Gone Home Game Cover
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"Gone Home" is a first-person exploration game where you investigate a mysterious empty mansion. As you uncover the clues left behind by the residents, you'll learn about a complex and emotional family story. The game takes place in the 1990s and features a fully interactive environment, allowing you to explore and discover at your own pace.

  • iPad
  • iPhone
  • Mac OS
  • Nintendo Switch
  • PC
  • Phone
  • Play​station 4
  • Windows
  • Xbox One
  • Linux
  • Mobile Platform
  • Play​Station
  • Tablet
  • Xbox

Reviews

77%
Audience ScoreBased on 20,835 reviews
story7,738 positive mentions
replayability314 negative mentions
  • story23,506 mentions

    The story of *Gone Home* is a poignant exploration of family dynamics, love, and self-discovery, primarily centered around the protagonist's sister, Sam, and her relationship with her girlfriend, Lonnie. While the narrative unfolds through environmental storytelling and personal artifacts scattered throughout the house, some players find the plot predictable and lacking depth, leading to mixed feelings about its emotional impact. Overall, the game is celebrated for its heartfelt storytelling and immersive atmosphere, making it a notable entry in the genre of narrative-driven experiences.

    • “Gone Home is an amazing exploration game that really nails storytelling and atmosphere.”
    • “Even though it’s a pretty short experience, *Gone Home* sticks with you, making it a must-play for anyone who loves heartfelt storytelling in games.”
    • “The story is incredibly engaging, though I wish we could have learned more about the family beyond Sam.”
    • “The main story feels like it was written by an adolescent for an introductory English class; all sources of miscellaneous plot devices and subplots are ignored, forgotten, and left in the sand by the end of the game (cliche red herrings galore).”
    • “The story has been made into a game by having the players do totally useless stuff, such as grabbing things, opening doors and drawers, and going through all the rooms of a huge mansion to end up in the attic, where we learn how the love story develops.”
    • “The story is very personal and it did hit all the right buttons within me.”
  • emotional2,941 mentions

    The emotional aspect of *Gone Home* is widely praised for its heartfelt storytelling, which resonates deeply with players, often evoking strong feelings and even tears. Many reviews highlight the game's exploration of themes such as family, identity, and self-discovery, particularly within the context of LGBTQ+ experiences, making it relatable and impactful for a diverse audience. Despite its short playtime, the emotional depth and immersive atmosphere create a lasting impression, solidifying *Gone Home* as a significant narrative experience in gaming.

    • “Even though it’s a pretty short experience, *gone home* sticks with you, making it a must-play for anyone who loves heartfelt storytelling in games.”
    • “The game was especially touching as a queer raised in the Bible Belt, and overall it managed to make me cry multiple times throughout the story.”
    • “Gone home is a beautiful narrative game, very well-written and quite touching.”
    • “I completed the game and thought it was dreadful - boring storyline - characters you don't care about.”
    • “It's extremely boring story of extremely boring people, who have clearly a lot of money and time on their hand but aren't able to do anything interesting with it.”
    • “It all seemed to lead up to something interesting, and became the most boring story ever.”
  • gameplay2,838 mentions

    The gameplay of "Gone Home" is primarily focused on exploration and narrative rather than traditional mechanics, often described as a walking simulator. Players navigate an empty house, interacting with objects and uncovering the story through notes and audio logs, which some find engaging while others criticize as lacking depth and replayability. Overall, the gameplay is minimalistic and linear, typically lasting around 2-3 hours, leading to mixed reviews regarding its value for the price.

    • “While Gone Home's gameplay mechanics are minimal, its strength lies in its ability to immerse you in its world.”
    • “Gone Home is a first-person exploration game that leaves traditional gameplay mechanics in the dust, in favor of a more immersive storytelling experience.”
    • “The gameplay itself opts for a minimalist approach, allowing players to freely explore the home at their own pace.”
    • “This is a walking simulator, so the gameplay is almost nonexistent.”
    • “The gameplay is relatively short, and some players might find the lack of traditional puzzles or challenges unsatisfying if they're seeking more interactive gameplay elements.”
    • “The gameplay is just boring, I get it's a walking sim but there are a lot of those that are beautiful experiences.”
  • atmosphere2,810 mentions

    The atmosphere in "Gone Home" is widely praised for its immersive and evocative qualities, effectively capturing the eerie yet nostalgic essence of exploring an empty house during a storm. Players often describe it as both haunting and beautiful, with the sound design, lighting, and attention to detail enhancing the emotional weight of the story. While some feel the atmosphere sets up expectations for horror that the narrative does not fulfill, it remains a compelling backdrop that draws players into the characters' lives and experiences.

    • “The atmosphere, music, and voice acting are excellent.”
    • “The atmosphere is just wonderful.”
    • “The atmosphere is perfect: ranging from very creepy, to nostalgic, to quite moving.”
    • “Unfortunately, in the case of Gone Home, the atmosphere and the story do not fit together.”
    • “The biggest downfall, however, is at the end of the game when you open the attic, all the built-up atmosphere and time you have spent exploring every corner of the house is completely wasted, and the player is left feeling disappointed.”
    • “The atmosphere was done really well, but the plot and atmosphere did not go together at all.”
  • music1,510 mentions

    The music in "Gone Home" has received widespread acclaim for its evocative soundtrack, which features a mix of original scores by Chris Remo and licensed tracks from 90s riot grrrl bands, enhancing the game's nostalgic atmosphere. Players appreciate the integration of playable cassette tapes throughout the house, which not only adds to the immersive experience but also resonates with the themes of adolescence and identity. While some found certain tracks less appealing, the overall consensus highlights the music as a standout element that significantly contributes to the emotional depth and storytelling of the game.

    • “The game has a poignant and exceptional soundtrack, and the voice acting is astounding making emotional moments flourish.”
    • “It's truly worth playing Gone Home just for the amazing soundtrack alone.”
    • “The soundtrack harmonizes very nicely with the theme and story.”
    • “If screechy punk girl music isn't your cup of tea, do yourself a favor and don't put a single one in, ever.”
    • “The music found in tapes throughout the house was simply horrendous.”
    • “Oh my... worst music I've heard in quite some time.”
  • graphics1,140 mentions

    The graphics of "Gone Home" receive mixed reviews, with many praising the game's nostalgic 90s aesthetic and attention to detail in the environment, creating an immersive atmosphere. While some players find the visuals beautiful and fitting for the narrative, others criticize them as dated or basic, noting performance issues and a lack of polish. Overall, the graphics serve their purpose in enhancing the storytelling experience, though they may not impress those seeking cutting-edge visuals.

    • “The graphics are so beautiful and it was such an amazing game to explore and uncover everything within the house.”
    • “The graphics are stunning and the music suits the come home in the wee hours of the morn with a huge rain storm raging outside.”
    • “The graphics, sound, and attention to detail built a rare sense of immersion.”
    • “The graphics frankly are bad.”
    • “The graphics are very basic, especially for a walking simulator.”
    • “There is simply nothing to this game ... the graphics are mediocre, the house layout is uninspired, there is no actual gameplay (worst version of a 'walking simulator'), and the story that everyone says they love is actually simplistic and generic.”
  • replayability811 mentions

    The game has been widely criticized for its extremely low replayability, with many reviewers noting that it can be completed in about 1.5 to 2 hours and offers little incentive to play again. While some players may return to experience the story or find missed details, the consensus is that once the narrative is known, there is little reason to revisit the game. Overall, it is recommended to purchase the game on sale due to its short length and minimal replay value.

    • “The replayability is the same as reading a book story you had a connection with, and could re-read it for the sake of these memories that have been attached to you.”
    • “This game does have replayability in the terms of you likely may not find all journal entries on the first play-through and you'll want to replay to find those and fill in any gaps in the story.”
    • “While the replay value is not high in a typical sense, I see myself returning to Gone Home from time to time in the way I would a favorite book.”
    • “Ultimately, there's not much replay value in a game like this unless you're trying to collect every achievement.”
    • “The game is (realistically) a 45 minute to 1.5 hour long experience with no replay value whatsoever.”
    • “It has zero replay value, the story is experienced so passively by the player it might as well have been a movie, and the game itself is barely 2 hours long.”
  • humor196 mentions

    The humor in the game is described as charming, warm, and often unexpected, providing a delightful contrast to its darker themes. Players appreciate the clever writing and voice acting, which contribute to both funny and poignant moments throughout the narrative. While some found the humor sparse or overshadowed by serious elements, many enjoyed the blend of lightheartedness and emotional depth, making for a memorable and engaging experience.

    • “It's funny, sad, and beautiful all at once, and in a sense, makes me feel like I have finally gone home.”
    • “The bits of humor and items in the house saved the game for me.”
    • “It's incredibly well done, in part thanks to the hilarious narration of Kevan Brighting.”
  • optimization90 mentions

    The game's optimization has received significant criticism, with many users reporting poor performance, including frame rate drops and excessive resource consumption, particularly due to its physics engine. Despite the engaging story and strong voice acting, the overall technical execution is deemed lacking, leading to a frustrating experience for players on various platforms. Some users noted better performance on Linux, but the general consensus is that the game is poorly optimized and requires high-end hardware to run smoothly.

    • “Although it has some optimization problems, graphics, gameplay, and sound are great.”
    • “I played this on Linux and can attest to excellent performance, at least on that platform.”
    • “The graphics and audio aspects are great, and overall the game runs smoothly.”
    • “The game is poorly optimized - probably partly because it applies physics to every soda can and pencil in the house - leading to my normally great battery running from 100% down to 5% in like 20 minutes.”
    • “Also note that given the game's graphical quality, it is terribly unoptimized.”
    • “Poorly optimized walking simulator that is supposed to live from exploration and story, but there is so little to explore and so little substance to the story that you will be bored out of your mind sooner or later.”
  • character development86 mentions

    Character development in the game is a mixed bag, with many players praising its depth and emotional resonance, particularly through journal entries and environmental storytelling. However, some critics feel that certain characters lack sufficient development, leaving plot holes and surface-level connections. Overall, while the game excels in creating relatable characters and a compelling narrative, it also leaves room for improvement in fully realizing its character arcs.

    • “Through your exploration, a tale is revealed - this is a story-driven game with a focus on character development and interpersonal moments, with several very rewarding and heartfelt moments along the way.”
    • “With such a simple and elegant gameplay mechanic as the ability to freely explore and investigate a house, Gone Home lets you uncover its story at your own pace and gradually build up a complex picture of the lives of its characters - one that surprisingly ends up going deeper than many other story-based games go with their character development.”
    • “The character development, the storytelling, the mechanics, and the emotional connection one makes with the characters is extremely impressive, and generally not found in a majority of the big-budget games.”
    • “Since this game is on the short side, there's a lot of plot holes and character development which could be better.”
    • “I was disappointed there was no real character development of Katie at all really - a few scraps here and there, but never beyond surface level, and even for Sam I just couldn't make that progression in creating an emotional bond with this character.”
    • “The game relays its character development through various notes and letters scattered all over the house; almost all of which are pointless and meaningless.”
  • grinding68 mentions

    The grinding aspect of the game is widely criticized for its tediousness, with many players finding the slow movement, excessive backtracking, and the abundance of non-essential items to interact with to be frustrating. While some appreciate the story, they often feel that the gameplay mechanics detract from the overall experience, leading to a sense of monotony and a lack of achievement. Overall, the game is described as a grind that can quickly become tiresome, overshadowing its narrative potential.

    • “Grindy (60 - 100 hours)”
    • “You'll need a second life for grinding.”
    • “95% of the items you can pick up don't actually have a use, and the lack of a run button makes backtracking through the big, empty house pretty tedious.”
    • “The story itself -- the character conflicts you learn about -- is great, but it's so tedious to unravel (especially if you don't find everything at once and have to go back and search rooms again) it killed lots of the atmosphere for me.”
    • “However, after a while, it got tedious, and when I felt like I was making progress toward the story's resolution, I kept finding more--it started to feel like a grind.”
  • stability38 mentions

    The stability of the game has received mixed reviews, with some players reporting a smooth experience free of glitches, while others encountered various bugs, including issues with mouse controls, freezing, and problems with door interactions. Overall, while some users enjoyed a bug-free experience, many noted significant stability issues that detracted from gameplay.

    • “The game runs smooth and there are no glitches or bugs.”
    • “This game has an incredible storyline, is playable with no glitches whatsoever, and altogether a great adventure.”
    • “There were absolutely no glitches I exploited, no major flaws in the UI, and nothing really that I could point out a fault in.”
    • “The game is glitchy, sometimes freezes, and the walking speed will randomly slow down to a crawl sometimes (and there's no sprint button).”
    • “Not at all worth $19.99 for the amount of gameplay (2.2 hours) and glitches (at least on the Mac side).”
    • “It is a bit pricey for the length of gameplay (about 2 hours, depending on how thorough you are), and occasionally buggy (I had trouble getting doors to open, even after obtaining the proper key--the only workaround being to restart the game with the option to have all doors unlocked enabled).”
  • monetization12 mentions

    The monetization aspect of the game has drawn criticism for its misleading advertising, which promises a horror or mystery experience that the game does not deliver. Players feel that the game is more focused on promoting itself rather than providing substantial content, leading to disappointment regarding its length and overall value.

    • “I want to play a game, not advertising!”
    • “Recommended for something different, but not for the length, price, and advertisement as a mystery/thriller/supernatural game, which it most certainly is not.”
    • “I know why you are interested now (as I was once) - the advertising of this game is well-done - during all the game I was waiting for something until... it just finished.”
Positive mentions (%)Positive
Neutral mentions (%)Neutral
Negative mentions (%)Negative

Buy Gone Home

Play time

3hMedian play time
6hAverage play time
2hMain story
3hCompletionist
2-4hSpent by most gamers
*Based on 216 analyzed playthroughs

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