PAYDAY: The Heist is the result of the developers watching one too many heist movies.
Unused Items#
Hand Grenades#
There are some scrapped hand greanades that did not make it into release but were later introduced in the sequel. These include a flash grenade, a smoke grenade and a fragmentation grenade.
Code suggests that grenades would occupy the equipment slot for the player.
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Unused Sounds#
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To do: |
Wolf Lines#
A raw WAV file that consists of 40 seconds of Ulf Andersson (Game Designer and Wolf's VO) improvising "cover my back" variants off the top of his head. Probably included by accident.
(Source: Lolnoob1 on Facepunch)
Unused Music#
An unused song still exists in the game's files. It's unknown where it would've been used. (Note that the actual song is broken up into separate .wav files.)
(Source: Dougley and CGNick on Facepunch)
Unused Models#
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To do: |
Models from the scrapped Alaska, Departing, and Yacht heists are still present in the game.
alaska_plane#
The contrast for the models' texture was adjusted. This plane is also used in Green Bridge.
Alaska Heist#
Unused Strings#
Test dialogue strings for Dallas outline a rough sequence of events for the heist.
<conversation id="alaska_01_plan" priority="2">
<conversation id="alaska_02_gather" priority="2">
<conversation id="alaska_03_keep_eye_for_cargo" priority="2">
<conversation id="alaska_04_hunting_tower" priority="2">
<conversation id="alaska_05_where_are_we" priority="2">
<conversation id="alaska_06_follow_powerlines" priority="2">
<conversation id="alaska_07_who_is_shooting" priority="2">
<conversation id="alaska_08_clients_ambush" priority="2">
<conversation id="alaska_09_no_trust" priority="2">
<conversation id="alaska_10_forget_cash" priority="2">
<conversation id="alaska_11_good_regroup" priority="2">
<conversation id="alaska_12_small_lake" priority="2">
<conversation id="alaska_13_chopper_takeoff" priority="2">
<conversation id="alaska_14_shit_flares" priority="2">
<conversation id="alaska_15_cut_fence" priority="2">
<conversation id="alaska_16_careful_drop" priority="2">
<conversation id="alaska_17_down_here" priority="2">
<conversation id="alaska_18_cargo_parachute" priority="2">
<conversation id="alaska_19_cargo_dragmarks" priority="2">
<conversation id="alaska_20_cops_pickup" priority="2">
<conversation id="alaska_21_up_that_bridge" priority="2">
<conversation id="alaska_22_clients_around" priority="2">
<conversation id="alaska_23_sawmill" priority="2">
<conversation id="alaska_24_lets_take_stairs" priority="2">
<conversation id="alaska_25_wtf_cops" priority="2">
<conversation id="alaska_26_see_box_on_car" priority="2">
<conversation id="alaska_27_whats_in_box" priority="2">
<conversation id="alaska_28_dunno_get_it_open" priority="2">
<conversation id="alaska_29_cargo-secured" priority="2">
<conversation id="alaska_30_must_had_plan" priority="2">
<conversation id="alaska_31_push_to_sawmill" priority="2">
<conversation id="alaska_32_open_gate_first" priority="2">
<conversation id="alaska_33_gate_is_open" priority="2">
<conversation id="alaska_34_keep_pushing" priority="2">
<conversation id="alaska_35_keep_pushing_2" priority="2">
<conversation id="alaska_36_keep_rolling" priority="2">
<conversation id="alaska_37_get_inside_gate" priority="2">
<conversation id="alaska_38_good_work" priority="2">
<conversation id="alaska_39_another_gate" priority="2">
<conversation id="alaska_40_boats_ashore" priority="2">
<conversation id="alaska_41_cops_mountainpass" priority="2">
<conversation id="alaska_42_is_that_train" priority="2">
<conversation id="alaska_43_train_train" priority="2">
<conversation id="alaska_44_holy_shit" priority="2">
<conversation id="alaska_45_haha_awesome" priority="2">
<conversation id="alaska_46_lucky_there" priority="2">
<conversation id="alaska_47_ok_hurry_our_track" priority="2">
<conversation id="alaska_48_nono_no_tunnels" priority="2">
<conversation id="alaska_49_move_to_trainyard" priority="2">
<conversation id="alaska_50_switch_track" priority="2">
<conversation id="alaska_51_trackswitch_busted" priority="2">
<conversation id="alaska_52_head_for_tunnel" priority="2">
<conversation id="alaska_53_head_for_sawmill" priority="2">
<conversation id="alaska_54_allrght_sawmill" priority="2">
<conversation id="alaska_55_allrght_tunnell" priority="2">
<conversation id="alaska_56_forget_sawmill" priority="2">
<conversation id="alaska_57_almost_there_push" priority="2">
<conversation id="alaska_58_lets_open_box" priority="2">
<conversation id="alaska_59_use_cutting" priority="2">
<conversation id="alaska_60_use_saw" priority="2">
<conversation id="alaska_61_organs_wth" priority="2">
<conversation id="alaska_62_livers_hearts" priority="2">
<conversation id="alaska_63_worth_million" priority="2">
<conversation id="alaska_64_grabe_case" priority="2">
<conversation id="alaska_65_to_many" priority="2">
<conversation id="alaska_66_use_radio" priority="2">
<conversation id="alaska_67_pilot_on_way" priority="2">
<conversation id="alaska_68_keep_cops_away" priority="2">
<conversation id="alaska_69_keep_up" priority="2">
<conversation id="alaska_70_cops_from_tunnel" priority="2">
<conversation id="alaska_71_cops_from_left" priority="2">
<conversation id="alaska_72_cops_from_train" priority="2">
<conversation id="alaska_73_cops_from_forest" priority="2">
<conversation id="alaska_74_cops_from_behind" priority="2">
<conversation id="alaska_75_cops_from_forest2" priority="2">
<conversation id="alaska_76_cops_from_every" priority="2">
<conversation id="alaska_77_hear_plane" priority="2">
<conversation id="alaska_78_one_of_2_docks" priority="2">
<conversation id="alaska_79_land_big_dock" priority="2">
<conversation id="alaska_80_dock_with_boat" priority="2">
<conversation id="alaska_81_keep_dock_clean" priority="2">
<conversation id="alaska_82_there_he_is" priority="2">
<conversation id="alaska_83_keep_loading" priority="2">
<conversation id="alaska_84_ok_landing_soon" priority="2">
<conversation id="alaska_85_to_hot" priority="2">
<conversation id="alaska_86_good_to_see" priority="2">
<conversation id="alaska_87_no_cash" priority="2">
<conversation id="alaska_88_pilot_game" priority="2">
<conversation id="alaska_89_allright_we_got" priority="2">
<conversation id="alaska_90_we_did_it" priority="2">
Organs#
The unused 'organs' equipment type intended for the heist can be found in the files. It lacks localization for the name and message that would appear on pick-up and uses the thermite icon as a placeholder.
self.specials.organs = {
text_id = "debug_equipment_organs",
icon = "equipment_thermite",
action_message = "organs_obtained"
}
Code for the 'alaska_plane' object can also be found, requiring the 'organs' equipment to be interacted with. It similarly lacks localization.
self.alaska_plane = {}
self.alaska_plane.icon = "develop"
self.alaska_plane.text_id = "debug_interact_alaska_plane"
self.alaska_plane.equipment_text_id = "debug_interact_equipment_organs"
self.alaska_plane.special_equipment = "organs"
self.alaska_plane.equipment_consume = true
self.alaska_plane.interact_distance = 400
Gold Heist#
About Gold Heist
"This is one of several levels i worked on for the game PAYDAY: The Heist during my time at OVERKILL Software. The crew has broken into the gold reserve and are trying to get away with a large sum of gold. The level has several ways of playing out and each playthrough gives a different experience. I came up with the concept, did script, layout, lights and visuals (most models were re-used from another level, albeit with a different lighting/weather to make it stand out). The level never made it into the final game. Maybe some day..."
Screenshots & Layout

(Source: ludvig.kingfors.se)
Unused Code#
levelstweakdata.lua#
In lib/tweak_data/levelstweakdata.lua there are mentions of quite a few levels that don't exist in the released game.
Level name |
World name |
Music |
Equipment |
Loading image |
Movie |
Suit |
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sony_tutorial1 |
sonybootcamp |
Gun Metal Grey |
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sony_tutorial2 |
sony_bootcamp_arena |
Gun Metal Grey |
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wfv |
alleys |
drill |
guis/textures/level_wfv |
movies/level_wfv |
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departing |
diamond2 |
guis/textures/level_departing |
movies/level_departing |
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alaska |
warehouse |
guis/textures/level_alaska |
movies/level_alaska |
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yacht |
yacht_mod |
guis/textures/level_yacht |
movies/level_yacht |
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gold_heist |
goldheist |
Crime Wave |
drill |
movies/level_yacht |
raincoat |
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casino_boat |
tests/casino_boat |
Crime Wave |
drill |
movies/level_casino_boat |
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Unused Text#
String ID |
Text |
Notes |
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dialog_does_not_own_heist_info |
Heist "$HEIST;" cannot be played with player $PLAYER;. |
Seems that before release, you could only play DLC heists with players that own the DLC. |
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dialog_mp_invite_message |
Please Join my Payday Game |
Possibly was used for testing |
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menu_character_1 |
RUSSIAN |
Dallas' internal name |
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menu_character_2 |
AMERICAN |
Hoxton's internal name |
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menu_character_3 |
GERMAN |
Wolf's internal name |
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menu_character_4 |
SPANIARD |
Chains' internal name |
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debug_interact_tear_painting |
Press $BTN_INTERACT; to Tear the Painting |
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debug_gold_heist |
Gold heist |
Unused heist |
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debug_gold_heist_briefing |
The Gold Reserve has never been hit. Until now. Getting the gold is easy. Just blow a hole through the wall and take it. Getting away with it in a city crowded with cops, choppers and SWAT's however, is not. |
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wp_gold_heist_alley |
Alley |
Objectives for the unused Gold Heist |
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wp_gold_heist_van |
Van with gold |
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wp_gold_heist_pickup |
Pickup |
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wp_gold_heist_heli |
Helicopter |
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wp_gold_heist_escape |
Escape |
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debug_casino_boat |
Casino boat |
Unused heist |
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debug_casino_boat_briefing |
Briefing text for Casino boat. |
Placeholder |
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