Gone Home cover art

Gone Home

2013FullbrightPlayStation 4, Linux, PC (Microsoft Windows), iOS, Mac, Xbox One, Nintendo Switch

A first-person exploratory game taking place in 1995 in which Katie, a university student back from Europe, arrives at her family's newly inherited mansion only to find nobody there, with a note from her younger sister Sam suggesting that she's left home. Katie must explore the mansion to put together the stories of where her parents have gone and why Sam has decided to leave.

What it feels like

An enigmatic pull of secrets half-glimpsed propels exploration—where is everyone and why has Sam left? The game invites reflection on family, identity, and the stories people keep hidden, without rushing judgment. A pervasive wistfulness underlies the discovery of family tensions, absent parents, and Sam's departure.

Mysterious80%
Contemplative75%
Melancholic65%
Tender60%

What it's about

Unraveling the central hidden truths—the family's circumstances and Sam's reasons—structures the entire experience. Family bonds, absence, and unspoken tensions are central to understanding why parents are gone and Sam has left. Sam's self-discovery and coming out as a lesbian anchors the emotional core of her departure.

Mystery85%
Family80%
Identity & Self75%
Coming of Age60%
Love & Romance55%

How it plays

Core interaction is clicking hotspots to examine objects, read notes, and interact with the environment. Light puzzle-solving through observation and piecing together clues from the physical environment and found items. Searching scenes for objects, notes, and clues embedded in the environment drives the exploration loop.

Point-and-Click85%
Environmental Puzzles55%
Hidden Object & Search50%

How it looks and sounds

The entire game is played from a first-person perspective, seeing the mansion directly through Katie's eyes. Interface elements integrate into the fiction—examining objects and notes as part of the narrative exploration.

First-Person95%
Diegetic UI65%

How it's structured

Designed exclusively for solo play with no multiplayer component; the entire experience is a single-player narrative exploration. A complete, self-contained experience finishable in 2-3 hours, designed as a brief, focused narrative encounter. Every room, object, and environmental detail in the mansion is deliberately authored by designers to tell interconnected stories.

Single-Player95%
Short Playtime85%
Handcrafted World80%
Seamless World75%
Nonlinear Progression70%
Branching Narrative60%

Shares First-Person, Short Playtime, Mystery, Mysterious.

Both lean into First-Person, Single-Player, Short Playtime, Mystery.

First-Person95%Single-Player90%Short Playtime85%Mystery80%
The Room Two67% match

Shares First-Person, Point-and-Click, Mystery, Handcrafted World.

Both lean into First-Person, Single-Player, Point-and-Click, Mystery.

First-Person90%Single-Player90%Point-and-Click95%Mystery90%
Babbdi64% match

Shares First-Person, Short Playtime, Mystery, Mysterious.

Both lean into First-Person, Single-Player, Short Playtime, Mysterious.

First-Person95%Single-Player90%Short Playtime85%Mysterious70%

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Tacoma55% match

A lesser-known kindred — Mystery, First-Person, Point-and-Click, Mysterious. 86% positive across 4,784 Steam reviews.

Both lean into Single-Player, Mystery, First-Person, Mysterious.

Single-Player85%Mystery90%First-Person75%Mysterious80%

A lesser-known kindred — Point-and-Click, Short Playtime, Handcrafted World, Love & Romance. 95% positive across 4,380 Steam reviews.

Both lean into Single-Player, Point-and-Click, Short Playtime, Handcrafted World.

Single-Player90%Point-and-Click95%Short Playtime70%Handcrafted World70%
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