Compare Gone Home prices across 50+ stores and find the best deal. Developed by Fullbright. Published by +Mpact Games, LLC.. Released on 8/15/2013. Available on PC. Genres: Adventure, Indie. Metacritic score: 86/100.

A one-night mystery set in a rain-soaked 1995 house where every drawer and diary page tells a story your family left behind.

Gone Home is a first-person exploration game with no combat, no inventory puzzles, and no fail states. You play as Kaitlin Greenbriar, arriving home at 1:15 AM on a stormy June night in 1995 to find the house inexplicably empty. From that premise, Fullbright builds something quiet and deliberate: you open drawers, read notes, handle cassette tapes, and slowly piece together what happened to your younger sister Sam, your parents, and the house itself. It is, in the most honest sense, a game about listening. The Greenbriar house is the design achievement here. Every room feels lived-in rather than decorated. Sticky notes contradict each other. A half-finished bottle of wine sits next to a self-help book with a cracked spine. The environmental storytelling is surgical - each object placed to reward the player who actually reads things rather than sprinting to the next story beat. The 1990s setting is not nostalgia bait; it is load-bearing. The mixtape culture, the zines, the VHS tapes, the particular loneliness of being a teenager before the internet could reach you - all of it grounds the emotional core in something specific rather than vague. The criticism you will hear most often is that Gone Home is too short and too simple to justify its price at full retail. That critique has some merit. A focused playthrough can clock two hours. There are no branching paths, no mechanical challenge, and the central mystery resolves gently rather than dramatically. If you come in expecting a horror game (the stormy house and the ambient sound design will absolutely toy with that expectation), you will feel teased. If you come in expecting a dense puzzle box, you will feel underwhelmed. Gone Home knows exactly what it is, and it is not those things. What it is, instead, is one of the cleaner examples of environmental narrative on PC. The voice acting for Sam's journal entries is understated and genuine. The soundtrack by Chris Remo is sparse acoustic guitar that knows when to go silent entirely, and those silences do real work. There is a specific kind of craft in a game that can make you feel genuine emotion about characters you never see move or speak in real time, and Fullbright earns that more often than not. The slow opening thirty minutes, where the house feels more unsettling than welcoming, pays off once the story finds its footing. Gone Home launched in 2013 and arrived in a moment when the walking simulator label was being argued about loudly. Years on, those arguments feel tired. This is a handcrafted, intentional experience that trusts the player to care about small human things. It is not for everyone. It is very much for players who read item descriptions in RPGs not because they have to but because they want to know who left them there. Kai, Scout Team

Gone Home
AdventureIndie

Gone Home

Aug 15, 2013Fullbright+Mpact Games, LLC.
GamerScout Says

A one-night mystery set in a rain-soaked 1995 house where every drawer and diary page tells a story your family left behind.

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About Gone Home

Gone Home is a first-person exploration game with no combat, no inventory puzzles, and no fail states. You play as Kaitlin Greenbriar, arriving home at 1:15 AM on a stormy June night in 1995 to find the house inexplicably empty. From that premise, Fullbright builds something quiet and deliberate: you open drawers, read notes, handle cassette tapes, and slowly piece together what happened to your younger sister Sam, your parents, and the house itself. It is, in the most honest sense, a game about listening. The Greenbriar house is the design achievement here. Every room feels lived-in rather than decorated. Sticky notes contradict each other. A half-finished bottle of wine sits next to a self-help book with a cracked spine. The environmental storytelling is surgical - each object placed to reward the player who actually reads things rather than sprinting to the next story beat. The 1990s setting is not nostalgia bait; it is load-bearing. The mixtape culture, the zines, the VHS tapes, the particular loneliness of being a teenager before the internet could reach you - all of it grounds the emotional core in something specific rather than vague. The criticism you will hear most often is that Gone Home is too short and too simple to justify its price at full retail. That critique has some merit. A focused playthrough can clock two hours. There are no branching paths, no mechanical challenge, and the central mystery resolves gently rather than dramatically. If you come in expecting a horror game (the stormy house and the ambient sound design will absolutely toy with that expectation), you will feel teased. If you come in expecting a dense puzzle box, you will feel underwhelmed. Gone Home knows exactly what it is, and it is not those things. What it is, instead, is one of the cleaner examples of environmental narrative on PC. The voice acting for Sam's journal entries is understated and genuine. The soundtrack by Chris Remo is sparse acoustic guitar that knows when to go silent entirely, and those silences do real work. There is a specific kind of craft in a game that can make you feel genuine emotion about characters you never see move or speak in real time, and Fullbright earns that more often than not. The slow opening thirty minutes, where the house feels more unsettling than welcoming, pays off once the story finds its footing. Gone Home launched in 2013 and arrived in a moment when the walking simulator label was being argued about loudly. Years on, those arguments feel tired. This is a handcrafted, intentional experience that trusts the player to care about small human things. It is not for everyone. It is very much for players who read item descriptions in RPGs not because they have to but because they want to know who left them there. Kai, Scout Team

Tags

steamWalking SimulatorEnvironmental StorytellingMystery1990s SettingSingle PlaythroughAtmospheric SoundtrackNo CombatShort Game

System Requirements

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Reviews & Ratings

Metacritic
86
Steam
77%(18,282)

Game Info

Developer
Fullbright
Publisher
+Mpact Games, LLC.
Release Date
Aug 15, 2013

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