Inside APK (Unlocked FULL GAME)

1.1.12
Download APK
0/5 Votes: 0
Developer
Playdead
Updated
Oct 22, 2026
Size
709 MB
Version
1.1.12
Requirements
8.0
Get it on
Google Play
Report this app

Description

Inside drops a small boy in a red shirt into a dark forest, and from his first step, every guard, dog, and searchlight in this world wants him dead. Players stuck at a dog chase or hunting their last few orbs will find the exact moves that turn trial and error into a clean run. The biggest payoff is the alternate ending, which opens only after all 14 orbs go dark and a 14-input lever code goes into a hidden bunker.

How to Play Inside: Playdead’s Wordless Puzzle-Platformer

Inside is a side-scrolling puzzle-platformer from Playdead in which you move a small boy left to right through a hostile world, solving physics puzzles and escaping guards. You play by running, jumping, hiding, and grabbing objects, and every mistake ends in a quick death followed by a short restart.

The game first launched on Xbox One on June 29, 2016. PC followed a week later, and PlayStation 4 arrived that August. Mobile players waited longer, since the iPhone and iPad version only landed on December 15, 2017.

Nothing in this Inside game walkthrough needs reading skills, because the game contains no dialogue at all. The story lives in the drones, the masked guards, and a facility that grows stranger with every room. That silent design won more than 100 awards, including four BAFTAs.

How the Run, Hide, and Grab Loop Works

Each screen poses one problem. A guard sweeps a flashlight, a dog patrols a fence, or a crate sits just out of reach. You watch, wait for an opening, and then move, because one wrong step means instant death.

The boy can run, jump, climb ropes, and roll when he lands from a drop. He also grabs boxes, levers, and doors, which turns most rooms into small physics tests. I found that the best runs come from standing still for three seconds before touching anything.

The Dystopian World of the Boy in the Red Shirt

The setting is a grey dystopian countryside that slowly becomes a vast research facility. Lines of blank-faced people march in step while scientists watch from behind glass. The boy’s red shirt is the only warm color in most scenes, so your eye always finds him.

Nobody explains why he is running or where he is going. However, the deeper he gets, the more the world hints that someone has been controlling people here for a long time. That slow reveal is the real hook, and it pays off hard in the final hour.

Inside vs Limbo and Very Little Nightmares on Mobile

Limbo, the studio’s first game, is the closest comparison and also runs on Android and iOS. It uses black-and-white silhouettes and focuses on traps and spiders. Inside adds muted color, deeper 3D spaces, swimming, and the helmet system, so its puzzles feel far more varied.

Very Little Nightmares is the other common mobile rival. It also follows a small child through a creepy setting, but it uses a fixed camera and tap-to-move controls. By contrast, Inside asks for timing and direct movement, which makes chase scenes much more tense.

Inside on iPhone vs PC and Console Versions

The console version sells for $19.99, while the iOS version is free-to-start with a single $6.99 unlock. Both contain the same areas, the same 14 orbs, and the same two endings. You lose nothing in content by playing on a phone.

Controls are the real difference. A gamepad gives precise jumps, while touch input can feel loose during chase scenes. Additionally, the iOS release needed at least an iPhone 6S at launch, so older devices may stutter in busy rooms.

What Inside’s Touch Controls Do on iPhone and iPad

The touch controls in Inside replace every button with swipes and holds, so the screen stays clear of virtual sticks and icons. Swiping and holding moves the boy, swiping up makes him jump, and pressing near an object grabs it.

That clean design looks great, but it hides a learning curve. The game never explains its gestures, and new players often die early simply from a mistimed swipe. Pause the game, though, and the menu shows a short visual reminder of each gesture.

Physics puzzles and swimming both lean on these same gestures. The checkpoint system softens most errors, since a death usually sends you back only a few steps. Even so, a few chase sequences punish slow input, so it pays to practice the jump swipe early.

Swipes, Holds, and Long Presses for Every Action

Swipe and hold left or right to run. Flick upward to jump, and keep your thumb down while pressing toward an object to grab it. You climb ladders and ropes with upward or downward swipes once the boy holds on.

The long press is the odd one out. You need it for actions like leaving a vehicle, and it feels slow in a tense moment. Reviewers also noted that a swipe to jump sometimes makes the boy hop in place, so give each jump a firm, fast flick.

Swimming, Crates, and Physics Puzzles

Water appears early, in a lake beside the forest. The boy swims with the same swipe gestures, and he dives by swiping down. At first he must surface for air, so long underwater routes are deadly until later in the game.

Crates, carts, and planks form the backbone of the physics puzzles. You drag them to build steps, block doors, or weigh down platforms. Moreover, many props react to water level, which matters a lot in the Flooded Base area.

What Happens After a Death at a Checkpoint

Death in Inside is quick and often brutal. Dogs bite, guards shoot darts, and water pulls the boy under. Then the screen fades, and he restarts a few seconds before the mistake.

Because restarts are so short, the game rewards experiment. Try a risky jump, watch what kills you, and adjust. Each area also counts as a chapter in the load menu, which you will need later for orbs.

How the Mind-Control Helmet Works in Inside

The mind-control helmet in Inside lets the boy take over a mindless drone body, moving it exactly as he would move himself. You walk the boy into a helmet station, grab the cable, and the drone wakes up under your control while the boy stands frozen.

This system turns lifeless workers into tools. Drones can pull heavy levers, carry the boy to high ledges, or walk into danger in his place. They have no will of their own, which becomes a chilling theme by the end.

Most helmet puzzles in this Inside game walkthrough need you to switch back and forth between boy and drone. Early rooms use one body at a time. Later, the helmet steers whole rows of drones at once, and a few sections even put you behind the controls of a submarine.

Steering Single Drones Through the Factory

Your first helmet room sits on the Farm’s edge, where a single drone lies slumped near a ledge. You put on the helmet, walk the drone under the ledge, and then release control. Next, the boy climbs onto the drone and up to safety.

In the factory, the drones grow more useful. One can hold a door while the boy slips through, and another can stand in a guard’s line of sight. Always check whether the boy needs to climb on the drone or simply stand clear.

Commanding Drone Groups in the Mines

The Mines area hands you a whole group of drones at once. They mirror your swipes, so a single jump sends all of them leaping together. That trick lets the group form a human ladder or break down a wooden wall.

However, groups also die together. One bad swipe near a drop can send every drone over the edge. Move the group in short steps, and park them on solid ground before you switch back to the boy.

The Submarine and the Underwater Girl

A small submarine carries the boy through flooded tunnels. It can ram walls, light dark water, and pull objects with a claw. The controls stay simple, but the tight spaces make each turn feel tense.

Then the underwater girl appears. This pale, long-haired creature hunts the boy whenever he leaves the sub, and she drags him down if she reaches him. After a later encounter, though, the boy can breathe underwater, which changes how every flooded room plays.

Best Route Through Inside, From Forest to Flooded Base

Inside unfolds as one unbroken journey through linked areas, starting in a night-time forest and ending deep in a research lab. Fan maps commonly break that journey into the Forest, the Farm, the Factory, the Flooded Base, and the Mines.

Each area adds one new idea. The Forest teaches hiding, the Farm brings the helmet, and the Factory introduces the shockwave. Later, the Flooded Base turns water into both a threat and a tool.

The order never changes, so a good run comes down to knowing what each stretch demands. Orb hunters also need these area names, since several orbs hide close to well-known landmarks. Keep the cornfield in mind in particular, because it matters twice.

The Forest, Farm, and Cornfield Chase Sequence

The Forest opens with guards, trucks, and flashlights. Duck behind logs, wait for beams to pass, and move only when the light turns away. Dogs appear soon after, and they always outrun the boy on open ground.

The cornfield is the first big chase sequence. Guards and dogs sweep through rows of tall stalks while a searchlight hunts from above. I survived it by stopping inside the corn and moving only when barking faded to the left.

The Factory and the Shockwave Room

The Factory hides one of the most famous rooms in the game. A huge machine fires a shockwave at a steady beat, and anything not behind cover dies on the spot. You must move between hits and duck behind metal doors before the next blast.

Count the rhythm before you move. The shockwave never changes its timing, so one or two deaths teach the pattern well. Similarly, the drone puzzles nearby also lean on timing, not speed.

The Flooded Base and the Final Laboratory

The Flooded Base mixes submarine travel, swimming, and the underwater girl. Water levels rise and fall as you pull levers, so each room has two states. Several orbs hide under the surface here, which makes the area worth a slow pass.

After that, the path leads into the lab, where scientists study something kept in a huge water tank. The boy’s goal becomes clear only when he reaches it. That moment launches the final act, and it changes how the whole game plays.

How to Find All 14 Hidden Orbs in Inside

Inside contains 14 hidden orbs, glowing spheres wired to yellow cables in secret rooms throughout the game. You find each one by spotting an odd gap or side path, reaching the room behind it, and pulling the cables loose until the orb goes dark.

The orbs are the only collectibles in the game. They give no power or score, yet they unlock the alternate ending. They also tie into achievements on console and Game Center on iOS.

Most orbs need a small extra puzzle. Some sit behind a loose wall plank, and others need a drone or a pushed crate to reach. Better yet, the game saves each broken orb, so you never lose progress on a reload.

What the Orbs Look Like and How to Unplug Them

An orb is a round, softly lit machine held in place by thick yellow wires. A low hum fills the room around it. Once you spot one, walk the boy up to it and grab the cables.

Then pull backward until the plugs snap free. The glow fades, and the hum cuts out. Three of the orbs also extend a small antenna when they shut down, which is a nice sign that the pull worked.

Orbs Behind Wall Gaps, Grates, and Sunken Rooms

Orb 1 sits near the forest lake. Instead of swimming right, dive left to find an underwater cave entrance, then rock a tall wooden pillar until it falls and forms a bridge. Walk across it to reach the orb.

Many later orbs follow a pattern. They hide behind grates you can rip off, small holes in walls, or rooms only reachable by swimming deep. In the Flooded Base, for example, two orbs sit close together, one just through a side doorway and another directly below it.

Orb 14 and the Light Board Clue

Orb 14 sits behind a door that stays shut until you break the other 13. Walk to the far right of its room and pull on the hidden wires. Its glow fades like the others.

Once all 14 are gone, a light board in the background goes dark except for a single light in the second slot. That light is the clue. It points back to the second orb’s location, the cornfield bunker, which holds the secret ending.

How to Unlock the Alternate Ending in Inside

You unlock the alternate ending in Inside by breaking all 14 orbs, loading the seventh checkpoint near the cornfield, and entering a 14-input code on a lever inside a hidden bunker. Once the code is right, a vault door opens and leads to the secret final room.

The process sounds long, but it moves quickly once the orbs are done. Most players spend more time finding orbs than entering the code. Expect around twenty minutes from the light board to the final scene.

A few details trip people up. The lever only works after every orb is broken, so testing it early does nothing. Additionally, the code uses directions you push on the lever, not buttons, which feels odd on touch controls.

Reaching the Cornfield Bunker From the Seventh Checkpoint

Pause the game and open the load menu. Pick the seventh checkpoint, which drops you just outside the cornfield. Then move right through the field until you find a hatch near its far side.

Open the hatch and climb down the ladder. This underground room is the bunker where the second orb lived. To the right, a heavy vault door stays sealed until you enter the lever code.

The 14-Input Lever Code in the Cornfield Bunker

Grab the lever and push it in this exact order: Up, Up, Right, Left, Right, Right, Right, Up, Up, Up, Right, Left, Left, Left. Take each push slowly. A rushed push can register twice and break the sequence.

The game actually hints at this lever code earlier. Several orb rooms play a short tone pattern, and a tape recorder near one of them repeats it. Those tones match the code, so a sharp ear can solve it with no outside help.

Why Every Orb Resets After the Secret Ending

After the vault opens, walk down the long tunnel and lift the gate at the end. Pull the cord from the wall to trigger the ending. It is short, strange, and very different from the main finale.

Here is the catch most walkthroughs skip. Watching this ending resets all 14 orbs, so the light board goes back to full and the lever goes dead. If you want to see it again, you must break every orb a second time.

What the Huddle Ending in Inside Really Shows

The Huddle is a giant blob of fused human bodies kept in a water tank deep in the lab, and freeing it triggers the main ending of Inside. When the boy reaches the tank, he joins the blob, and you then control this huge rolling mass for the final stretch.

That turn shocks almost every first-time player. The small, careful boy becomes a crushing force that smashes through walls and scientists. It flips the whole game’s idea of control on its head.

Players have argued about this ending for years. Some see a rescue, and others see a trap planned from the start. The alternate ending adds another layer, since it only makes sense to someone who already saw the main one.

The Huddle Breakout and the Sunlit Shore

As the Huddle, you roll, grab, and crash through the lab. Workers who once controlled the drones now flee in panic. Some even help you, which raises questions about who wanted this escape.

The breakout ends on a hillside, where the blob rolls down to a quiet shore lit by soft sunlight. Then the screen holds still. It is one of the few calm images in the whole game, and it lands with real weight.

Popular Theories About Who Controls the Boy

One popular theory says the Huddle controlled the boy all along, pulling him toward the tank. Another suggests a scientist guided events from afar. Neither has an official answer, since the studio never explained the story.

The alternate ending feeds a third reading. In it, the boy unplugs something, and he slumps exactly like a drone. Many fans take this as proof that the player is the real puppeteer, which is a clever twist on how all games work.

The Skull-Recorded Sound and Silent Storytelling

The soundtrack carries much of the story. Its composer fed the music through a real human skull with a microphone pressed against it. The result sounds muffled and bodily, as if the noise lives in your own head.

Sound also works as a clue system. Hums mark orb rooms, barking warns of dogs, and the shockwave’s thump sets your timing. Wear headphones on mobile, because phone speakers lose most of these details.

Common Inside Mistakes That Cost Orbs and Runs

Most missed orbs in Inside sit just off the path of a chase sequence or in a dark corner players never notice. The game rarely signals a secret, so speed and poor visibility cause more lost orbs than hard puzzles do.

Mobile players face extra traps. A dim phone screen hides wall gaps, and loose swipes make careful side routes risky. As a result, many iPhone players finish with only half the orbs.

The checkpoint system adds one more wrinkle. Loading chapters helps you go back for orbs, but it also makes it easy to lose track of which ones you already broke. A little planning fixes every one of these problems.

Rushing Chase Scenes Past Hidden Side Paths

Chases push you to sprint right, so few players look left or down. Yet the very first orb hides left of the lake, away from the obvious route. Similar secrets wait near other tense moments.

Instead of running blind on a second visit, survive the chase and then backtrack. Once the threat is gone, you can search freely. Some orbs only become reachable during a scripted event, though, so watch for side openings while you run.

Playing Inside at Low Screen Brightness

Inside is extremely dark, and reviewers of the iOS version said it needs full brightness. Many orb rooms hide behind shadows that look like solid walls at low settings. Turn brightness to maximum and switch off any night filter before you play.

Play in a dim room if you can. Glare on a phone screen washes out the deep greys that mark gaps and ledges. I spotted two orbs on my second run that I had walked past on the first, simply because I moved indoors.

Loading Chapters Without Watching Orb Progress

The load menu lets you jump between chapters, but it does not list which orbs you have. Players often reload the same area over and over while the missing orb sits somewhere else. That wastes a lot of time.

The light board near Orb 14 is a better tracker. Each broken orb turns off a light, so the pattern shows how many remain. Keep a quick note of each orb as you break it, and you will never repeat an area.

Best Inside Tips and Tricks for Beginners

Beginners in Inside improve fastest by watching threats before moving, since nearly every death comes from moving too early. Guards, dogs, and machines all follow fixed patterns, and a few seconds of observation turns most deadly rooms into simple timing tests.

The game also rewards patience in other ways. Its free-to-start opening on iOS lets you test the controls before paying. Then, once you finish the story, a second run with sharper eyes reveals most of the orbs.

Each tip below fits a specific part of the game rather than general platformer advice. Use them alongside the helmet and swimming skills, and the hardest rooms lose most of their sting.

Read Dog and Guard Timing Before Each Sprint

Dogs always outrun the boy on flat ground. So never race a dog in the open; instead, look for a ledge, a fence, or water to reach first. Dogs cannot follow the boy up high or into deep water.

Guards are slower but they see far. Watch where each flashlight beam turns, and count the seconds it stays away. Then move only during the longest gap, even if it means waiting a full cycle.

Use the Free-to-Start Opening as a Control Test

On iPhone and iPad, the opening section costs nothing. It covers the forest, the first dogs, and several grab puzzles. That makes it a perfect test of whether touch controls suit you.

If jumps feel loose, try a Bluetooth controller before buying. The App Store listing itself recommends a controller for the best experience. Many players find the game far less frustrating with one.

Follow Yellow Cables on a Second Run

Every orb connects to thick yellow cables. Those cables often snake along walls or ceilings before the orb itself comes into view. Spot a yellow line in an odd place, and a secret room is usually close.

Save orb hunting for a second run. The story plays better on a first blind pass, and you will know each area’s layout the next time. With cables as your clue, most orbs show up within a few minutes of each landmark.

Frequently Asked Questions About Inside

Is Inside available on Android?

Inside officially released on Xbox One, PC, PlayStation 4, iPhone, iPad, Apple TV, and Nintendo Switch. No official Google Play listing has been confirmed. Sites offering Android APK files are unofficial and may carry risks. If you only own an Android phone, Limbo from the same studio is the closest official alternative.

How long does it take to beat Inside?

Most players reach the main ending in about three and a half hours. Puzzle skill changes that a lot, so careful players may need four or five. Many finish in two sittings. The game carries a Mature rating for violence, so younger players may find some deaths upsetting even when the puzzles feel easy.

Is there anything to do after finishing Inside?

Yes. Chasing the orbs and the alternate ending pushes a full completion to roughly four and a half hours. Beyond that, replays shine for spotting story clues, since background scientists and drones behave differently once you know the ending. Speedrunners also treat it as a favorite, because its short, fixed route suits fast practice.

Who Should Play Inside, and Why It Still Hits Hard

Inside suits players who love short, dense stories and puzzles that reward patience over reflexes. Fans of Limbo should play it first, and anyone curious about games as art will find plenty to talk about afterward. If you play on iPhone, start with the free opening, turn brightness up, and use a controller if swipes feel loose. Honestly, I finished my first run and sat in silence for a full minute before I could pick up my phone again. Few games make a three-hour journey feel this unforgettable.

Download links

Join our Telegram Group

ℹ️ Download link not working? Please refresh the page and try again.