
A narrative puzzle-thriller that blurs the lines between games and books, reality and fiction, puzzles and storytelling.
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About
YOUR HOUSE is a text-driven mystery game where reading is not a break from the gameplay — reading is the gameplay.
Every sentence, image, sound, object, and strange detail inside the house may hide a clue. To move forward, you’ll need to read carefully, connect ideas, interact with words, solve puzzles embedded in the text, and unlock the secrets of a mansion that behaves less like a place… and more like a living puzzle box.

Set in the 1990s, YOUR HOUSE follows Debbie, a rebellious teenager who receives a mysterious letter on the day she comes of age. Inside: a cryptic postcard, an address, and a key. With nothing left to lose, she runs away and finds a mansion waiting for her.
Who sent the letter?
Is the house a gift? A trap? A joke?
And why does it seem to know more about Debbie than it should?
The deeper she goes, the more the house begins to reveal the hidden stories of three enigmatic characters: an architect, a thief, and a devoted wife. Their lives seem disconnected at first — until Debbie starts to understand that every room, every object, and every puzzle is part of a much larger secret.
In YOUR HOUSE, you don’t simply read the story and then solve a puzzle.
You read to solve.
Words can become doors.
Images can hide clues.
Sounds can reveal patterns.
Objects can change meaning depending on what you’ve discovered.
A sentence you ignored ten minutes ago may suddenly become the key to opening a secret room.
The game blends the pleasure of reading a mystery novel with the satisfaction of solving an escape room. Progress comes from observation, deduction, lateral thinking, and paying attention to the small things.
Because in this house, nothing is just decoration.
The house is more than a setting. It is the central puzzle.
As Debbie explores its rooms, she discovers hidden doors, secret compartments, strange objects, underground passages, locked mechanisms, and fragments of a story concealed in plain sight.
Each discovery opens new questions.
Each puzzle reveals a new layer.
Each room brings Debbie closer to the truth.
The structure of the game unfolds like a house slowly opening itself to you. The more you understand, the more the mansion changes from a mysterious place into a personal confession built out of architecture, memory, and guilt.
YOUR HOUSE combines text, illustrations, sound, and interactive puzzles to create a narrative experience somewhere between a game, a book, and a digital escape room.
You’ll progress through a five-chapter thriller by:
Reading carefully and interpreting clues.
Clicking, touching, and interacting with words and images.
Solving puzzles that are woven directly into the narrative.
Revisiting information with new context.
Unlocking rooms, secrets, and hidden layers of the story.
There are no puzzles placed on top of the story.
The puzzles are the way the story speaks.
YOUR HOUSE is inspired by the real story of a Manhattan apartment designed by architect Eric Clough, who secretly built puzzles, codes, hidden compartments, and games into the home itself.
That idea became the heart of the game:
what if a house could hide a story meant to be discovered by only one person?
Behind its puzzles, YOUR HOUSE tells a noir comic mystery about identity, social expectations, family wounds, and the price of choosing your own path.
As Debbie searches for answers, every room, object, and hidden mechanism reveals another fragment of the truth.
And little by little, the mansion becomes something more than a puzzle.
It becomes a confession.
Reading as gameplay
Every clue matters. Read closely, connect ideas, and use the text itself to move forward.
Narrative puzzles
Solve escape room-style challenges that are fully integrated into the story.
A house built like a puzzle box
Explore hidden rooms, secret compartments, strange objects, and mysterious mechanisms.
A distinctive noir comic style
A carefully crafted visual identity that blends mystery, nostalgia, and editorial design.
A hybrid storytelling format
Part mystery novel, part puzzle game, part digital escape book.
A prequel to UNMEMORY
Discover the hidden origins of the world of our debut game.
A house knows everything about you—what you eat, what you read, when you go to bed, and when you watch TV. It hears your laughter, witnesses your fears, and feels your tears. It knows your secrets—your pillow fights, your loud music, and even your dances in front of the mirror.
But how much do you really know about it?

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain*, French, Catalan*languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
생일 선물로 기묘한 저택의 열쇠를 받게 된 한 여학생, 그리고 저택 안의 비밀들을 풀어나가는 이야기 Your House 는 같은 개발사의 전작들인 Unmemory 와 Delete After Reading 에서 보여준 "텍스트 기반 퍼즐 어드벤처 장르의 게임이지만, 텍스트를 화면에 띄우는 방식이 단순하게 화면에 보이는 게 아니라 게임플레이에 영향을 미친다" 라는 특징을 그대로 계승한 게임으로, Delete After Reading 이 비주얼을 전작보다 더 귀여운 방향으로 잡고 스토리도 유머 요소로 타서 큰 차이를 보였다면, Your House 는 Unmemory 의 프리퀄이라고 스팀 페이지 설명에 못 박은 만큼, Unmemory 의 시각적 방향성을 어느 정도 계승하였으며 스토리의 내용 또한 더 진중한 모습을 보인다. 참고로 이 게임이 예전 작품의 프리퀄인 만큼, Your House 의 엔딩을 보면 Unmemory 의 몇몇 설정들과 이어져 있다는 게 확실히 눈에 보이기 때문에, 만약 해당 게임을 해 봤다면 "어 그런 거였어?" 라고 반가움이 들 수도 있고, 안해 봤다면 그 게임의 스토리에 대한 스포일러로 느껴질 수는 있다만, Unmemory 의 스토리 자체가 다 밝혀지는 게 아니라 게임의 초중반에 나오는 설정이 풀린다는 것에 더 가깝기 때문에, 원치 않는 스포일러에 대해서는 크게 걱정할 필요는 없다. Your House 의 스토리 초반에 대해서 간단하게 설명해 보자면, 1990년대에 살고 있는 한 10대 학생인 Debbie 가 자신의 생일날 집을 선물해 준다는 수상한 편지와 열쇠 한 개를 되는데, 편지에 적힌 주소만 보고 사기일 것이라고 생각했던 그녀는 실제로 저택 한 채를 눈 앞에 보게 되고, 젊은 나이에 평균 이상의 집을 받았다는 사실에 놀람과 동시에 며칠 동안은 돈 걱정 없이 여유로운 생활을 보내게 된다. 하지만 얼마 안 있어 저택 안에 많은 비밀이 있다는 것을 암시하는 쪽지를 발견하고, 무언가를 알고 있는 듯한 외부인이 자꾸만 저택에 침입하려는 스릴러적 요소까지 더해져서, Debbie 가 미로와 같은 저택을 이곳저곳 탐험하고 이와 관련된 어두운 비밀을 알아내는 게 게임 내 스토리의 전체적인 흐름이다. 게임의 스토리에 대한 간단한 감상평은, "완전히 특별할 건 없는데 마무리가 애매한 건 또 아니여서, 그럭저럭 먹을 만한 스토리였다" 로 요약할 수 있다. 등장 인물이 많은 편은 아니라 스토리나 게임의 흐름이 정적으로 느껴질 수는 있는데, 적절하게 등장하는 사건들 및 과거 떡밥들 때문에 플레이어가 스토리에 지루함을 느끼지는 않으며, 몇몇 포인트 앤 클릭 게임들이 게임플레이에만 신경쓰느라 스토리는 저 멀리 던져 버린 걸 생각하면, 이 정도면 평균치는 만족했다고 생각한다. 스토리 이야기는 여기까지 하고, 그러면 게임플레이는 어떠한가? 위의 문단에서 적은 것처럼 "텍스트가 게임플레이에 영항을 미친다" 가 무슨 말인지 이해가 안 갈 수 있는데, 게임의 초반에 나오는 예시를 들자면, 화면에 텍스트가 등장하고 플레이어가 이를 읽는 건 텍스트 기반 게임들과 비슷하다만, 굵은 글씨체로 등장하는 단어가 나오면 텍스트가 화면에 뜨는 게 멈추며, 이를 누르면 주인공이 그 행동을 행했다는 묘사와 함께 텍스트가 이어서 뜨며 스토리가 진행된다. 여기까지만 들으면 "그냥 글 중간중간에 주인공이 행동하는 과정들에만 생동감을 준 게 아닌가?" 라고 생각이 들 수 있다만, 이후 진행에서는 이보다 더 흥미로운 텍스트-게임플레이 상호작용이 나오니 너무 실망할 필요는 없다. "그러면 이 게임의 장르는 텍스트 기반 어드벤처 장르가 다인가요?" 라고 생각할 수 있는데, 약간 더 자세히 설명하자면, 전반적인 게임플레이는 방탈출 게임처럼 퍼즐 풀이에 힘이 더 들어가 있다. 물론 게임은 전체적으로 역동적인 액션이 아니라 텍스트를 통한 설명 및 행동으로 진행이 된다만, 중간중간 퍼즐들이 나오기 때문에 이를 풀지 못하면 스토리를 진행할 수 없다. 몇몇 비추천 평가들에 보면 퍼즐들이 지루하고 방탈출 게임 논리에 기반한 퍼즐들이 있어서 진행이 피곤했다는 평가들이 보이던데, 사실 이 말이 완전히 틀린 건 아니다. 특정 퍼즐들은 풀이 방식이 기묘했으며, 이를 빠르게 눈치채지 못한다면 퍼즐 해답을 보고 제작자를 감금하고 싶은 위험한 충동이 들 수 있기 때문이다. 하지만 Unmemory 를 플레이 해 본 입장에서는 묘하게 Your House 가 더 쉽게 느껴졌으며, 물론 두 게임 모두 숨겨져 있는 퍼즐들을 풀지 않긴 하였으나, 본편만 비교해 봤을 때는 게임이 더 어려워졌다는 생각은 들지 않았다. 퍼즐들의 풀이 방식 또한 방탈출 게임들에 어느 정도 짬밥이 있다면 그렇게까지 의구심을 느낄 정도는 아니었으며, 그나마 유일하게 느껴진 문제점을 꼽자면 백트래킹이 약간 존재해서 퍼즐 풀이의 흐름이 끊겨질 수 있다는 점인데, 사실 포인트 앤 클릭 장르의 게임들을 여러 개 해본 사람이라면 그 장르의 게임들에서 실수로 특정 정보를 놓치면 무간지옥에 갇힌 것처럼 지옥의 뺑뺑이를 돌아야 한다는 걸 경험해 보았기 때문에, 이 게임에서 그렇게까지 답답함을 느끼지는 않는다. 즉, 방탈출 / 포인트 앤 클릭 게임을 이 게임으로 처음 접한다면 실망감을 느낄 것이지만, 이미 해당 장르의 게임들을 몇 가지 해보고 단편 방탈출 게임 하나 찾는 사람들이라면 그렇게까지 거부감을 느끼지는 않을 것이다. 결론적으로, Unmemory 보다 스토리 몰입감이나 퍼즐의 구성이 살짝 아쉬운 게임이었으나, 전반적인 비주얼 / 스토리의 흐름 / 퍼즐들의 배치가 매우 나쁘지는 않은 게임이기 때문에, 무난하게 즐길 수 있는 퍼즐 게임을 찾는다면 괜찮은 게임이라고 생각되어 추천. 플레이타임은 엔딩을 보기까지 약 2시간 걸렸는데, 물론 게임 내 숨겨진 퍼즐들을 찾지 않은 채로 본편을 깨는 데만 집중한 플레이타임이긴 하다만, 가격 대비 플레이타임이 그렇게 좋지는 않기 때문에 직접 이 게임을 해보고 싶다면 어느 정도 할인할 때 구매해서 해보는 걸 권장한다.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A really cool spiritual successor to Device 6, Simogo's mystery text adventure on mobile. Your House has some really enjoyable moments of interactivity and gameplay, but ultimately the puzzles felt lackluster and boring, and the final chapter felt lazy, not to mention a puzzle involving diamond buttons fully broke on me, halting my progress. I wish the story was also told through playing the game and solving the puzzles, but instead much of the major story beats are told in cutscenes BETWEEN the puzzles, which feels forced and strangely paced. I can see a world where this style of game works with the gorgeous art design, but this iteration isn't worth it yet.
It's a shame this game only has 16 reviews. The creativity with which it handles the limitations of the chosen medium (black text on a white page) is astounding and playful, the visuals transport a very specific and unique mood, the writing and themes are timely and smart. If you like escape-room-style puzzles, stories about strong personalities and 90s pop culture, this game is for you. One of my highlights of 2025 for sure.
[i]Your House[/i] is a nice little puzzle-adventure that reminds me most readily of [i]Device 6[/i], Simogo's mid-2010s text adventure for iOS. What I mean by this is simple: the game is primarily a text adventure that you interact with by clicking bolded "links" in the narrative text (you can see this in a few of the screenshots, though most emphasize the graphical scenes which also make up the game). I found the use of text art pretty cool at times, particularly in the narrowing passages of the underground catacombs and the reflex-based minigames. The art style for the graphical scenes is this charming cross-hatched comic book style with few colours used boldly. Really quite charming. The non-text puzzles are generally pretty fun, though for my taste I prefer diegetic puzzles, meaning puzzles that make sense within the narrative of the world, and here the puzzles often involve a kind of non-linear association between various bits of information. To give an example that is very nearly an actual puzzle: suppose if you had some photographs of buildings. Some of the photographs had Xes drawn on them. Then, separately, you found a map of a city, which had the names of buildings. Now, matching the photographs to the names, you see the location of the Xes on the map. Now, your bathroom tiles can be pressed, and you need to press the ones whose location in your bathroom match the buildings on the map. It's not that it's a bad puzzle, but it's maybe a little game-y for me. The hint system is fairly generous, though if I'm being honest, of the three times I used hints, two were me having all the information and just not understanding the non-linear leap I was being asked, and one was what I take to be basically a joke puzzle (I did laugh, it was a funny one). On the story side, I think the premise of a young lonely woman mysteriously inheriting a house filled with hidden passages is pretty interesting, but as with the puzzles I thought the story was a bit abstract. Hitchcock had a term called a "macguffin" to refer to an object that motivates the literal events of the plot but that does not require any particular thought or explanation, and I feel like the game was a bit of a Macguffin chase -- your object is to explore the house, and you're mostly doing that to find things that don't really matter so you can explore the house some more so you can find more things that don't matter. All of the puzzles, documents, and objects all have a connection to the mysterious person who bequeathed the house, but the storytelling doesn't give us much of an emotional connection as to why we should care about them (or her). So on that level I enjoyed the game more as a proof of concept for some fun puzzles and a great little text engine than I did the actual story being told. But looking at the developer's previous games, it does look like this one is a significant expansion of their engine and asset production process, and so I'm confident the next one will be able to iterate even further :)
My Wife (she VA'd a character) and I played through this game in an afternoon and It was very fun! The puzzles were challenging, but not so challenging that we needed to look anything up outside of the game. I do wish that the tools carried over from chapter to chapter, so that each puzzle could build on the tools that you find in the other chapters, but it certainly doesn't take away from the fun of the game at all.
Unenjoyable. Unfortunately, I didn’t enjoy my time with this game at all. It didn’t start strong with a premise that I found unengaging, getting invited to a house that is full of mysteries and puzzles told mostly through cutscenes between the different chapters. I’ll say what I enjoyed first: the art style was pretty neat, and the premise of it all being in a book with the writing was clever and added some uniqueness; however, it did get quite annoying. When you had to navigate to different areas, you had to specifically click the text that brought you there in the book; this often meant spending time scrolling to get to the right word, which ended up being very tedious. Much of the game is, unfortunately, tedious, inflated by this process of moving between things. The biggest offense is that overall, it was just wholly uninteresting. I was never gripped by the story of the mysterious mansion and the invitation to it; each area also had a transition scene, further adding to this feeling. I found myself dreading continuing, and this feeling persisted. [h1]★★☆☆☆[/h1]
too buggy and full of escape room logic. the interactive text parts were neat but the rest leaves a lot to be desired.
I like the pop-art art style, but this is basically a book with pretty pictures. It is more text-based than picture-based. You find bold text to click; sometimes you can click on a picture too. It is a mobile game best played on a similar device. I can recommend, but know what you expect before you buy it.
un jeu qui ne paye pas de mine au début, mais une très belle surprise. j'adore ce jeu, un véritable coup de coeur. Si vous êtes friand des jeux à énigmes sous forme de livre, les livres sous forme de jeux et un passionné des casses têtes qui prennent bien la tête, alors vous allez être servi. Merci aux développeurs !!
Although I found the game fairly interesting at first, with its text-based mechanics and intriguing story hook, I was mostly bored by the time I finished it. Neither the puzzles nor the story offered anything special. Exploring the house by clicking on words in the book and then watching a short animation quickly became repetitive and frustrating.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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