Sally Face APK (Unlocked FULL GAME)

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Sep 24, 2026
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Description

Sally Face hands a boy with a prosthetic face an old handheld console that lets him talk to the dead. Anyone who bounces off jump scare horror but stays up late for a slow town mystery gets the full episode order here. The optional puzzles hold roughly half the plot, so skipping them leaves the ending feeling thin.

How to Play Sally Face and What the Story Is About

Sally Face plays as a side scrolling point and click adventure where you move Sal Fisher through rooms, tap objects, pick dialogue options, and solve optional puzzles. Progress comes from talking to residents, hearing ghost stories through the Gear Boy, and piecing together five episodes of a small town murder mystery.

The pace is slow on purpose. However, that slowness is where the writing lands hardest, because the horror grows out of conversations rather than chase scenes. Solo developer Steve Gabry wrote, drew, designed and scored the whole thing under the name Portable Moose.

You are not fighting much of anything for long stretches. Instead, you are reading, asking, and noticing. The psychological horror creeps in through a hallway that looked normal an hour earlier, and through neighbours who answer one question too carefully.

What the Gear Boy Does and How Sal Speaks With Ghosts

The Gear Boy is Sal’s handheld console, styled after a chunky monochrome device from 1992. Point it at the right spot and a ghost answers, usually with a piece of the murder timeline nobody living will admit to. Its screen renders those conversations in low resolution green, which makes each contact feel like tuning a dead radio station.

Ghost contact is optional far more often than new players assume. For example, several tenants in Addison Apartments only speak once, and only if you reach them before a story beat moves you along. Because the device drives so much of the lore, players who ignore it finish the story with real gaps in what they understand.

Nockfell, Addison Apartments and the 1990s Cartoon Tone

Nockfell is the fictional town where the whole series takes place, and Addison Apartments is the building at its centre. Sal and his father move in during 1992, one day after a tenant named Mrs. Sanderson was murdered upstairs. That single crime seeds four episodes of consequences.

The art borrows openly from 1990s Nicktoons, all rubbery limbs and oversized eyes, then drops something genuinely awful into the middle of the frame. Gabry has said 90s cartoons and his own nightmares were the two main inspirations. That contrast between a friendly line and a horrible subject is the whole tonal trick, and it works because the cartoon look never softens into comfort.

How This Series Compares to Fran Bow and Little Misfortune

Fran Bow and Little Misfortune, both from Killmonday Games, are the closest mobile comparisons, and both sit on Google Play as premium purchases with no ads. Fran Bow leans much harder into puzzle density, while Little Misfortune runs about two to four hours and reads more like a choice driven story than a puzzle box.

This series sits between those two poles. The main path stays about as forgiving as Little Misfortune, yet the optional layer rewards the kind of patience Fran Bow demands constantly. Players coming from either Killmonday title will recognise the hand drawn cruelty immediately, although the episode structure and the retro handheld hook are unique to Nockfell.

Controls, Side Scrolling Movement and Inventory Basics

A single cursor drives everything here: click the floor to walk Sal there, click an object to look at it or use it. Doors and stairwells shift the camera between side scrolling rooms, and the inventory sits one button away at all times.

Nothing is timed on the main path. Therefore you can stand in a room for ten minutes clicking every poster, cup and drawer without penalty. Console versions map the same cursor to a stick, which feels slower on Switch than a mouse does on PC.

Two habits separate a thin run from a full one. First, click objects twice, because Sal often has a second line that only fires on the repeat. Second, combine items in the inventory rather than waiting for the game to prompt you, since several optional puzzles never signal that a combination exists at all.

Walking Sal and Reading Interactive Hotspots

Interactive hotspots are not outlined or glowing. You find them by sweeping the cursor across a room and watching for the icon change, which is deliberate friction rather than bad design. Rooms in Addison Apartments are dense, so a single hallway can hide four separate interactions behind furniture edges.

Backtracking is constant, and reviewers have flagged it as the main drag on pacing. Nevertheless, the return trips matter, because rooms change state after story beats. A cupboard that was empty in the morning can hold a journal page by evening.

Dialogue Trees and Optional Conversations With Larry

Dialogue trees here rarely branch toward different endings. They branch toward different amounts of story. Larry Johnson, Sal’s best friend and the son of the building superintendent, carries the largest optional pool of any character.

Two separate achievements exist purely for having every optional conversation with Larry, one in the early episodes and one in Episode Four. That design tells you exactly where the writer put his best material. Players who treat Larry as a plot device rather than a person miss the emotional groundwork that makes the fourth episode hit as hard as it does.

What Happens After You Solve an Optional Puzzle

Solving an optional puzzle almost never opens a door. Instead it opens a story. The puzzle box in Episode Two, for example, pays out with a narrated tale rather than an item, and it feeds an achievement of its own.

That payoff structure confuses players used to adventure games where every puzzle gates progress. Here the gating runs the other way: the main path stays walkable, and the puzzles are the reward. Adventure Gamers criticised exactly this, arguing that important story elements sit hidden behind content many players will skip.

How to Unlock the Super Gear Boy and Its Ghost Sensor

Players unlock the Super Gear Boy in Episode Two, The Wretched, when Todd Morrison upgrades Sal’s handheld console after the basement investigation begins. The upgraded device then flags supernatural hotspots on its screen, letting Sal contact ghosts in rooms that looked empty a moment earlier.

Todd is the gadget kid of the group, and his workbench is the reason the second half of the series functions at all. Before the upgrade, ghost contact happens only where the story places it. Afterwards, it becomes a tool you carry into every room.

The sensor changes how you move through the building. Rooms you cleared in Episode One deserve a second sweep once the upgrade lands. Several ghosts inside Addison Apartments never announce themselves, and the cult story running underneath the floors only assembles if you find them.

Todd Morrison’s Upgrade During The Wretched

Larry starts the chain by telling Sal about strange noises in the apartment basement, and about a demon he believes has cursed the building. Sal takes that to Todd, who lives on the same floor and builds things nobody asked him to build. The upgrade follows from that conversation rather than from any puzzle.

What makes the sequence memorable is how casual it is. Todd treats a haunted apartment block as an engineering problem, hands over improved hardware, and joins the investigation. Later in the same episode, one of his gadgets is what finally puts the demon down after it corners Sal on the renovated top floor.

Reading Supernatural Hotspots Room by Room

The sensor draws a simple readout, and stronger signals mean a nearer presence. Move Sal a few steps and watch the readout climb or fall, then stop where it peaks. That is the entire interaction, and its simplicity is why it never wears out.

Signal strength does not always mean a friendly ghost is waiting. Some hotspots feed the cult thread instead, including a spot where Sal speaks with the ghost of a cultist, which carries its own achievement. Because rooms change between episodes, a dead reading in 1993 can turn into a strong one in 1994.

Ghosts Worth Contacting Inside Addison Apartments

Mrs. Sanderson’s ghost is the single highest value contact in the early game, reachable only after breaking into apartment 403 with a crowbar. She gives a firsthand account of the murder that opens the entire series. Players who never force that door hear the story secondhand instead.

Terrence Addison, the building owner who never leaves his room, is the other essential thread. Getting him to talk about his family and his past dreams unlocks the context for what has been living inside him since childhood. Both conversations feed the cult reveal that lands in the fourth episode.

How to Unlock the Gear Boy Minigames and Clumpy Level

Two hidden minigames sit inside the main story: In Seeking Prouidence, a retro adventure that runs on Sal’s handheld, and Clumpy: The Mutant Monkey, a bonus arcade level. Players open the first from the console menu, and the second only after a six step item chain ending at Larry’s TV.

These minigames are not filler. Each carries an achievement, and both were built to break up long reading stretches with something arcade shaped. Larry’s band Sanity’s Fall supplies a third break, in the form of playable guitar sequences.

The unlock chains are where most players come unstuck. One requires giving nothing away that you were told to give away. Another requires a trade with a neighbour that the story never suggests.

In Seeking Prouidence and Its Difficult Middle Chapters

In Seeking Prouidence runs on the handheld from the first episode onward, and it plays as a stripped down top down adventure in green monochrome. Finishing every level fires the House of the Wretched achievement, and a separate one covers completing all chapters on the upgraded device.

Chapters 3 and 5 are the walls. In Chapter 3 you play as Greg inside a building of identical rooms, and the line “All these rooms look the same” means your sequence failed and the route restarts. The working path through that chapter is up, right, down, up, left, down, up, right, down, right. Chapter 5 is harder still, and most players need a written route rather than instinct.

The Six Step Item Chain Behind Clumpy: The Mutant Monkey

Clumpy: The Mutant Monkey hides behind a trade sequence that begins in the school science lab. Take the plasticine and, critically, do not hand it to Ashley when she asks. That single refusal is the step players fail most often, because the game frames giving it away as the natural choice.

The rest runs in order: fix the poster in Robert’s flat for a coin, take an empty cup from Sal’s room, fill it with tea from Mr. Addison, trade the tea to Todd’s parents for a chocolate bar, then offer that bar to Chug, who hands over a game he borrowed from Larry. Use Larry’s TV to play it. Beating the bonus level scores 1000 points and closes out one of the more obscure achievements in the set.

Guitar Barrier Songs and the Sanity’s Fall Track

The barrier songs are rhythm sequences where Sal plays specific notes to break through a supernatural wall. Failing one is not fatal, although an achievement exists for never failing any of them across a full run. That achievement is a genuine skill check rather than a collectible.

Sanity’s Fall is Larry’s fictional metal band, and its track is one of the pieces Gabry composed himself alongside the rest of the score. Listening to it at least twice unlocks the Metalhead achievement, which is the cheapest achievement in the game and also the one most players trip over by accident.

How Episodes, Seals and Journal Pages Work in Nockfell

Progress in this title runs on episode order rather than levels or ranks. Five episodes unlock in sequence from Strange Neighbors to Memories and Dreams, and optional collectibles like the four Seals, 11 journal pages and hidden VHS tapes feed 35 achievements plus an unlockable epilogue.

There is no XP bar, no currency, and no shop. The only thing that accumulates is knowledge, plus the achievement list tracking what you found.

Each episode runs roughly 3 to 4 hours, which puts a thorough run somewhere around 15 to 20 hours. Players unfamiliar with point and click adventures should expect the higher end of that range. The timeline itself jumps between 1984 and 2001, told mostly as flashbacks from an older Sal awaiting trial.

The Five Episode Order From Strange Neighbors to Memories and Dreams

Episode One, Strange Neighbors, opens in a hospital dream from 1984 before dropping a fifteen year old Sal into Addison Apartments in 1992. Episode Two, The Wretched, moves into the basement and the demon. And Episode Three, The Bologna Incident, starts in 1994 at Nockfell High School and ends underneath the building in an occult temple.

Episode Four, The Trial, jumps to 1999 and then to Sal’s trial in 2001, and it is the episode that reframes everything before it. Episode Five, Memories and Dreams, hands control to Ashley Campbell after Sal’s death. Playing them out of order is not possible, and the emotional structure depends on that fixed sequence.

The Four Seals, 11 Journal Pages and Hidden VHS Tapes

Four Seals sit hidden inside Addison Apartments, and finding all of them fires the Devour achievement. They are the clearest physical evidence of the cult operating under the building, and each one adds a piece to what The Endless One actually is.

The journal runs to 11 pages, all optional, all collected across Episode Four. VHS tapes form a third collectible set in Episode Five, alongside a set of notes that a separate achievement asks you to read in full. None of these are marked on a map, and none of them announce themselves, which is why a completion run usually means a second playthrough with a checklist open.

What the 35 Achievements and Unlockable Epilogue Give You

The achievement list runs to 35 entries, and only the episode completion achievement inside each episode is unmissable. That leaves roughly 30 achievements that a careless run will permanently lose. Reading the list before starting is not cheating, it is the only practical way to see the optional content on a first pass.

The epilogue is the real reward. It reveals that even after Ashley, Sal’s spirit and Larry’s ghost destroy The Endless One, 33% of the planet’s population had already been consumed by the darkness. That single number reframes the ending from a victory into something far bleaker, and players who skip the unlock never see it.

Common Mistakes That Cost You Optional Puzzles and Lore

The game keeps exactly one save file, and it overwrites itself as you play. There is no slot menu, no manual save, and no rollback. Miss an optional item and the only route back is replaying the episode from its start.

Most first run complaints trace back to that one design choice. Players assume they can wander back later, then find the story has moved and the room is gone.

Three habits cause almost all of the loss: rushing rooms before sweeping them, skipping optional puzzles because they do not gate progress, and treating Larry’s dialogue as flavour. Each mistake is cheap to avoid and expensive to fix.

The Single Save File Trap and Why Replays Happen

Because the save overwrites continuously, there is no way to branch a run and test something. Players on Steam discussions have flagged this for years, usually after losing an achievement by a single room. The practical fix is simple: finish everything in a location before you take the action that advances the story.

Watch for point of no return moments, which usually look like leaving a building, sleeping, or agreeing to go somewhere with a friend. Before any of those, sweep the current area one more time. Two minutes of caution beats a three hour replay.

Skipping Optional Puzzles and Losing Plot Threads

Optional puzzles here are not side content in the usual sense. They carry narrative that the main path never repeats, which is precisely the criticism Adventure Gamers raised in its review. Skipping them produces a story that feels convoluted, because the connective tissue was in the content you walked past.

The puzzle box is the clearest example. Its reward is a story, not an item, and that story sharpens what the cult is doing under the building. Similarly, the note riddles in Episode Five carry context for the finale that the cutscenes assume you already have.

Rushing Past Larry Before Episode Four Closes the Door

Larry’s optional conversation pool is enormous, and it is split across the early episodes and Episode Four. The fourth episode is where that door shuts permanently, and it shuts without warning. Players who banked those conversations experience the episode very differently from players who did not.

Larry’s note, left behind before his death, thanks Sal for their friendship. That line lands as a gut punch or as a shrug depending entirely on how many optional exchanges you sat through beforehand. The writing is doing its job either way, but only one version of the run earns it.

Where to Get Sally Face on PC, Console and Mobile

Portable Moose sells this title on Windows, macOS, Linux, Nintendo Switch, PlayStation 4 and Xbox One, and nowhere else. No official Google Play or App Store release of the original exists, so Android files circulating on third party sites do not come from the developer.

That gap matters, because a large share of pages ranking for this game present it as an Android title. The developer has stated plainly that this is a PC game, later joined by console versions.

The Switch version arrived in January 2021 and the PlayStation 4 and Xbox One versions in April 2022. All of them bundle the complete five episode story rather than splitting it. Reception has stayed strong across the board, with Steam user reviews sitting near 97% positive across roughly 9,000 lifetime reviews.

Windows, macOS, Linux, Switch, PS4 and Xbox One Versions

PC remains the best way to play, mostly because a mouse handles hotspot sweeping faster than a stick. Linux and macOS builds ship alongside Windows, and a recent update brought proper notarization for macOS users who install manually.

The Switch version is the strongest handheld option, and it received a physical release as well. Console builds trade cursor speed for portability and controller comfort, which suits an adventure with this much reading. A recent update also moved every build to a newer Unity release, correcting a discovered issue and smoothing performance across platforms.

Why No Official Android Release of the Original Exists

The original was built as a desktop project across five years by one person, and porting a hand animated Unity adventure to touch is a separate development job rather than a checkbox. Nothing on the developer’s store pages lists Android or iOS for the first game.

Files labelled as an Android build of this game come from third party repackagers rather than Portable Moose. Buying through Steam, GOG, itch.io, the Nintendo eShop, PlayStation Store or the Microsoft Store is the only route that actually pays the person who made it. That distinction is worth stating plainly, because almost no ranking page states it at all.

Sally Face 2 Confirmed for iOS and Android

Portable Moose announced Sally Face 2 in August 2026, described as a single player side scrolling narrative adventure set in a post apocalyptic world. It launches first in Early Access for PC via Steam, with console and mobile versions following later.

The sequel is therefore the first entry in the series confirmed for iOS and Android, which is the answer mobile searchers have actually been looking for. Portable Moose has also stated the sequel contains no AI generated content of any kind, with every asset handcrafted. Sal and his three friends return, and the studio has framed it as considerably more ambitious than the first game in both art and technology.

Best Sally Face Tips and Tricks for Beginners

Sal’s handheld console is the single most underused tool in a first run, and that alone explains most thin playthroughs. Players who sweep with it habitually finish with a coherent story. Players who use it only when prompted finish confused.

Three habits fix nearly everything. Sweep rooms, bank conversations, and write things down.

None of this requires skill. It requires the discipline to slow down in a game that never forces you to. The reward is the difference between watching a mystery and solving one.

Sweep Every New Room With the Handheld Before Leaving

Make the sweep automatic: enter a room, check the readout, then start clicking objects. Ghosts in Addison Apartments rarely appear where the story points you, and several exist only in a narrow window before an episode moves on.

Revisit cleared rooms after the Super Gear Boy upgrade lands. Signal strength changes between episodes because the building itself changes, and a room that read dead in 1992 can hold a contact in 1994. This one habit accounts for more recovered lore than any other single change to how you play.

Bank Larry Conversations Before the Point of No Return

Every time you pass Larry’s door, talk to him until his options run dry. Two achievements track exactly this, which tells you the developer considered it core content rather than decoration. His optional lines also change after story beats, so yesterday’s exhausted list refreshes.

The window closes during Episode Four, permanently and without warning. Because the single save file cannot be rolled back, missing those exchanges means replaying the episode. Ten seconds at his door each visit removes the risk entirely.

Write Down the Shed Code and Note Riddles in Episode Five

Episode Five asks Sal to remember a shed code from earlier in the story, and an achievement fires only if you recall it correctly. The game does not store it for you. Writing it down the moment you see it is the whole trick.

Do the same for the notes scattered through the final episode, since one achievement covers reading all of them and the riddles feed the ending’s context. Keep a phone note or a scrap of paper beside you. In a game with no map markers and no quest log, your own notes are the only tracking system available.

Frequently Asked Questions About Sally Face

Is Sally Face available on Android?

No official Android or iOS version of Sally Face exists today. Portable Moose ships the game on Windows, macOS, Linux, Switch, PlayStation 4 and Xbox One only. On itch.io the first episode sells separately, with a season pass covering episodes two through five and the soundtrack.

Is the game hard to finish?

Not really. Most rooms carry no fail state, and the few chase sequences restart quickly rather than ending a run. An achievement exists for finishing without a single Game Over, which tells you how forgiving the pacing is. The optional puzzle box and note riddles carry the real difficulty.

Is it worth playing twice?

Yes, for two reasons. Rooms change between timelines, so returning to Addison Apartments in a later episode shows redecorated flats, new tenants and altered dialogue. A recent update also moved the build to a newer Unity version, which smooths older performance stutters that made second runs feel rough.

Who Should Play Sally Face and Who Should Skip It

Sally Face suits players who want a slow, character heavy mystery rather than jump scares. Anyone who liked Fran Bow or Little Misfortune will settle in fast. Newcomers to point and click adventures should still start here, because the main path stays forgiving. Having finished all five episodes twice, I still think Episode Two carries the strongest single hour in the series. The ending earned real grief from me rather than a shrug. Buy it on Switch or PC, take the optional puzzles seriously, and give it the whole evening it deserves.

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