
June 7th, 1995. 1:15 AM. You arrive home after a year abroad. You expect your family to greet you, but the house is empty. Something's not right. Where is everyone? And what's happened here? Unravel the mystery for yourself in Gone Home, a story exploration game from The Fullbright Company.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Genres
Sums Steam only; PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.49−50% | 18.5Kreviews | 77% | — | $2.7M |
| $14.99 | 29.9Kratings | 76% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 837 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[i]Gone Home[/i] est un jeu d’exploration qui se déroule dans une grande maison. Plus on fouille et plus on en apprend sur les différents [b]personnages[/b] et leurs secrets respectifs. L’[b]ambiance[/b] est particulièrement réussie, avec notamment une peur psychologique omniprésente bien qu’il n’y ait pas de screamer. À noter que la [b]durée de jeu[/b] est variable selon votre manière de jouer, mais je dirais qu’il faut mettre environ [u]1 à 2 heures[/u] pour terminer le jeu.
BAF
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.75/day in the week to Aug 3 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $2.99−80% |
| 1.1Kratings |
| 62% |
| — |
| not modelled |
| $14.99 | — | — | — | not modelled |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 838 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
lesbianism
Gone Home, developed by Fullbright and published in collaboration with Serenity Forge, is a quiet yet emotionally resonant exploration game that trades traditional gameplay mechanics for a deeply personal narrative experience. Set in the mid-1990s, it places you in the role of Katie Greenbriar, a college student returning home after a year abroad. Expecting a warm reunion with her family, Katie instead finds the house dark, silent, and empty. What follows is not a mystery in the traditional sense—there are no jump scares or puzzles—but rather a journey through memory, identity, and the private stories hidden in ordinary objects. The game unfolds entirely within the family’s sprawling Oregon home. As you explore its hallways and rooms, you begin piecing together what has happened during your absence, especially through the lens of your younger sister, Sam. Letters, cassette tapes, scribbled notes, and found objects reveal a deeply intimate coming-of-age story that navigates themes of love, self-discovery, and personal rebellion. There’s a remarkable sense of presence in every corner of the house, from the cluttered kitchen counters to the posters taped to bedroom walls. Gone Home doesn’t force a linear path; instead, it lets you absorb the story at your own pace, uncovering truths organically through exploration. What makes the experience so compelling is its commitment to environmental storytelling. The developers put immense care into creating a believable domestic space, one that feels lived in and layered with personal history. The house is a character in its own right, filled with meaningful clutter, family tensions, and secrets waiting to be discovered. It captures a specific moment in time, down to the VHS tapes, riot grrrl mixtapes, and hand-written zines. The storm outside, the creaking floorboards, and the flickering lights contribute to a haunting atmosphere—not because it’s frightening, but because it feels so real, and so full of absence. Gone Home is fundamentally about observation. You’re not solving puzzles in the traditional sense but rather reconstructing a narrative through context. There’s a deep satisfaction in connecting small dots: a half-finished journal entry, a hidden locker, a family photo placed just so. It’s through these pieces that the player begins to understand Sam’s emotional arc—her struggles with identity, her discovery of love, and the fear and courage that came with embracing who she really is. The game trusts players to care, to pay attention, and to find meaning in the mundane. That’s a bold choice in an industry often focused on constant stimulation. The lack of traditional mechanics is a double-edged sword. On one hand, it allows for a completely immersive, interruption-free experience that prioritizes emotional impact over challenge. On the other, it may feel too passive for players who are looking for more interactive depth. The game’s short length—often completed in under two hours—has also been a point of criticism. However, the brevity feels appropriate for the story being told. It’s a game that respects your time, delivers a tightly woven narrative, and leaves room for reflection rather than overstaying its welcome. Technically, the game runs smoothly and has been well-maintained over time, with later editions adding commentary and expanded platform support. The voice acting, particularly Sarah Grayson’s performance as Sam, adds a raw, heartfelt layer to the story that elevates it beyond the written notes. The soundtrack also enhances the mood, blending ambient sounds with period-specific punk tracks that perfectly capture the rebellious and vulnerable energy of the characters, especially Sam’s internal world. Gone Home has become something of a landmark in narrative game design. It helped define what many refer to as the “walking simulator” genre—not as a criticism, but as a genre where exploration and emotional storytelling take center stage. Its influence can be seen in many subsequent indie titles that prioritize introspection, identity, and human connection over action and spectacle. While it’s not for everyone, especially those seeking gameplay complexity or replayability, its legacy is undeniable. Ultimately, Gone Home is a quiet triumph. It’s a deeply personal game that doesn’t try to be anything more than what it is: a slice of life, a window into a family in transition, and a tender portrait of a teenager’s journey toward understanding herself. For those willing to slow down and engage with it on its terms, it offers a profound and moving experience that lingers well beyond the final door you open. Rating: 8/10
Quando comprei o jogo eu imaginava que ia ser muito diferente. Imaginei que jogaria por alguns minutos, me cansaria da história e acabaria pedindo reembolso. Foi o que aconteceu na maioria das vezes que tentei jogar um jogo do tipo. Porém, nas primeiras 4 portas que abri, parece que fui puxada pra dentro da história. Me identifiquei com a Sam do início ao fim e me choquei com os segredos e a bagagem que a casa carregava. Mesmo que o jogo tenha pouca amplitude de jogabilidade (os únicos quebra-cabeças são códigos escondidos pela casa), ainda assim o jogo me prendeu pela história. O final foi uma surpresa pra mim. Me senti feliz e preocupada ao mesmo tempo. Quando fechei o jogo fiquei me perguntando se a Sam e a Lonnie conseguiram o que queriam ou se os pais impediram. Fiquei imaginando o que a Katie pensou da irmã... E fiquei curiosa para saber se a viagem dos pais resultou no que queriam... Enfim. Acho que eu daria um 7/10 para o jogo. Se tivesse mais puzzles um pouco mais complicados com certeza daria uma nota melhor. Foi como assistir um filme bom num domingo a tarde. Recomendo.
还可以,但与我而言,有点无聊了
Not a fan at all of the story or the characters at all. Will be requesting a refund.
игра скучная, но если хотите атмосферы и любите такое - покупайте
Nice short walking-sim where you slowly learn about the protagonist, her sister, and her parents through the objects and letters in the house. Found myself immersed after the first ten minutes and realized an hour had flown by. Made me empathize with the characters, as by the end it seemed like a real family that I had gotten to know. Very short and not much to say gameplay wise, but a good experience overall, and a good reminder to put in the effort with those we love.
怀念那个少数群体并没有被别有用心的人利用,以炒作政治和商业话题 的年代。❤ I really miss the era when minority groups were not exploited by those with ulterior motives to hype political and commercial issues.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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