Compare Inside key prices across 50+ stores and find the best deal. Developed by Playdead. Published by PlayDead. Released on 7/7/2016. Available on PC, Xbox. Genres: Action, Adventure, Indie. Metacritic score: 87/100.

A wordless, dystopian 2D platformer that pulls you through its world like a current you can't swim against. Short, precise, and hard to shake.

Inside is a 2D puzzle-platformer from Playdead, the studio behind Limbo, and it earns every comparison to that predecessor while quietly surpassing it in ambition. You control a nameless boy moving through a grey, rain-soaked world that is clearly broken in ways the game never pauses to explain. There are no menus, no dialogue, no tutorial prompts. The controls are simple: run, jump, grab, interact. The complexity lives entirely in the environment, and Playdead trusts you completely to read it. The puzzle design is the game's quiet triumph. Nothing here feels like a logic exercise dropped into a story. Each obstacle grows organically from the world's internal rules, and those rules accumulate into something genuinely strange as the game progresses. Early sections involve hiding from searchlights and timing jumps across industrial machinery. Later the game introduces a mind-control mechanic that lets the boy direct groups of slack, shuffling human figures, and the implications of that mechanic, left entirely unspoken, are some of the most unsettling storytelling in recent memory. The difficulty curve is gentle but never insulting. If you die, you restart close to where you fell, which matters because dying here often feels deliberate, almost instructional. The audiovisual craft deserves real attention. The color palette is almost entirely desaturated except for the boy's red shirt, a single warm signal in a cold world. The animation is handcrafted and weighty. Characters move like they have mass and momentum, which makes the rare moments of grace feel earned. Martin Stig Andersen's sound design operates somewhere between score and atmosphere; there are low frequency pulses and distant industrial hums that do more emotional work than most orchestral soundtracks manage. Playing with headphones is not optional, it is the correct version of the experience. Where Inside earns its reputation most is in its ending, or more precisely, its two possible endings. The main route closes with one of the most talked-about final sequences in the genre, a sustained, bizarre, wordless crescendo that lands differently for every player. Find the hidden collectibles scattered through the levels and a second, quieter conclusion opens up, one that sits in the chest for days afterward. A full playthrough runs roughly three to four hours. Some will call that short for the price. I'd push back: Inside knows exactly when it's done. There is no padding, no backtracking corridor added to inflate the runtime. Every scene is load-bearing. The only real caveat is for players who need explicit narrative payoff. Inside offers accumulation, not resolution. You will not receive answers. If that sounds frustrating rather than intriguing, the game will leave you cold. For everyone else, particularly those who responded to Limbo's atmosphere or who want a game that treats them as an intelligent adult, Inside delivers something that lingers well past the credits. Kai, Scout Team

Inside key
ActionAdventureIndie

Inside key

Jul 7, 2016PlaydeadPlayDead
GamerScout Says

A wordless, dystopian 2D platformer that pulls you through its world like a current you can't swim against. Short, precise, and hard to shake.

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About Inside key

Inside is a 2D puzzle-platformer from Playdead, the studio behind Limbo, and it earns every comparison to that predecessor while quietly surpassing it in ambition. You control a nameless boy moving through a grey, rain-soaked world that is clearly broken in ways the game never pauses to explain. There are no menus, no dialogue, no tutorial prompts. The controls are simple: run, jump, grab, interact. The complexity lives entirely in the environment, and Playdead trusts you completely to read it. The puzzle design is the game's quiet triumph. Nothing here feels like a logic exercise dropped into a story. Each obstacle grows organically from the world's internal rules, and those rules accumulate into something genuinely strange as the game progresses. Early sections involve hiding from searchlights and timing jumps across industrial machinery. Later the game introduces a mind-control mechanic that lets the boy direct groups of slack, shuffling human figures, and the implications of that mechanic, left entirely unspoken, are some of the most unsettling storytelling in recent memory. The difficulty curve is gentle but never insulting. If you die, you restart close to where you fell, which matters because dying here often feels deliberate, almost instructional. The audiovisual craft deserves real attention. The color palette is almost entirely desaturated except for the boy's red shirt, a single warm signal in a cold world. The animation is handcrafted and weighty. Characters move like they have mass and momentum, which makes the rare moments of grace feel earned. Martin Stig Andersen's sound design operates somewhere between score and atmosphere; there are low frequency pulses and distant industrial hums that do more emotional work than most orchestral soundtracks manage. Playing with headphones is not optional, it is the correct version of the experience. Where Inside earns its reputation most is in its ending, or more precisely, its two possible endings. The main route closes with one of the most talked-about final sequences in the genre, a sustained, bizarre, wordless crescendo that lands differently for every player. Find the hidden collectibles scattered through the levels and a second, quieter conclusion opens up, one that sits in the chest for days afterward. A full playthrough runs roughly three to four hours. Some will call that short for the price. I'd push back: Inside knows exactly when it's done. There is no padding, no backtracking corridor added to inflate the runtime. Every scene is load-bearing. The only real caveat is for players who need explicit narrative payoff. Inside offers accumulation, not resolution. You will not receive answers. If that sounds frustrating rather than intriguing, the game will leave you cold. For everyone else, particularly those who responded to Limbo's atmosphere or who want a game that treats them as an intelligent adult, Inside delivers something that lingers well past the credits. Kai, Scout Team

Tags

steamAtmospheric StorytellingEnvironmental PuzzlesMind-Control MechanicLinear NarrativeCollectible EndingsMinimalist UIShort but CompleteCinematic

System Requirements

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Reviews & Ratings

Metacritic
87
Steam
97%(74,170)

Game Info

Developer
Playdead
Publisher
PlayDead
Release Date
Jul 7, 2016

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