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About the Story
This game was developed by Shelter, the housing and homelessness charity, to highlight the problems facing families in Britain today.
Emily Short's Interactive Storytelling
[M]ost of the story is about exploring the house the family used to have before they lost it to money crises: not a grand house, because they weren�t rich to start with, but one with many quirks that were loved and personal to them. An opportunity to explore what house-ness is and how much it matters to have one � not only for practical reasons, but as a locus of identity and memory and shared family space. The sacredness of the master bedroom is beautifully described. So is moment when the protagonist boils water in a pot to make tea for an estate agent because the kettle is already packed away. There is so much here � character histories, interactions, spaces and objects � much more than the story strictly requires in order to serve any message purpose. The house is overflowing.
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I’d like to see this, but the link isn’t working at this time (28 January 2016).
Advocacy by necromancer
I'm interested in games that advocate a political, economic, social, or personal choice with the intention to influence the public, e.g. players of the game, towards that choice. ...
IF created as a media tie-in by Felix Pleșoianu
Hello, everyone. I'm looking for IF pieces originally created as media tie-ins (i.e. as promotion/extras for a bigger project). The plan is to write an advocacy piece, but only two examples spring to mind: Emily Short's City of Secrets,...