
Fly in the House
A one-joke destruction sandbox that burns bright for about fifteen minutes before the novelty ash settles. Worth a glance only if your expectations are set accordingly low.
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About Fly in the House
I approached Fly in the House the way I approach every niche sim: I wanted to find the hidden depth, the loop that justifies the concept. After enough time with it, I can report there is no hidden depth. The core loop is exactly what it sounds like: you are in an apartment, a fly is buzzing around, and you pick up whatever is within reach and hurl it at the insect. Furniture, dishes, household appliances - everything is fair game and most of it shatters satisfyingly on contact with a wall. That initial burst of chaos genuinely works. The problem is that the chaos never evolves. The structure under that chaos is thin. There are three environments across the whole game: a house, an office, and a castle added in a post-launch horror-themed update. Unlocking the second and third levels requires grinding a checklist of objectives in story mode and arcade mode, which both share almost identical goals across the same unchanged rooms. Collecting ranks, building combos, and hunting hidden objects are listed as progression hooks, but none of them add meaningful decision-making. You are not choosing between strategies. You are just throwing the same stereo speakers at the same erratic fly until a progress bar fills. The point unlock thresholds required to reach the next level have been widely criticised as excessive for what amounts to repeating the same actions in the same space. On the mechanics side, the object interaction is inconsistent in ways that frustrate rather than amuse. Grabbing items requires finding a specific cursor sweet spot, and some objects that look throwable simply refuse to move. The fly itself moves fast enough to make precision hits feel more like luck than skill. There is no tutorial to speak of - controls are buried in a menu you have to check before playing. For a game positioning itself as a pick-up-and-play comedy sim in the mould of Goat Simulator or I Am Bread, that lack of onboarding is a real stumble. At least the lighting modes add minor visual variety across the three environments, and throwing objects out of a window to hear pedestrian screams provides a fleeting second wind of entertainment. Steam's community has landed on a mixed verdict at roughly 54 percent positive across its review pool, and that split feels accurate. The destructible scenery delivers a genuine first impression, but the texture quality is low even by 2015 indie standards, and the rock soundtrack - energetic in story mode - becomes generic background noise fast. Players with short sessions and zero expectations for progression depth will get a laugh. Anyone hoping for the kind of systemic sandbox that rewards creative problem-solving will hit a wall of repetition well before the castle unlocks. Bugs and lag have also been reported across player feedback, adding friction to an experience that is already relying entirely on novelty to carry it. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP or higher
- Memory
- 512 MB RAM
- DirectX
- Version 9.0c
- Storage
- 1 GB available space
- Graphics
- NVIDIA GeForce 9800 GT (512 MB memory) or equivalent discrete card (integrated cards may not work), resolution not more than 1280x720.
- Processor
- 2.4 GHz or Better
Recommended
- OS
- Windows XP or higher
- Memory
- 3 GB RAM
- DirectX
- Version 11
- Storage
- 2 GB available space
- Graphics
- NVIDIA GeForce GTX 660 (2 GB memory) or equivalent discrete card (integrated cards may not work), any resolution.
- Processor
- Quad Core 3.0 GHz or more
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Game Info
- Developer
- Mykhail Konokh
- Publisher
- Mykhail Konokh
- Release Date
- Mar 6, 2015


