
HOME is a feel-good walking simulator experience in which you create your own poem and music. Embark on a poetic and musical heartwarming journey about what home means to you.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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The United States storefront in every case, so this compares stores and not countries.
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Languages: English, French, Simplified Chinese, Spanish - Latin America, Italian, German, Turkish, Russian, Japanese
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 3.3Kreviews | 90% | — | $0 |
| $4.99 | — | — | — | 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.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏并不长,十几分钟就可以玩到结局。或许是因为刚服用米氨平不到半小时还没有看到药效,心情有些低落,看到有画板、有足球、有黑板、有书籍的那里还以为这是一个致郁类的游戏,甚至看到后面的提示语时我还以为那是反话,尤其是看到后面倒了的垃圾桶那里,以为那是指失去生活节律的日子,就像最近的我。当然这个猜想很快就推翻了,因为商店详情页这里写明了这是一个治愈而不是致郁的游戏。或许是它低保真的画面、独特的氛围、自适应的镜头转换、不快不慢正好的步速,这些加在一起构成了一种独特的氛围,让我在游玩的过程中不由得想,家对自己意味着什么。对我来说,家不过是一个能够遮风挡雨的地方。出于各种理由,我不能自由地像在游戏里这样从画板、足球、书籍……中进行选择。我也没有遇到让我感到十分舒适的职场环境。我也从来没有遇到一个让我想要把自己珍视的地方分享出去的人。但是我想,这个游戏给我提供了一个视角,让我对“家”这个概念有了一个更加清晰的想象。或许有一天,我可以在让我感到舒适的环境工作,我可以有让我感到相处愉快的好友,可以有一个让我想要分享的重视的人,可以有一个……期待下班后回去的地方,一个——家。
对每个人来说,家的定义都不同;音乐很好听的治愈小游戏, 3/17/2026
HOME — бесплатный медитативный walking-симулятор, в котором вы неспешно бродите по атмосферным локациям и взаимодействуете с окружением, чтобы создать собственное стихотворение и музыкальную композицию. Игра не ставит задач и не торопит: каждый объект, которого вы касаетесь, порождает строчку стиха и ноту, формируя уникальный личный текст о том, что значит «дом». Снаружи — кошки, мягкие цвета, спокойная меланхолия и invitation надеть наушники и просто выдохнуть. Плюсы: искренняя, тёплая атмосфера и генеративная поэзия — ощущение, что вы создаёте что‑то личное и неповторимое, очень трогает; игра бесплатная и доступная — короткая сессия на 10–15 минут не требует ни вложений, ни опыта, идеальна для перерыва. Минусы: крайне короткая продолжительность — около 11 минут на основное прохождение, и возвращаться почти не к чему; отсутствие вызова и механической глубины — для тех, кто ждёт хоть минимальной интерактивности или головоломок, опыт покажется слишком пассивным. Итог: HOME — это не столько игра, сколько интерактивная передышка: красивая, честная и короткая зарисовка о доме и покое. Если хочется на пару минут замедлиться и почувствовать что‑то тёплое — она справится; но за геймлеем или историей в привычном смысле сюда идти не стоит.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Short, but beautiful I almost cried of how heartwarming this game was. I would give this a solid 9/10 (-1 cuz i took 8 minutes to finish it)
эта игра за 28 минут смогла сказать кем я являюсь
HOME is a quiet and emotionally driven walking simulator that focuses entirely on atmosphere, reflection, and personal interpretation rather than traditional gameplay mechanics. Instead of presenting players with combat, puzzles, or complex objectives, the experience invites them into a calm and dreamlike journey centered around the emotional meaning of the word “home.” The game is extremely short and minimalist by design, but its simplicity becomes one of its greatest strengths because every part of the experience is carefully built to create a peaceful and introspective mood. The core concept is intentionally straightforward. Players move through a series of surreal environments while interacting with meaningful objects scattered throughout the world. These interactions gradually influence both the music and poetry generated by the game, allowing each playthrough to create a slightly different emotional outcome. Rather than telling a fixed story with clear narrative direction, HOME encourages players to project their own feelings and interpretations onto the experience. This subtle approach gives the game a personal quality that many larger narrative titles struggle to achieve. One of the strongest aspects of HOME is its atmosphere. From the beginning, the game establishes a soft and calming tone through gentle music, quiet environments, and minimalist visual design. Everything feels intentionally peaceful, creating an experience that resembles guided emotional reflection more than a traditional game. Walking slowly through strange dreamlike spaces while ambient music evolves in the background gives the journey a meditative feeling that remains consistent throughout its short runtime. The visual style is simple but highly effective. The game uses a low-poly aesthetic with soft colors and clean environmental design that reinforces the emotional tone perfectly. Rooms transition into entirely different spaces in surreal ways, making the environments feel less like physical locations and more like fragmented memories or emotional states. The abstract nature of the world allows players to interpret the experience freely without relying on explicit storytelling or exposition. Music plays a central role in shaping the emotional experience. The soundtrack changes subtly depending on the objects players choose to interact with, creating the impression that the player is quietly influencing the emotional tone of the world itself. This dynamic musical progression works surprisingly well because it helps each journey feel personal even though the gameplay systems remain extremely simple. The sound design overall is gentle and understated, avoiding dramatic moments in favor of a consistently calming atmosphere. The poetry generation mechanic is easily the game’s most distinctive feature. As players interact with different objects and environments, the game gradually builds a personalized poem based on those choices. The resulting text often feels abstract and open-ended, but that ambiguity is intentional. Instead of delivering a direct message, the poem acts more like an emotional reflection of the player’s journey. This mechanic gives the experience replay value because different interactions can lead to noticeably different emotional tones and interpretations. The pacing is deliberately slow, which may either strengthen or weaken the experience depending on the player. Movement is calm and measured, encouraging players to absorb the environments rather than rush toward an objective. The game never creates urgency or pressure, instead allowing players to wander quietly and focus entirely on mood and reflection. For players willing to embrace that slower pace, the experience can feel surprisingly immersive and emotionally relaxing. One admirable aspect of HOME is how committed it remains to its concept. The game never attempts to artificially extend its runtime with unnecessary mechanics or repetitive content. Its short length works in its favor because the emotional atmosphere remains effective from beginning to end without becoming repetitive. The entire experience can be completed in roughly fifteen minutes, yet it leaves a stronger emotional impression than many much larger games. However, the same simplicity that gives HOME its identity may also alienate some players. Those expecting traditional gameplay systems or narrative depth may struggle to connect with the experience because there is very little mechanical interaction beyond walking and selecting objects. The abstract storytelling and minimalist structure rely heavily on the player’s willingness to engage emotionally with the atmosphere. The movement speed can occasionally feel overly slow as well, particularly during repeat playthroughs or when revisiting environments to explore alternative interactions. The ending may also feel abrupt for players expecting a more dramatic conclusion or clearer narrative resolution. HOME intentionally avoids direct explanation, which may leave some players unsatisfied depending on their expectations. Despite these limitations, the game succeeds because it fully understands the emotional experience it wants to create. It is not designed to challenge players mechanically or overwhelm them with complex storytelling. Instead, it offers a small and intimate experience focused entirely on comfort, introspection, and atmosphere. The sincerity behind its presentation allows even its simplest ideas to feel emotionally meaningful. What ultimately makes HOME memorable is how personal it feels despite its minimalism. By allowing players to shape music and poetry through quiet interaction, the game transforms simple exploration into an emotional reflection on memory, belonging, and comfort. The journey feels less like progressing through a game and more like wandering through a peaceful emotional landscape shaped by the player’s own choices. HOME is a gentle and atmospheric interactive experience that succeeds through emotional sincerity, calming presentation, and thoughtful minimalist design. While its extremely short runtime and lack of traditional gameplay may not appeal to everyone, players open to slower and more reflective experiences will likely find a surprisingly meaningful and emotionally soothing journey hidden within its simplicity. Rating: 8/10
yea
Really cute and well made.
Odehráno mám na této hře pouze 10 minut. Ano jenom 10 minut na to, aby jste hru dohrály. Upřímně na to že je to free záležitost, slouží jen pro psychologické zamyšlení. proto hru hodlám hodnotit pouze psychologicky... Celkové hodnocení: 7/10
прикольная расслабила меня
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