Based in London, UK /
No Longer Home is a magical realist point and click game that follows the personal experiences of Bo and Ao: two recent university graduates, prepare to move out of their flat and face the looming threat of adult life. Wander through an intimate flat, and examine the everyday belongings of Bo and Ao. Delve into their thoughts and insights, and mould your interpretation of the characters through branching, multiple-choice dialogue. Have BBQs, play video games, and stay up late just talking in bed.
29 acts as the first chapter to No Longer Home, which will be released episodically. Chapters following 29 will gradually shift focus to the fictionalised characters Bo and Ao meet after moving out of their flat, continuing the themes of misplacement and otherness with people stuck in-between things.
Humble Grove was founded in 2015 by Cel Davison and Hana Lee, after graduating the Illustration course they met in at Camberwell College of Arts (UAL). They began to work on 29, recreating the flat they had spent their last year of university in, as a way to document the uncertainty they felt post-graduation. In June of 2016, the two debuted an early prototype of 29 at Feral Vector, where Davison gave their first talk about their game i’ve been late, social anxiety, and came out publicly as non-binary. Shortly afterwards Lee publicly came out as genderfluid/non-binary.
In early 2017, Humble Grove decided to push plans to make 29 into a series titled No Longer Home, with 29 acting as the first chapter. Shortly after, Adrienne Lombardo joined the team to work on No Longer Home as lead programmer and Eli Rainsberry as audio lead. In November 2017, Humble Grove performed a live improvised soundtrack at Beta Public V, with Eli Rainsberry and Derek Daley (collaborative musician), as an audience member played a prototype of the game.
In February 2018, Davison joined Feral Vector’s event team known as Feral Sett. In July 2018, Humble Grove launched a Kickstarter to help fund No Longer Home. 29 is set for a 2019 release and is being developed in Unity.
Press? Request a preview copy here
download files as .zip (4.55 MB)
Logo & Icon
download full resolution and variations files as .zip (4.96 MB)
No Longer Home logos designed by Cecile Richard.
In September of 2016 Humble Grove released Friary Road: a prequel vignette about stargazing after a BBQ, that was submitted to Fermi Paradox Jam. Shortly after the game jam a soundtrack from musician Paws Menu was added to the game. Friary Road received a notable amount of attention for press including Kill Screen and Rock Paper Shotgun.
In July 2018 Humble Grove released a reimagined version of Friary Road, alongside the launch of No Longer Home’s Kickstarter.
download files as .zip (954 KB)
Awards & Recognition
Day of the Devs Offical Selection
Tokyo Games Show Sense of Wonder Offical Selection
Famitsu Indie Award Nominee
BitSummit Visual Excellence Award Nominee
Tribeca Film Festival Offical Selection
EGX Leftfield Collection Offical Selection
29 is a reflection on those precarious few months surrounding the end of university, channeled through a point and click aesthetic in the vein of Kentucky Route Zero.
Told through a series of rotatable dioramas, 29 crafts an idea of “home” through the way players interact with objects – and the ordinary stuff that takes place there.
There is something, not an unease but an otherworldliness, that perpetuates the piece — a finely illustrated work that unfolds like a diorama.
Like memory, everything has a sheen of fiction to it. — 29 showcases the magical in the everyday domestic drudgery.
About Humble Grove
Humble Grove is a two person games collaborative made up of Cel Davison and Hana Lee, based in the UK and Japan. Their design sensibilities are heavily influenced by psychogeography: studying how playful exploration of a place can tell narrative. In addition to this scenography plays a significant role: designing game environments like theatre sets, where moving parts and space is considered, and how they can be emblematic of character’s feelings and experiences. They aim to design video games that are more approachable by including characters of diverse gender, race, ability and age, pushing projects that peak the interest of those not well versed in games.
Lead Writer & Cinematographer
Lead Artist & Animator
Lead Programmer, Engine Design, & Marketing
Lead Music Composer & Audio Curator