
No Longer Home
Two hours inside a South London flat that feels like it was built specifically to break your heart, Humble Grove's semi-autobiographical point-and-click is the rare short game that earns every quiet minute it asks of you.
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About No Longer Home
I put No Longer Home on late one evening expecting a gentle hour or two of low-stakes interactive fiction, and found myself still sitting in the dark long after it ended, not quite ready to leave. That sensation, of grieving a space you know you have to vacate, is what this two-person studio from developers Hana Lee and Cel Davison has bottled here, drawn directly from their own lived experience of being pulled apart after university. The mechanics are deliberately minimal. You alternate between controlling Bo and Ao as they wander through their isometric South London flat in the final days before separation. Each room is presented as its own handcrafted diorama, rotatable a full 360 degrees, spin a space and you might reveal a door that wasn't visible before, or an object that triggers a memory sequence. The rooms slowly empty as packing boxes multiply, and that visual deterioration of a shared home does more narrative work than most games manage with hours of cutscenes. Dialogue choices let you pick which character responds in a given conversation, and the shift in tone between Bo's more methodical outlook and Ao's free-spirited anxiety is genuinely well-observed. There is also a small game-within-the-game, a text-parsing adventure the characters play together that works as an allegorical aside, clever in concept, though some players find it interrupts the emotional momentum. Scattered throughout are touches of magical realism: creatures that embody inner states, something growing beneath the flat's floorboards, a new flatmate named Lu who is very much not human. These surreal intrusions never feel arbitrary; they are the visual language of feelings too large for a flat this small. The soundtrack, composed by Eli Rainsberry, is something I want to specifically name because it is doing heavy lifting throughout. Piano and synth that sit somewhere between ambient and confessional, paired with ambient sound design so considered that the game itself recommends headphones before you start. The click of the room rotating, the hiss of a kettle, a cat purring, it all accumulates into something that feels physically located rather than just heard. The art is low-poly and minimalist, characters rendered without eyes or mouths, yet each one is immediately distinct. The muted palette occasionally fractures into color in a way that signals mood without annotation. Where No Longer Home divides players is honest to acknowledge: at roughly two hours from start to finish it is short, and some find the ending abrupt rather than earned. The pacing leans heavily on introspective dialogue covering student loan debt, visa bureaucracy, dysphoria, mental health, and the particular dread of post-graduation life, and if that emotional register does not meet you where you are, the experience can feel inert. The mixed Steam reception reflects this split cleanly, it resonates deeply with some players and leaves others cold. The Game Awards 2021 nominated it in the Games for Impact category, which is a reasonable signal of the kind of weight it is attempting to carry. This is a game made by two people who needed to make it, and that origin shows in every detail of the cluttered kitchen and the half-packed shelves. If you have ever stood in an empty room that used to mean something and felt the particular wrongness of bare walls, No Longer Home will find you. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 SP1
- Memory
- 2 GB RAM
- DirectX
- Version 11
- Storage
- 1 GB available space
- Graphics
- DirectX 11 compatible GPU
- Processor
- Intel i3 or equivalent
- Additional Notes
- Headphones Recommended
Reviews & Ratings
Game Info
- Developer
- Humble Grove
- Publisher
- Fellow Traveller
- Release Date
- Jul 30, 2021