A Hat in is a 3D collect-a-thon platforming adventure. The game is made to resemble the style and gameplay of classic Nintendo 64 platformers.
Platforming
Using the left analog stick controls the character's movement while using the right analog stick controls the camera. Hat Girl can jump and double jump. Also, while in the air, Hat Girl can jump off of nearby walls or cling to ledges to pull herself up. She can crouch to get through small spaces, or crouch in mid-air in order to do a dive move.
When the player is lost or confused, a set of footprints on the ground or walls can lead them to where they need to go. Hat Girl also has an umbrella which can help her platforming. The hook shot allows her to hook her umbrella onto poles, which will allow her to swing over long distances. It can also be used as a pogo stick to give her a bouncing ability. Much of the gameplay involves getting from place to place via increasingly complicated platforming sections.
Combat
Most of Hat Girl's combat is done using her umbrella. Using the left mouse-button will attack foes with the umbrella. Using the umbrella attack in the air will use a ground pound attack, which can damage multiple enemies. Defeating enemies will provide unlockables and new abilities. Bigger enemies provide bigger rewards.
Exploration
Each level is an open world that can be explored at any pace. Scattered throughout each level are collectibles which in turn allow her to unlock new abilities. People and creatures are scattered throughout the levels that Hat Girl can talk to. Hat Girl can go into a first-person view which allows her to closely examine her environment.

There are five different worlds planned for the game, with each world divided into separate gameplay sections, similar to Super Mario 64 and how the stars were split up in each stage. Each world will have its own theme and each objective chosen will even change the environment as you explore.
The actions taken in a prior level with have lasting effects on later levels. Each levels will be returned to at some point in the game, and the impact of earlier decisions will be apparent.