buy Mode to try to override the plaque type.
SimBot moodlet[]
A moodlet called "[TEMP] If I Only Had a Heart" has the distinction of being the only moodlet in the Sims 3 era with placeholder indications in its name that can still be given with game mods (e.g. NRaas Master Controller Cheats). Its description is "[TEMP] Description"
The phrase is a reference to Tin Man from The Wizard of Oz. In the released version of The Sims 3: Ambitions has all functioning SimBots have gem hearts, so the moodlet was likely cut early in the expansion pack's development.
Changed moodlet[]
Similar to the base game "Changed moodlets" section further above, the description of the "Big Deal" moodlet implies it was intended for Sims with the Dramatic trait, but cannot be obtained in-game without game mods like NRaas Master Controller Cheats. Its icon was the same as for the "I Am The Greatest" moodlet.
Late Night[]
Late Night name[]
The Sims 3: Late Night was originally intended to be named The Sims 3: After Dark, but it was changed due to what SimGuruGraham described as legal concerns.[10]
Pets[]
Appaloosa Plains name[]
Appaloosa Plains was originally intended to be named "Appaloosa Flats",[10] but was changed by legal/marketing teams due to "Flats" having many possible meanings (See Wiktionary's page for "flat").
Supernatural[]
Additional Vault of Antiquity topics[]
The Vault of Antiquity was planned to have 11 occult topics instead of 5, but the remainder were deprecated and are not selected by the game without mods. A mod exists to restore them, though only one of the restored topics (Genie) had been given proper text by the game developers.
Pharmacy[]
The image
An image file in DeltaBuild0.package is called "hud_mt_i_apothecary", which is a placeholder with the text "ph" in a red circle. "hud_mt_i_" is used in the .package as a prefix for a lot of lot assignments, almost all of which made it into at least one expansion pack.
FullBuild_p15.package that contains data for Supernatural lists many files related to the arboretum as "ApothecaryEP7(...)", including the rabbit hole's data and textures. The arboretum in the released expansion pack have no features that even resemble pharmacies.
Deprecated lot assignment[]
Possibly a leftover from the Apothecary plans is that the "enablelotlocking" cheat contains an "Arboretum" option when selecting a lot's assignment. It is treated as a community lot type, and its icon shows the standard arboretum shape but the background is blue instead of red.
This article or section about The Sims 3 needs a picture to illustrate what it is about. Find an image or upload one and add it.
The moodlet "University Valedictorian" exists in the game files and can be given to a Sim with NRaas Master Controller Cheats, but is not known to be possible to get without mods. For Sims who are still in university, the moodlet got replaced with "Dean's List" (which also has the same icon), while no known replacement exists for Sims who have returned home from university.
"Rejected" moodlet[]
A moodlet called "Rejected" is not known to be able to get during unmodded gameplay, but can be given to Sims with game mods like NRaas Master Controller Cheats. Its description (See List of Moodlets (The Sims 3)/Needs#Social/Parties) imply that it was (or is) possible to be formally introduced to social groups or a similar social system.
Island Paradise[]
Surface shark attacks[]
The description of the "Taken for a Ride" moodlet (See List of Moodlets (The Sims 3)#Water Activities) implies that sharks were planned to be able to attack Sims who were swimming or snorkeling, instead of only being able to attack underwater. No such attacks on surface swimmers are known to occur in the released expansion pack; swimmers will usually instead flee from the lot.
Early screenshots of outer islands[]
Though not strictly cut, at least 3 screenshots exist from Island Paradise's development where the outer islands had much fewer features and were for the most part bare low-texture grass with rocky shores.
What appears to be concept art of Oasis Landing, is found as StatueImage in DeltaBuild0.package. The downtown peninsula had far more lakes, ZEPHYR appeared to be a physical monorail line, and the north bank villa district is almost unrecognizable.
More future scenarios[]
Bits of info (Mostly deprecated moodlets) spread around in .package files, indicate at least a 4th, likely also 5th and 6th future scenarios for Oasis Landing were planned very early on. Very little is known about them.
One involved an apocalyptic scenario that went further than the Dystopian Future, where meteors were hammering Oasis Landing (and possibly the planet), with the player Sim being instructed to travel back home post-haste and sort things out. The moodlet hinting at it is called It's the End of the World.
There is a wish icon in the FullBuild_p21.package file that is named as "w_world_robot". It likely refers to a scrapped future scenario where only Plumbots live.
Another moodlet, called Traumatized by Trash, has a description that would've suited the Dystopian Future well, but which cannot be triggered naturally in the Dystopian Future.
Random time warps[]
The Unexpected Vacation moodlet, which cannot be obtained naturally under any circumstances, mentions "sudden temporal adventure[s]" that took the affected Sim by surprise.
Ability to change gender[]
There is a wish icon and a description for changing gender in Into the Future game files.
Change Gender Sometimes you’re ready for a radical change! Your Sim wants to take advantage of new medical technology by getting a gender swap at the Hospital.
More trait chips[]
There are four trait chip icons in the FullBuild_p21.package file that are not used anywhere in the game.
traitchip_ability_to_groove
traitchip_laser_eyes
traitchip_treasure_hunter
traitchip_vampire
Promo shopping street[]
The announcement trailer for Into the Future showed some sort of shopping street that did not make it into the final expansion pack. While many parts of it could be replicated in the released version, two aspects could not:
The 1sq-deep double-ended wall holes on the outer right. While similar decorations exist in the game, they were either floor decors or single-ended.
The pedestal in the bottom left shows an all-pink holographic Sim in a matchingly colored dress. In the released game the holographic Sims were grey and looked slightly more solid.
"The Sims 4 Characters" Projection Paneling theme[]
The cut theme's image, taken from Into the Future's game files.
Along with the "The Sims 4 Concept Art" projection panel theme that can be unlocked if a Sim steps down in the Crash Site in Oasis Landing, a different theme called "The Sims 4 Characters" also had its imagery and a designated red-glowing activator pyramid for it in the game code. In the released expansion pack, the theme cannot be unlocked, and the red-glowing box is treated in Live Mode as being the same object as the "The Sims 4 Concept Art" blue-glowing box.
The theme was to have looked very similar to a later official promo render for The Sims 4, but with the Sims 3 Plumbob design, a beta The Sims 4 icon in the lower right, blue background, and slightly choppier rendering.
The later official promo image for comparison.
Laser rhythm-a-cons in jams and bands[]
The names of the ITUN files "Jam_LaserHarp" and "PerformGig_LaserHarp" in GameplayData.package indicate there were plans to make laser rhythm-a-con players join in on instrument jams and to play in gigs (Almost certainly the Late Nightband gig type). In the released version of Into the Future this was not possible to do.
Early version of "Robot Form" moodlet[]
A moodlet called "Act Like a Robot" is in the game files, which is treated as a different moodlet by the game than "Robot Form" and can be given to a Sim with NRaas Master Controller Cheats. It does however have the same effect (±0 indefinite) and has no icon. Its description is "Imitating a domestic Plumbot is such a thrill for (Sim Name). (S)he can't get enough of the non-organic lifestyle."
Lunar Lakes[]
Lunar Lakes name[]
After a poll on TheSims3.com, Simmers voted to name the world "Aurora Terra". However this name was rejected by EA's legal teams (Most likely as it was the name of a construction surface made by LX Hausys[11]), making them decide to go with one of the other options of the poll, "Lunar Lakes".[10]
The karma powers button also resembled a Yin-Yang but now features a magic wand.
Wii Version[]
Looking through the files of The Sims 3 for Wii reveals many concepts for the game that were cut early on, presumably due to the Wii's limitations or time crunches. Surprisingly, a lot of things were planned for this game that are unfortunately not present:
Wonder Mode[]
An early version of Karma Powers that features some unused powers.
List of Wonder Powers only seen in the games files and never seen in-game:
Leprechaun: Spawns a leprechaun that increases household funds
Alien Abduction: Allows the player to select a sim from map view to start an alien abduction. Switches to normal view and a UFO takes the targeted Sim away for a certain period of time. The Sim when coming back will get an "illuminated" positive Moodlet
Cupid: Cupid will spawn and shoot one sim standing next to an enemy, making them fall in love
Instant Promotion at Work: The sim using this power will instantly receive a promotion
Control Weather rain/sun: Unlocks the Control Weather wonder with different weather options to apply. Burning Sun, Pouring Rain, Pudding Thick Smog, 24 hours of Light, 24 hours of Darkness
Control the Grim Reaper: Allows the player control of the Grim Reaper with powers to shorten lifespan and revive ghosts.
Control Ghosts: Allows the player control of ghosts. Can interact with sims to frighten them so they pass out or become instantaneously older. The ghost can be chased by sims with the insane trait
Control Burglar: (official description in the game files): Once in control the player can have a blast, messing up NPCs houses you can even get some free objects from it, with the risk of making your neighbors angry if they realize it
Zombies (official description in the game files): Turn your neighbors into zombies for a certain time. They change skin color and move like Zombies. While they are Zombies, all Moodlets disappear if they are playable Sims. Once they go back to normal mode, the Zombies get a "back from the dead" Moodlet which has a very positive impact
Gnome: When used, it would've spawned a gnome that uses his powers to change the weather to whatever he wishes
List Wonder Powers that were cut from the game with official descriptions:
Fountain of Youth: Turn back the hands of time! Decrease any sim in age by one life stage. (Previously named Instant Youth)
Fast Forward: Are you tired of a sim being too young? Age them forward by one life stage
Pyromaniac: You would not believe how fast some objects catch on fire...
Get Lucky: Be the Wizard of Relationships! Make two sims become friends or lovers. (Possibly a newer version of Cupid)
Chaos Maker: Turn any Sim into a boiling culdron of rage! Make sure you're not too close if you don't want to be a part of the mayhem. (Possibly an older version of Fury)
Touch of Poison: Have fun with this stomach-churning power, ad nauseam!
Scrapped Lifetime Rewards[]
List of Lifetime Rewards only seen in the games files and never seen in-game:
Weather-o-matic: Probably would've given the sim a machine that lets you change the weather to anything
List of Lifetime Rewards that were cut from the game with official descriptions:
Free Week of Life: You liked so much this life that you wanted more? Well, you'll have some more time for you... Have fun! [sic]
Scrapped Weather Features[]
Weather was originally planned to have much more of a role within the game and attention to detail.
Scrapped Month System:
The game would've started in January
Weather would've gradually changed from one season to another
Rainy days would've decreased from January to July and then gradually increased from July to December
Sunny days would've increased from January to July and then gradually decreased from July to December
List of Cut Weathers:
Windy days (official description in the games files): Wind varies from day to day. It tends to be windier during the rainy season. Wind has the following effect on the game: Leaves blow in the air on particularly windy days, Plants require additional gardening attention after particularly windy days, When it rains and it's windy at the same time, outdoor Sims play an animation at random showing them struggling with their umbrella, Going to surf on a windy day gives a "great waves" moodlet
Sunny days
Hail, lightning/thunder and snow, as mentioned by EA for marketing
Burning Sun, Pouring Rain, Pudding Thick Smog, 24 hours of Light, 24 hours of Darkness
The weather cannot be the same more than 7 days in a row
Electrical appliances (fridge, oven, etc.) break if left in the rain (you can see them sparkling in the rain)
Scrapped Weather Moodlets:
Dancing in the rain: Given to sims with Loves Water trait when out in the rain
Great Weather
Poor Weather
Great Waves
Wet
Scrapped Raincoats and Umbrellas:
Purchasable umbrellas and raincoats
Sims who don't have an umbrella or raincoat and who don't have the Loves the Outdoors or Loves Water traits try to find shelter when it rains
Scrapped Weather Related Wants:
Take a long walk in the sun (stay outside for 3 hours on a sunny day)
Take a walk in the rain (only for Sims with Loves Water trait)
Don't get rained on for a week (only for hydrophobic Sims)
Buy an umbrella
Scrapped Crafting Features[]
Crafting Inventory Button
The game was originally planned to include a crafting system and store. There is leftover code in the game files for craftable patterns, objects, furniture, the materials used for crafting and different skills related to crafting. There isn't much, this is everything that was found.
Crafts Store[]
Would've likely been where Sims go to buy crafting components and take crafting skill lessons. The rabbithole for this building still remains in the game but is not interactable in the current and beta builds.
The game would've allowed the player to possibly purchase cars, bikes and skateboards. Sims also would've had the ability to upgrade cars and repair broken cars, bikes and skateboards. After buying an expensive car the sim would've gotten an Awesome Ride moodlet.
Scrapped Travel Options
Sims would've been able to travel around the town via the methods:
Bus
Car
Bike
Skateboard
Walk
Skateboards now only remain functional at the skate park.
Scrapped Sim Related Content[]
Scrapped Appearances
In an older build of the game, almost every sim in the game has a different appearance from what we got. Some even wearing items not available in the games final release. Additionally, some sims who were previously housed in the older version are now homeless or have moved houses.
Trish & Wulf Goth
Octavia & Marco Aurelio
The Platas
Scrapped Traits
Hate Water (Possibly a placeholder name for Hydrophobic. Found only in game files)
GoodJudgeofCharacter: Nothing gets past these Sims. They learn any target Sim s character traits upon first socializing with them. (Yes, this is how it is spelled)
StrongImagination: Everyday interactions and opportunities receive grandiose names and descriptions. Gains higher Happiness rewards from reading, writing and playing video games.
Other Scrapped Features[]
A list of planned features that never made it into the final game.
Relaxo Spa Rabbithole (Spa building exists in the game but cannot be interacted with)
Cafe Rabbithole (Unknown if this building ever had functionality or was planned to. Remains decorative)
Miracle High school (The old name used for the school rabbit hole)
Business & Journalism careers (There seems to be a business tower rabbithole but with no functionality)
Politics Career (In an older version of the game there is a interaction icon as well as doors leading into the city hall rabbithole, indicating that a politics career might've been planned.)
CAS Sim Saving option (It was likely you would've been able to save Sims similar to other versions of TS3)
Alien and Zombielife states (it is unknown if aliens would've been playable and the zombies were described as just Sims with green skin)
Golden Egg and Water grocery items (Neither of which are able to be bought but still strange and not found in the current game)
Cut hospital model
Cut spa name
Cut school name
Cut option to save sims
Cut Wii channel screen
Cut nunchuck screen
Cut start screen
Cut loading screen
Cut menu screen
Cut CAS room
Cut in-game menu
The Sims 3: Pets (PS3 / Xbox 360)[]
Two Xbox 360 prototype builds of the game were discovered by Cut Into Fourteen Pieces and uploaded to redump.org in January 2019. The first prototype is dated May 17th, 2011, while the second is from May 31st, 2011. Another prototype, compiled on May 19th, 2011, was later released by Obscure Gamers.
A separate build, dated September 8th, 2011, and believed to be identical to the final retail version, was released by kabojnk. Like the prototypes, this build contains developer debug commands that allow ghosts to be resurrected and edited in Create-a-Sim.
Although gameplay is mostly complete across these prototypes, many textures, icons, and text descriptions are missing or incomplete in the earlier builds. Some differences are noted from the final product.
Title Screen[]
The title screen and main menu differ across all prototype builds.
In the May 17th and May 19th builds, the title screen is rudimentary: simply a stripped-down version of The Sims 3 for console’s title screen with only a gradient background.
The May 17th build’s main menu is also a highly simplified version of its predecessor, showcasing an animation consisting of a basic sliding PNG, lacking the dynamic effects present in the final release.
By the May 19th build, the title screen remains unchanged, but the main menu is now closer to the final design. Its background features a static image of a male Sim playing fetch with his dog, the same render used on The Sims 2: Pets cover, superimposed over a backdrop of Sugar Maple Coast’s trees.
The May 31st build is similar in layout but features the final render of a Sim digging alongside his dog; however, the animation is incomplete, playing in a choppy, stuttering manner. None of the other final build renders are present at this stage of development.
Of note is the presence of "The Store" option, which is not present in the retail version. Selecting it would have opened the Xbox Marketplace.
Some families have slightly reworded descriptions:
Branson family: "Their son Brock stars on several school sports teams and is an accomplished angler."
Dungworth family: "It is clear he is wealthy, but how he came by his money no one seems to know. The gossip is he made his fortune in Bridgeport before moving to the area to retire and spend time with his daughter."
Gilman family: "The Gilman family is the richest in town,as their sprawling estate attests. They are also among the oldest families in the area... The elderly Johnstone is the family patriarch, and a savvy businessman. He recently passed on the running of the family company to his son Vincent and spends his days with doting on his new granddaughter and dabbling in local politics."
Kingsley family: "...His wife has grown used to his particular ways, though it gets to her from time to time. His kids chafe from his need for everything to be just so."
Penumbra Plain[]
Penumbra's headshot.
Originally, The Loon's Nest household was to have an additional member: Penumbra Plain. She was intended to be Lilith's cat. Her presence would have brought the household's total to six, the game's limit, which may have been why she was cut.
She seems to have been removed late in development, as the house still has a pet bed and food bowl by the kitchen, while Fancy's doghouse and food bowl also remain in the final game. Notably, all other single-pet homes in Sugar Maple Coast only have one food bowl and either a pet bed for cats or doghouse for dogs. Additionally, Lilith still retains her cat person trait.
Lots[]
The Gilman Hill Graveyard is named Community graveyard. The map tag is also blue instead of red.
In the first prototype, Lobster Blues Restaurant is referred to as Lobster Blues Restaurant & Trading Company, explaining its multi-purpose use. By the May 31st build, this has been removed, with the lot name being blank.
Some lots have different objects.
Karma powers[]
Quake Maker from The Sims 3 for console was originally going to return, retaining its functionality and description. At some point, it was replaced by Solar Flare.
Mystery journal[]
Many of the mysteries are incomplete, lacking rewards and dedicated icons, with only the basic outlines present. However, The Pirate Treasure and Necessity is the Mother of Invention stand out as the most complete quests, with their text identical to the final version. In addition, Dog Days of Summer and Just Nine Lives to Live have an intermediate level of text written, needing only specific refinement to many sections. This makes The Socialite Club the least complete entry, with only its first chapter complete.
Interestingly, it appears Dog Days was originally going to contain the town's name, which also seems to be undecided at this point.
The Pirate Treasure[]
Some of the original chapters. The Pirate Treasure was completely overhauled to its final version by May 31st.
In the May 17th prototype, The Pirate Treasure followed a much longer narrative than in the final game. The player would have helped Ester Moth, the elderly owner of the town's bookstore, recover the journal of relic collector Garrett Shaw, which snowballs into finding numerous relics and the treasures of the Queen Bella's Revenge.
The mystery involved multiple investigation chapters, including recovering stolen doubloons, deciphering a translated ledger, and interacting with Samuel Gilman and Max Dalton, the latter aiding the player in locating the ship’s hidden treasure. The player retrieves his old velvet bag, containing yellowed letters meant for his beloved; the player mailed them to her descendants, receiving a locket to bury at his grave. The papers and the locket were the true treasures all along, with the burial implying Max’s spirit was finally laid to rest.
The interactions with the ghosts align with the biographies of Samuel and Max. It also revealed a plethora of information:
Garrett Shaw, a local relic collector, donated much of the maritime museum’s collection.
The Lucky Dog relics were modeled after a small, squat dog named Barnacle, the mascot of one of the pirate ships. The artist was one of the men aboard.
Ester's Books & Scrolls is named after its owner, Ester Moth, and contains various town records, including the ledger tied to the mystery.
The Redbrick Community Theater is owned by the Angel family. Its current owner is Carlos Angel, while a relative, Miguel, managed it previously.
The Angel and Wolff families served as caretakers of the Rock’s Edge Lighthouse for generations. The elder Wolff had passed away recently.
Xavier Angel’s ranch was located near the White Squirrel Community Garden, not Seastone Terrace by the lighthouse, which matches the area’s farmland geography. It is unknown why this was changed.
A Sim named Benito Wolff was the son of one of the town’s original settlers; this makes the Wolff family part of the original population.
The crypt keeper of the mausoleum was named Mara. However, in the final game, the crypt keeper is male and unnamed.
Samuel Gilman is depicted as an angry and bitter ghost, and is ailurophobic (afraid of cats).
Max Dalton, his former first mate, is friendlier and tells the player about Samuel’s fear of cats to make him talk.
Samuel’s great-great-grandson buried the Queen Bella’s Revenge logbook at the Old Gilman Farmstead. Since Johnstone’s biography mentions he is "a many-times-great-grandson of Samuel," the digger is likely Vincent.
In life, Samuel often joked with Max and buried three caches, each containing a fragment of a riddle revealing the treasure’s location.
This lengthy storyline was condensed into its final state by May 31st. Many broader elements remain, such as the untranslated ledger, the relics, the caches, the logbook, the mystery of Samuel Gilman, the anchor, and the treasures located deep within Coastal Cave. However, Garrett, Ester, and Max's roles are cut entirely, while Samuel is never interacted with. This also eliminates the need to visit or dig around the lighthouse, Old Gilman Farmstead, and Goth Manor. The ledger is instead found at Seastone Terrace and the cache is retrieved from one of the ponds in Central Park, with the ship's logbook trapped deep within the catacombs. Additionally, the pirate scimitars, along with the wheel of the ship, are found in a junk pile in Captain's Refuge, rather than Garrett's lockbox.
Overall, the reworked version keeps only the essential themes and story beats of the mystery, while also completely removing the hunt for the ledger, as well as Max Dalton’s story significance. A full summary of the original mystery can be read below.
Full summary
Ester Moth, the elderly owner of the town's bookstore, discovers a fragment of the journal kept by Garrett Shaw, a well-known collector of relics many years ago. She enlists the player's help in tracking down the missing pages, presumably because the sypnosis states Garrett is the player Sim's "distant cousin."
Since Garrett was a locally famous oddball collector, the player investigates by asking townspeople about him. One Sim directs the player to the library archives, where an old newspaper clipping is found showing Garrett alongside Miguel Angel, the theater owner at the time. The current theater owner, Carlos Angel, fondly remembers Garrett from childhood and holds the key to Garrett’s safe deposit box in the town hall. Inside the box are a pirate’s scimitar and the missing journal pages, which are returned to Ester.
The journal reveals Garrett is responsible for locating half of the objects in the town's musuem. Additionally, it details numerous relics, one of which was located within Xavier Ranch. A Sim explains it was named after Xavier Angel, and it was located near the White Squirrel Community Garden; the player possibly finds Octo Avis Second there.
After a while, the police chief contacts the player, reporting that gold doubloons were stolen from the museum, with three still missing. One person found a "shiny coin" on the beach; this finder later admits to hiding a second doubloon in the junk pile behind the pub, presumably The Llama & the Hound. A shady figure then appears from the kitchen and hands the third doubloon to the player in exchange for "a favor to be named later." All three doubloons are eventually returned to the police.
During the cleanup after the robbery, museum staff uncover an old, lost display originating from the same shipwreck as the doubloons. The curator concludes that the coins must have come from an unknown pirate ship, rather than the previously suspected settler shipwreck. The mayor tasks the player with investigating this new lead to attract more tourists. In preparation, Ester provides a worn ledger that requires translation. This ledger turns out to be the diary of a man shipwrecked on the town’s coastline long ago. His ship carried a small, squat dog named Barnacle, for whom he carved a figure. The player recovers this figure near the pond at 210 Old Cedar Mill Road, but no pirate artifacts are found. The ledger is returned to Ester, who notices a familiar name: Benito Wolff, the son of one of the town’s original settlers.
The Wolff and Angel families served as caretakers of the lighthouse for many years, which now houses many belongings of the recently deceased elder Wolff. The player is warned to visit only during the day to avoid encountering "the ghost of the Perla." Inside, they find an old iron key marked with an unfamiliar symbol. An eccentric local recognizes the symbol as originating from Gilman Hill, the town’s original name, and advises the player to dig around the lighthouse perimeter for a potential lockbox. Something is unearthed that reveals the Queen Bella's Revenge was a pirate ship helmed by Samuel Gilman, who is buried at the graveyard named after him - Gilman Hill Graveyard. In addition, there was another pirate ship called The Hawthorne.
The crypt keeper, Mara, explains that the rest of the Gilman clan is interred in the catacombs, also complaining about amateur ghost hunters loitering at midnight. Following her lead, the player tracks down one of these hunters, which reveals that Samuel’s ghost often argues with another spirit. Samuel’s ghost is irritable and uncooperative, so the player instead speaks with Max Dalton, his former first mate. Max is friendly and explains that Samuel became ill-tempered after passing. Although Samuel made Max swear never to tell the story of the Queen Bella’s Revenge, the oath did not include the ship’s log. Samuel is the only one who knows its location, but Max suggests an alternative: scare Samuel with a cat, exploiting his ailurophobia. Samuel begrudingly discloses his great-great grandson buried the logbook in his old house, the Old Gilman Farmstead. The player digs around the haunted estate and finds the decayed logbook, but only its recent pages survive. Clues from it point toward the ship washing ashore near the coastal cave, where a large anchor is excavated and put on display at Central Park.
Afterward, the player somehow receives a call from Max Dalton, yearning to locate the treasure of the Queen Bella’s Revenge. The map, however, is hidden somewhere in the unexplored catacombs. Upon investigation, the player discovers that the map is actually three separate maps, each pointing to a different cache. Confounded, Max suggests checking the cache near the lighthouse first; inside, a scrap of canvas reads: "Dalton’s treasure lies where the sea kisses the land." Max laughs, recalling Samuel’s sense of humor, but admits he still doesn’t understand the meaning. The second cache is found near 1113 Rocky Pine Run, containing a captain’s hat and another scrap of canvas: "Dalton’s treasure lies where the waves are heard but never seen." Max calls Samuel an "old, salty dog" and notes that the final cache is said to be near Goth Manor. However, the player finds a recent dig spot. A Sim explains that his dog, Roby, discovered the box, but angry spirits attacked his house when they brought it home. The cache is subsequently mailed to the player, who immediately delivers it to Max. Piecing together the three scraps, the complete riddle reads: "Dalton’s treasure lies where the sea kisses the land. Where the waves are heard but never seen. Where creatures fly but no birds are found." The player deduces that the treasure must be in the coastal cave. As they depart to retrieve it, Max asks for his velvet bag to be returned afterward.
The player attempts to go spelunking in the cave, but to no avail. They consult a guide to the local caves and discover a narrow tunnel only small pets could fit through. Their pet ventures through the narrow crevices and discovers a room overflowing with treasures; they find the velvet bag and bring it back outside. Within the bag are yellowed papers. Max explains they were letters he wrote to his beloved, but was unable to send them across the sea. He asks the player to mail them to her descendants, while the player also informs the mayor about the coastal treasures for excavation at a later date.
Several days later, the household receives a thank-you letter from the recipient of Max’s letters. Along with the note is a locket, accompanied by a request that it be buried at Max’s gravesite.
As they throw the last bit of dirt atop the locket, the player strangely feels at peace, and suspects Max does as well.
Just Nine Lives to Live[]
The basic idea of the mystery is present, though it is the only entry to lack dedicated chapter titles at this stage of development. The only major difference seems to be during the lighthouse chapter, where the player cat was to hunt lizards and spiders for Mr. Snugglywhiskers. Instead of hunting three of each, five were required.
Necessity is the Mother of Invention[]
The original response (spliced together due to scrolling). "Null Key" indicates town name.
The mystery is identical to the final version. However, after the player sent an e-mail to the museum curator explaining the history of the silver mine painting, the curator would have berated them for telling such an outlandish tale, "firing" them as their assistant. It is unknown what the last objective would have been after this response, as it is not an epilogue, though it could have been to write another e-mail. The chapter would have finished after completing this step.
In the final version, the mystery ends on a more positive note; it concludes after sending the e-mail to the curator, whose response is not shown. The first part of the text was used as the epilogue.
The Socialite Club[]
The cut final chapters of The Socialite Club.
The Socialite Club’s temporary synopsis does not appear to match its actual content, as it asks, "Why is this town here? What is its history? Such a mystery!" Much of the actual text is incomplete, though all chapter titles remain, differing notably from those in the final release.
The core mystery itself resembles the final version, but with several unique objectives that were later cut. One goal directed the player to kiss a Sim between delivering food and playing darts, which was likely removed to avoid forcing romantic interactions onto the player.
In the final game, the mystery ends after showing a Sim "scandalous evidence" from a trash can. However, in the prototypes, the quest would have continued after this point. The next step would have been to practice dancing with a Sim. Afterward, ghosts would somehow appear, and the player would have to speak with one ghost, labeled Ghost A; this is followed by meeting a ghost cat who requested a fish, and finally, dancing with a second ghost Sim. Talking with Ghost B would have completed the mystery.
According to the temporary epilogue blurb, dialogue with this second ghost would allegedly reveal that the town was built over a gnome village. This reveal about the town's history fits the original title and sypnosis of this quest, rather than it being entirely centered around the Socialite Club. Additionally, the presence of two ghost Sims and a ghost cat aligns with the ghosts that would be found in Gilman Hill Graveyard, which possibly indicates they represent Samuel Gilman, Max Dalton, and Piper Pixel. Furthermore, Ghost A only being spoken to once while Ghost B is more responsive corresponds with Samuel and Max's depictions in the May 17th build of The Pirate Treasure.
There is no trait of it in the game files, but there is an unused Create a Sim animation that references the trait after being selected.
&BG
Create a Sim Photobooth[]
In a beta version of the game which allowed players to test Create a Sim, there was originally a feature where photos can be taken of Sims after they are finished, which a bunch of unique animations and backdrops of Willow Creek. In the final game, the photobooth was scrapped and some of the animations were reused but slightly altered for the camera photos feature in live mode.
Prototype World Select[]
In the files of the game, there is very early version of the world select. Instead of each world select having its own area on the UI, every world would have been present on a 3D model of a globe.
Playing Chess and Using Computer While Standing[]
A few unused animations show that Sims were planned to be able to play games of chess and use a computer without needing to sit down, but this never made it into the final version.
Child Romance[]
There are multiple files referencing children being able to romance each other. The interactions no longer exist, but the unused animations are still present in the game files.
Breakup Texts[]
Some animations reference being able to break up with another Sim on the phone, but it didn't make it into the final game. It was later added in The Sims 4: Lovestruck.
Test household[]
Hidden in the files is a test household, the Jacobs household, consisting of Darin Jacobs and Jaycee Beyer. Both have clothing from certain content packs, and Darin has traits only from expansion packs. They were probably used to test the game being able to load households with content packs not installed during an unknown patch. Since they were not planned to be in any world, they were cut from the game after testing and remain unplayable.
Audible Neighbor Activities[]
Originally in The Sims 4, players could hear sounds from their neighbors' houses, such as Sims playing music, watching TV, talking, microwaving food, cleaning, etc. This feature was removed with the Outdoor Retreatpatch. It was intended to be disabled specifically for Vacation Rentals, as the sound effects wouldn’t align with the different setup of rental lots. However, it appears the feature was inadvertently disabled for all types of lots and was never reinstated.[13]
Harvest stands can be seen on the early concept art of The Sims 4: Get Together. Sims could probably purchase and/or sell harvestables using these stands. They were instead later included in The Sims 4: City Living and The Sims 4: Cottage Living. The one in City Living only allows Sims to buy produce, and the one in Cottage Living allows Sims to buy and sell produce.
An unused version of Penny Pizzazz can be found in the game files. She was originally lighter, had pink hair, and wore bright pink clothing. However, she was later reworked into how she currently looks in the game as a separate Sim, while her beta version is unplayable.
Seasons[]
Snow Depth Prototype[]
During the development of The Sims 4: Seasons, Maxis tested a snow depth prototype in the Sage Estates neighborhood, with the snow layer raising everywhere except on roads and lots, where it remained flat. This was likely due to the feature not being fully implemented and was ultimately cut from the final release.[14] Deep snow was later added to The Sims 4: Snowy Escape. Sims can potentially encounter it while on a mountain climbing excursion, making them walk much slower.
Island Living[]
Hammocks[]
In the files of the game, there is an unfinished model of a hammock without textures that was going to be in The Sims 4: Island Living. When using cheats to place it onto a lot in-game, it is not functional.
Snowy Escape[]
Shrine Interactions[]
Many shrine interactions that are present on the shrines at Mt. Komorebi in The Sims 4: Snowy Escape such as bowing and taking selfies infront of them were originally going to be in the pack, but were later removed after backlash from South Korean Simmers. These interactions are hidden in-game and can be reactivated using mods.
Oriental Roof Trim[]
A new roof trim was available during the early access of The Sims 4: Snowy Escape but was removed from the final release due to alleged "technical issues."
Journey to Batuu[]
Beta Lightsaber Animations[]
Early versions of animations of Sims using the lightsabers still exist in the game, but were later replaced with better and more polished versions.
MySims Kingdom[]
Princess Butter was originally planned to have considerably blonder hair and more pale skin than in the released version of MySims Kingdom.