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In Between on Steam - User reviews, Price & Information

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In Between is set inside the mind of a man hit by a cruel twist of fate. Together you are on a journey through the protagonist's head, a world that doesn’t obey the laws of physics.

In Between is a 2d, indie and puzzle-platformer game developed by Gentlymad and published by Assemble Entertainment.
Released on August 21st 2015 is available on Windows, MacOS and Linux in 6 languages: English, French, Italian, German, Spanish - Spain and Korean.

It has received 459 reviews of which 388 were positive and 71 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 11.99€ on Steam, but you can find it for 0.48€ on K4G.


The Steam community has classified In Between into these genres:

Media & Screenshots

Get an in-depth look at In Between through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7
  • Processor: Intel Core 2 Duo at 2 GHz, or AMD Athlon 64 X2 2 GHz
  • Memory: 2 GB RAM
  • Graphics: Intel HD4000
  • DirectX: Version 9.0c
  • Storage: 1 GB available space
MacOS
  • OS: OS X 10.9
  • Processor: 2,4GHz Intel Core 2 Duo
  • Memory: 2 GB RAM
  • Graphics: Intel HD4000
  • Storage: 1 GB available space
Linux
  • OS: SteamOS, Ubuntu 14.04 or later
  • Processor: Intel Core 2 Duo at 2 GHz, or AMD Athlon 64 X2 2 GHz
  • Memory: 2 GB RAM
  • Graphics: Intel HD4000
  • Storage: 1 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

25 hours played
Oct. 2015
Challenging and fun puzzle/platforming game with a meaningful story built around it. Each stage uses a different technique to accomplish the levels which keeps things interesting. Nice soundtrack as well. The only drawback was the lack of checkpoints within levels which has now been addressed in an update. Recommended game.
17 hours played
Oct. 2015
Saw this game being examined by Extra Credits, and had to experience it for myself. Much detail was put into this game, but there were a few design choices that seemed lacking. When I look at a level menu I expect 3 things usually associated with icons and/or a text blurb: 1) The Name of the Level. 2) Has the player reached the endpoint? 3) Has the player found the all the secrets? However what I got was: 1) A layout of the map to memorize 2) A filled inner circle once the player reached level endpoint 3) A half circle to indicate if a memory was present in the level While it was does contain the basic information, it is impossible to tell someone about a level by describing a map. The levels aren't numbered, just nodes of circles along the bottom of each section to choose from. The issue is I can't describe the unique map within a reasonable time frame, and describing a node means nothing to another player since they all look the same. The next issue is lack of objective information. If I had never looked at the achievements, I never would've known about the "Hidden Glimmers of Hope" with one hidden inside a level within each section. Also there's no indication of which level contains a glimmer nor the specified rules you must abide by in order to obtain it. If it's hidden, leave hints. Lastly, if you are making an achievement for doing all the levels "perfectly", you need to display to the player which levels are done "perfectly". Re-doing levels because the player isn't shown they obtained something does not result in replayability (fun) as much as frustration. The feeling of progress is done if everything appears done. With that out of the way, I only have two suggestions for the developers. 1. QuickSave - not checkpoints, just being able to save at any certain safe point allows faster iterations which means less frustration. Not every game can benefit from saving whenever, but this certainly would've. 2. Difficulty Tweaking - You know what I'm talking about, those extra spikes, the movement speed of darkness and orbs, orb speed scaling bigger/smaller, certain placement/existance of spike balls. Making a game easier doesn't make the story less appealing. It is true players have different meanings of "fun" and "satisfaction", but if they aren't being satisfied on lower difficulties, they'll raise the difficulty, you could even have an achievement as an incentive for them to challenge themselves. As for the obvious "It's too hard" players, you could have a secret death counter, and if they die over and over again in quick succession, prompt them about lowering the difficulty. Rayman Legends used this similar system, but the impact it had was minor due to the levels still remaining the same instead of making the level with less deathtraps..... In fact, let the end users set when they want to be notified if it's too hard. They choose how much death should lead to their acceptance of lowering the difficulty. Overall, it is a well made game and other developers could learn a thing or two from it, both in regards of what to do and possibly what not to do (though I found what this team did, did it right.).
14 hours played
Aug. 2015
In Between is a story-driven puzzle platformer with gravity rotation mechanics that has the makings of a new classic. It looks similar to gravity puzzler The Bridge at first glance. But with the instant gravity flips of And Yet It Moves, several unique game mechanics and a mature and tightly interwoven story, the game is a fresh experience that is well worth playing. The protagonist of the game is a young man whose life is suddenly shattered when he is diagnosed with lung cancer. We follow him as he learns to accept his fate, in a game where story is told in smooth transitions between playable cutscenes and puzzle chapters. The five main chapters of the game are inspired by the five stages of grief: denial, anger, bargaining, depression and acceptance. Each chapter introduces a new game element, themed after the stage it represents. The symbolism isn't necessarily clear-cut, like in the denial chapter, where darkness chases you from one or two sides of the screen, and can only be held off by facing it. This obstacle makes sense though, and is explained in the story segment leading up to it. Anger is more easily grasped, since it's represented by red pulsating, and sometimes moving, orbs that kill on touch. Bargaining has levels where you simultaneously control a mirrored shadow protagonist, and in depression you have to move through scarce sources of light to avoid the deadly darkness. The final chapter is more of a narrative device, and is one I choose not to describe to avoid spoiling the experience. In addition to the five main chapters, there's also a tutorial, which is designed to make you comfortable with the gravity flip mechanics. Like the first four of the five main chapters, the tutorial contains 12 levels, of which nine are required to unlock the next chapter. The first nine levels in each chapter are for the most part easy enough to figure out for someone with a bit of experience with the genre, but getting the timing right can be tricky in some of the levels. None of the levels have checkpoints, so if you mess up and die, you will have to start over from the beginning of the level. Getting through the game took me just over three hours, but solving the additional 15 harder levels doubled that, so the game should offer about six hours worth of gameplay in total. If you go after the hidden glimmers of hope or a no-death run, you can probably add several more hours on top of that. The game never gets as punishing as The Bridge or Closure, but if you've made it through Braid and LIMBO, you should be able to solve most of the levels of In Between without too much trouble. This is a game well worth playing for the story alone. The subjects of grief and regret are topics I haven't seen explored in games often enough, and seldom as intimately as in this game. We get to witness the protagonist's struggles with accepting his imminent death, memories of his childhood and his troublesome relationship to his father, and having to leave a young daughter behind. Most of the story is told through playable cutscenes and in spoken thought leading in to levels, but some levels also have memory shards hidden as cracks in the wall that trigger when you walk past them. The game is fully playable with my wired Xbox 360 controller, though I prefer to play it using the keyboard. It's controlled using both sticks on a gamepad or WASD and arrow keys with keyboard controls. There are no options for rebinding keys, but I found these defaults intuitive and easy to play with. I haven't experienced any technical issues with the Linux version, but the demo on Steam is available for Linux, so you can try it to see if it works well on your system. NOTE: This review was originally posted on [url=https://www.gamingonlinux.com/articles/puzzle-platformer-in-between-released-on-steam-for-linux-has-a-demo.5870]GamingOnLinux .
7 hours played
Aug. 2015
Probably many would say at this point, just from watching the trailer:" oh, it´s just like VVVVVV". But if you play the game, you soon realise it´s not just another puzzle platformer. Game Design wise it is really interesting because the game introduces puzzle mechanice in the context of the stages of grief, which gives it a lot of meaning. Some Levels are hard as hell O.o and sometimes it´s a torture to get through >.<. But when you actually do, it´s incredibly satisfying. And you have to play the game until the very end, because it´s really worth it an makes a lot of sense as a whole experience. In Between is a really great game with beautiful handpaintes visuals, a stunning atmosphere and a deep and engaging story. - I promise i cried for 15 minutes - Love to support such an awesome game.
2 hours played
Aug. 2015
Though "In Between" has been on my Wish List for some time, I chose to play the demo before committing. But I only played it for about three minutes. The quality of art, the story and the game play are so readily apparent that the choice was simple. Admittedly, I've played less than an hour, so this review will likey not be my final version. A contemporary, urban male is facing a rapidly approaching death, and must prepare emotionally and mentally. This is done through a series of puzzles involving (superficially) gravity. (I say superficially, because even at early levels "In Between" offers much more, as well as great potential.) A friend looking at the Store Page was immediately repulsed by characteristics seemingly shared by platformers. I have to disagree. It doesn't call itself a platformer, and had it been a platformer I would have quite possibly expressed the same distain. No, "In Between" is a story driven puzzle game. A good one. And the puzzles can be quite difficult (in a good way.) There is a world of gravity-based games available. "In Between" shares characteristics with "The Bridge", but has far more story. Actually, the gravity puzzle aspect is quite similar to "Gravity Error", so liking either is a strong indication of a players feeling about the other. But the gravity aspect is just a stepping stone to qualities that the excellent learning curve has just begun to reveal to this player, so I have nothing more to say at this time. Except - PLAY the demo!

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Frequently Asked Questions

In Between is currently priced at 11.99€ on Steam.

No, In Between is currently not on sale. You can purchase it for 11.99€ on Steam.

Yes, In Between received 388 positive votes out of a total of 459 achieving a rating of 7.91.
😊

In Between was developed by Gentlymad and published by Assemble Entertainment.

Yes, In Between is playable and fully supported on Windows.

Yes, In Between is playable and fully supported on MacOS.

Yes, In Between is playable and fully supported on Linux.

In Between is a single-player game.

Yes, there is a DLC available for In Between. Explore additional content available for In Between on Steam.

No, In Between does not support mods via Steam Workshop.

Yes, In Between supports Remote Play on TV. Discover more about Steam Remote Play.

Yes, In Between is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for In Between.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 26 July 2026 09:07 UTC
SteamSpy data 22 July 2026 08:32 UTC
Steam price 28 July 2026 18:45 UTC
Steam reviews 28 July 2026 20:08 UTC

If you'd like to dive deeper into the details about In Between, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about In Between
  • SteamCharts - Analysis of In Between concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck In Between compatibility
In Between
Rating
7.9
388
71
Game modes
Features
Online players
1
Developer
Gentlymad
Publisher
Assemble Entertainment
Release 21 Aug 2015
Platforms
Remote Play
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