
A game about the short journey of a boy who left home. Experience a dense story in around 2 hours, along with rhythm gameplay and music puzzles. Enjoy live acoustic sounds and a story that feels like a musical film!
Modeled estimate, not a reported figure. How we estimate →
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About
Notice to All Players
This game contains heavy themes, including domestic violence.
If you have trauma related to family or similar subjects, please proceed with caution.
A boy who ran away from home.
He settles beneath a bridge, spending his days busking.
In this new routine, he experiences new encounters and small, unexpected happenings.
Why did he leave home?
And what will await him at the end of this short journey?
Enjoy a story that feels like a short musical film, capturing a boy’s fleeting journey.

A short experience of around 2 hours, combining Visual Novel, Rhythm Game, and Adventure.
It features a linear story to follow along,
enriched with mini-games such as the rhythm game [Busking] and the music puzzle [Songwriting].
This script is based on the developer’s real life.
It doesn’t try to force emotion—
it simply unfolds in a calm yet honest way.
All tracks are written, composed, performed, and recorded by the developer.
From the protagonist’s own songs to in-world “hit songs” performed on busking stages,
experience music that connects directly with the story.
Every illustration, every line of writing, and every piece of music was created by the developer alone.
Because this story is entirely mine, I wanted it to be told only through me.
Streaming & Content Creation Guidelines
There are no restrictions on live streaming this game,
and broadcasting the full game content, including the ending, is fully permitted.
Uploading gameplay footage or archived live stream videos is also allowed without limitation.
There are also no restrictions on creating secondary content such as videos, reviews, or commentary related to the game.
However, if edited, summarized, commentary-based, or review-style content
seriously misrepresents the game through false or misleading information,
the developer may request that such content be removed or made private,
and content creators are expected to comply with this request.
Additionally, if such produced content
contains spoilers related to major parts of the game,
content creators are requested to clearly indicate the presence of spoilers
at least once in a visible location, such as the thumbnail, title,
or at the beginning of the content.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Italian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
저에게도 의미 있는 게임이었습니다
ci sono molti giochi fantastici in giro,ma pochi (davvero) degni di nota,e HOME è uno di questi degni di nota. una piccola chicca trovata per caso,un piccolo grande capolavoro. complimenti allo sviluppatore, GIOCO CONSIGLIATO!!!!!!
제가 스팀 리뷰를 남기게 만든 인생최고의 갓겜.. 엔딩크래딧에서 오열하는데 게임하느라 못울었어요..(??어쩌라고) 너무빡셈 진짜 꼭 하시길 추천드립니다 개발자님 꼭 노래 앨범으로 꼭 내주세요 제발 부탁드립니다 시청자분들과 함께 응원하겠습니다 너무 의미있는 게임이었습니다 감사합니다! (제가 우는걸 보고싶으시다면 치지직 종이를 검색해주세요 사랑합니다)
[h1] 당신에게 '집'이란 무엇인가요 [/h1] 다소 무거운 주제일 수 있지만, 꽤 큰 질문을 던지는. 가장 가까운 가족이지만 가장 가까운 가족이기 때문에. 난 오늘도 밝아진 낮의 빛에 가려져 보이지 않는 별들에게 작은 목소리로 잠에 들기 전 흔히 하는 대화를 읊조립니다. 공허에 이르러야 비로소 찾아오는 휴식에 대하여, 집이라는 단어와 집이라는 공간의 모순에 대해서. 당신에게 집은 무엇인가요?
What a wonderful game!! Honestly, i don't even know what to say but i wanted somehow express how muchi enjoyed the game haha.. The songs are so amazing, everything captivated me, i even shed some tears haha well, thank you for this game Mr.Spoon!
하는 내내 과거의 저와 겹쳐보여서 여러 감정이 교차하는 좋은 게임이었네요. 비록 저는 과거의 상처에 묶여 리뷰를 작성하는 지금까지 잘 헤어나오지 못하고 있지만 이 상처들에게 음악으로써 진심어린 위로와 이해의 말을 건네는 개발자님께선 적어도 제겐 제일 빛나는 별이라고 생각합니다. 개발자님의 미래가 개발자님이 바라는 미래보다 더욱이 행복했으면 하는 바램입니다. 멀리서 개발자님의 꿈을 늘 응원하겠습니다, 좋은 게임 만들어주셔서 감사해요 :)
Home is an independent narrative experience developed and published by Mr.Spoon, blending visual novel storytelling, rhythm gameplay, and musical presentation into a small but emotionally driven adventure. Rather than aiming for large-scale mechanics or expansive exploration systems, the game chooses a quieter direction, focusing on personal struggles, difficult circumstances, and the search for belonging. Built around emotional storytelling and interactive music systems, Home creates an experience that feels intimate and reflective while exploring themes that are often difficult but deeply human. The story centers on a young boy who leaves behind his previous life and begins surviving alone beneath a bridge. To get by, he turns to busking, using music as both a means of survival and personal expression. As days pass, he encounters unfamiliar faces, forms connections, and slowly reveals the circumstances that led him to leave home behind. The game presents its narrative carefully, allowing information to unfold naturally rather than immediately exposing every detail. This slower pacing creates curiosity while giving emotional moments greater weight. What makes Home stand out is how strongly it commits to atmosphere. The game feels less like a traditional adventure title and more like an interactive musical drama. Music shapes the emotional tone of nearly every scene, helping establish sadness, comfort, uncertainty, and hope without needing excessive dialogue. The soundtrack becomes one of the experience’s defining strengths, adding emotional texture that strengthens the narrative instead of simply existing as background audio. Gameplay itself remains simple but effective. Dialogue and story progression form the foundation of the experience, while rhythm segments and music-focused puzzles provide interactive variety throughout the journey. These systems never feel disconnected from the story being told. Busking sequences, in particular, carry additional importance because they directly tie gameplay to the protagonist’s situation. Rather than introducing mechanics purely for entertainment value, Home uses interaction to deepen immersion and strengthen emotional connection. The rhythm elements are approachable and designed to complement pacing rather than overwhelm players with difficulty. Puzzle segments similarly avoid unnecessary complexity, focusing instead on maintaining flow and reinforcing atmosphere. This design choice ensures the experience remains accessible while keeping attention centered on narrative progression and emotional development. One of Home’s most notable qualities is its willingness to explore heavier themes. Difficult family situations, personal hardship, and emotional isolation play central roles throughout the story. These topics are handled with care and seriousness rather than existing solely to create dramatic moments. The game aims to encourage empathy and understanding, presenting emotional struggles through a grounded perspective that avoids sensationalism. Its visual presentation contributes significantly to this emotional approach. The art style embraces a handcrafted independent identity that favors warmth and personality over technical complexity. Environmental design remains simple but expressive, supporting mood effectively throughout the adventure. Character moments often carry more impact because visual presentation avoids distraction, allowing emotional storytelling to remain the focus. The shorter runtime works in the game’s favor in several ways. The experience avoids unnecessary padding and maintains a steady emotional rhythm from beginning to end. Scenes move forward with purpose, helping narrative momentum remain strong throughout the adventure. However, some players may finish wanting more time with the characters or additional exploration of certain story elements. The world and emotional themes create enough investment that its concise structure occasionally feels limiting. Home also follows a fairly linear design philosophy. Player freedom takes a secondary role to storytelling, meaning those looking for branching paths or extensive gameplay systems may find the experience somewhat restrictive. However, players approaching it primarily as a story-focused adventure will likely appreciate the focused structure and intentional pacing. The game succeeds because it understands its priorities clearly. It does not attempt to become a large-scale role-playing experience or an elaborate puzzle game. Instead, it commits fully to emotional storytelling supported by music, atmosphere, and personal character moments. The combination creates something sincere and memorable despite its smaller scope. Independent games often stand out by taking risks larger productions avoid, and Home reflects that spirit well. Its willingness to address serious emotional subjects while maintaining warmth and humanity gives it a distinct identity. The integration of rhythm mechanics and storytelling strengthens immersion rather than distracting from it, helping create a journey that remains emotionally engaging from beginning to end. Home may be brief, but its impact reaches beyond its runtime. Through thoughtful writing, effective music integration, and emotionally grounded storytelling, it delivers a personal experience that stays with players long after completion. It proves that smaller projects do not need enormous scale to leave lasting impressions. Rating: 8/10
[h3] ドキュメンタリー映画のような稀有なビジュアルノベル [/h3] ビジュアルノベルの多くは煌びやかなビジュアルで過度な演出をもってプレイヤーの感情を揺さぶるものだが、本作は違った。控えめなビジュアルに脚色しすぎない物語進行が静かな没入感を与え、アコースティックギターと染み入るような歌声が作品をさらに印象的に魅せている。 途中ミニゲームがいくつか存在するがミニゲームの成否はゲーム進行に左右しないので苦手なら思い切ってスキップしても良い。(そしてミニゲームのアチーブが存在しないのもとても良い) ストーリーにせよミニゲームにせよ押し付けと捉えられるものが一切なく、プレイヤーは多くの思考の余白と自由を与えられる。これが他のビジュアルノベルと大きく違いドキュメンタリー映画の印象を残しているのかもしれない。 たまたまストアで見つけトレーラーの歌声に魅了されて購入した本作。 これぞインディーゲームという良さも詰まっているのでビジュアルノベルが好きな方は是非プレイして欲しい。
제발 행복하게 살아주세요
2026년 인생게임입니다
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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