What the House Remembers
About the Game
WHAT THE HOUSE REMEMBES
What the House Remembers is a short, narrative-driven psychological horror experience focused on atmosphere, observation, and slow-building dread.
You are alone in a quiet house.
But the house remembers what you did.
Your visuals fade as your sanity deteriorate...
This is a slow, methodical psychological horror experience focused on tension rather than sudden jump scares.
There are no objective markers or constant guidance.
What the House Remembers is designed to be experienced slowly by observing your surroundings, listening carefully, and piecing together the story through the environment itself.
Exploration and interaction are simple attention is everything...
The story is told indirectly.
Through rooms.
Through objects.
Through moments that don’t feel quite right.
As your sanity deteriorates, the house begins to respond, revealing fragments of a past that may be impossible to escape.
Your Sanity and Mental state is held together by the light, Darkness Eats your Sanity...
FEATURE
• Short psychological horror experience (2-3 Hour approximately)
• Focused on atmosphere and mental deterioration
• Narrative-driven, Linear progression
• Sanity-driven visual and audio effects
• Environmental storytelling
• Minimal Hand-Holding
• A short, tightly paced narrative experience
• With Multiple endings
• Single-player only
⚠️ Content Warning ⚠️
This game contains themes of psychological distress, hallucinations, guilt, self-harm ,disturbing imagery and Flashing Lights.
Important Notice
This Game is Designed as a single-sitting experience, intended to be played from beginning to end,
in one uninterrupted session.
About the Developer
What the House Remembers is a Solo-developed psychological horror project and my first commercial release.
The game was built with a focus on quiet tension, environmental storytelling, and themes of guilt and memory inspired by slow-burn psychological horror with Environmental Story telling rather than simple and no-buildup jump-scare driven design.
As a solo developer, I relied on a mix of traditional development workflows and modern tools to prototype, iterate, and refine ideas efficiently. AI-assisted tools were used selectively during development for ideation and problem-solving, while all final creative decisions, gameplay systems, and narrative direction were handcrafted.
This project is deeply personal, and I’m grateful to everyone who takes the time to explore it.
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