App description: Back to Bed is a 3D indie puzzle game set in a unique and artistic dream world, wherein you guide the sleepwalker Bob to the safety of his bed. To achieve this, you must take control of Bobs subconscious guardian named Subob. The pair travels through a surreal and painting-like dream world, filled with objects used to guide Bob towards the Bed, but also dangers that must be avoided!

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"The lines are blurred between art and game. If you feel like being caught between worlds, this is the game to take the trip with." - Touch Arcade

Back to Bed manages to simultaneously be predictable and surprising, sleepy and lively, scary and comfortingjust like any good piece of Surrealist art. - Killscreen

Back to Bed is what happens when you let Dali, Escher, and Magritte develop a game. -

What you see isnt always what it seems, and the moments that use these ploys are some of the best Back to Bed has to offer. Its mindbending and an utter delight. - Twinfinite


Awards & Nominations:

- IGF Student Showcase Winner 2013

- Dutch Game Awards 2012: Guts & Glory Award

- Unity Awards 2012: Best Student Project - Nominee

- Nordic Game Indie Night 2012: Finalist

- Casual Connect Europe 2014: Best Console - Nominee



Unique surreal and artistic game universe: A strange but beautiful dream universe that mixes elements from the real world and the world of dreams to create something unique, surreal and sometimes a bit scary.

Isometric puzzle levels: Navigate detailed 3D puzzles that defy the laws of physics, wherein the player must manipulate the strange environment to create a safe path Bob and avoid the dangers of the puzzle.

Two characters as one: Play as the embodied subconsciousness, in the form of a small guardian creature, trying to save its own sleepwalking body from dangers of the dream world.

Picturesque visual style: Discover the feeling of playing in a piece of art set in a digital frame. A visual style inspired by hand-painted techniques, surreal art and impossible shapes.

Nightmare mode: Unlock a more challenging version of the game, made for those who truly want to test their puzzle solving skills and enjoy thinking many steps ahead, or who are just too stubborn to give up.

MFI Controller Supported


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Privacy Policy:
Back to Bed sends automated bug reports, device information, gameplay and location data. The information sent does not include personal or private information nor can it be used to reveal the identity of a player. The purpose of the data is to discover bugs and improve the experience of Back to Bed on the most common devices. All information is strictly for internal use and will not be provided to any third party.
09-07-2014, 03:51 PM
Cloudpuff, I share your impression of this game as well, both good and bad ones. I think your criticism is very sound. I am about half way through the game and find it difficult to continue, not because of the puzzle themselves but because of the sheer frustration I am experiencing trying to execute the solutions. Part of the fun of solving the level is to figure out if it is possible to solve the level using "lesser" moves or resources than what you are given. There is sufficient latitude in the level design that you can devise a number of different paths for the solution. Sadly, there are so many levels in which I can visualize alternative solutions but yet unable to test them out because of the ridiculous control.

Update: I am now wavering through the "nightmare" mode of the last two worlds. Sadly, the description of the mode perfectly matches the absurd control issues (being "nightmare") that continue to escalate in this game. For many levels, you need to move the apples very quickly (and obviously very precisely) in order to corral the character onto the right path. Such is just a "nightmare" to do with the lousy and imprecise virtual joystick and tap. I understand that this is a multi-platform release (the game was first released on Steam). This makes me think that the developer simply had neglected on spending enough time testing out the touch interface before releasing this iOS port. Any fun to be have with this game is entirely RUINED by this ridiculous control scheme. What a shame!

Update #2: Finally finished the game, both regular and nightmare. It is indeed too bad that the infuriately erratic controls overshadow the otherwise clever premise of the game and the beautiful surreal art in the game. Lots of graphical glitches (particularly texture and object collision problems). The puzzles are also quite weak. With very few exceptions, the level design did not fully leverage the landscape's "impossible geometry" to make good puzzles as it did in Monument Valley.

Originally Posted by cloudpuff View Post
I was so looking forward to playing this, loved the art style etc but sadly the experience disappointed.
I dint mean to sound harsh and I feel bad for saying this as the devs will have worked hard but the game feels cheap to me, controls are weird and sometimes non responsive, game is jittery at times too, picking the items up and replacing them is frustrating and all this is only on level one. I think it may be the first game I've given up on so early. It just got too frustrating, and not the good kind.

It has so much potential so I really hope some fixes are made and I'll try it again.

Last edited by y2kmp3; 09-09-2014 at 12:51 AM.

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