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User Reviews

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Our Users Say

Category Description User Score
Acting The quality of the voice or video acting. 3.9
Gameplay How well the game mechanics work and the game plays. 3.1
Graphics The visual quality of the game 3.4
Personal Slant A personal rating of the game, regardless of other attributes 3.4
Sound / Music The quality of the sound effects and/or music composition 3.5
Story / Presentation The main creative ideas in the game and how well they are executed. This rating is used for every game except compilations and special editions which don't have unique game content not available in a standalone game or DLC. 3.7
Overall User Score (38 votes) 3.5

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
Polygon (Aug 15, 2013)
Gone Home proves that a game focused on story and exploration, starring a decidedly non-traditional cast of characters, can be utterly thrilling. With excellent writing and environments that made me want to explore every nook and cranny, Gone Home simply, effectively drew me in. After completing the game, I sat in spellbound, smiling silence for nearly an hour, and that's perhaps the greatest praise I can lay upon a game.
Giant Bomb (Aug 15, 2013)
Prepare for a nostalgia hit, too, and not just '90s references. Gone Home will remind you what it’s like to be young, naive, and full of passion. Everything mattered and nothing mattered. No one understands you and no one ever will. The world is both infinite and unfathomably small. As the story unfolds, what’s remarkable is just how unremarkable it really is. Gone Home is an epic story, but its definition of epic is far removed from how we usually talk about scope and drama in games. It’s epic, personal and revelatory to the people involved, and that’s why it’s so special. The moments in my life that I cherish the most--my first love, realizing my brother was my best friend, moving to San Francisco, getting married--would not register against saving the universe from an alien threat, but these are the epic moments in my life.
GamesRadar (Aug 15, 2013)
Gone Home attempts to explore the boundaries of a game’s communicative potential and succeeds by giving us a story that satisfies our senses and touches our innermost being. Despite being a very short experience, the mundane acts of walking through hallways, opening doors, or reading pieces of paper become a poignant adventure dealing with personal issues that are handled brilliantly and provide a strong basis for a great game. For that, Gone Home is as much an introspective journey into human life as it is a game so very worthy of your time.
Darkstation (Aug 19, 2013)
Gone Home tells a story unlike any other game in recent memory, and yet it does so in a way that only a video game can. The masterfully executed environmental storytelling guarantees that each player will walk away from Gone Home with a different experience. The tale of the Greenbriar family, as woven by their material possessions, is one that players won’t soon forget. Gone Home is not the panacea for all the creative drought in games today, but it is an unforgettable stepping stone on the way to games connecting with people and inspiring a love of humanity.
Quarter to Three (Aug 16, 2013)
Many videogames that struggle to reconcile gameplay and storytelling fail valiantly. Bioshock Infinite and The Last of Us would have been so much better if the developers hadn’t jammed into their wonderful stories the rote gunplay, stealth, and scavenging you expect in your games. But then there are games that know enough to dispense with that stuff to concentrate on story. Some of these are called “adventure games”. There was a time in the olden days, before actual gameplay had been invented, that good writers were making adventure games. Gone Home is a rare instance of modern storytellers reverting to that format without feeling obligated to include gunplay, stealth, or scavenging. Gone Home doesn’t even have achievements.
Hooked Gamers (Aug 29, 2013)
As I neared the final minutes of my play-through, I found myself at the edge of my seat. Gone Home is a simple, graceful homage to love, loss, and hope. Exploring its home edifies exactly why video games are art. The storytelling is transcendent, it is touching, and it should not be missed. For the few hours you exist there, you are Katie, a girl upon the re-discovery of her family. You are touring the strangely alien place of what was once yours. This discovery does come at the price of replayability, however. In Gone Home, there are moments of fear, moments of joy, moments of sadness, and moments of peace. In the end, there is acceptance, the kind which comes from a tale naturally concluded and a chapter neatly closed.
Shoost (Jan 05, 2014)
The game’s pacing is pitch perfect. Each revelation gently guides you to the next, encouraging you to continue looking for answers as the stories unfold. Gone Home is a short, dense game. Two to three hours are all that are required to participate in and complete the story. And you absolutely should. Few games are as thought-out as this one is. Fullbright had something they wanted to say, and the game speaks their message eloquently and memorably.
GamingTrend (Aug, 2013)
Video games have a tendency to focus on a macro scale: save the world, defeat the giant robots, embody the amazing, all-powerful magical being. They tend to drown out the notion that we can use video games as more than just power fantasies and hacky genre fiction. But every now and then, a game comes along to prove that interactive fiction has its place in the pantheon of expressive art. Gone Home is not only an important game in its own right, but is absolutely vital to the advancement of how we approach narrative in games, as well as the subjects we tackle.
IGN (Aug 15, 2013)
When Thomas Wolfe wrote "You Can't Go Home Again," the mere idea of Pong would've wrecked his fragile mind. But nearly a century later, Gone Home presents us with a game that both embraces that melancholic notion while simultaneously exploring the roots, secrets, and artifacts of a family that feels as real to me as my own. Stepping foot inside of the Greenbriar home and discovering the things they left behind is a powerful experience. Gone Home is a remarkable achievement, and piecing together its poignant story will stick with me forever.
GameSpot (Aug 15, 2013)
Gone Home executes on its ambitions flawlessly. The things in the Greenbriars' home take on an emotional heft as you come to understand the stories they tell, and although they're absent, you feel the presence of the Greenbriars all around you. Gone Home is an important game because it does something games rarely do: it tells a believable story, grounded in the real world, that focuses on women and treats all of its characters, women and men alike, as complex individuals. But the reason to play Gone Home is not for its importance. It's for the elegance with which its tale is constructed and communicated, and the captivating way that it makes you an active participant in peeling back the layers of one family's ordinary lives as their home tells you their stories. Like many of our own memories, those stories cut deep.
Spazio Games (Aug 18, 2013)
I videogiochi sono cresciuti, e io sono sempre più contento di lavorare con loro. Forse ve l’ho già detto, ma è il caso di ripeterlo un’altra volta. Ho giocato a Gone Home. Fatelo. Anche. Voi.
IGN (Aug 15, 2013)
When Thomas Wolfe wrote "You Can't Go Home Again," the mere idea of Pong would've wrecked his fragile mind. But nearly a century later, Gone Home presents us with a game that both embraces that melancholic notion while simultaneously exploring the roots, secrets, and artifacts of a family that feels as real to me as my own. Stepping foot inside of the Greenbriar home and discovering the things they left behind is a powerful experience. Gone Home is a remarkable achievement, and piecing together its poignant story will stick with me forever.
Digital Chumps (Aug 15, 2013)
Gone Home is story in which you'll get to know a handful of characters without physically meeting any one of them. A game where engagement is driven by exploration and absorption at a pace that perfectly suits the story it needs to tell. An experience that offers first and third person accounts of different stories and trusts the player with filling in the blanks. It's not that they don't make them like this anymore, but rather they've never made one like this before.
91 (Sep 04, 2013)
So einfach, so brillant. So menschlich. Gone Home beginnt, wo andere Spiele nur entlang streifen: in einem ganz normalen leeren Haus. Es bleibt vor vergessenen Notizzetteln stehen, vor Postkarten, Broschüren und zerknüllten Entwürfen – alltägliche Notizen, die von Schule, Arbeit, Streit und Liebe erzählen. Manchmal knarrt das alte Holz, auf Kassetten spielt die Musik einer jungen Punk-Band. Gone Home inszeniert keine Action, kein klassisches Abenteuer. Ich habe in aller Ruhe Türen geöffnet, in Kisten nach Hinweisen geschaut, viel gelesen und bewegenden Tagebucheinträgen gelauscht. Schritt für Schritt habe ich eine Familie und ihre geheimnisvolle Vergangenheit kennengelernt; das spielerische Entdecken ist clever konstruiert, das Erlebnis eindringlich bis in die Haarspitzen. Als Patenkind von Dear Esther und To the Moon ist Gone Home die emotionalste Erfahrung meines Spielejahres!
Gamereactor (Sweden) (Aug 17, 2013)
Endast genom dessa detaljer blir familjen Greenbriar, trots att de inte ens är närvarande, några av de mest levande karaktärer jag lärt känna i ett spel. I huset som alla deras historier trängs i ryms såväl nakenhet som mystik, familjär värme som isande sprickor. Och under dess tak, längs dess tilldragande korridorer, kommer jag alltid kunna känna mig som hemma.
3D Juegos (Sep 20, 2013)
Gone Home se ha convertido en unos de los mejores juegos independientes del momento gracias a una historia muy bien planteada, que nos sorprenderá a cada paso que damos. Una atmósfera y un planteamiento pocas veces visto en un juego, que trasciende lo anecdótico para convertirse en todo un referente de hasta dónde pueden llegar los videojuegos.
Shacknews (Aug 15, 2013)
On the surface, Gone Home may look like an average point-and-click adventure. Aside from the scope of the house, which features about two dozen rooms, there's nothing about the point-and-click mechanics that particularly stand out. However, The Fullbright Company's first indie effort is backed up by a touching narrative, one paced incredibly well, that effectively engages players through the bulk of the game's short three-hour runtime. Gone Home may prove that while you can't go home again, you should definitely make some time to visit.
Inside Gaming (Aug 26, 2013)
If you enjoyed The Stanley Parable or Dear Ester, or you’re a fan of narrative-driven games, you owe it to yourself to play Gone Home. For $20 it can seem quite steep so you have to be willing to pardon the linear gameplay and short length in favor of the journey. But the few tears I shed confirm that I feel the experience is worth it.
Edge (Aug 15, 2013)
But you’ll likely be more gripped by Sam. Perhaps Gone Home’s greatest surprise lies in the apparent ease with which The Fullbright Company has joined the game’s subject and its medium: it’s a domestic tale of girl-to-womanhood told with the tools of an action game. As a statement that games can express emotionally resonant stories, Gone Home is a triumph. But that’s not why you should play it. Engrossing, touching and rewarding, it’s well worth the experience on its own terms, too.
Games TM (Aug 15, 2013)
There’s no way a big publisher would ever see Gone Home’s subject matter as commercial, yet it broadens the potential remit of narrative in games in leading by example. Gone Home is the kind of work that will impress people who write off the medium because of the prevalence of guns in commercial titles. Its potential wider significance aside, however, the Greenbriars’ story is unforgettable.
GameFront (Aug 15, 2013)
Play Gone Home because you want an engrossing and detailed environment to explore. Play it because you want something new and introspective from your games. Play it because you want to reconnect with a sibling or family member who has grown distant. Play it because ten years from now there will still be people playing and discussing its intricacies.
Thunderbolt Games (Aug 15, 2013)
As a medium defined by the word ‘interactive’ and shackled to the word ‘entertainment’, videogames have long struggled with detaching themselves from violence and mechanical action in order to satisfy the latter of those terms. Gone Home is an important game not only because of the story it tells, but also because of the way it goes about telling that story. Similar to the more abstract Proteus and Dear Esther, it’s a triumphantly successful demonstration that narrative doesn’t need to be funnelled down the barrel of a gun, balanced on the edge of a blade or relegated to a background cut scene for the sake of gameplay. Instead Gone Home actively embraces the unique possibilities of interactivity, laying out a breadcrumb trail of fascinating trinkets that leads to a touching crescendo without ever withholding control.
90 (Aug 16, 2013)
It's impossible to say more without spoiling a game that only lasts two hours, but Gone Home is special for two reasons: It nails the alienating sensation of feeling lost in a place that should be your home, and perfectly emulates the mild fear that comes with exploring a big dark house - especially when it appears that something might be wrong. If you think that great narrative is its own reward, you'll love Gone Home. Otherwise, you'll probably be safer just avoiding it.
Atomic Gamer (Aug 22, 2013)
What's unfortunate is that we've gotten so used to player-generated violence as a staple in games that this one is never going to sit well with some gamers. So here's my recommendation: if you think eighteen bucks is too much to spend on a very memorable two hours of interactive story about a family and its conflicts, then stay away. In that case, I think everyone will be happier. Gone Home is still a bold and important move forwards for modern games that don't have to have violence as the primary way to play, and after two decades of playing games where I gleefully kill things nonstop, even I'm enjoying the change of pace from developers like Fullbright. If you're interested in a more grounded story and don't mind calling a game without violence, well, an actual game, then you should definitely consider Gone Home. For everyone else, the best I can recommend is to keep an open mind in the future and maybe catch the next one.
90 (Aug 26, 2013)
Het spel is niet eng, tenzij je schrikt van onweer of bang bent in het donker. Er zijn geen gevechten, sterker nog, je komt in de hele game geen enkele persoon tegen. Verwacht geen schrikmomenten, actiescènes, of paranormale plottwisten. Wat je wel krijgt is een emotioneel verhaal dat je op een bijzondere manier wordt verteld. Met een krappe drie uur is de game wellicht wat te kort, zeker voor de 19 euro die op Steam gevraagd wordt (iets goedkoper via de officiële website. Voor die investering krijg je echter wel een ervaring die je lang bijblijft, het minder pretentieuze zusje van experimentele games als Dear Esther. Dit is de game die je de rest van het jaar aan al je kennissen zal aanraden.

Gone Home è una storia d'amore che affida la narrazione agli oggetti lasciati in casa da una famiglia come tante. La ricostruzione di quello che è successo è toccante e intreccia i destini di tutti i membri, visti con gli occhi della sorella maggiore, di ritorno da un lungo viaggio all'estero. I tantissimi dettagli di vita ricostruiti con cura e l'eccellente architettura narrativa ci coinvolgono e trattengono nelle pieghe della trama fino alla fine con il cuore in gola.
Gone Home will make you question everything, including how you react to certain key events within the game world. It was a lot like the feeling I get from watching a really amazing episode of The Twilight Zone, where the eerie story serves a greater purpose than just scaring the crap out of you. There's a message behind the mystery of the house on Arbor Hill that may reveal as much about you as it does about Kaitlin's missing family.
Vandal Online (Aug 15, 2013)
Ahora que se habla tanto de la nueva generación, y de lo que esta nos va a deparar, jugando a Gone Home -aunque quizás más preciso sería decir viviéndolo-, hemos sentido estar ante una verdadera experiencia next-gen, que da un decidido paso adelante al demostrarnos lo rica, absorbente y emocionante que puede ser una historia contada a través de este nuestro ocio favorito, los videojuegos. Gone Home no te va a cambiar la vida, y es muy probable que no esté en las quinielas de los mejores juegos del año, pero seguramente dentro de unos años cuando experiencias como esta sean mucho más habituales, y echemos la vista atrás para comprender su origen, nos acordaremos de este "juego", que de manera modesta y sin hacer mucho ruido, contribuyó a iluminar con su cálida y pequeña luz el camino correcto.
Level 7 (Sep 08, 2013)
Inga strider, pussel eller magnifika vyer – ändå lyckas Gone Home vara en smått fantastiskt upplevelse. Att undersöka husets alla vinklar och vrår för att föra historien framåt och lära känna familjen känns aldrig påtvingat; jag gör det för jag vill veta vad som hänt. En kort men spännande berättelse som stannar kvar i minnet.
Destructoid (Oct 01, 2013)
It's just a wonderfully crafted, well-paced story about a family. And that's really it. There's not much else out there like it. It may not sound like much on paper, but Gone Home had such an impact on me that I'll be thinking about this game for years to come.
90 (Oct 16, 2013)
Continuare nell'analisi di Gone Home porterebbe inevitabilmente a spoiler che rovinerebbero l'esperienza, ma è indubbio dopo aver raggiunto la fine e aver ascoltato Sam leggere l'ultima pagina del diario, rimane addosso la sensazione di aver vissuto uno giochi più emozionanti e coinvolgenti degli ultimi anni, un vivido esempio di come i videogiochi possano trovare il loro spazio come mezzi di espressione senza dover imitare tecniche e strumenti di altri media
Realm of Gaming (Aug 31, 2013)
Other than the length and little replayability of the game, Gone Home stands as a very interesting example of how far video games have gone as a medium; this is a game that attempts to tell a follow the breadcrumbs' type of mystery through the gameplay, not holding the player's hand and encouraging them to dig deeper to discover all the hidden details in addition to the answer of the game's main driving question. Players who like mystery-solving or immersive games should definitely give this game a chance; while it may be a stretch to say that this game is a masterpiece, it certainly does make one wonder how similar games made by bigger studios might turn out and how it will change the video game industry.
Game Informer Magazine (Aug 15, 2013)
Gone Home’s biggest strength is how it tackles more complex and realistic subject matter than most developers would dare touch. The raw and honest writing is refreshing, providing something so different than the standard narrative. It may not last more than a few hours, but I never put the controller down because I was so captivated. When it ended, I wished I could play it for the first time again. It may blur the lines defining what you consider a game to be, but sometimes evolution comes from radical change. Go in with an open mind and come away with a story that says something real about the way we bond with people and how relationships impact our lives.
GameTrailers (Aug 15, 2013)
Gone Home's detractors will cry that this isn't really a game. We'd argue that if it looks like a duck, it's probably a duck. And guess what? There is a literal duck here, nesting over the key to the first locked door. It's not quackery: this is game design writ small and enthralled to the story, turning the player into both reader and author with a surprising degree of sophistication. If anything, you'll want to turn away from the spiraling, critical path as the locked doors begin to open. Instead, stop and scour, breathe in the penmanship and soak up the VHS tapes. Tease out any lingering questions, and then go home.
PC Gamer (2013)
Leans heavily on nostalgia and sentimentality, but Gone Home is an affecting game that challenges you like no other.
85 (Sep 19, 2013)
En marge de tous les blockbusters qui sortent régulièrement, Gone Home parvient à créer son propre buzz avec une proposition de gameplay toute simple : pas de combats, pas de puzzles, juste de l'exploration. Associée à une narration maîtrisée et à une ambiance 90's toujours juste, cette exploration donne lieu à une aventure atypique et touchante. Clairement, Gone Home ne parlera pas à tout le monde, mais les joueurs ouverts aux nouvelles expériences auraient tort de se priver.
Gameplay (Benelux) (Sep 27, 2013)
Gone Home levert een (korte) narratieve tour de force die bewijst dat games eindelijk stilaan volwassen worden. Een absolute aanrader voor mensen die van een sterk verhaal kunnen genieten.
Imperium Gier (Sep 02, 2013)
Jeśli więc chcecie przeżyć rewelacyjnie opowiedzianą historię, zbadać szczegóły życia nieobecnych domowników i dowiedzieć się, czemu właściwie po waszym powrocie nikt na was nie czeka – czym prędzej zagrajcie w Gone Home.
Joystiq (Aug 15, 2013)
Gone Home offers its revelations in quietness and purity, and that's why you'll leave it with a spring in your step. Turning the world into a storyteller is nothing new in video games, but I think I've gotten to know it much better here, in its pajamas and inside, without all the noise.
Meristation (Aug 26, 2013)
Comparado con otros juegos también dependientes de su narrativa, To The Moon por ejemplo es mejor sin lugar a dudas, por lo menos en cuanto a historia en sí misma, aunque Gone Home tenga una presentación más trabajada y original. Otra experiencia que es también más recomendable que Gone Home hoy por hoy es Kentucky Route Zero, juego por episodios realizado con un fantástico estilo visual y gran instinto narrativo, cuyas cinco episodios se ofrecen al mismo precio que Gone Home -actualmente está en su segundo episodio-. Por todo ello, aconsejamos simplemente intentar evitar destripes sobre Gone Home y esperar a que esté a un precio más bajo, ya que la experiencia merece la pena y abre además todavía más el abanico de lo que es posible contar en un videojuego.
Digital Spy (Aug 22, 2013)
However, what you get out of Gone Home is a top-class piece of interactive storytelling. Considerable care has been put into all aspects of The Fullbright Company's debut title, and the end product is a roaring success that may hit home closer than you would expect.
D+PAD Magazine (Sep 11, 2013)
Ultimately the game feels like a risk, an antithesis of much of what gaming currently aspires to be, but it also uses the medium to its advantage, to tell a personal story in a new and innovative way. Hopefully it leads to more developers stepping out in a similar fashion, and together pushing the medium forward in equally interesting and unexpected ways.
80 (Sep 05, 2013)
No entanto, não é uma experiência perfeita. É difícil ignorar a sua curta longevidade. Não posso deixar de referir que o final chega abruptamente, quase de forma inesperada e deixando a desejar por mais. E o que mais impressiona é a forma como a narrativa se desenvolve, e não a própria estória. A estória de Gone Home é novidade nos videojogos, mas já foi contada em outros meios várias vezes.
Riot Pixels (Oct 10, 2013)
Пока The Chinese Room фантазировала на тему хрюшек под землёй, The Fullbright Company родила идейную подругу Dear Esther, только не такую красивую и загадочную.
PC Games (Germany) (Sep 15, 2013)
Ein wenig ärgerlich ist da jedoch die recht grobe Optik des Ego-Adventures. Umgebung und Objekte wirken allesamt ein wenig trist und detailarm, die Grafik generell ein gutes Stück veraltet. Dafür stimmt die Soundkulisse mit gefühlvoll vorgelesenen Tagebucheinträgen, stimmungsvollen Instrumentalstücken, 90er-Songs und gelegentlichem Donnergrollen. Gone Home ist eine interaktive Story – eine schöne und durchaus rührende. Ein wirklich gutes Spiel ist es allerdings leider nicht.
InsideGamer (Aug 31, 2013)
Laat je niet misleiden door de haunted house-vibe: Gone Home grijpt traditionele adventure-elementen aan om een persoonlijk puberverhaal te vertellen. Dat is een interessante en innovatieve combinatie, die door conservatieve gameplay en verhaalvertelling helaas niet geheel slaagt.
60 (UK) (Aug 15, 2013)
"A house is not a home," as the old song goes. Gone Home's mansion is half-inhabited, the family's possessions still stacked in boxes after the move. The game itself feels similar. The Fullbright Company has built a fine house for intimate storytelling in games, but it hasn't found the story to live in it yet.
Gameplay (Benelux) (Aug 30, 2013)
Gone Home van The Fullbright Company, dat op het IGF2013 op onze speciale aandacht mocht rekenen, blijkt zoals verwacht een parel van formaat. Na een verblijf van een jaar in het buitenland keer je terug naar je ouderlijke woonst, om vast te stellen dat iedereen verdwenen is. Tijd om op onderzoek te gaan in dit beklijvende meesterwerkje.