
Character Skills
Character Skills in Inside
Inside features a single playable character: a nameless young boy. Unlike traditional RPGs or action games, the boy has no skill trees, levels, experience points, cooldowns, consumables, or upgradeable abilities. Instead, all abilities are intrinsic to the character from the start and are unlocked only by progression through the game environment. This guide details every distinct action or state the boy can perform, treating each as a “skill” for completeness.
Core Movement Skills
| Skill | Description | Platform Notes | Upgrade / Cooldown |
|---|---|---|---|
| Walk | Default movement. Speed is constant; there is no run button. Walking is silent but can alert dogs or searchlights. | Analog stick or D-pad; PC uses A/D or arrow keys. | Not upgradeable. No cooldown. |
| Run | Hold the sprint button (Shift on PC, left stick click on console) to run. Faster but louder; attracts enemies and triggers certain traps. | Supported on all platforms. | No upgrade. Use briefly to avoid timed hazards. |
| Jump | Press jump button (Space on PC, A on Xbox, Cross on PS, B on Switch). The boy has a fixed, short jump height. No double jump or wall jump. | Same across all versions. | Cannot be upgraded. Use for platforms, gaps, and hanging. |
| Climb | Automatically triggers when reaching a ladder, ledge, or rope. Boy can climb up/down ladders, shimmy along ledges, and hang from ropes. | No special input needed near climbable surfaces. | No cooldown. |
| Swim | Enter water to switch to swimming. Boy can swim in any direction but has limited lung capacity (see Holding Breath). | Press jump while underwater to swim upward. | Lung capacity is fixed (about 20 seconds). No upgrade. |
| Crouch | Hold crouch button (Ctrl on PC, down directional on some platforms) to lower profile. Useful for sneaking under low obstacles and hiding from searchlights. | Some puzzles require crouching to fit through vents. | No cooldown. |
Interaction Skills
| Skill | Description | Use Cases | Special Notes |
|---|---|---|---|
| Push/Pull Objects | Hold interaction button (E on PC, X on Xbox, Square on PS, Y on Switch) near movable objects like boxes, carts, or boats. Boy can push or pull slowly. | Solving physics puzzles, creating platforms, blocking water or hazards. | Boy cannot push objects larger than himself; some objects require multiple pushes. No upgrade. |
| Use Levers / Switches | Approach a lever or switch and press interaction. Levers toggle instantly; no hold required. | Opening doors, activating cranes, turning off machinery. | Most levers are one-time or reset after a timed sequence. |
| Hold Breath | While underwater, the boy automatically holds his breath. A visible bubble gauge shows remaining air. Pressing no action prolongs holding; surfacing refills gauge instantly. | Swimming through submerged passages, avoiding underwater obstacles. | If gauge empties, boy drowns and restarts from last checkpoint. No upgrade. |
| Hide | In dark areas or behind cover (tall grass, boxes, shadows), the boy is invisible to enemies. No button needed; simply stand still in concealment. | Evading dogs, searchlights, or human guards. | Some enemies can detect you even in cover if you move too quickly. |
| Sprint (Vehicle) | While driving the submarine-like aquatic vehicle, hold sprint to move faster but with increased noise (attracts enemy fish) and limited fuel (shown as a bar). | Escaping the giant eel, navigating flooded labs. | Fuel regenerates slowly when not sprinting. No upgrade. |
Special Abilities (Unlocked Through Progression)
These are not skills in the traditional sense but puzzle mechanics that function as temporary or permanent abilities for specific sequences.
#### The Mind-Control Helmet
- How to Obtain: Near the end of the game, the boy dons a mind-control helmet that allows him to interface with a giant, fleshy humanoid (the “blob”).
- Effect: The boy and the blob are linked. The boy can move the blob by moving himself. The blob can: break walls, smash glass, lift heavy objects, and climb. The boy remains vulnerable and must avoid damage while controlling the blob.
- Cooldown: The link is permanent once established. There is no manual disconnect. The blob cannot act independently.
- Upgrades / Special Moves: None aside from environmental interactions (smashing, lifting, climbing). The blob also has a “slamming” action when falling from heights.
- Combo / Synergy: The boy can use the blob to reach high ledges or solve puzzles requiring brute force. No direct combat synergy.
- How to Obtain: Found in a deep underwater section. The boy sits inside a small submersible with a propeller.
- Effect: Allows fast underwater movement and can break weak obstacles. Has a limited fuel gauge for sprinting (used to escape the giant eel).
- Cooldown: Fuel recharges when not sprinting. No manual refill.
- Upgrades: None. The vehicle is single-use for that section; you exit it and cannot return.
- While wearing the helmet: The boy controls the blob from a distance. The blob can be moved like a character (running, jumping, climbing, smashing). It is immune to drowning but can be killed by certain environmental hazards (e.g., electrical shocks).
- Special Action: The blob can lift and throw objects (including explosive barrels) – done by interacting with an object while near it.
- Cooldown: None for actions, but the blob takes time to return to the boy if separated. If the blob is killed, the boy must restart from checkpoint.
- Default playstyle: Use all movement abilities as needed. No combat, so no offensive build.
- Stealth focus: Crouch often, move slowly, hide in shadows. Dogs require patience; wait for them to turn away.
- Speedrun approach: Run past enemies when possible, but many areas force stealth. Memorize timed sequences.
- Underwater segments: Hold breath and navigate carefully. Use sprinting only when chased.
#### Underwater Propeller Vehicle
#### The Blob (Controlled)
Builds / Recommended Loadouts
Inside does not have builds or loadouts. The only “choice” is how you approach each puzzle. The following guidelines will help you:
Synergies & Combos
Because the game is linear and puzzle-based, there are no skill combos. However, certain sequences require chaining abilities:
| Sequence | Required Abilities | Notes |
|---|---|---|
| Water puzzle with boxes | Swim + Push/Pull + Jump | Push a box into water, jump on it, then swim under a gate. |
| Mind-control blob + platforming | Climb + Smash + Lift | Use blob to break wall, then climb on blob to reach high ledge. |
| Escaping the eel | Sprint (vehicle) + Navigation | Sprint only when eel is close; conserve fuel. |
When to Use Each Skill
- Walk – default state for most puzzles. Use when you want to be quiet.
- Run – only in narrow time windows (e.g., escaping collapsing platforms, outrunning an enemy that cannot be avoided).
- Jump – for gaps, climbing onto ledges, avoiding ground-level hazards.
- Climb – whenever a ladder, ledge, or rope is present. Automatically triggered.
- Swim – when water blocks your path. Always check for air pockets.
- Crouch – under low ceilings or when sneaking past searchlights.
- Push/Pull – for nearly every physical puzzle. Experiment with direction and distance.
- Use Lever – as soon as you see one; they usually solve a nearby puzzle.
- Hold Breath – only underwater. Surface often to avoid drowning.
- Hide – whenever an enemy appears. Stand still in dark/cover until they pass.
- Sprint (vehicle) – only when pressed, to recharge fuel.
- Mind-control blob actions – use smash to break obstacles, lift to move heavy items, climb to reach high areas. Direct the blob by moving yourself – it mirrors your position.
Tips for Mastering Abilities
1. Jump timing matters: The boy’s jump is short and fixed. Some platforms require pixel-perfect jumps – practice near save points.
2. Swimming and air: Memorize locations of air pockets. If you see a bubble trail, follow it – it leads to air.
3. Sound attracts enemies: Running on metal grating or pushing metal carts makes noise. Walk on dirt/grass when possible.
4. The blob is slow but strong: Do not rush controlling it. Position carefully before smashing walls.
5. No skill points, no XP: Everything is unlocked by progression. If you cannot do something, you likely haven’t reached that point yet.
Conclusion
While Inside lacks traditional character skills, every action the boy performs is essential to survival and puzzle-solving. Mastering these basic movements and special abilities is the key to completing the game. There are no builds, no upgrades, no cooldowns – just precise timing and environmental awareness. Use this guide to understand the full repertoire of the boy, and you will be prepared for every challenge the game throws at you.