Gone Home

By Ned Donovan on October 8th, 2013

Set in 1995, Gone Home involves you making your way through one of the most beautiful paper trails ever seen. There are few games that have been genuinely spine tingling for me, and Gone Home is one of them.

Unsure of what lies behind every corner, you are drawn to the conclusion from a simple appetite for closure. Within the journey you observe an entire family dynamic, and whilst at the beginning you must draw your own conclusion, it truly does become clear in the end.


In Gone Home, I sought out one thing above all others, light. The house is dark and set in a day of fierce storms and rain, strange noises sound through the house. The first thing you will look for in every room is a light switch. Accompanied by beautiful narration, the game explores complex subjects such as family crises, teenage sexuality and the paranormal.

Gone Home, $19.99 for Linux, Mac and PC from the game’s website

Gone Home is linear, but that’s not an issue, as the point of the game is to make you explore the house and find things, not to confuse you or send you down a dead end. What you think will be a ghost story or a much more sinister game ends up being touching. The game highlights the normality of Katie (the player’s character). She is not a hero, nor a villain, but instead a teenager who would like to know why there is no one in her home.


Despite its unique gameplay, Gone Home is, however, quite expensive for its length. It took me just over two hours to complete it in one sitting. Hopefully Gone Home was just a taste of what its developers The Fullbright Company have to offer in the future.