$4.49 (−70%)Gone Home A house full of answers
It's 1:15 AM, June 7th, 1995. You come home from a year abroad to an empty, rain-lashed house. No note on the fridge, nobody in sight. Open drawers, read letters, piece together where everyone went. A short, quiet, surprisingly moving mystery told entirely through the things a family leaves behind.
Is Gone Home worth it?
Gone Home is worth it if…
- you like stories told through objects and notes rather than cutscenes
- you want a calm, short game you can finish in one stormy evening
- you enjoy poking through every drawer just to see what's inside
- you care about family stories and first love, told honestly
- you'd rather read a house than fight anything in it
Screenshots
A house that tells the story
There are no monsters and no puzzles to grind on. The whole game is looking closely. You open every drawer, pick up cassette tapes and ticket stubs, flip through mail on the counter, and slowly work out what happened to the Greenbriars while you were gone. Key objects trigger voice recordings from your sister Sam, so her story unfolds in her own words as you dig deeper. The house is large, full of locked doors and hidden passages, and it rewards being nosy: the more thoroughly you snoop, the more of the family's life you piece together. It's a two-hour game, and a focused one.
Rain, thunder and 1995
The atmosphere does a lot of quiet work here. The house is dark, the doors sit slightly ajar, and for the first half hour you may well brace for something horrible. It never comes. What you get instead is a carefully rebuilt 1990s home, down to the magazines on the coffee table, and a soundtrack that leans on riot grrrl and knows when to stay out of the way. The mood is intimate and a little melancholy, not scary, whatever your nerves tell you at 1 AM.
What should you know before playing?
How long does Gone Home take to finish?
Around two hours for a first playthrough, sometimes less if you move briskly. It's a short game by design, and most people finish it in one sitting. If you like hunting every last note and secret, poking through the whole house can stretch it a bit longer, and there's a commentary mode with over 90 minutes of developer talk for a second pass.
Is it a horror game?
No, and this trips people up. The dark rooms, the storm and the empty house are staged like the opening of a thriller, so it can feel tense early on. But nothing chases you, nothing jumps out, and the mystery turns out to be a personal, human story rather than a ghost one. If you want scares, this isn't it; if you want atmosphere, it delivers.
Is there anything to actually do besides walking?
You investigate. That means opening doors and drawers, examining objects for clues, finding keys and a few combination codes, and unlocking Sam's audio diary entries as you go. There's no combat and no fail state, so you can't get stuck or punished. The challenge, such as it is, lies in noticing things and connecting them.




















