Hint-based route guide
You Make This House a Home Walkthrough - Route Guide, True Ending & All Endings
A hint-based route guide for You Make This House a Home. Read this before your second run. Covers 12 endings across the route map, the route to the true ending, and the kind of choices that tend to push the late game one way or another. The full build is on the play page.
This is a fan-built companion page for You Make This House a Home. The walkthrough is hint-based - it explains how the routes split and what each route tends toward, without writing out step-by-step choices. The playable build itself is loaded from the developer's mirror at https://s.cobb-can-move.com/games/you-make-this-house-a-home/index.html.
You Make This House a Home Route Overview
Below is the route map for You Make This House a Home. Endings are grouped by tag-class (True / Good / Escape / Neutral / Bad / Other) so you can see the shape of the late game at a glance. The exact ending you land on within a group depends on the small choices you make in the scenes that lead into the late game.
Trust / Good Endings 3 endings
The `Settle`-tagged endings are the routes where the protagonist leans toward connection. These endings tend to land softer than the average horror VN close, but the softness is part of the dread.
- You Stay For The Second Weekend (Settle)
- The Sweater Stays In The House (Settle)
- You Tell The Sibling (Trust)
Escape Endings 1 ending
The `Escape`-tagged endings are the routes where the protagonist finds a way out. The escape is rarely a clean win.
- The House Lets You Leave (Escape)
Remember / Loop 2 endings
The `Remember` and `Loop`-tagged endings keep the late game open. The route closes, but the room does not.
- You Lift The Sheet (Remember)
- The Coffee Is Still Warm (Loop)
Take / Loss Endings 6 endings
The `Take`-tagged endings are the routes where the protagonist lets the late game take something. The loss is the route.
- The Sweater Leaves With You (Take)
- You Do Not Open The Door (Resist)
- You Open The Door Slowly (Yield)
- The Mirror Stays Covered (Forget)
- The Coffee Has Gone Cold (Forget)
- You Tell Nobody (Resist)
How to read this page. Each route group above contains endings that share a similar shape - the same kind of choice at a similar moment in the story. The endings within a group are not identical; they are the endings that tend to read similarly on the page. The exact ending you land on depends on the small choices you make in the scenes that lead into the late game. The endings tracker below lets you tick off each ending as you find it.
All You Make This House a Home Endings - Tracker
Tick off each ending as you find it. Progress is saved to your browser separately from the play page tracker, so you can use both side by side without one overwriting the other.
How To Think About The True Ending
You Make This House a Home does not separate a single true ending from the other endings in the build covered here. The endings are weighted by tag-class (Good / Escape / Bad) rather than by a single canonical close.
The endings tracker below covers every ending the build can reach. The route you take in the first half tends to constrain the route you can take in the second half — most players see 1-3 endings per run.
A clean first run will not see every ending. The endings tracker below is the most reliable way to keep track of which endings you have found and which routes are still ahead of you.
Key Choice Types That Shape The Route
The endings of You Make This House a Home are not determined by a single choice — they are determined by a pattern of choices across the build. The features below are the parts of the game that most reliably shape that pattern.
Domestic Horror, Not Supernatural
You Make This House a Home is a horror visual novel about a family, not a haunted house. The dread is in what the family says and does not say, not in ghosts. Watch how this feature responds to your choices in the late game; it is part of what determines the route.
Branching Choices, Multiple Endings
The choices you make across the build do not all matter — but a small subset of them matter a lot. The endings tracker below is the most reliable way to figure out which ones did. Watch how this feature responds to your choices in the late game; it is part of what determines the route.
First-Person Perspective
You play as a guest in someone else's home, and the framing keeps you slightly off-balance for the entire visit. The point of view is part of the horror. Watch how this feature responds to your choices in the late game; it is part of what determines the route.
Hand-Drawn Backgrounds And CGs
Halftone interiors, soft warm lighting, and a quiet attention to the small details of an actual lived-in home. No photo-real 3D, no uncanny valley. Watch how this feature responds to your choices in the late game; it is part of what determines the route.
How The Branches Tend To Behave
You Make This House a Home tracks 12 distinct endings across its routes. The branches are not all signposted — the late game tends to commit you to a route based on the small choices you make in the first half, and the route you take in the second half is the route you took in the first half.
There is no separate rue ending tag in this build; the routes are weighted by tag-class (Good / Escape / Bad) rather than by a single canonical close. The endings you can see in a single run depend on the late-game choices you make. Most players see 1-3 endings per run; covering all 12 usually takes 3-5 runs.
The endings tracker below is the most reliable way to keep track of what you have found. The tracker saves your progress in your browser, so you can come back to it across sessions.
Advice Before You Start Looking For Endings
- Play your first run on the route the game suggests. The point of a first run is to see what the game does, not to chase a checklist.
- Save manually at the obvious branch points. The route you take in the first half tends to constrain the route you can take in the second half.
- Read the late-game scenes at the pace the game is written for. The horror is in the small choices, and rushing them removes the build.
- Use the endings tracker below to mark what you have seen. The tracker is saved in your browser; you can reset it if you want to start fresh.
- Treat this page as a map of the territory, not as a script. The endings you find will land differently depending on how you read the game.
Walkthrough Questions
This page is a hint-based walkthrough for You Make This House a Home. It explains how the routes split, what each route tends to land on, and how to think about unlocking the true ending — without writing out step-by-step choices. The full build is on the play page.
You Make This House a Home has 12 tracked endings: The House Lets You Leave; You Stay For The Second Weekend; The Sweater Stays In The House; The Sweater Leaves With You; You Do Not Open The Door; You Open The Door Slowly; The Mirror Stays Covered; You Lift The Sheet; The Coffee Is Still Warm; The Coffee Has Gone Cold; You Tell The Sibling; You Tell Nobody. Most players see 1-3 endings per run; covering all 12 usually takes 3-5 runs.
This build does not separate a single true ending from the other endings. The endings are weighted by tag-class (Good / Escape / Bad) rather than by a single canonical close.
The true ending is locked behind a specific route. Most players find it by playing through the late game with one direction in mind, then replaying after they have seen at least one of the other endings. The endings tracker below marks which endings you have found; the End-tagged ending is the true one.
Yes. Most players see 1-3 endings per run, and covering every ending usually takes 3-5 runs. The endings tracker saves your progress across runs in your browser.
No. The branches are not all signposted, and the late game commits you to a route based on the small choices you make in the first half. Replay is part of how the game is designed to be played.
The endings tagged Escape and Remember are usually the most reachable on a first run. The endings tagged End (the true ending) and Yield are usually the hardest to reach without planning.
No ending in You Make This House a Home is permanently missable. The endings you do not see on one run are still reachable on subsequent runs; the endings tracker below is the most reliable way to keep track of which ones you have left to find.
Now go play You Make This House a Home
The full build of You Make This House a Home is on the play page. The walkthrough is the map; the play page is the territory.
Open You Make This House a Home in your browser