Gone Home is a story exploration game developed by The Fullbright Company. Serenity Forge’s current page lists Fullbright and Serenity Forge as publishers, while current console storefront wording varies by edition and store.
Content warning: Gone Home includes mature-rated sexual themes, drug reference, strong language, and non-graphic teen/family/romance themes. This guide avoids explicit story detail and focuses on play.
This guide is for a first playthrough and early completion planning. It does not include lock codes, a full route, all journal locations, all commentary node locations, or platform-specific achievement instructions until those are validated with current builds and screenshots.
Essential Tips
1. Play the First Run Without a Checklist
The best first run is about noticing, not optimizing.
Gone Home is built around reading rooms, handling objects, and letting voice diary context unfold. A route guide can solve the house quickly, but it also strips away the main experience. Use this first run to explore, read, listen, and make your own connections.
2. Leave Easy Modifiers Off at First
All-lights and all-doors options are cleanup tools, not first-run defaults.
Modifiers can make the house easier to sweep, but they change the rhythm of discovery. Save them for commentary mode, achievement cleanup, or a second run after you know the layout.
3. Keep Voice Diaries Enabled
Do not turn off the storytelling system you need to understand the house.
The game relies on journal-triggered narration as you inspect important objects. Keep voice diaries on for a normal run, and use subtitles or overlay text if you have trouble hearing narration or reading handwritten notes.
4. Use the Map Before You Feel Lost
The house is small, but its hidden routes make orientation matter.
Open the map regularly as new rooms and hidden areas appear. If you discover a sketch map, secret panel, or unfamiliar passage, pause and understand how it connects to the house before rushing onward.
5. Examine Objects Deliberately
A glance is not always the same as an interaction.
Pick up notes, folders, letters, books, cassettes, and small objects long enough to read or rotate them. If a journal entry does not trigger, try examining the object more directly and putting it back before leaving.
6. Separate Story, Journal Cleanup, and Speed Runs
One run should not try to be everything.
A calm first run teaches you where rooms, keys, and story objects are. A later journal run can focus on all entries. A speed run needs different settings, no modifiers, and practiced movement.
7. Treat Codes as Spoilers
The locks are more satisfying when you find the clues yourself.
Gone Home has a few code and key moments, but a beginner guide should not hand them to you. If you get stuck, sweep desks, folders, secret panels, and personal rooms before looking up exact numbers.
8. Check Save Behavior Before Cleanup
Do not assume every version saves exactly the way you expect.
The researched PS4 guide warns about manual saving on that version. Before a long cleanup or achievement attempt on any platform, open the pause/options menu, confirm how saving works, and make a clean stop point.
9. Expect Atmosphere, Not Combat
The house can feel tense, but this is not a combat game.
The game uses darkness, rain, absence, and family mystery to create unease. There are no monsters to fight and no survival systems to manage, so slow down instead of playing like something is chasing you.
10. Save Commentary Mode for Later
Developer commentary is valuable, but it competes with the story.
Commentary mode adds a lot of behind-the-scenes audio. Use it after the first run, when you can focus on the commentary nodes without interrupting the original pacing.
Exploration Tips
- Sweep rooms in layers: Start with obvious notes and doors, then return for drawers, shelves, closets, and low cabinets.
- Use lights for reading, not speed: Turn lights on when you need clarity; skip them only when practicing speed routes.
- Check low and high spaces: Crouching, drawers, shelves, closets, and tucked-away panels can matter.
- Put important objects back: Some interactions are easier to confirm when you examine and return the item cleanly.
- Listen before moving on: Give voice diary narration room to start and finish before leaving the area.
- Track locked spaces mentally: If a room, cabinet, locker, or safe blocks you, remember the surrounding family context and search nearby story areas.
- Play cassettes when you find them: Music and objects help set the time, place, and relationships behind the house.
- Let the map update your route: Newly marked hidden areas are progression clues, not just collectible extras.
Completion Planning
- First run: Explore naturally, keep diaries enabled, read as much as you want, and avoid exact routes.
- Journal cleanup: Use a validated all-journal route later if you want the complete journal-entry achievement or trophy.
- Commentary cleanup: Start with Developer Commentary enabled and sweep closets, false panels, cabinets, appliances, and furniture spaces.
- Secret cleanup: Secret trophies/achievements often depend on specific object or environment actions, so keep a separate checklist for them.
- Speed cleanup: Practice the start-to-finish route separately, turn off modifiers, increase visibility and look sensitivity if needed, and avoid accidental crouch.
- Platform cleanup: Check current achievement names and unlock behavior on your platform before chasing a 100% route.
Hidden Mechanics
| Mechanic | What It Does | How to Use |
|---|---|---|
| Voice diary triggers | Start Sam’s narration from key objects | Examine likely story objects fully before leaving |
| House map | Reveals rooms as you explore | Check it after entering new wings or hidden spaces |
| Sketch maps | Add hidden areas to the map | Treat them as a reason to resweep nearby walls and closets |
| Modifiers | Change doors, lights, commentary, and cleanup conditions | Avoid easy modifiers on a first run; use them intentionally later |
| Reticule and highlights | Help target small interactable objects | Keep them on if object selection feels fiddly |
| Subtitles and overlay text | Make voice diaries and written clues easier to follow | Enable them before a story-focused run |
| Commentary nodes | Add behind-the-scenes audio in commentary mode | Sweep thoroughly after finishing the story once |
| Optional collections | Buttons, cassettes, postcards, and similar objects add context | Treat them as self-directed collection goals unless a platform achievement says otherwise |
Common Mistakes to Avoid
- Do not use all-doors or all-lights modifiers on your first run - Discovery is the point of the first playthrough.
- Do not disable voice diaries for a normal playthrough - Important story context comes through those triggers.
- Do not rush past handwritten notes - Reading closely is how the game teaches you what matters.
- Do not ignore the map after the foyer - Hidden areas and new room access can change your route.
- Do not leave drawers and closets unchecked - Small objects and notes are often tucked away.
- Do not crouch accidentally during timed attempts - It can slow movement and make drawer contents harder to see.
- Do not look up lock codes before searching the room context - Codes are part of the environmental puzzle layer.
- Do not mix commentary cleanup with the first story run - Commentary is better when it is not competing with the mystery.
- Do not assume optional object collections are tracked everywhere - Some lists are player-made rather than official completion counters.
- Do not start achievement cleanup without checking current platform behavior - Names, unlocks, and compatibility can differ by edition.
Summary
| Category | Top Tip |
|---|---|
| First Run | Explore without a route checklist |
| Settings | Keep voice diaries on and use subtitles or overlay text |
| Navigation | Recheck the map as hidden areas appear |
| Objects | Examine notes and small items deliberately |
| Modifiers | Save all-lights/all-doors/commentary for cleanup |
| Completion | Split journals, commentary, secrets, and speed runs |
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8 checked for this guideEvery factual claim in this guide was checked against at least two independent sources before publication. These are the references used for Gone Home.
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