I'm not referring to its history, but to how deep Playtime Co. actually goes physically. Well, my friend and I think we've figured it out. Hello, internet. Welcome to Game Theory, the show where no rabbit hole is too deep. Although we usually excavate figuratively, not literally. But today we'll make an exception, loyal theorists, because it's that time of year again. Everyone's putting up decorations, looking for scares, and they know what that means. Poppy Playtime. Wait, what did you think I meant? Every year around this time, Mob starts dropping hints about his next chapter. This time they even released a new spin-off game. And although you can bet I 'm delving into that game because of its sweet and valuable history. Whenever
a new game or chapter is released, there's a question that comes to mind. How deep does Playtime Co. go? Every time we return to this godforsaken factory, we end up going deeper and deeper underground. It's practically a meme at this point. But since when has that stopped me from taking something too seriously? That's literally what we do here. So, if I zoomed out from the player to get a panoramic view of Playtime Co., how deep would it actually go? Would it descend to the Earth's core? Would the map even make sense? The only problem is that I don't know how to do that. I may dedicate myself to researching game histories, but I don't delve much into the physical maps and levels. Fortunately, I have a
friend who is one of the YouTube channels known for sneaking outside the boundaries and seeing what secrets lurk in the shadows. So, everyone say hello to TetraBit Gaming. How's everything going, Tom? I've been making videos about speedrunning and unused game content for about 12 years. And one of the games I've covered the most is Poppy Playtime. And Mob always seems to be hiding those strange little details just outside of what players should normally see. It is literally thanks to TetraBit that we learned about Poppy's deleted monologue at the end of chapter two, which was huge to theorize about at the time. But today, we're going to use those skills to open the
game files and measure just how deep this factory really goes. Does it break the laws of physics? Has independent horror dug too deep? This sounds like the perfect kind of challenge: stupid but fun. Let's do it. Alright, grab your shovels, loyal theorists, as we boldly dig where no one has dug before to discover just how far Poppy Playtime has gone to keep her experiments secret. Starting with chapter one, I immediately realized there was a problem I had n't taken into account. You see, if we want to find out how deep this factory really is, we must first determine its scale. And for that, we need a measuring stick,
something in the factory with a known size that we can use to compare the size of any other object, door, or room. Well, looking around us, there are several objects that fulfill that purpose. There are a lot of doors, maybe turnstiles. Oh, wait, what about VHS tapes? A standard tape measure measures 7 and 3/8 inches by 4 inches by 1 inch. Could that serve as our yardstick? That's true, but don't these VHS tapes we see in the game look a bit big? Normally, I wouldn't question it if it only resulted in funny outcomes where everything is super massive, but I want to try to be as accurate as possible about this, and these VHS tapes aren't as mathematically precise as a serious project like this deserves.
We need something in the game that we know has a canonical height. Let me see. Okay, well, there's one thing. What if we use him? Huggy Wuggy? Does he have a canonical height? I don't remember them saying that in the game. Well, the fan wiki lists her height as 18 feet, and the source of that is, no, it's a tweet from a former creative director at Poppy Playtime, and based on the context of the tweet, it seems it may have been more of a joke than an official confirmation. Sigh. Okay, so what if we just extract Huggy's model from the game and use Blender's built-in measurement tools to get Huggy's official height? According to the
records, it actually measures almost exactly 15 feet tall with a wingspan of over 18 feet 7 inches. Wow, in another life, I could have been a great NBA player if I weren't, you know. A warm greeting to our friend Huggy. Wait, if Blender has measurement tools, why do n't we use that instead of Huggy's weird measurements? Well, we could, except that to do that, you'd have to merge all the objects into a single map to get an accurate reading. And because of how the maps are constructed, merging them doesn't always go as planned. It's like sometimes pieces of the
map just disappear completely. So, carrying some Huggies is ironically a simpler solution. Okay, now that's settled, let's begin. Fortunately, chapter one has our player starting on the ground floor. So, that will be our starting point for measuring down. But, finally we reach the basement and see this giant cylinder where Huggy meets his end. Wait, that's not the right cylinder. Editor, why is there a GamerSupps cup in our Blender file? How come I forgot to activate the textures? Alright. Oh, right. This is the new Pixel Cup from Theorist. I had completely forgotten about it. We've been working on this for months, collaborating with a very talented artist to turn the channel into a pixel-style cityscape full of
references. So, if you want to go and find out all the history this cup holds, while staying energized and hydrated, head over to our friends at gamersupps.gg/theorist and use the code theorist to get 10% off your order. Thanks for reminding me, editor. I'm sorry, I got angry. But can we load the correct map now, please? Thank you. This thing is much bigger than what you actually get to see in the game. From end to end, the entire cylinder measures 35 Huggies high, a little over 160 m or 526 feet tall. It's a considerable fall for our boy. It is also technically the highest point in all of Playtime Co., rising 4.86 Huggies, 22.23 m or 73 feet above the ground floor. However, since we're just trying to build
a giant map of Poppy Playtime, we can't actually use the bottom part of this for the full measurement. Instead, we only need the start and end points of each chapter. The reason is that the levels overlap their start and end points, so it becomes a continuous downward measurement. If you measure the lowest point of each map, then the starting points of the next map will not align or will start at negative numbers, which is confusing. But when we get to chapter 5, we'll mark the lowest point at that level because we haven't gone deeper yet to find out if it continues. And that way we'll have our final total. Oh, and a big shout-out to Gallant Arc 302, who helped us with the Blender file conversions, as well as finding the start and finish points
for the players. It was a massive time saver. But that leaves our total for Chapter 1 from start to finish at 13.56 Huggies or 62 m/203 ft deep. Wow, in just one chapter we've already managed to go deeper than the height of the Statue of Liberty. And we still have four chapters to go. Okay then, let's move on to chapter 2. Now, this should have been a fairly simple calculation. The player starts in an exact replica of the final room of Chapter 1. We just align the two chapters and voila, we get a map that contains both Chapter 1 and Chapter 2. But that's not how it actually works. For some reason, there are several parts of the Chapter 2 map that are simply not where they're supposed to be. At the
beginning of chapter 2, you start by leaving Poppy's room and going back the way you came. However, the path back to Chapter 1 is blocked, so you are forced to go through a side door into Elliot Ludwig's office. But on the map, the offices are located hundreds of meters away, I mean Huggies, in the air. The player is simply transported up there. Although from our perspective, it feels like one continuous room. Why would they do that? Your guess is as good as mine, Tom, but it's not a big deal. We can simply select that part of the map and move it to the correct position so that it overlaps properly. While we're here, we're also going to ignore this section
of buildings. This is actually for the start of Mommy's chase sequence. Once again you are teleported here and then teleported near the end. But therefore, it makes no sense to count it in our logical depth because it is impossible for it to be where it physically is. It will actually be more directly below us by a small amount and believe me, with how deep things are going, it really won't matter. Aside from that, the rest of chapter 2 is fairly smooth. We traveled an additional 20.34 Huggies , 93 m or 305 feet, and the chapter ends with us boarding the train to Playcare. Hey, Chat, where's the train? Then, at the juncture where Poppy betrays you, things go off the rails, without a doubt. The train actually stops moving at this point, and instead,
the rest of the tunnel moves around the player to simulate movement. And therefore, there is actually no tunnel here in the map model. But I remember that in your old video of chapter 2, there was a whole path that you could see by moving the camera and all that. Without going into too much technical detail, the game renders the tunnel in real time using small sections of track, but it is not a solid object that I can extract from the game and put into Blender. Okay. Hmm. Oh, we might not have the model in Blender, but you can go into Unreal Engine and move the camera around there, right?
Uh, yes, I think so. Okay, so why don't we place the camera where the player is when the tunnel disappears? And then we just take the coordinates of each point. Then, we just have to subtract the second set from the first and we will have our difference in depth. That could work and would give us a depth of 639 m or 2,096 feet. Or 139.77 Huggies. For context, if the Playcare train were a roller coaster on the surface, it would be almost four times taller than the world's tallest roller coaster or two Eiffel Towers. The scale of this small toy factory has skyrocketed to the stratosphere, or the opposite, I suppose. Anyway, add that to the 20 Huggies or so from Poppy's room to the train and we get our final total of 160.11
Huggies. And with the train's brakes on, we landed abruptly in Chapter 3. Now, thankfully, Chapter 3 doesn't give us nearly as many headaches as Chapter 2. But there are still some details we need to work out. Unlike almost every other chapter, Chapter 3 does not begin in the same place where the previous chapter ends. In contrast, chapter 3 begins with a cinematic where Catnap drags our barely conscious body and throws us into the trash compactor. And then we need to solve a few more puzzles before we meet again with the burning wreckage of the train crash. And therefore, this is the point we will use to align those final coordinates from Chapter 2 with the remains. And so, now we have a map of
chapters 1 through 3. Yes, that whole gap is where the train track was supposed to be. Whose idea was this? It makes you wonder why Playtime Co. buried this orphanage so deep underground. Ah, of course, experimentation on children. Obvious. That also makes the whole false horizon within Playcare much sadder. But, speaking of the horizon, we have strange things happening just outside the walls of the dome. You see, much of chapter 3 uses what are known as panoramic views. Basically, they are pieces of level geometry that the player should only see from very specific angles, creating the illusion of scale or location. And in chapter 3, some of these views are very far from the camera. So, while they're technically
part of Playtime Co. because they excavated all that space, we can't count them for our ending, but once we eliminate them, chapter 3 is pretty straightforward. Most of the chapter's verticality comes from the Elliot Express that the players take to get to Playcare. And as we follow the player during their elevator journey to Chapter 4, we can see that the total depth we travel through is only 35 Huggies, 160 m, or 525 feet underground. But, before we continue, I can't be the only one wondering how big this dome is. Yes, no, I must say that I was curious too. So I took those measurements and the entire Playcare dome has a diameter of 209 m or 687 feet.
Thank you, but let's not overlook how incredible that is. The entire Space Needle in Seattle could fit inside the Playcare dome with about five Huggies to spare. Much bigger than chapters 1 and 2, excluding the strange train journey, of course. Although that almost matches the elevator in chapter 4. According to my calculations, the whole Huggies is tall, around 203 m or 666 feet. Creepy. Honestly, after the whole train incident, are we really surprised that Playtime builds unnecessarily large infrastructure? Hopefully Warren Bot Construction made a fortune building this whole thing. But, speaking of
incredibly long elevator rides, do you know near the beginning of the chapter where we enter that dark container in which we travel for what seems like an eternity, where we meet the doctor and see him give his monologue? We're in that thing for 90 seconds, but when you really look at how far we traveled, it's ridiculously small. Only about 6.5 Huggies or around 30 m, less than 100 feet. That means we travel at less than 1 mph, five times slower than a standard elevator. Hey, you have to put that exhibition somewhere, right? That's true, I guess Playtime Co. learned its lesson from that crazy train ride. You have to build much less if it's super slow. Although that's not the only lesson they've learned. This
chapter is really flat. The elevator ride we took with Poppy at the beginning of the chapter represents 3/4 of the entire depth of the level. I suppose it's because this chapter doesn't have a major central area that you constantly return to. There's the Safe Haven, but it's not like the Playcare Play Station, which forces you to spread out in different directions. But, taking everything into consideration, from the beginning to the end of the chapter, we descend another 58 Huggies, 265 m or 869 feet. How's your computer doing, Tetra Bit?
Uh, yes. It has seen better days. Let's fit this last map. Well, we're almost there. Just one more chapter and our master map of Poppy Playtime will be complete. Furthermore, chapter 5 literally begins seconds after the end of chapter 4, with Huggy Wuggy, who is exactly one Huggy tall, knocking down the door to tell us how grateful he is that we use him as a measuring stick. At least, that's what I think he's doing. Okay, let me import chapter 5 and wow, this level is even flatter than the last one. I wonder if that's something symbolic about the new releases. Uh, it's probably not important.
Aside from that, there isn't much more to say. We have a lot of rooms floating in the void and these are actually the memory rooms. When we connect to that memory machine and start exploring the past as Huggy, those are real places on the map. Except they're thrown into the void. Which, once again, we are not going to count. The only other oddity is that, unlike other chapters, this map is divided into a bunch of tiny levels. Fortunately, it wasn't too difficult to align them all, but there was one section that, frustratingly, didn't fit. Right after solving the turbine puzzle at the gel cleaning station, you jump down this elevator shaft. Now, this should leave you completely down, but yeah, it doesn't.
The two sections of the game didn't align as they wanted because, after jumping through the gap, you are teleported back to the central area. Not even close to where you're supposed to be. But it's okay. The last chapter makes some logical sense, so that means we have our complete map. Oh, yes. Look at him and cry. The five chapters of Poppy Playtime perfectly organized in a mega map of all the facilities. As logical as this game allowed us to be, anyway. We also didn't load any of the text just to make it look real because, first of all, I think Tetra Bit's computer probably would have imploded. But, besides, the textures are mostly on the inside anyway, so this would have looked like a bunch of black and
brown spots anyway. But, wow. I know we were focused on the depth of Poppy Playtime, but I didn't realize how wide this place is too. You know, I'm glad you mentioned that. While your computer is still loading all those Huggies for our final depth measurement, I took the liberty of doing my own research to calculate the length and width. It turns out that this entire factory is 2,489 meters long and 1,962 meters wide. That's 4.88 square kilometers or 1,206.72 acres. And that, my friends, is more than 900 American football fields. I can't even begin to imagine how much that would cost.
You underestimate my power. You see, we know that Playtime Co. was founded in the 1930s. And thanks to the police uniform in Project Playtime that says it's from the Michigan State Police Department, I think we can safely say it's in Michigan. Specifically, in western Michigan. Since one of the official phone numbers we were given during one of the many ARGs had the area code 616, all we have to do now is find out how much land cost back then But how are you going to get the property values of West Michigan in the 1930s? I don't think Zillow's listings go back that far. That 's not the case. But the 1930 Agricultural Census, Volume 1, on agricultural land and farm values by township and other minor civil divisions, does
. This contains the number of acres and the value of all farmland, not just broken down by state or county from almost a century ago. Do you want to know how many farms there were in Ness County, Kansas, in 1930? Not particularly. 1,195, by the way. But we see that in Kent County, Michigan, the county that includes places like Grand Rapids, which because of the amount of land is the most likely location for Playtime Co., there were 392,061 acres of farmland ready to buy. The value of that land less the value of the buildings on top was $17,773,701. That means the land would have cost approximately $45 per acre. So the entire Playtime property would have cost $54,700, which in today's money is about $
1,071,544. Although, good luck finding such a large plot of land today for only $1 million. There are two-bedroom houses in San Francisco for that price. The same rural farmland today would probably cost between $6 and $12 million. And, by the way, they would have to buy that land because in the United States, when you buy land, except for mineral rights or if you stumble upon a Native American burial ground, you basically own the land all the way to the Earth's core. So, if they hadn't bought the entire plot of land, they would be digging on someone else's property. Yes, but Tom, we're talking about the Playtime company. They were doing experiments on children. I'm not so sure they cared about the legalities of
land ownership. They probably just dug in their neighbors' yards to save costs. Anyway, they're so deep, who's going to notice? The inspectors. Remember, Playcare was a real orphanage that housed real children, and it was open and known to the public. Playcare announcement, our own on-site orphanage. Since it was a well-known business in the 1970s, there must have been inspections to ensure that the facilities met regulations and were legal. Which means they too would have taken that
incredibly long train journey to Playcare. And given that duration, it wouldn't have been easy to simply lie and say, "Oh, yeah, we just went in circles." The train has windows. Well, technically, the play station was only built in 1990 as part of the Bigger Bodies initiative, so the train may not have even existed during the initial inspection. But regardless, yes, they would have had to travel to this location, and it would have been difficult to hide how far away it was. Oh, it looks like my computer finally finished rendering all those Huggies. It's time to determine once and for all just how deep Poppy Playtime goes.
From the ground floor of chapter one to the deepest levels of chapter five, the total depth of Poppy Playtime is, drumroll please, 283.69 Huggy Wuggys. 1,297 meters or 4,255 feet. That would be a titanic task to maintain. Not only is it 8/10 of a mile underground for a, I check my notes, toy factory, but maintaining all these structures and all the people at those depths would be insane. I do n't know if you've ever been buried more than a kilometer underground, but there isn't exactly much oxygen there. It would also be extremely hot down there. A general rule is that soil temperature increases from 25 to 30°C, or 45 to 54°F, for every
kilometer of depth. At 1.3 km, that means temperatures in the deepest parts of Playtime would be about 39°C or 70°F hotter than at the surface, which in Michigan in the summer could raise them to 67°C or 150°F. Surely that would be impossible to survive? Well, it's not like it's never been done before. The deepest hole man has ever dug is the Kola Superdeep Borehole in Russia, which reached a depth of 40,230 feet or 12,262 meters. That's equivalent to 2,682 Huggy Wuggys. Yes, approximately 10 times what Poppy does. Of course, that was just a hole, but there have even been laboratories like the China Jinping Underground Laboratory, which reaches depths twice as great as Poppy Playtime.
Yes, that's fine, but they weren't trying to operate a research facility, an active toy factory, and an orphanage at that level. As far as we know, but hey, that's just a theory. A game theory. Thanks for watching. World premiere on Game Theory. Lilly loves braids, that explains everything.