
NeverHome - Tower of Vanity is the second chapter of the NeverHome horror anthology. Explore an abstract new world and use your wits to solve its mysteries and find a way out.
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About
This time, we'll make it out. As long as we put our heads together, we can solve the mysteries of this twisted place, I just know it.
In NeverHome, a young girl named Granger suddenly awakens in a dark tower, floating high above the sky of a world that isn't her own. Brave through this hostile new world using only your wits and the help of those you meet along the way to return to your true reality. But with how little you know about these strangers, is it safe to really call them your friends?
Explore liminal and abstract series of rooms as you solve puzzles and search for the exit from these mind-bending towers. Using the items you find across your journey in creative ways and interact with the facets of this dark world to carve your path forward. You might even discover some new revelations about them along the way.
But beware: these towers are not empty– they never were.
Throughout the world of NeverHome, you will need the assistance of other lost souls trapped in the Tower of Vanity. Make sure to think hard about who should tag along with you on your exploration.
Granger: This girl is the player character. She can eventually gain access to a utility knife and a nailgun to help destroy obstacles and fend off hostile creatures.
Callum: Callum might be harsh and impolite, but he makes up for that with his familiarity with technology as well as his eye for hidden objects and ciphers.
Rem: Eccentric and blithesome, Rem sees herself as the best at just about everything. Most importantly, she has great aim and can help make projectiles hit harder.
Peri: This little girl has a cheery disposition but is burdened by amnesia. Having her around can make monsters more reluctant to attack.
Leo: Leo is a loud and boisterous young man, but don't get it twisted- just because he's an airhead doesn't mean he's dumb. With his baseball bat in tow, he can strike enemies and obstacles alike with great force.
Delilah: Despite her lax and lackadaisical attitude, Delilah is a great athlete. She can run faster and jump further than anyone else and can even teach you a thing or two about proper running technique.
NeverHome - Tower of Vanity is the second chapter in a larger anthology-style game, inspired by RPG Maker horror games from the early 2010's. Expect it to take several hours to complete.
While it is not mandatory to enjoy NeverHome - Tower of Vanity, I would strongly suggest that players first experience NeverHome - Hall of Apathy, which is also available on Steam.
A minor warning: This game is a horror game. As such, it contains minor amounts of blood and unsettling imagery.
Epilepsy warning: This game contains some scenes with flashing and/or bright images. Viewer discretion is advised.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
So far this has been a really fun play through it has great puzzles like the first game and had plenty of jump scares to keep you on your feet. Recommend to anyone who wants a fun puzzle solver with a great story. Also the soundtrack is a BANGER gonna have it on a playlist!
Absolutely loving this so far! It was totally worth the wait after the first part, I might in fact enjoy this even more than the Hall of Apathy (which was also great, don't get me wrong.) The atmosphere, the art, the music, it's all terrific.
I played this game in its entirety prior to its release on Steam. Without spoiling anything... As the second installment in the NeverHome series, this game really starts to unravel the mystery and expand on its characters in a way that hooked me... and I am very invested. In my opinion, compared to the first game, everything from the story, characters, and puzzles are much more engaging. If you've played the first game, I HIGHLY recommend you play this one too.
I feel like the music is a stand-out part of the game; the soundtrack's just really good. It fits every moment pretty perfectly. But i think that slightly more variety in the music might be good. Submersible ride, my favorite track of the game, the one that plays on the submarine ride, really contrasts with the rest of the soundtrack, which i think is part of what i like about it, but it is also just a real nice song. After i heard it for the first time, i literally went into the game's files to see if i could listen to it again. The random encounters with the characters, sometimes someone being in a room where you can talk to them, were really cool i think. It was always pretty fun to get a bit distracted and talk to someone, and i think that those conversations help the pacing a bit, giving me a little break when i'd be tryna figure out a puzzle. The spiderhead fight, the final boss, was honestly really cool, and surprisingly hard. The final boss from hall of apathy was pretty sick, but spiderhead just felt so grand and imposing. Though i felt like the trap where you get stuck in a web and spiderhead falls on you was a little dirty, 'cause it just one-shot me everytime. But i was on low health without any healing, which may or may not have had an effect on spiderhead's difficulty. I think that the game's biggest problem(not super big) is just its writing. Some of it felt slightly unbelievable or forced; it was just a little amateurish. Like, i didn't fully believe [spoiler]rem's reason for killing leo(assuming that we fully know what happened in that room), that she'd so readily murder a dude, destroy one of her most easily manipulated tools, because of a plaque. I think that that'd make sense to me if rem was shown as kinda having a psychotic break after strangling the f*ck outta granger; like she felt like the others were gonna find out that she nearly killed someone and turn on her. But i didn't feel that that was really reflected in the game, 'cause i'd been expecting her to be tweakin' out a lot more. But i may've interpreted that whole section of rem's arc unintendedly. Either way, i think that it could use a little more lead in.[/spoiler] Even though some of the writing felt a li'l stilted, i still really liked all of the characters(callum's my favorite :) [spoiler]I was real happy to see him not dead[/spoiler]); i found 'em to be quite charming. They're all very distinct from eachother and have nice dynamics. Though, i wish that more time was spent with their dynamics, more time spent just hangin' around and talking. The two conversations on the maintenance floor where everyone(at that time) was tryna figure out why [spoiler]rem killed leo and other stuff[/spoiler] were highlights of the game for me. Some flavor text when you're walking with another character and interact with something might be nice, make 'em feel more there, though that'd prolly be a lotta work. I really enjoyed the vibes of this game. Like, it feels kinda old rpg maker horror-y, but still very much has its own identity, and, just, being trapped in another world, working with other people to escape, walking around kinda surreal rooms; like, it was just really chill playing this, really nicely felt like an escape from reality, y'know.
Beautiful art and a story that will always keep you guessing!! What I love most is how Neverhome captures the essence of surprise, mystery, and dark whimsy. The more you play, the more you get curious about the characters and how they'll get out! I think the story and characters are written phenomenally, with each having a unique voice and a mysterious backstory. If you love puzzles and horror, you'll enjoy how the puzzles have a great balance between challenge and fun! Along the way, you'll also encounter monsters and endearing creatures that add lots of flavor to the world. You can tell how much detail and love was put in this game. I really enjoyed and would recommend giving it a try!!
neverhome is genuinely one of steam's best kept secrets. any time there's a "if good games don't always succeed, show me a truly great game that got overlooked," type of conversation, neverhome is what i will send people from now on. if you're on this page, reading this, just get in!! starting with the first part, hall of apathy. these games are a beautiful love letter to golden age RPG Maker horror, with an incredible art direction, immediately understandable and charming characters, powerful, emotional interactions, and generous game design with all sorts of random and missable scares and easter eggs to find. there's simply so much love in this game and the price is criminally low! these games mean a lot to me and i absolutely can't wait for more!
This game was absolutely phenomal!! I loved the improvements in the puzzles and game design compared to the first game. The art and music were beautiful, and captured the characters emotions and the narrative's mood quite well :) Highly recommend to those who enjoy engaging puzzles and complex characters and beautiful art :D
Your dog will hate you if you don't play this game.
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