Gone Home

Her family consists of her father, Terry, a failed writer who makes a living reviewing home electronics; her mother, Janice, a wildlife conservationist who recently got promoted to director; and her 17-year-old sister Samantha (voiced by Sarah Grayson).

Upon arriving, she finds the house deserted, much of their possessions still in moving boxes, and a note on the door from Sam imploring Katie not to investigate what happened.

After moving in, Samantha found it difficult to adjust to her new high school, but eventually made friends with another girl, Yolanda "Lonnie" DeSoto, a JROTC cadet.

The two bonded over Street Fighter, punk rock, grunge and the burgeoning riot grrrl movement, and after sneaking off to a concert, the two became romantically involved.

Sam's final journal entry to Katie explains that she packed up her things and took her car to find Lonnie, hoping to start a new life with her outside of Oregon.

Optionally, Katie can find various other clues that provide information on additional events that happened during the time: it is implied that Janice was beginning to have romantic feelings towards a subordinate, and that Terry was berated by his father via letter about his failed writing work, as well as Sam and Lonnie's suspicion that the house was haunted by the deceased Oscar Masan, Terry's uncle and former owner of the house.

It is also implied that Terry's decision to write about a character traveling back in time to 1963 to stop the Kennedy assassination may have been influenced by his own sexual abuse by Masan, which either occurred or ended in 1963, when he was 13 years old.

[3][4] To reduce costs, the team moved into a house together in Portland, Oregon, and set up the office in the basement, with Gone Home being their first game.

[3][5] Gaynor considered their previous work on the BioShock games as effectively the pre-production stage for Gone Home, allowing them to complete it within seventeen months.

The player would have been able to change the state of the house through their actions; Gaynor compared this idea to a non-combative System Shock game.

[9] Craig's wife Emily Carroll, a comic artist whom Gaynor was a fan of, also assisted by designing some of the game's art asset and logos.

Additionally, they established that the family had only recently moved into the home; Gaynor had worried that the player would have difficulty identifying key elements that would be present among all the other objects within a well lived-in home, while within a recent move, only objects of immediate importance would have been unpacked, making it easy for the player to focus on these.

[11] Gaynor stated that Minerva's Den was more focused on environmental storytelling than action-driven gameplay, and set the approach and necessary design elements they needed for Gone Home.

[26] Emily Morganti for Adventure Gamers commented that Gone Home had a "realistic, engrossing story that's beautifully told through environmental clues and audio narration" and that "many people read books for the opportunity to see life through someone else’s eyes, but it’s rare for a game to do it as well as this one does.

"[39] However, Eurogamer editor Oli Welsh stated "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.

[49] Gaynor asserted that Gone Home was specifically developed for the video game medium, stating that they considered it an "edited discussion" between Fullbright and the player, as "[t]he content that you encounter appears differently than for someone else.

[56] Due to both the atypical nature of Gone Home and its narrative centered around LGBT issues, it became a central point of discussion at the onset of the Gamergate controversy in August 2014.

Critics countered that these elements are part of considering video games as an art form, demonstrating how the medium is changing.

The launch trailer sets the scene for the game.
The Fullbright Company at the Game Developers Choice Awards in 2014. From left, Kate Craig, Steve Gaynor, Johnnemann Nordhagen and Karla Zimonja
The player explores objects around the house to piece together the story. Much of the game's art is influenced by the riot grrrl movement of the mid-1990s.