Planet of Lana APK (FULL GAME)

1.8.1
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4.4/5 Votes: 3,507
Developer
Playdigious
Updated
Sep 7, 2026
Size
3.6 GB
Version
1.8.1
Requirements
10
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Google Play
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Description

Planet of Lana opens with two sisters watching the stars above Tailo Village, minutes before a faceless machine army carries Elo into the sky. New Android players who keep losing Mui to patrols will find the command timing and shrine routing that fix those runs. Most players reach the credits in three to five hours, and the ten hidden shrines are what stretch that into a six hour finish.

How to Play Planet of Lana on Android Phones

Planet of Lana on Android is a single-player puzzle platformer where you steer Lana by touch and command her companion Mui. You solve environmental puzzles, slip past hostile machines, and travel through 13 story chapters with no combat system at all.

Playdigious brought this side-scrolling adventure to Google Play on December 9, 2025, two and a half years after the original PC release. The price sits around eight dollars as a single purchase, with no ads and no extra unlocks. However, the phone build is not a trimmed version. Every chapter from the console release is here.

Lana never fights. Instead, she reads patrol timing, uses cover, and asks Mui to handle what her own reach cannot. That one relationship carries the entire game.

What the Mui Command System Actually Does

Mui is a small cat-like creature who joins Lana in the third chapter and stays with her until the credits. You tap a spot on screen and Mui travels there, waits, and holds position until you call him back. Most puzzles come down to placing him correctly before you move Lana.

The companion commands are simple by design, but the timing is not. Mui will step onto flower patches to extend platforms, sit on plates to hold doors, and drop ropes from ledges above. Because he moves at his own pace, a command issued half a second late is the usual reason a sequence fails.

Novo, Tailo Village, and the Faceless Machine Army

The planet is called Novo, and Lana’s home is Tailo Village, a settlement built over shallow water. Her older sister Elo is taken during the opening chapter when metallic spheres fall from the sky and a large capture robot lifts her away. Lana chases it out of the village and into the wilderness alone.

Later chapters introduce Rakuen, a survivor in the desert who reprograms a machine so Lana can cross open ground. The faceless army has no dialogue and no named commander. That silence is deliberate, since the story is framed around the loss of balance between people, animals, and machines rather than around a war.

How It Compares With Limbo, Inside, and GRIS on Mobile

Three paid Android titles sit closest to this one. Limbo and Inside, both from Playdead, share the silent side-scrolling structure and the trial-and-error deaths. GRIS shares the painterly art direction and the wordless emotional arc.

The difference is the companion layer. Limbo and Inside give you one body to control, so every puzzle is a solo timing problem. Here, half of each puzzle happens through someone you do not directly control, which makes the failures feel different. GRIS, by contrast, removes death entirely, so it asks nothing of your reflexes.

Android Version vs PC and Console Versions

Content matches across every platform. The Android release keeps all 13 chapters, all ten shrines, and the same ending, and it adds Cloud Save between Android devices plus Google Play Games achievements. Price is the clearest gap, since the phone version launched at roughly eight dollars against twenty on desktop storefronts.

Controls separate the two experiences more than anything else. A controller gives precise analogue movement, which helps during rope swings and ledge grabs. Touch input trades that precision for convenience, although MFi controller support closes the gap for anyone who owns a clip-on pad.

Gameplay Mechanics and Touch Controls Explained

Two control layouts sit inside Settings under Controls: immersive and standard. Neither layout lets you resize or reposition the buttons, so your choice between them is the only control customisation available.

Standard keeps a visible movement pad and action buttons on screen at all times. Immersive strips most of that away and leans on gestures and contextual prompts instead. For example, a climb icon appears only when Lana reaches a ledge that can be climbed.

Both layouts handle Lana and Mui through the same screen, and switching between the two characters is the skill that takes longest to settle. Swimming, crouching, and pushing objects all use contextual taps rather than dedicated buttons. As a result, the interface stays quiet during the slower story chapters.

Moving, Climbing, and Swimming With Contextual Taps

Lana’s move set is small. She walks, runs, crouches, climbs, swims, swings on ropes, and pushes or pulls loose objects. Prompts surface only when the environment supports the action, so there is no button hunting mid-sequence.

Swimming deserves early attention because water appears from the fourth chapter onwards. Lana handles deep water comfortably, but Mui does not, and he will drown if you send him across open water without a floating log or a raised platform. Several players lose a clean run in exactly this way during The Ocean.

Immersive Mode vs Standard Mode for Mui Commands

Immersive mode is the better layout for atmosphere and the riskier one for timed puzzles. With fewer permanent buttons on screen, more of the hand-painted background stays visible, which matters on a six inch display. Command inputs still register through taps on the world itself.

Standard mode wins during patrol sequences. Because the Mui command button holds a fixed position, you can issue an order without looking away from the machine you are avoiding. A post-launch update also fixed an immersive mode fault where Mui’s Go to action failed to cancel when control returned to Lana, which had frozen players mid-sequence. Anyone still stuck on an early stealth room should try standard for that chapter and switch back afterwards.

What Happens After You Solve a Puzzle Room

Solved rooms do not award points, currency, or stars. The game simply opens the path forward and writes a checkpoint, then the camera pans to the next area. No score screen ever interrupts the pacing.

Checkpoints sit close together during hazardous sequences and further apart during quiet stretches. Death costs a few seconds rather than a chapter, so experimenting is cheap. That generosity is why the difficulty stays approachable even for players new to the puzzle platformer genre.

How to Use Mui to Reach Places Lana Cannot

Mui reaches every space Lana cannot, including narrow gaps, vents, high ledges, and the tops of machines. You direct him with a tap, he holds his position until recalled, and his placement solves roughly half the puzzles in the story.

His three practical uses are access, control, and distraction. Access covers gaps and ledges. Control covers his ability to hypnotise certain hostile creatures and turn them into moving platforms or harmless bystanders.

Distraction is the one most beginners underuse. Sending Mui across a patrol’s line of sight buys Lana a clean window, and no chapter punishes you for using it. The bond between the pair is the emotional core of the story, so the game never treats him as a disposable tool.

Sending Mui Into Gaps, Vents, and High Ledges

Tap a reachable point and Mui takes the shortest route he can find. He climbs vertical surfaces Lana cannot grip and squeezes through openings that would block her entirely. Many locked doors open from a small chamber only he can enter.

Flower patches are the signal worth memorising. When Mui stands in a glowing flower cluster, the plant extends into a platform that Lana can then climb. Look for these clusters whenever a ledge sits just out of jumping range, since that pairing repeats through The Highlands and The Swamp.

Taming Hostile Creatures With Mui’s Hypnosis

Mui can hypnotise some creatures and calm them for a short window. A tamed animal stops attacking and can be walked into position, which turns a threat into a step or a shield. Not every creature responds, and machines never do.

Timing matters more than distance here. The hypnosis holds only while Mui stays near the creature, so pulling him back too early breaks the effect and restarts the danger. During my own run through The Swamp, two failed attempts came from recalling him a beat too soon.

Using Mui as a Distraction During Patrols

Patrols track movement in a cone ahead of them. Mui draws attention when he crosses that cone, which pulls the machine a few steps off its route. Lana can then slip behind it without touching cover at all.

This tactic works best when the patrol path is short and looped. Send Mui to the far end, wait for the machine to turn, then move Lana in the opposite direction. Recall him only once she reaches safety, otherwise both characters end up exposed in the open.

How to Get Past Hostile Machines Without Combat

Hostile machines in Novo kill Lana on contact and cannot be destroyed, disabled by force, or attacked in any way. Survival depends on patrol timing, environmental cover, and consoles that manipulate the machines themselves, which is why every threat is a puzzle rather than a fight.

Three tools handle almost every encounter. Patrol reading tells you when to move. Cover tells you where to wait. Consoles and magnets give you control over the machine’s position when neither of the first two is enough.

Flying surveillance bots behave differently from ground units, since they sweep wide arcs and cannot be blocked by low terrain. The Desert chapter builds an entire shrine around trapping one of them. Nothing in these stealth sequences requires fast fingers, but everything requires patience.

Reading Patrol Patterns Before You Move

Stop at the edge of every new screen and watch for one full patrol cycle. Ground units follow fixed routes with predictable pauses, and those pauses are your window. Moving on instinct is the single most common cause of early deaths.

Sound helps as much as sight. Machines announce themselves with a low mechanical hum that rises as they approach, so a headphone player can time a crossing without seeing the unit at all. Because the camera often hides the far side of a screen, that audio cue is frequently the only warning you get.

Tall Grass, Water, and Foreground Cover

Tall grass hides Lana completely while she crouches, and the opening chapter teaches this when she disappears into it as Elo is taken. Grass patches sit near most patrol routes, so treat them as checkpoints between safe positions. Standing up inside grass breaks the effect immediately.

Deep water offers a second layer of cover that many players forget. Lana can swim under a walkway while a machine sweeps above her, and several shrines sit behind exactly that kind of detour. The black foreground layer also conceals her outline in places, though it hides hazards just as easily.

Magnet Consoles and Surveillance Bot Traps

Consoles appear from the middle chapters onward and give Lana direct control over a magnet. You can drag a flying surveillance bot out of the air, drop it into a pit, and then have Mui seal the opening. That exact sequence appears in The Desert and guards the tenth shrine.

Repositioning the magnet also creates platforms. After trapping the bot, sliding the magnet left opens a climbable route to a ledge that is otherwise unreachable. Approach the console from the right side, since standing directly under the bot puts Lana inside its detection arc.

All 10 Secret Shrines and 25 Achievements Explained

Ten secret shrines are hidden across the 13 story chapters, and collecting every one unlocks the achievement called A Trace of the Past. They sit in side caves, underwater pockets, and short detours to the left of the main route.

The achievement list holds 25 entries in total, delivered on Android through Google Play Games. Most unlock naturally on a first run. Shrines and a no-death finish are the only two that need planning.

A complete Planet of Lana walkthrough that collects all ten shrines runs closer to six hours, against three to five for the story alone. Chapter names matter for tracking, since the collected shrines window sorts by chapter rather than by number.

How the 13 Chapters Structure Your Run

The chapters run in order: Home, Alone, A New Friend, Secrets in the Dark, The Highlands, The Swamp, and The Past. The second half covers The Ocean, The Turning Tide, The Desert, The Oasis, The End of the Road, and Tailo Village. Each one introduces a mechanic and then retires it politely rather than repeating it for hours.

Progression is strictly linear, with no branching paths and no missable story content. Chapters average roughly 20 minutes, so the pacing suits short sessions on a phone. The Oasis is the outlier, since its musical note puzzle takes most players longer than any single stealth room in the game.

Where Secret Shrines Hide in Each Chapter

Shrine placement follows a pattern once you notice it. Nine of the ten sit to the left of your forward path, in a cave, ledge, or submerged pocket that the camera does not point toward. Backtracking a few steps after a set piece finds most of them.

Two concrete examples show the range. The first shrine waits in Chapter 2, Alone, in a cave left of the spot where the boar falls to its death. The final one sits in Chapter 10, The Desert, above the magnet puzzle, reachable only after the surveillance bot is trapped and the magnet slides left.

What A Trace of the Past Unlocks

A Trace of the Past is an achievement rather than a gameplay unlock, and it awards no new ability, costume, or ending. What the shrines give instead is context, since each one carries a fragment of imagery about the civilisation that lived on Novo before the machines arrived.

That distinction matters before you commit six hours to a completion run. Players who care mainly about the ending lose nothing by skipping shrines entirely. Players who want the fuller picture of Novo’s history should collect them on the first pass, because the story lands harder when the fragments arrive in order.

Chapter Select and Cloud Save for Shrine Cleanup

Chapter select appears after you finish the story, and it lets you drop into any of the 13 chapters directly. Missing three shrines therefore costs three short chapter visits rather than a full second run. This is the single biggest quality of life advantage the Android build holds over a blind first playthrough.

Cloud Save extends that further across devices. Because progress syncs between Android handsets and tablets, you can clear the story on a tablet at home and then mop up the remaining shrines on a phone during a commute. No competing shrine article accounts for this, since the feature simply did not exist on the 2023 console release.

Common Mistakes That Cost Time in Novo

Most failed attempts trace back to three habits: rushing a companion command, restarting a clean run badly, and playing with the sound turned down. None of them involve reflexes or skill. Each one costs minutes rather than seconds.

Deaths themselves are cheap, since checkpoints sit close together and reloading takes a moment. The expensive mistakes are the ones that force you to replay content you have already cleared. Achievement hunters feel this most sharply.

Playing on a phone changes the calculation too. Sessions get interrupted, screens get tapped by accident, and a mistimed input during a patrol sequence lands differently than it would with a controller in hand.

Rushing Mui Before the Command Registers

The most frequent error is moving Lana before Mui has actually arrived. His travel animation takes a beat, and plates only trigger once he settles into position. Watching for that settle, rather than for the tap, fixes most timed puzzle failures.

Water compounds this problem. Sending Mui toward a point across deep water drowns him, and the game restores from checkpoint rather than warning you first. Check the route between his current spot and the target before every command in The Ocean and The Turning Tide.

Restarting a No Death Run the Wrong Way

The no-death achievement requires a clean chapter, and dying means replaying that chapter from its start. Here is the part that catches people out: cutscenes cannot be skipped. A death in Chapter 6 therefore costs the cutscenes again as well as the gameplay, and on mobile that turns a two minute mistake into a ten minute reset.

Plan around this rather than fighting it. Attempt the clean run after your first full playthrough, when routes are familiar and the puzzles no longer need thought. Tackle one chapter per session and quit deliberately after a success, since a tired attempt at a long chapter is where most streaks die.

Playing on Low Volume and Missing Audio Cues

Muted play removes a real mechanic from the game. Machine proximity, creature movement, and Mui’s chirps all arrive through directional audio before anything appears on screen. Takeshi Furukawa’s score also drops away during danger, which functions as a warning in itself.

Headphones are the practical fix on a phone, where the built-in speaker flattens directional cues entirely. Players who keep the volume up report far fewer surprise deaths in The Swamp, where creatures approach from off screen. For a game with no health bar and no map, sound is the closest thing to a warning system.

Best Planet of Lana Tips and Tricks for Beginners

Early progress depends far more on Mui placement than on Lana’s platforming. Position him first, then move her, and most rooms in the first six chapters solve themselves within a single attempt.

Three habits separate a smooth run from a frustrating one. Placing Mui somewhere safe before timed sequences prevents accidental deaths. Sweeping left at every chapter opening catches shrines you would otherwise miss.

Reading the black foreground layer before each jump is the third, and it is the one that experienced platformer players skip out of confidence. That foreground hides both hazards and floor edges. Treat it as information rather than as decoration.

Park Mui in Safe Spots Before Timed Plates

Before triggering any pressure plate or timed door, move Mui somewhere he cannot fall, drown, or wander into a patrol. He does not defend himself, and a stray position during a countdown ends the attempt for both characters. A ledge above the action works well.

This habit pays off most in The Highlands, where several plates open doors on a timer while a creature circles nearby. Parking him first turns a two part puzzle into a one part puzzle. It also removes the panic of tracking two characters at once on a small screen.

Sweep Left at Every Chapter Start for Shrines

Open every chapter by walking left until the screen refuses to scroll further. The game pushes you rightward by instinct, and shrine placement exploits that instinct almost every time. Chapter 8, The Ocean, hides its shrine after a long leftward swim from the very first screen.

The sweep costs about fifteen seconds per chapter. Across all 13 chapters, that is roughly three minutes of detours against a second playthrough that would otherwise take hours. Anyone chasing A Trace of the Past on a first run should treat this as routine.

Watch the Foreground Silhouette Before Every Jump

The hand-painted foreground sits in solid black and creates the depth this art style is known for. It also obscures spikes, ledges, and creature outlines, particularly on a phone screen in daylight. Pausing for a moment before a blind jump avoids most cheap deaths.

Raising the screen brightness helps, and so does the Quality graphics setting, which was fixed after launch for a lighting fault in the fourth chapter that made dark areas nearly unreadable. Players on foldable handsets should also update, since an early build pushed puzzle hints off screen. A brighter picture will not make the platforming easier, though it will stop the art from hiding the hazards.

Frequently Asked Questions About Planet of Lana

Is Planet of Lana available on Android?

Yes. Playdigious released it on Google Play and the App Store on the same day, December 9, 2025. Android handsets need version 7.0 or newer along with a 64-bit ARM chip. The download is a one-time purchase, so no subscription or extra unlock sits behind the store page.

How long does the game take to finish?

Most players reach the credits in three to five hours. That works out to roughly 18 to 20 minutes per chapter, which suits short commutes. A careful run that also collects every shrine pushes the total closer to six hours. Experienced repeat runs finish in about three.

Is it worth buying if you already finished it on console?

Critics scored the original at 80 on Metacritic, and the phone build keeps every chapter intact. Touch input changes the feel more than it changes the difficulty. A later update also fixed hints that sat off screen on foldable handsets. For a second visit, the shrine hunt is the real draw.

Who Should Buy Planet of Lana on Android

Planet of Lana suits players who want a calm, story-led adventure they can finish over a weekend. Fans of Limbo, Inside, and GRIS will feel at home, and newcomers get a gentle difficulty curve with almost no punishment for experimenting. Buy it if art direction, sound, and clever companion puzzles matter more to you than raw play time. I finished my first run in a little under five hours, went straight back for the shrines that same night, and the Oasis note puzzle is still the moment I bring up first. Eight dollars for that is a fair trade.

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