It Never Ends. Let's Play House 1 & 2!

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Somebody's at the door. Creepy, serial, someone better get the door.

The Games

House (Also known as House (2020) or Bark Bark Games' House to differentiate it from a myriad of other things) finds a young girl named Tabby adjusting to life in a brand new home shortly after moving. As this is a horror game, you can probably figure that things are not as simple or innocuous as they might appear at a glance. The sequel, House 2, just released this year (2026 as of the writing of this thread) follows directly after the true ending of House 1, Tabby still dealing with the physical and mental scars of the previous game when a similar threat comes knocking. Like many great horror games I've played, it was the sequel that randomly appeared on a home feed (Youtube in this instance) that made me aware of these games' existence. I was immediately drawn in by the artwork and atmosphere of the sequel and decided to check out the duology. I enjoyed the hell out them, and now want to share that enjoyment with the rest of the internet!

The Let's Play

We'll be covering both games, naturally, going over all the endings, secrets and myriad ways to die. Although each individual "playthrough" of House is quite short, the games are absolutely rich in things to uncover, so if you're personally familiar with these games, I may still have a chance to surprise you with something you missed! If you're not familiar, then buckle up. We've got a story of terror and perseverance that I feel leaves quite the impression. Also we got a nice chill soundtrack to vibe to the whole way.

The Videos

House 1

Part 1, Somebody's at the Door
Part 2, Who's Gonna Get the Door?
Part 3, Someone Protect Our Home
Part 4, Who Will Protect Our Home?

House 2

Part 5, Housecalls
Part 6, The House of Discontent

Full LP Playlist

We're breaking new ground with House based horror, but if you'd like to see me get my feet wet first with Apartment based horror, my LP's of Look Outside and Silent Hill 4 will be right up your alley! Alternatively, if you're fan of horror where tragic things happen to children, then Fear & Hunger may be just the ticket.

I apologize profusely to any Hugh Laurie fans who clicked on this thread thinking there was a duology of games based on the medical dramady series of the same name.

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Last edited by Cullen on Tue Sep 08, 2026 11:27 pm, edited 8 times in total.

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We have our beginning! Tabby awakes in her new home, not even fully unpacked yet, and it's immediately evident that things are not right. Mom is boarding up the door to her own bedroom, Melody has been struck with a severe case of angst, and Dad is nowhere to be seen...

As mentioned in the OP, each individual playthrough of House is very short, but incredibly dense. There's a lot to cover but little time to address it in the videos, so I can use these posts the expound upon things I can't really dilly-dally to explain in the videos. I'll spoiler certain parts I feel are more interesting to first learn about via the video.

From the moment Tabby wakes up, the clock is ticking. The day begins at 8:30 AM, and the intended end point is midnight. Naturally, the day runs MUCH faster that a real 24 hours. I'm not sure what the exact rate of minutes to a second is, but the day is roughly 4 minutes and 15 seconds of real time before Midnight hits. There is a lot to do in that little bit of time if you want to get some kind of ending, so you gotta move fast!

Additionally, THE CLOCK NEVER STOPS. Once Tabby is out of bed, the timer is always ticking, whether you're reading her journal, checking her inventory or talking to a character. You can absolutely die during dialogue or scripted sequences as everything else is moving on its own independent cycle. There is no way to pause, so be sure you can commit to the day when you hit continue!

Every character in the House is on a set cycle, always reaching the same point at the same time every day. If you want to get a better grasp of where you want to be and when, or if you want to know when certain parts of the House become dangerous, it's best to follow every character and make note of significant events and when they happen. In your inventory, you have a clock to see the current time!

If you are out of the room when Mom zombifies, she will begin to patrol the house, going between the kitchen, foyer and west wing. If she spots Tabby, she will rocket towards her and drag her towards the kitchen to do the kill we saw in the video. The only way you can avoid death Zombie Mom's hands if she spots you is having the Shotgun to shoot her with, as she is too fast to be hit with the Axe. One thing that's not commonly known, Mom will ONLY zombify if she dies via slipping in the kitchen. Any other death, should she die, avoids her zombie form entirely.

The Zombie Kitty can also appear in the Piano room and Tabby's room. If you approach him in these rooms you are practically guaranteed to die as there's no good angle to approach him before he lunges. Luckily, if the Kitty is in a room you need to search, you can leave and re-enter it to despawn him. It's best to just re-kill him in the Foyer though so you don't have to deal with him at all throughout the night

There are two other ways to deal with the Rat in the basement, firstly by just running past him which is actually important for one of the endings. I'll demonstrate the technique for doing so next time. The other method is completely unnecessary and after a point where it could be useful to do for the most part, but I'll show it off eventually also.

Once Midnight rolls around, Daddy will come home. Now most endings of the game don't actually force you to fight him, but the default ending where you save no one and essentially do nothing does force a battle on you. The only way you can kill him is with the bear trap and two shotgun shells. He cannot be engaged in melee with the axe as while he's slow, is kill has enormous reach and priority over your axe swings. Note you can use the bear trap in any door since Daddy will just beeline towards whatever room you're in when he arrives, but we may as well just take out his legs immediately.

If you used the Shotgun at all before Daddy arrives, then I hope you're set up for an ending where you don't have to fight him because there are only two shells in the whole game!

Marty the Snail is sort of an assist mode, albeit a minor one. He will increase your stamina by about 50%, which is more significant than you might expect, allowing your sprint to consistently dodge certain threats that otherwise require very good timing to juke. Should you reach an ending with Marty on your head, Dolly will insult you for doing it with his help, but you are not prohibited from completing the game with his help the whole way. To make things more interesting, I'll avoid using him, but do note that there is an achievement for completing the 5 mains endings of the game with and without Marty!

Time loop stories are among the few times you'll see meta-progression in a non-rougelike/lite game, but House 1 has very little of that actually. Aside from Marty, the only other major thing that happens from successive runs if you unlock the true ending by getting the 4 initially available endings. Beating the game with the True ending does have a couple more effects on successive playthroughs, but not anything that helps you. Actually one of the changes just makes the game harder, which we'll see soon enough.

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Part 2 is out! After taking care of some loose ends, it's time to explore our alternative options for dealing with Daddy! Ultimately though, it seems the only real move is to not play, War Games style.

I didn't draw too much attention to this, but triggering the Violin Girl Easter Egg 1.) triggers an achievement (fittingly titled Liquid Courage) and 2.) immediately drops the chandelier. If you're looking to get creative with your kills, dropping the chandelier on Melody yourself instead of letting it fall does count as Tabby killing her, but I am unsure if this Easter Egg counts for that. I had other things to die to and Melody ended up killing me later incidentally anyway so it doesn't really matter.

Lois will give vague comments steering you towards endings you have not yet acquired. The closest she comes to giving an actual hint is for the Family ending, where she recommends you "starve out the darkness", letting you know survival is the goal for the final boss of that ending.

The eviscerating shadow enemies are fairly slow and easy to avoid, but they do NOT despawn or reset position when you leave a room. If you reenter a room and they were at the door, they can immediately grab and pull Tabby apart before you can do anything. They are on a universal timer to despawn though, so they won't camp doorways forever.

If you're not planning on saving Mom, you're honestly better off either killing her or just thwarting the bucket death, as the latter is the only time she'll ever zombify. Do note that killing Mom causes her to occupy the fridge regardless of if you grabbed the milk or not, preventing you from getting the milk. This doesn't matter right now but can be a problem after getting the true ending for reasons we'll go over next time.

Dolly doesn't serve much purpose aside from being fuel for the Bloodshed ending, but she does have a pretty rich array of text for every area you can place her in if you're willing to check that out.

Melody is the only one who needs to live for The Song ending, so you don't have to go out of your way to save anyone else. I would recommend preventing Zombie Mom, though since you don't need to use the Shotgun on Daddy in this route, you can just blast her as she patrols.

If you happen to break the Axe on Melody, you can use the Shotgun for any kills that you haven't yet secured, though if you used the Axe on Melody as your first kill then you've pretty much just screwed yourself out of any ending.

Zombie Melody is basically the opposite of Zombie Mom. She's only a threat if you've personally killed Melody, and she only occupies the Foyer. She's generally pretty easy to avoid, but as demonstrated she can be a problem if you happen to be dealing with something else and she decides to attack. Just be mindful and ready to bolt if you're going through the foyer for anything.

To fully qualify for the Bloodshed ending, you absolutely must personally kill Mom, Melody, Kitty and the Giant Rat, and you can kill either Dolly or Lois to secure the remaining soul to lock in the ending. If you have not yet killed enough to qualify, the Toilet Monster will say you need just one more soul.

Similar to Lois, Marty has reactions to the endings you've gotten. The most notable reaction he has is if you use him on the Bloodshed ending. He will be thoroughly not okay with that conclusion and will not help you on the succeeding playthrough. You can just kill yourself to advance to the next run at that point to get him to help again.

Obviously everyone needs to be alive for the family ending, but you don't need the ideal outcome for each character in order to qualify. Specifically, you can ignore giving Dolly to Melody, you can pass on feeding the Giant Rat, and dousing Kitty if they catch fire is also perfectly fine. As long as everyone is alive, you will get the final encounter with Fridge Monster upon saving Mom.

For that god damn carpet, the smart thing to actually do with it is just pre-emptively drop the bowling ball on it once you have done everything you need with it. Note that the bowling ball only traps it when it is fully chasing Tabby. When it's just moving up and down the hall, the bowling ball does nothing. This mostly doesn't matter, but if it happens to move high or low enough that the bowling ball slides off it and it transitions to its chase phase, it can come after you at that point. You can reset its position by entering a different room at that point to properly trap it.

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Part 3 is out! This time around we'll be seeing the conclusion of Tabby's story, though not the full conclusion of the game, as there is another Chapter to this tale once you've done everything for Tabby.

The only items you need to grab before entering the Frozen dimension are the Axe and the Bucket/Bear Trap. Anything else is unnecessary or can be picked up after you smash the clock.

It is highly advisable that you clear all normal endings with/without Marty before doing the True Ending. The Scissor Woman is a major nuisance in the post game who can randomly merc as you step through a door, making clearing the non-true endings again more annoying than it needs to be.

The post-story bonus ending does not track whether or not you use Marty and is divorced from those achievements. It's highly advisable you use him if you intend to fight the Frog King fairly though, as you need every bit of stamina you can get.

Despite what Lois says, you will get an opportunity to return from the Melody chapter after clearing it if there's anything you missed in Tabby's chapter but don't want to delete your save data.

Next video will be the last for House 1, and we will be rolling into House 2 shortly after as that's the game that I really wanted to LP and am super excited to cover!

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Part 4 is out! It's time to finish up House 1 with the bonus Melody chapter. As mentioned in the previous video, this was not originally part of the game and was added in a 2022 update. The Melody chapter serves as an extension of the main game's true ending, and sets up for the beginning of House 2. I actually ended up playing this originally at a bit of an inopportune time. In preparation for the launch of House 2, House 1 was ported over to the new engine created for that game. While Tabby's chapter worked just fine, for whatever reason Melody's chapter ended up being extremely crash prone, making my initial playthrough of it fairly irritating. Thankfully, a hotfix was released for that and I didn't have any issues recording this. Unfortunately, I had already planned my route accounting for potential crashes, so I end up going through this at a pretty expedient pace. Such is life.

Even by the standards of this game, Melody's chapter is very dense with how much you need to do in a very small amount of time to get to the ending. You start at 1 AM and have until 6 AM for this chapter's ending sequence to begin, with 1 hour roughly equating to one minute of time, but realistically you need to have everything set up by 4 am, so you've got 3 minutes to book it and get everything necessary done. There is also only one ending to this mode (with the small variation of whether or not you save the cat) so there's not much to accomplish besides puzzling together the perfect run required to finish the chapter.

You can carry around Melody's journal in order to reference the songs within it, but I'd recommend writing down the songs on a separate note pad for quicker reference, as you don't have much time to screw around here.

You can try to get the ending in the same run you contact Grandma's spirit, but I'd recommend saving that for it's own playthrough since collecting the candle on succeeding runs is simpler and less time consuming, giving you more free time to set up for saving the cat.

You can guide Toby's Zombie to his ghost without waking him up pre-maturely, but you must wake him up early to save Daddy, otherwise you won't have all the help needed to incapacitate the monk.

Do not mess around with the ducky if you're going for the achievement for killing it. Stab immediately, otherwise you risk losing an entire run if you fail to land a stab before it kills you.

Once you have cleared the final challenge, you can actually roam the house in almost complete safety. Maggots spawn very frequently when the House is in this state, making it very easy to farm up for the achievement for squishing 50 of them.

And that's a wrap for House 1! We'll be rolling into House 2 shortly. It's been interesting to see how people have interpreted the game though the sequel does establish that the events of the game were largely un-allegorical and happened as presented. The exact nature of the curse and the true fates of Mom and Daddy are a little vaguer, though Tabby and Melody's feelings on the whole thing are a bit easier to glean.

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Part 5 is out! We've transitioned to House 2, ditching the faux-retro stylings of the previous game for a sort of paper doll-esque aesthetic. I found House 2 to be a pretty visually striking game and it reminds me a lot of similar high flash games from forever ago like Gretel and Hansel. After a vague time skip following the conclusion of Melody's chapter in the previous game, Tabby returns as the protagonist again and a new nightmare awaits.

It's fascinating to get an insight to what Tabby and Melody's actual relationship is like now that we're free of The House and whatever malign influence it had on Melody's demeanor. Although the mechanics of the House from the previous game are never really elaborated on, the way I ended up interpreting it is that most of its residents weren't the real deal and instead were simulacrums derived from feelings Tabby had about them. Tabby's journal in this game does actually go pretty heavy into her headspace for both the events of the original game and the current ordeal, and it adds some pretty interesting contextualization to the events of the series thus far while still leaving room for interpretation.

Kimiko's Curse 2 is completely optional to play, but if you suspect the events of the game-within-a-game will come back in a big way later, you have reasonable intuition. If you fail to complete or even collect the game, don't worry. Similar to House 1, there is a post game that allows you to scoop up any achievements you may have missed.

Structurally, the new loop we find ourselves in is actually pretty similar to Melody's chapter. This time we have a 6 hour time frame, going from 6 PM to Midnight. Once Midnight rolls around, your ending will be locked in and you be better be prepared to deal with it. What's the threat this time? Wait and see.

It's a very nice Quality of Life feature that things like dialogue pause the clock now. In the previous game, you had basically no time to screw around with that on a serious playthrough for an ending which is a shame because there's lots of little details in the dialogue that can be easy to miss with that kind of breakneck pace.

The only phone number that actually really matters as far as completing the game goes is the pizzeria phone number. The rest are just for flavor and foreshadowing, though there are a few achievements tied to phone calls. Besides the police prank call achievement, you get an achievement for calling every number in the game and a in-game collectible that leads to another achievement if you exhaust all of Cindy's fortunes. Most of the phone numbers are secret, requiring investigation of Lois' House or in one case, looking in the game's file directory, but I'll be ignoring most of those numbers until later as I feel they go kind of overkill on trying to foreshadow some big reveals.

Maggie the dog will take up residence in her basement hidey-hole at 7 PM and emerges whenever Tabby passes by it. At 8 PM, Maggie will emerge regardless of whether or not Tabby is there. You'll need to deal with her if you want to save Kitty from a horrible end.

The numbers we've been seeing around the house are generated upon creation of your save file and will remain consistent for every successive playthrough unless you clear your save data. Be sure to take note of those numbers, as they're a very important code!

A horrible fate awaits Lois, and if you fail to prevent it by 9:30 PM, you will have the potential to run into Demon Lois. She does not spawn in a fixed location, I've seen her in the Kitchen, Living room and in this video the entryway. Demon Lois can be killed if you have the means to fight her. And yes, we can kite he out with that handy-dandy knife we got! More on that later.

Since death stimulates Tabby's creativity, we will be going out of our way to get every unique death in this game. Some of them are pretty horrifying, so look forward to that too.

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Part 6 is out! Though the standard run of House 2 isn't much longer than House 1 (Up from roughly 4 minutes and 15 seconds to about 5 and a half minutes), Lois' house is a bit more dense in what it has so it helps if we spend a couple playthrough familiarizing ourselves with it.

Cindy has a reading for every major Arcana plus one for the Queen of Swords as a joke. So after about 23 calls, we'll have everything we need from her. Thankfully, she draws a new card every time you call her until you've seen every reading, at which point she will then loop.

Killing the Pizza Man is not necessary for the killer ending, but it does add to your Dark Tendency, which increases the likelihood you'll get the killer ending as well as having some other effects. Right now, I'd rather up our Light Tendency, which you seem to get a little of passively if you don't kill anyone in a run, and more significantly you gain Light Tendency if you save anyone. For the most part, you gain more Light Tendency by saving members of the House than you gain Dark Tendency for killing them, so you can do things like kill Maggie to save the kitty and still gain Light Tendency.

To my knowledge, the Kitty is actually the only unnamed character in the game. At least, I haven't found where Kitty's name is stated, so if you know it feel free to inform me.

Eating the foods is largely unnecessary for most endings, but they are very helpful for a couple endings that end in boss fights.

It's highly advisable you dedicate a run to squishing the frog if it shows up, it actually appears pretty rarely and can stall out getting its collectible.

The Anvil Lightning Rod can be used to damage pursuers, but naturally it's a pretty difficult trap to time. Pretty cool if you pull it off though! The Anvil seems to attract lightning faster if you pick it up and drop it, so you can try to work that in.

The Backyard is actually quite good for fighting enemies in spite of the mud puddles due to it's huge size. The mud can be pretty manageable as Tabby falls forward in this game, still giving you a bit of momentum even if you slip.

The only alternative way to deal with Majesty is to shoot him. Since the main reason to go through the Attic is to get the revolver to begin with, this only really matters for Killer runs.

The Pie and the Pizza can both be fed to Maggie and Majesty, though only Majesty has a unique reaction depending on what you feed them.

Speaking of the food, just to run down the buffs again: the pizza doubles your attack power, the pie gives you about 50% more stamina, and the banana increases your luck. What exactly that last one does isn't particularly clear to me. Speculation is that it improves the odds of chance based events occurring like getting the Trash Can collectible, but I don't know if that's actually something people have figured out for sure. I've also read it increases the odds your next run will have a collectible box, but again I don't know if that's the case or not. I have noticed that sometimes the Revolver will deal massively increased damage like you got a critical hit, but I don't know if that's actually a luck based mechanic or if I got some kind of bug in the cases where I've seen it happen.

The boxes are one of the main sources of collectibles in this game. When starting a playthrough, a box can spawn in the entryway closet, the basement store room or Lois' closet. A box can also fail to spawn at all, so I'd recommend just farming for them by checking the closet and the basement and restarting if there isn't one there. I've heard having a high Light Tendency can increase the odds of a box spawning, but I don't know if that's actually confirmed.

Preventing Demon Lois from appearing is pretty simple, doing so while saving everyone else can be a pretty tight timeframe to work in. Marty definitely helps with that.

How much Revolver ammo you can get varies from run-to-run. The guaranteed spawns are as follows,
-2 bullets come with the Revolver
-2 bullets can be gotten in the basement store room if Kitty makes it to the ball of yarn, requiring you to complete the steps to save him
-1 bullet can be found in the kitchen utility room
-1 bullet can be found in the vase outside Melody's room.

For bullets you can get randomly,

-The vase in the basement entrance can have a bullet
-The trash can randomly spits out a bullet if you hit it enough
-The vase in Majesty's room can have one
-The suitcase can also have a bullet in it

The maximum amount of ammo you can get per run is 10, though the RNG does not favor you getting this and most often you'll just have 6-7 bullets to work with if you're optimizing for Revolver usage.

The only way to prevent Lois from becoming hostile is to save her, otherwise she will come back as an enemy. By contrast, Melody will either come back as a friendly ghoul if she dies via staircase or disappear entirely from her other deaths. Melody will only be hostile if you personally kill her, but her hostile form is a fair deal more complicated than Lois'.

You do not need the Revolver to defeat Daddy and can solely engage him with the knife, but obviously that is a serious test of Endurance if you go that route. Still, if you have faith in your kiting abilities, it is doable in an area like the backyard.

There are several layers of sadness to the Father journal entry. Tabby already had a complicated relationship with her dad, feeling like the un-favorite compared to Melody despite loving her dad and wanting to impress him. Not only does her typical interaction with him now involve murderous attempts on her life, the first time he seems to be proud of her is when she kills him in turn. Brutal.

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