
HOME is a feel-good walking simulator experience in which you create your own poem and music. Embark on a poetic and musical heartwarming journey about what home means to you.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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The United States storefront in every case, so this compares stores and not countries.
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Stats
Languages: English, French, Simplified Chinese, Spanish - Latin America, Italian, German, Turkish, Russian, Japanese
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 3.3Kreviews | 90% | — | $0 |
| $4.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
yea
Jogo curto e emocionante
Homey :)
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра HOME - минималистичный хоррор-квест про одиночество и принятие. Лаконичная пиксельная графика и атмосферный саундтрек создают неповторимое чувство тревоги. Краткая, но глубокая история заставляет задуматься о выборе и его последствиях. Это тот редкий случай, когда простота исполнения лишь усиливает мощное эмоциональное воздействие. Незабываемый опыт.
слишком много философии в 10-минутах
HOME is a quiet and emotionally driven walking simulator that focuses entirely on atmosphere, reflection, and personal interpretation rather than traditional gameplay mechanics. Instead of presenting players with combat, puzzles, or complex objectives, the experience invites them into a calm and dreamlike journey centered around the emotional meaning of the word “home.” The game is extremely short and minimalist by design, but its simplicity becomes one of its greatest strengths because every part of the experience is carefully built to create a peaceful and introspective mood. The core concept is intentionally straightforward. Players move through a series of surreal environments while interacting with meaningful objects scattered throughout the world. These interactions gradually influence both the music and poetry generated by the game, allowing each playthrough to create a slightly different emotional outcome. Rather than telling a fixed story with clear narrative direction, HOME encourages players to project their own feelings and interpretations onto the experience. This subtle approach gives the game a personal quality that many larger narrative titles struggle to achieve. One of the strongest aspects of HOME is its atmosphere. From the beginning, the game establishes a soft and calming tone through gentle music, quiet environments, and minimalist visual design. Everything feels intentionally peaceful, creating an experience that resembles guided emotional reflection more than a traditional game. Walking slowly through strange dreamlike spaces while ambient music evolves in the background gives the journey a meditative feeling that remains consistent throughout its short runtime. The visual style is simple but highly effective. The game uses a low-poly aesthetic with soft colors and clean environmental design that reinforces the emotional tone perfectly. Rooms transition into entirely different spaces in surreal ways, making the environments feel less like physical locations and more like fragmented memories or emotional states. The abstract nature of the world allows players to interpret the experience freely without relying on explicit storytelling or exposition. Music plays a central role in shaping the emotional experience. The soundtrack changes subtly depending on the objects players choose to interact with, creating the impression that the player is quietly influencing the emotional tone of the world itself. This dynamic musical progression works surprisingly well because it helps each journey feel personal even though the gameplay systems remain extremely simple. The sound design overall is gentle and understated, avoiding dramatic moments in favor of a consistently calming atmosphere. The poetry generation mechanic is easily the game’s most distinctive feature. As players interact with different objects and environments, the game gradually builds a personalized poem based on those choices. The resulting text often feels abstract and open-ended, but that ambiguity is intentional. Instead of delivering a direct message, the poem acts more like an emotional reflection of the player’s journey. This mechanic gives the experience replay value because different interactions can lead to noticeably different emotional tones and interpretations. The pacing is deliberately slow, which may either strengthen or weaken the experience depending on the player. Movement is calm and measured, encouraging players to absorb the environments rather than rush toward an objective. The game never creates urgency or pressure, instead allowing players to wander quietly and focus entirely on mood and reflection. For players willing to embrace that slower pace, the experience can feel surprisingly immersive and emotionally relaxing. One admirable aspect of HOME is how committed it remains to its concept. The game never attempts to artificially extend its runtime with unnecessary mechanics or repetitive content. Its short length works in its favor because the emotional atmosphere remains effective from beginning to end without becoming repetitive. The entire experience can be completed in roughly fifteen minutes, yet it leaves a stronger emotional impression than many much larger games. However, the same simplicity that gives HOME its identity may also alienate some players. Those expecting traditional gameplay systems or narrative depth may struggle to connect with the experience because there is very little mechanical interaction beyond walking and selecting objects. The abstract storytelling and minimalist structure rely heavily on the player’s willingness to engage emotionally with the atmosphere. The movement speed can occasionally feel overly slow as well, particularly during repeat playthroughs or when revisiting environments to explore alternative interactions. The ending may also feel abrupt for players expecting a more dramatic conclusion or clearer narrative resolution. HOME intentionally avoids direct explanation, which may leave some players unsatisfied depending on their expectations. Despite these limitations, the game succeeds because it fully understands the emotional experience it wants to create. It is not designed to challenge players mechanically or overwhelm them with complex storytelling. Instead, it offers a small and intimate experience focused entirely on comfort, introspection, and atmosphere. The sincerity behind its presentation allows even its simplest ideas to feel emotionally meaningful. What ultimately makes HOME memorable is how personal it feels despite its minimalism. By allowing players to shape music and poetry through quiet interaction, the game transforms simple exploration into an emotional reflection on memory, belonging, and comfort. The journey feels less like progressing through a game and more like wandering through a peaceful emotional landscape shaped by the player’s own choices. HOME is a gentle and atmospheric interactive experience that succeeds through emotional sincerity, calming presentation, and thoughtful minimalist design. While its extremely short runtime and lack of traditional gameplay may not appeal to everyone, players open to slower and more reflective experiences will likely find a surprisingly meaningful and emotionally soothing journey hidden within its simplicity. Rating: 8/10
прикольная расслабила меня
эта игра за 28 минут смогла сказать кем я являюсь
Evsiz paramı çaldı ama olsun, tatlı oyun. Gerekli mi? Sanmam. Sığ olmuş ve yapılabilecek onca kavram varken sadece "ev" seçmeleri pek olmamış bence. Hikaye anlatıcılığı konusuna ağırlık verilse, anlam derinleştirilse ve / veya derin bir konuya geçilse, aynı anda oynanış sıkıcı olmaktan çıkarılsa basit fakat mükemmel olurdu.
Odehráno mám na této hře pouze 10 minut. Ano jenom 10 minut na to, aby jste hru dohrály. Upřímně na to že je to free záležitost, slouží jen pro psychologické zamyšlení. proto hru hodlám hodnotit pouze psychologicky... Celkové hodnocení: 7/10
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Players by region
Where this game's players are, estimated from review languages.
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| $373 | 4 | 100% | $2.99 | |
| $321 | 4 | 100% | $4.99 | |
| $0 | 8 | 100% | Free | |
| $0 | 24 | 92% | Free | |
| — | 359 | 87% | — |