The Sweater Stays On Trust Good
What happens: He keeps wearing your sweater for the rest of the run. The apartment recognises him as the one who belongs there. The morning scene never asks you to take it back.
Every ending the browser build of Home Is Where He Is can reach, grouped by tier, with the exact choices that unlock each one and a priority order for your first three runs.
Home Is Where He Is is a branching horror visual novel. The game tracks your dialogue tone, your small behavioural choices, and one or two scenes that look like menus but behave like puzzles. There is no hidden score and no randomness - the ending you reach is a deterministic function of your run.
Every ending belongs to one of seven tiers. Your tier is decided early, usually before the supermarket sequence. The supermarket scene then refines which specific ending inside that tier you reach.
The seven tiers are:
Spoiler-light note: this page lists every ending by name, but each entry explains the route in plain language so you can stop reading at any point.
Eight key story nodes decide your tier. Your first two nodes (the bedroom opening and the mirror) almost always lock the route; nodes three through six refine it; node seven (the supermarket) is the mid-game hard branch.
| Node | Where | The choice that matters |
|---|---|---|
| A | Bedroom opening | Describe the room first, or speak to him first. Your tone sets the Trust / Resist axis. |
| B | The mirror | Erase the drawing, walk out, or stare at the mark. Routes to Forget / Resist-or-Remember / Glitch-or-Loop. |
| C | The sweater | Ask for it back, ignore it, or let him keep wearing it. The biggest Trust-tier input. |
| D | The door | Open it, close it, refuse to approach. Picks The Door Opens vs The Door Stays Closed. |
| E | Breakfast | Sit down and eat with him, or leave. Unlocks You Stay For Breakfast on the Trust route. |
| F | The lamp | Turn it off at night, leave it on, or follow his lead. Picks The Lamp Stays On on Trust. |
| G | The name | Ask once, ask twice, or let it fade. Picks Ask Twice / The Name You Remembered / The Name You Forgot. |
| H | The supermarket (halftone) | Walk into an aisle, or watch back. Hard branch into Glitch vs Loop. |
| I | Leaving the apartment | Walk out without looking back, hesitate, or stay. Picks Leave Without Looking vs You Never Left. |
Nodes A and B are the biggest levers. If you want a Trust-tier ending, take Node A in a calm descriptive tone and Node B by walking out without erasing. If you want a Resist-tier ending, take Node A confrontational and Node B by walking out without looking. If you want Glitch or Loop, you need to stare at the mirror long enough for Node H to open.
Trust endings reward a calm, accepting tone. You let the apartment settle around you, even when his smile makes the routine feel rehearsed. Run this tier second if you want the apartment to feel safe in retrospect.
What happens: He keeps wearing your sweater for the rest of the run. The apartment recognises him as the one who belongs there. The morning scene never asks you to take it back.
What happens: You sit at the kitchen table. He cooks. The scene lingers on small domestic beats - the kettle, the chair, the way he pours. The run ends mid-bite.
What happens: He opens the front door. Not to let you out - to listen. The hallway is empty and he nods like that was the point. The run ends with the door still open.
What happens: You leave the bedside lamp on for him when you go to sleep. The closing shot is the lamp glowing through the doorway after you close your eyes.
Resist endings reward an instinct to question, refuse, or walk away. They cost warmth, but they are the cleanest exits the game gives you. Run this tier first if you want to know the apartment will let you leave.
What happens: You refuse to approach the door. He watches you refuse. The apartment goes quiet. The run ends with the door still locked and you still standing.
What happens: You ask his name. He deflects. You ask again. He deflects again, but his smile changes. The run ends mid-deflection.
What happens: You walk past the mirror. Out the door. Down the hall. You do not turn around once. The closing shot is the apartment door, shut from the outside for the first time.
Forget endings let you wipe the mark, accept the goodbye, or stop asking whose name this is. They lean melancholic - the apartment lets you leave, but it does not forget you.
What happens: You take the corner of your sleeve and wipe the heart-shaped mark off the mirror. Steam clears. The bathroom is empty. The mark is gone, but the glass still smells faintly of him.
What happens: You hug him once. You say a quiet goodbye. He lets go. The apartment door closes behind you without a click.
What happens: You stop asking whose name this is. He keeps talking. You stop tracking it. The closing shot is your hand on the doorknob, his voice fading into something you can almost remember.
You keep the mark and you keep the name. The apartment remembers you for a different reason than the Forget-tier - and so does he.
What happens: You leave the heart-shaped mark on the mirror. Steam rises around it. The closing shot is the mark, alone, framed in the bathroom light. He never mentions it again. You do not either.
What happens: He whispers a name. You repeat it out loud. The room goes still. He looks at you like you just broke a rule neither of you wrote down.
Mid-game the apartment cuts to a supermarket scene rendered in halftone. How you respond to the watching eyes inside the aisles decides which glitch ending you reach.
What happens: The halftone scene holds. You step off the tile, into an aisle. The watching eyes do not follow. The shelves rearrange around you. The run ends inside the supermarket.
What happens: You stare at the watching-eye icons. They stare back. The halftone holds for a beat longer than it should. The run snaps back to the apartment, but the eyes are still on the ceiling when you look up.
This tier is unusual. The game treats you as if the apartment was always where you lived - and him as the visitor.
What happens: The apartment rewrites. You are the one who has lived there. He is the one who arrived. The bedroom layout is the same but the memory of who unpacked is reversed.
The single highest-route ending. You must combine several specific earlier choices to unlock it. This is the route the endings tracker marks as final.
What happens: He is gone. The sweater is on the chair. It is empty. The mirror is clean. The bedroom is quiet. The closing shot is the apartment, exactly as you would have found it before any of this started, except for the lamp, which is on.
Three routes give you almost the entire map in two short runs:
Worth the extra run: You Walk Into The Aisle (the canonical Glitch ending) and The Heart Remains (the canonical Remember ending). Together with the three runs above, you have seen the whole tier map.
Skip for now: The four Trust-tier endings all share the same long opening. Run them once you are committed to the Trust tone, or skip them if you want to see the rarer tiers first.
The fastest way to see all 16 endings is five focused runs, but three runs already unlock thirteen of them. Use this order:
Track progress using the endings tracker on the home page. The tracker uses your browser's local storage and never sends anything to a server.
How many endings does Home Is Where He Is have?
16 distinct endings, grouped into 7 tiers: Trust (4), Resist (3), Forget (3), Remember (2), Glitch (2), Loop (1), and the hidden Ending tier (1). All 16 are reachable from a fresh save with no mods or console commands.
What is the rarest ending?
The Sweater Stays Empty, in the Ending tier. It only unlocks after a specific three-run sequence that combines Trust, Forget, Resist, and Remember choices. The endings tracker on the home page marks it as the final-tier route.
Which ending should I play first?
Play your first run on instinct without reading anything. For Run 2, try Leave Without Looking (cleanest Resist exit). For Run 3, attempt The Sweater Stays Empty to unlock the hidden final route.
Does the mirror choice matter?
Yes. The mirror scene is the single biggest early branch. Erasing the drawing routes you toward Forget-tier endings. Walking out without looking routes you toward Resist- or Remember-tier endings. Staring at the mark pushes the run toward Glitch or Loop.
What is the supermarket sequence?
Mid-game the apartment cuts to a supermarket scene rendered in halftone with watching-eye icons floating between the aisles. Walking into an aisle routes you to a Glitch-tier ending. Staring back at the eyes opens the Loop-tier route.
How long is one run?
25 to 45 minutes depending on reading speed and how long you sit with optional scenes. Most players need three to five focused runs to see all 16 endings.
How does the endings tracker store my progress?
The endings tracker uses local browser storage. Nothing is sent to the developer, the fan portal, or any analytics service. You can clear it from your browser settings at any time.
Are the endings affected by choices before the supermarket?
Yes. Your dialogue tone, mirror decision, sweater response, and door handling all lock you into a tier before the supermarket sequence runs. The supermarket scene then refines which specific ending inside that tier you reach.
Read the walkthrough for a route-level walk through the same beats without per-ending steps, or return to the game page to launch the browser build.