
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% | 18.4Kreviews | 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 835 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Gone Home was, alphabetically, the next unplayed game in my library, so I clicked Install and started playing without reading the description or user-defined tags first. And I loved it. It's a shame those who went into this expecting a poop-your-pants horror experience can't break from their own internal narrative to appreciate the narrative of another, but most of the negative reviews I've read say more about the psychology of the reviewer than they do about the story in the game.
[h3]Want to see the technical reality for yourself?[/h3][url=https://youtube.com/@LumenHDR?sub_confirmation=1][b]Lumen HDR on YouTube[/b][/url] to watch HDR gaming content, side-by-side technical comparisons and a lot of HDR/SDR showcases. [url=https://store.steampowered.com/curator/45848905-HDR-GAMING/][b]Steam Curator Page![/b][/url] [h1]I'D SUGGEST LEAVING THIS PARTICULAR HOME WELL AND TRULY GONE[/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=3601724847 [b]Overall Rating: 4/10[/b] [table] [tr] [th]PROS[/th] [th]CONS[/th] [/tr] [tr] [td colspan="2"] [/td] [/tr] [tr] [td][b]GRAPHICS & ART STYLE: 5/10[/b][/td] [td][b]STORY AND NARRATIVE: 3/10[/b][/td] [/tr] [tr] [td]The initial atmosphere is excellent: the rainy setting, the dark, empty house, and the scattered notes create a genuinely intriguing opening. This moody environment is effective in the first few minutes, drawing you into the central mystery.[/td] [td]The story becomes predictable and generic halfway through. Compared to the depth of *What Remains of Edith Finch* or *Firewatch*, *Gone Home* feels superficial, lacking moments that truly make you reflect or connect with the characters' experiences.[/td] [/tr] [tr] [td colspan="2"] [/td] [/tr] [tr] [td][b]DIFFICULTY: 5/10[/b][/td] [td][b]GAMEPLAY & MECHANICS: 3/10[/b][/td] [/tr] [tr] [td]The game is entirely accessible. The difficulty lies only in finding all the scattered notes and keys, with no combat or complex puzzles to hinder progress. It is a straightforward experience focused on passive exploration.[/td] [td]While exploration is immersive at first, most objects found—magazines, tapes, kitchen utensils—do not contribute anything to the plot. Worse, the protagonist doesn't react to dramatic findings, remaining silent as if nothing happened, severely hindering immersion and connection.[/td] [/tr] [tr] [td colspan="2"] [/td] [/tr] [tr] [td][b]SOUND DESIGN & MUSIC: 5/10[/b][/td] [td][b]PERFORMANCE & BUGS: 2/10[/b][/td] [/tr] [tr] [td]The use of rain and ambient sound successfully sets a mysterious, lonely mood within the house. The music cues are sparse but appropriate for the emotional tone of the discoveries.[/td] [td]The performance is poor for such a simple game. I experienced frustrating **FPS drops** even in simple areas.[/td] [/tr] [tr] [td colspan="2"] [/td] [/tr] [tr] [td][b]FUN FACTOR: 3/10[/b][/td] [td][b]ACCESSIBILITY & SPECS: 3/10[/b][/td] [/tr] [tr] [td]The game is too short and predictable to be genuinely fun. The novelty of the initial mystery wears off quickly, leaving a simple, unexciting plot. My obligation to finish it outweighed the enjoyment factor.[/td] [td]The game, while a historical curiosity, suffers from dated technical execution. The controls were also clunky, with awkward movement and strange mouse sensitivity, making exploration feel frustrating rather than fluid, and the lack of basic features makes the experience feel rough compared to modern walking simulators.[/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3601724861 [h3]Final Thoughts:[/h3] [b]If you are looking for a deep or exciting narrative experience, there are better alternatives.[/b] If you find *Gone Home* heavily on sale, it might be worth it as a historical curiosity—a look back at a game that was revolutionary in 2013—but I would definitely not pay full price for it. The predictable plot and clunky controls ultimately left me disappointed. I'd suggest leaving this particular home well and truly gone.
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 836 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
For a game that took me just under an hour and a half to beat, I have to say I thoroughly enjoyed it. It's a walking simulator so if you aren't into those you won't end up liking this game, but for those who do like walking sims, this one definitely is worth playing. Although, I'd get it on sale as $15 for under 1.5 hours of game play is kind of silly. Gone Home does beautifully at making this seem like a real family and you get to see all the struggles each character deals with despite not actually meeting any of them. The way you start piecing together more about who these people really are is beautifully done in my opinion. It's a lovely one-time experience.
Reviewing (mostly) every game (or DLC) in my library, part 78: ⭐️⭐️⭐️⭐️⭐️⭐️☆☆☆☆ (6/10) [i] Gone Home [/i] might be a landmark for the “walking sim” genre, but revisiting it today feels underwhelming. It's short, simple, and emotionally sincere but lacks the richness and interactivity of the games it helped inspire. A product of its time more than a timeless experience. You play as Kaitlin Greenbriar, returning home from a trip abroad to find your family’s house mysteriously empty. Through reading notes, examining objects, and exploring the house room by room, you uncover the story of your younger sister Sam and her journey of self-discovery. [i] Gone Home [/i] deserves respect for pioneering the walking sim genre and centering a LGBT love story at a time when that was rare in gaming. But playing it now, over a decade later, it’s hard not to see it as a proof of concept that’s since been outdone. Emotionally earnest, but narratively and mechanically thin. If you’re curious about game history, it’s worth experiencing once—but newer titles have taken its foundation and built far stronger houses. [b] 🏡 Pros: [/b] [list] [*] Quiet, sincere LGBTQ+ narrative. Sam’s story was groundbreaking in 2013: tender, personal, and refreshingly human in a medium filled with grand spectacle and violence. [*] Environmental storytelling. The game doesn’t tell you the story: it shows you, through cluttered desks, scribbled notes, forgotten mixtapes, and family photos. It invites player interpretation (though perhaps not as much as later games would). [*] Nostalgic 90s setting. The house is a time capsule, full of analog tech, riot grrrl music, and teenage angst. If you grew up in that era, the atmosphere might really resonate. [/list] [b] 🏚️ Cons: [/b] [list] [*] Overrated due to historical context. In 2013, [i] Gone Home [/i] was revolutionary—but today, it feels more like a stepping stone than a masterpiece. Many other narrative games [i] (Life is Strange, [/i] [i] Tacoma, [/i] [i] Firewatch) [/i] have expanded on its ideas with more polish and complexity. [*] Very limited interaction. You’re mostly just walking and reading. Even by walking sim standards, there’s little gameplay depth. [*] The mystery fizzles out. The game opens with an eerie, almost horror-like tone only to reveal something far more grounded. That tonal mismatch can be disappointing, especially on a first playthrough. [*] Extremely short. The $15 price tag doesn't match the hour-long experience. [/list] [hr] If you enjoyed this review, please check out my curator page to find more: [url=https://store.steampowered.com/curator/45814768-Verdict-Play-or-Pass/]Verdict: Play or Pass. [/url] Also, please leave a like and visit [url=https://steamcommunity.com/groups/Indie_Gems]IndieGems[/url] and our YouTube channel for more reviews like this one. [/hr]
First off, this is not a horror game, but the dread throughout the entire game is completely intentional. Some people don't seem to get that but that's how being queer is. This story cuts deep especially for queer people. This story is supposed to make you uncomfortable, sad, angry, and sick. And if you feel nothing from this game; did you even pay any attention? If you don't feel anything or don't see the world differently because of this game, go take a long hard look in the mirror.
I had fun, but Gone Home is a really specific kind of game that is difficult to recommend generally. I don't think this holds up anymore in an age when much more compelling walking simulators exist. I like the low-stakes nature of the game, but the mystery here just isn't that interesting.
Атмосферная игра, очень крутой ПАНК РОК - слушала до конца. Игра про настоящую женскую дружбу! У мужланов нет прав!
the entire game is walking and reading but the movement is laggy and sometimes you have to read bad cursive. and the voiceover sounds sanctimonius.
给我玩无语了,又是打雷又是下雨,营造这么个诡异气氛说找出家人不见的原因,明明这么吸引人的题材,最后跟我说父母出去度蜜月了。
Though the game was short, I enjoyed Gone Home. I liked the general atmosphere: the music, the creaking wood, dimly lit hallways. It took a bit of brainpower, but I did enjoy piecing together who was who, and uncovering the family dynamic. I also enjoyed learning about Katie and her relationship with Lonnie. The progressive unfolding of the narrative was logical to me and made sense as you explored the house. By the end, it all came together nicely. I did find that taking a couple of breaks was helpful, as it was a lot of reading. Based on some of the reviews of this game I read, it seems like some folks fixated on the LGBTQ themes. To be honest with you, I didn't personally have an issue with it. The narrative felt convincing/compelling enough to me, and I enjoyed learning about Sam's/Lonnie's relationship. I personally dislike it when stuff like identity is shoehorned into movies/games and beats you over the head with it. I much prefer when a game treats its characters as real life people, with flaws, interests, and compelling backgrounds. Their identity is only one small part of them, not the whole story. This makes them relatable. Being a lesbian is besides the point here - it's about the Ouija board, the punk zines and music, the sleepovers, ghost-hunting, and much more. I thought the game did a good job of communicating this without needing to make some grand statement. In the end, [spoiler] Sam pursued love, which is perhaps not compelling in some big sexy finale kind of way, but I don't think it needed some huge payoff, either. It's a nuanced ending, and I was fine with that. [/spoiler] Other things I enjoyed: the level of detail all over the house. There are labels, books, playing cards, all which are not really integral to the story, but it is such a pleasure to just see high texture items, and to be able to read labels on the fridge. I know it's besides the point, I just enjoyed that attention to detail. It made the story feel more real, like everything was focused and clear instead of inaccessible and blurry. Most games shy away from too much detail, but this game is all about it. My only criticism of the game is that it sets up a pretty spooky atmosphere, which is fundamentally misaligned with the ending of the game. You arrive in a house, on a rainy day, and the first thing you see is a note from Sam saying, "don't look for me." I fully expected a suicide story, that Sam offed herself due to heartbreak. Without going into detail, that is not what happened, but I did have to save and quit, and look up whether this was a horror game. All in all, Gone Home is a neat little narrative experience. It's not perfect, but it has heart and it's clear the developers are human beings with emotions and feelings.
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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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