How Inside Job Works
Inside Job is a high-tension infection tag and survival simulation set within a dim, claustrophobic corporate office maze. Designed by Mike Klubnika, the simulation pits four workers against one another as a toxic syringe circulates through the facility. The participant holding the syringe when the facility purge timer expires suffers terminal elimination.
Core Mechanics
| Mechanic | Rule | Tactical Impact |
|---|---|---|
| Syringe Acquisition | The syringe spawns hidden inside office furniture or transfers via direct stab attack. | Designates the active hunting carrier |
| 1.15x Speed Boost (v2.0) | The infected player with the syringe moves at 1.15× baseline running velocity. | Enables hunters to close straight-line distance on fleeing targets |
| Terminal Purge Clock | The match features a fixed countdown timer (typically 45 seconds). | The player holding the needle at zero is eliminated |
| Environmental Occlusion | Cubicles, file cabinets, copy machines, and doorways block flashlight cones. | Allows runners to break line of sight and set ambushes |
Phase-by-Phase Walkthrough
Phase 1: Systematic Furniture Search (0 to 15 Seconds)
At the start of the round, every worker begins uninfected in a darkened office wing with a flashlight.
- A single toxic syringe is concealed inside searchable office furniture: desks, filing cabinets, supply lockers, or executive credenzas.
- Establish a clockwise room sweep pattern. Move to the nearest desk, hold interaction until the search meter completes, and advance.
- If you observe an opponent searching a cabinet, do not repeat their check. Watch their reaction: if their character staggers and equips the glowing green syringe, disengage immediately and break their direct line of sight.
Phase 2: The Carrier’s Pursuit Dynamics
Once the syringe is drawn, the dynamic flips:
- The carrier activates the 1.15x movement speed multiplier introduced in update v2.0.
- Do not chase runners down long, open hallways where they can see your flashlight beam from a distance.
- Instead, cut through adjoining cubicle rows and flank runners as they bottleneck through narrow office doorways.
- Use the quick-stab attack (
Left Click/Trigger) when within 1.5 meters of an uninfected target. The melee hitbox connects quickly, transferring the syringe and staggering the victim for 0.5 seconds.
Phase 3: The Runner’s Survival and Counter-Looping
If you are being pursued by the infected carrier:
- Never run in a straight corridor where the carrier’s 1.15x speed advantage will inevitably overtake you.
- Weave through tight cubicle clusters, executing sharp 90-degree and 180-degree turns around photocopiers and water coolers.
- Shut office doors behind you as you pass. While doors do not permanently lock, the physical door swing creates a 1.0-second delay that forces the hunter to pathfind around the barrier.
“About those TPS reports.” Achievement Guide (9.4% Global Unlock)
The About those TPS reports. achievement requires infecting another player within under 3.0 seconds of acquiring the syringe:
| Parameter | Requirement |
|---|---|
| Timing Window | Exactly 3.00 seconds from syringe acquisition to successful injection |
| Trigger Source | Can be achieved either when finding the syringe in a drawer OR immediately upon being tagged by an opponent |
| Global Unlock Rate | 9.4% (Tier 2 Rare Achievement) |
Strategic Execution SOP
- The Search Ambush Technique: When searching a room with two desks side by side, search the desk closest to a fellow player. If the syringe spawns inside your desk, instantly whip your crosshair around and stab the adjacent player before they can react to the pickup animation.
- The Cooperative LFG Setup: In a custom lobby with friends, stand shoulder-to-shoulder with an uninfected partner. Have the current carrier stab you; the exact instant the syringe transfers into your character’s hand, immediately mash the attack key to stab your waiting partner, popping the achievement in under 1.5 seconds.
Runner Evasion vs Hunter Pursuit Tactical Comparison
| Role | Key Objective | Optimal Route Choice | Tactical Hazard to Avoid |
|---|---|---|---|
| Uninfected Runner | Survive until the purge timer hits 0:00 | Tight zigzag paths through cubicle dividers; closing doors | Dead-end conference rooms and executive corner offices |
| Infected Hunter | Tag any target before the purge timer hits 0:00 | Diagonal corridor cuts; flanking doorways; cutting off exits | Blindly following runners around infinite photocopier loops |
Local Couch Play Split-Screen Adaptations (Version 2.0)
With the arrival of Version 2.0, Inside Job underwent a major camera architecture redesign for local multiplayer. Because contestants share a single television screen, traditional shared-view cameras would allow runners to look at the carrier’s screen and track their exact position:
- Independent Quad-Split Viewports: In local matches with 3 or 4 players, the screen splits into distinct quadrants. Each contestant has their own first-person or over-the-shoulder flashlight camera.
- Flashlight Beam Attenuation: Flashlights emit narrow conic beams in dark rooms. You can see another player’s light beam reflecting off distant walls before you see their character model, giving alert runners vital advance warning.
- Sound-Based Tracking: Footsteps, opening file cabinet drawers, and swinging wooden doors generate directional stereo audio cues. When playing in split-screen, listen carefully for the distinct metal drawer sliding sound: that audio cue indicates a nearby player is actively looting a piece of office furniture.
Common Office Tactical Failures
| Tactical Error | Mechanical Consequence | Corrective Action |
|---|---|---|
| Cornering yourself in bathrooms | Restrooms only have a single door with zero escape windows | Stay in interconnected cubicle halls with multiple exits |
| Chasing faster runners in straight lines | Wastes 20 seconds while the runner maintains distance | Cut through perpendicular office doors to intercept their path |
| Hesitating upon needle acquisition | Misses the 3.0-second achievement window and lets runners scatter | Strike the nearest coworker the instant the needle appears |
| Ignoring the purge timer | Waiting until 2 seconds left to tag someone leaves zero room for error | Transfer the syringe with at least 10 seconds remaining |
For additional asymmetric survival tactics, review our guide for Duck Hunt. For keybindings and sprint settings, check our Controls and Gamepad Guide.