Reviews from

in the past


Loved the visuals and the general vibe going on. I was expecting more of an horror game but it's pretty much only used as an groundhog day device to keep the gameplay loop going on. But this small disappointment was countered with an touching story about mental illness and isolation with some great puzzle design that really impressed me how I was never lost or without a goal to achieve.

Love the Alone in the Dark meets Groundhog Day with a grain of Twilight Zone vibe, both in terms of esthetics and plot. Captivating mystery and rewarding puzzles. It's basically Hello Neighbor done right.

Homebody is a time-loop horror narrative that tackles grief, getting older, facing your own mortality, and escaping depression. You arrive at a spooky house filled with all kinds of contraptions, and you set forth on a time loops across a single evening when a killer breaks in, and murders your friends. It is up to you to solve puzzles and unravel the mysteries of the house, intertwined with learning why you are there, and the issues you have with your friend group.

I really love the presentation, but the game just doesn't hit for me. I am not big on puzzles, and the story just was not enough to carry me through to the end. I ended up just using a guide because I wanted to see the ending and find out if it would have that AHA moment for me, and sadly it just didn't. I will say that the ending was good, but not really what I was looking for.

Overall a great concept that just falls flat on the execution for me. If you are into puzzle games though, this is pretty neat!

Perfezionamento degli horror in stile ps1 (anche se la telecamera è fastidiosa), ma a prescindere dalle ragioni tecniche volevo sottolineare che gran parte del valore è costruito dal fatto che tutta la tensione così come le dinamiche che accadono sono evidentemente frutto di chi di horror ne ha masticati parecchi non solo nei videogiochi. Homebody mi sembra il titolo perfetto anche per la difficoltà degli enigmi, data la sua lunghezza tra l'altro lo reputo perfetto per svariati tipi di videogiocatori

It's not perfect, and I've got some complaints with some of the story at the beginning, but I've never been more impressed with the blending of mechanics and the story of mental health. The timeloop mechanic and overall horror plot of a constant slasher tied with a story about OCD is actually brilliant. There are genuinely perfect moments within this game, and scenes that still stick with me. The puzzles are solid, the gameplay loop tight, and the story wraps up extremely well.


Very very solid puzzle horror game! I liked the time looping system, the narrative was enjoyable, and the puzzle design was consistent and fun to explore. Definitely worth a play, it's a game that respects the time the player puts into it, which is doubly important for horror survival style games.

“Homebody really makes you feel like you have obsessive compulsive disorder” - IGN

Genuinely a very smart game with a fun 80s vibe that's held back purely by a few janky design decisions and a weak story. A lot of this is great. The start has such a fantastic cold open that sets the scene perfectly, and from there, the early goings are precisely what I love about the time loop format. Investigate the house, find clues, use the clues to learn new information, get violently murdered and then use that information to progress to the next area of the house once you inexplicably return from the grave unharmed. I've played (and loved) a lot of this new wave of 'information as a currency' focused games, and Homebody manages to use the formula to make a pretty effective mystery. It reminds me a lot of 12 Minutes, but while 12 Minutes is absolute shite, this takes the ideas that 12 Minutes had and executes them way more effectively.

But it also stumbles a lot. Some of the puzzles are just downright obtuse, and with a lot of them only being available at certain times of the night, an 'end run early' button or 'advance time button' would've been a godsend. Plus, while the killer emerging is definitely a cool moment in every run, the fixed camera angles sometimes make it hard to actually track where that lil bastard actually is and the controls can make navigating around him more hassle than it's worth.

The story is the worst offender here, though. I understand that it's going for more of an ambiguous slant, but after investigating the house thoroughly, there's so little information and so many lingering questions that need a resolution. What is the monster? Why can't I ever tell my friends about our impending doom? Why does anyone hang out with that Cliff dude even though he's horrible to be around? I don't really have answers to any of these questions, which is funny because the game has a lot of cutscenes and dialogue interactions. There's so much time to dive into things, but it ends up covering the same few ideas over and over rather than expanding on the stuff we don't know. And listen, I'm fully a believer that horror is largely much better when things are left unsaid and put to the imagination, but there's a healthy balance of giving and retaining information. Without many answers to your burning questions, the story just sort of washes over you.

On the whole though, this is a really fun game. Would love to see what Game Grumps could do with a potential sequel or a similar idea, as stalker horror and time loops go together like Guy Fierri and Hawaiian shirts. All I ask is, dear god, please stop putting those damn water-pressure puzzles in these games. I can't take it. There has never been a good water pressure puzzle. How many times have you had to alter the water pressure in your house? So few times... be honest. They just suck so much. STOP ADDING THEM. YOU'RE TEARING ME APART.

I really wanted to love this one more. The mystery was intriguing, the ever-expanding house setting, the boatloads of puzzles and clue investigations, and the surreal nightmarish imagery and vibes. Even really liked the graphics that had the character model animations reminiscent of mid-90's PC games.

I found the writing and dialogue a bit obtuse and it made me feel distanced from both the characters and the plot itself. Several cutscenes and entire chunks of dialogue when speaking to characters just felt either poorly written or alienating to the player; entire sentences seemed like you weren't in on the bit or were leaving bits of information or context out on purpose. I can't really explain it, it wasn't all like this, but there were several instances. It does help to know the game is about mental health issues, but I found it touched on those elements better using visual moments. I felt the same about the lore pieces you'd find around the house of the owner/visitors/history of the house, etc. Not much of an explanation or payoff to mostly all of it.

In terms of the scare-factor and the puzzles (the main parts of the gameplay), the creepy killer was really cool at first, and I'd continuously get freaked out when it'd appear when/where I wasn't expecting, and running away from it with the old-school tank controls was always a tense encounter. But after a couple hours when you're well into the game, running all over the house trying to solve puzzles under a time limit of when the killer finds you, the scare factor just turned to annoyance when I'd see or hear it coming and it's like "fuck, alright let's get this over with", it kills you and then you retry again. The tedium of having to redo certain puzzles, even if you already knew the solution, wasn't all that fun, and in terms of the puzzles in general; some were kinda cool, but several I felt frustration with. Lots of them were just trial and error, trying whatever until you figure out the solution with no rhyme or reason. I struggled with a fair amount of these, some just didn't feel like you had to use your brain or logic, but just, keep fiddling with the gadget until it works. Not all were like this, and some were definitely exploration-based and rewarding if you make sure to check every nook and cranny in a room for clues.

Anyways, wanted to keep this a short one but alas, I got on a tangent, but I liked what this game was going for in terms of presentation, mood, and trying to say something personal underneath everything, but mainly I was kinda glad this was over when it ended and kinda felt nothing from it. I want to love this game, and there are definitely parts to enjoy here, so others definitely will get more out of this than I did.

Jogo de terror com puzzles divertidissimos, porém com muito texto escancarado. Os dialogos são longos e não interessantes, mas todo o resto do jogo é impecável, vale muito a pena pra você que curte terror e puzzle em terceira pessoa.

This review contains spoilers

the puzzles are cool and creative and the gameplay is fun, but the game would be much better if it had worked on the relationship between the main character and her friends in a better way. the flashbacks with so many dialogues that don't add that much to understanding their lives are very tiring and not interesting enough to make me interested in the characters and get attached to them. the story of the supporting characters who lived in the house turns out to be more interesting than the main story, but i also don't see the importance of their story and the relation between that story and the protagonist, especially considering that in the end everything that happened in the house was some kind of "everything was just a dream".

hear me out on homunculus, also the story is INSANELY good

Classic survival-horror game that focuses very heavily on puzzles. There are sooooo many puzzles and the game was way bigger than I thought. It's extremely satisfying to figure out solutions and feel like you know what you're doing.

Has some cool spooky moments but whenever the killer comes out, it basically feels like it's game-over-time because there is nothing you can really do and it's hard to outmaneuver. Also, the story and world-building felt like it should've been really big and awesome but kind of fell flat (maybe it was just too surrealist for me to understand (David Lynch style)).

These things did not really hinder my enjoyment of the game though. It's really fun and I wanted to just keep on playing forever so I could get to all of the juicy good puzzles and figure out what the heck was going on around here!

fun fact!

Despite many claims about this being the studio's first horror game, this is actually a misconception. Dream Daddy came out in 2017.

da medo e os puzzle sao mto bom slk

Janky controls and graphics, most puzzles were fun and rewarding to solve. The "survival horror" part of the game felt superfluous for me, especially in the latter stages it can get pretty annoying when you're on a pretty tight timer. Still, didn't overstay its welcome and kept me interested throughout.

que jogo bom !!!! um dos melhores de loop que ja joguei. Puzzles ótimos, história ótima, super divertido de desvendar a loucura

Homebody is a cleverly thought-out timeloop horror game that tackles anxiety, depression and ocd in a touching and understanding manner. This combined with its stylish cutscene direction and beautiful psx-inspired graphics, it makes a for great sleeper hit.

Really fell in love with this one. Recently the genre has mostly manifested in this 90s style and a lot of them have suffered for it, but Homebody utilizes things like fixed cameras and a pursuer terror to deliver not only a compelling love letter to Clock Tower but a strong title all-together.

I won't go into long detail (I recommend going in blind) but the puzzles can be pretty tough, so consider this what I've always loving referred to as a "notebook game" like Myst or The Tartarus Key, but if you don't go in for puzzle journals, the game's memory log system does a great job of recording your progress and solutions for you.

Play this game. The Game Grumps only published this title, and did not have major creative control on it. A little bit Clock Tower, a little bit Afro-Ninja Escape Series, a little bit PSX Horror revival. I had a wonderful time solving this game set during the Perseids, while they were falling outside.

This review contains spoilers

The steam pipes puzzle killed my spirit.

I wanted to love this more. Enjoyed the moment-by-moment dialogue and the PS1-inspired art style and movement. Sound design was also very good. Story was immediately intriguing but I don’t think it stuck the landing very well. It felt like only two characters got any sort of character resolution which in itself felt arbitrary. The explanations felt more hand-wavy than ambiguous. I don’t think I’ll revisit this but I don’t regret the purchase.

Loved almost everything about this game. The confusing, dreamlike horror was great, and reminded me of some of my favorite PS1/PS2 games. The timeloop deadline wasn't as rigid as other timeloop games which was cool, as it allows you to explore and solve puzzles for as long as you can remain undetected.

While I loved the mysterious, uncanny vibe of the cutscenes, some of them did feel a little long, especially when I had a clue that I desperately wanted to check out upon respawn.

Homebody will most likely make my top 10 of 2023, which I really did not expect. I don't usually review games on here, but I really want more people to play this.

This review contains spoilers

Even though this review is already marked as containing spoilers, I want to make as clear as can be made clear that if you are at all interested in horror games, the ways mechanics intervene on mood and theme (particularly as direct input verbs, not context sensitive perversions of character ability), the afflictions of anxiety and isolation on our hyper-current age, or in how adventure game puzzle design could potentially progress in directions that are contiguous with old Lucas games but are not coded in their makeup as jokes, then play Homebody before reading any further. It is my GOTY so far, and more than any game I’ve played this year, it benefits from a complete naivete of any of the component parts making up the game. I was amazed at how touching and nuanced the game managed to be at progressive stages, angling from many different vantage points a direct line into the heart of its arguments, especially considering that it’s the second game from the Game Grumps; the quality of this game has changed my position on wanting to play any games from this studio to ‘because they made it’ from ‘despite that they made it’ in 6 hours of profoundly meaningful art. Please play Homebody.

Okay, where to begin? Because of how the game presents itself, being another in what may be the renaissance of PSX nostalgia or the pit of indie stagnation depending on your viewpoint (I love this graphical starting point for the record - I think the high fidelity rendering of ‘life-like’ models being pumped out right now marks the lowest valley of aesthetic norms or movement in the medium since the pre-NES era), the most immediate draw, or repellant, within the game is likely the visual style: depending on how invested you are in the revitalisation of low-poly environments and character models, the gorgeousness of Homebody’s aesthetic could be enough to compel you to play it on its own. While last year’s PSX horror darling, Signalis, hewed more closely to the grainy call sign of Silent Hill, drawing similarly on that game series’ greater penchant for expanding the scope of the horror in both a maximalist approach for game world density and a obscuration of the shape of the horror environment, rendering many of its threats in blur, shadow, and fog to foment an unknowability that buds into a madness of incomplete understanding, Homebody is much more aggressively skewed towards the early RE side of things: a more compact arena that demands returning endlessly to the same corridors of horror that you know to contain that which can very easily kill you, which will do so with complete actualisation, and which offers no possible escape to the safety of the unknown. Like in RE1, you are confined in a mansion that endlessly expands but never lets up its envelopment; the further you are able to probe away from the centre of your peril, the more you realise how isolated you are. This is the first place where the PSX style of design helps in lending thematic poignancy - the more generalised style of rendering, wherein something like a cardboard box, due to the limitations of possible complexity in creating the model, represents a platonic ideal, or something nearer to that ideal, than something which, by dint of characteristics like dents, marker, shipping labels, etc., has a greater degree of specific, and thus empathic, but not embodied, adornment to the scenario at play. By placing the player within a simulation of possible expression towards the average, when that average is skewed, the player has had the opportunity to invest themselves personally on, and appositionally to, the behalf of their being ingratiated to the player character. Similarly, the PSX low poly rendering lends a degree of unknowability in congress with the investment it engenders; the load which that can be anything to bear comfort can similarly be invested with discord and surreality by a simpler rearrangement of the surrounding contexts, becoming something which was the player’s tether to a reality which housed them and fostered them to a noose which repels and devours them. The excitement/volatility of simplistic and more iterable models allow for an ebb and flow of the gestalt presence that the game world entire takes on in Homebody: wherein a highly realised, in detail and description, world like that in RE4R can there be present anchors which are immediately tied to the place as it is and will be for the runtime of the game, it cannot as easily shift any in-game representation in a mirrored or perpendicular meaning. In Homebody, the fixtures of lights, the position of vases, the contents of bowls can all be manipulated and perverted along a broader axis of tonal affliction because of the broadness and generic qualities of their representation, which when manipulated by the volatile and horrific nature of the game as a surreal journey, are in turn invested with a personal veracity, not a pictorial trust.

And so then, what are these themes that are causing waves of return and away transgressions embedded in mundane household objects? There are a lot, surprisingly not in a sequence that might be expected if you were to map out the emotional intensity that each presents when typically seen in other media or in games, if these themes are ever represented in games at all: 21st Century entropy in adult friendships, existential guilt, the body as a unit of time outside our control, millennial’s arrested development as economic prospect, jealousy as a polished instrument, and more. Each are treated in their turn not as a series of escalating difficulties which our PC, Emily, is saddled with as her tribulations mount to greater show later triumphs, but are blows which one nurses in the state of belief that the pain we hold belongs in the body; each is not a product of actions or an unfairness dealt, but a return to the mean. For example: as Emily tours through the house time after time, the dialogue her friends have for her graduate from the slyly accusatory with a metre of forgiveness to varieties of carceral and caustic, glinting in accord with the the increasing violence that has occurred physically across the house, but also across the memories we are shown in flashback and reinhabitation. In Majora’s Mask, the perversion of the town as doom eternally comes is an excellent suffusion of mood to the game, but in Homebody, not only is the mood deepened with these changing knowns, but also the texture with which our understanding of Emily as a character inhabited by us, who, without spoiling anything, is strung along in many more ways than simply by a joy-con.

If you’ve read this far without playing the game, you probably don’t intend to or feel the need to dodge the spoilers, but I’ll give one more warning, because what I’m about to go into is the intercession of mechanical theme that really put my heart in my throat. If I’d known it was coming, I would have been sorely robbed of a wonderful experience.

Dialogue, and to a lesser extent, in-game prose, are often the bulk, or entire, carriages that run the weight and density of thematic fulfilment in games which attempt some kind of excursion of meaning beyond mechanical exercise (this is true to such a degree that critics will often assign about as much time discussing theme in reviews as is proportionate to the talkiness of games: Into the Breach gets reviews which are 90% mechanical critique, Torment gets reviews which are 90% thematic critique). While many games create useful metaphors out of play, such as this year’s Sludge Life 2 or the real kings of mainstream metaphorical mechanics, Silent Hills 1-3, many which go for a degree of weight in their “point” have either realised or conditioned to accept that the transliteration of theme to mechanics will merely be disentangled and translated back upon critical play; it is often the assumption that architecture, play, and design will bear the brunt of tone, whereas writing and narrative design will carry the core thrusts of theme. Homebody is no real renegade from this formula. Its mechanics are pretty thoroughly Resident Evil meets LucasArts, and when not playing revamped Towers of Hanoi, Emily is typically in conversation. They are not ‘usually’ carriers for potent discussions of the themes laid out above (although they are marvellous red herrings for them). But, the twist of this dialogue is not that it merely says things on the themes above, but it does things with them as well. When chosen dialogue in conversations is switched out for varying degrees of nonchalance, deflection, or obscuration, Homebody is commenting doubly on Emily as a character, as well as allowing Emily both a perverse form of quantum agency: she is ‘choosing’ her words and receiving characterisation from the player, rebutting that control by being an enigma outside of the player who will not merely say what we choose, and disallowed of that choice by the antagonism of the game. She, when externalising nothing through these brush offs, is showing with telling, making as clear in the game as she can her interpretation of the events and how they emotionally affect her, but is suffering from the most common anxiety I know amongst people my age: she can’t say what she means, literally. Not only does this quasi realisation of Emily become a complex and bubbling uncertainty, but it applies exponentially outward to the house in all its tabula rasa PSX glory: the plainness of texts refuted and contorted does a similar trick of unreality that Control does with its theming toward objects of power in how they lodestone iconography with cultural subconsciousness. Emily is not allowed to say what she needs to, instead being a platonic “Emily” - what if a fruit bowl could not be what it needs to be, instead eternally presenting as the platonic “fruit bowl”. This is the major horror in Homebody. This is how the culmination of its influences congregate on the work as a total completeness. The unassuming nature of the adventure game style puzzles take this quality on; the music as a contextual undercurrent takes this quality on; the undressing of the house as set and its characters as housesitters takes this quality on: it is a game that languishes in the un of everything which is normally itself - a being in self negation that can only relay meaning through what it is, yet seemingly is not.

My only quibbles with the game are those likely born from budgetary issues: the AI of the homunculus is quite simplistic and easily broken, which turns the death it leers at you from a thing which terrors to one which moves the game forward (as dying is actually a wonderful thing for showing the next artful and morose interlude in the narrative). It will often stupidly loiter when not given a clear and immediate objective, turning the game occasionally into a queue of getting somewhere you already are. Similarly, depending on how often you have died throughout the game, the interludes can begin to repeat at the last mark in the game. This is disappointing because it's the full thematic peak as well as the peak of tension; the repetition of elements shows a bit more gaminess than is desired when it feels like everything else is organically crashing down on you. For a real minor nitpick, whenever you transition screens, your forward direction resets to a new alignment with the surrounding and you’ll often turn right back down into the corridor or room you’ve left from. It’s not awful, but a very minor annoyance that is constant.

Good game!

I wish there had been a concrete ending or explanation as to why any of this happened or what anything was, but outside of that we had an amazing time. Great puzzles and good atmosphere. Was this about agoraphobia.

pretty good game! this whole game screams a tribute to horror/puzzle games from the late 90s and early 2000s, popularized by silent hill and resident evil. but it doesnt try to make the game look old and weird, it conveys its own style that you can definitely tell is modern, while still conveying that nostalgic feel. the puzzles are phenomenal, and the setting only helps master that. each room filled with contraptions and clues. the story, while confusing, isnt terrible. i didnt TRULY understand EVERYTHING about the plot, but i always appreciate paradoxical stuff and like fucking with universe-type stuff.


Great game. Interesting story. A chilling killer that keeps you on your toes.

DNF

Wants to be Clock Tower but plays more like a tedious, annoying, and unintuitive escape room simulator. None of it feels like it naturally is trying to pull you into its story when so much of it is reading large blocks of text, fiddling with padlock numbers, and a cast of fairly unlikeable characters yabbering on. Oh, and has timeloop mechanics, so get ready to repeat the absolutely lamest number puzzles. Smarmy not smart and obvious design choices.