The House
**The people left three winters ago. Nobody remembers why.**
The house kept ticking without them — pipes sighing, dust settling. Then the
Decay came: up through the drain, in through the wall-cracks, patient and
hungry. But a house remembers the hands that used it, and the small things
woke first.
**The House** is a compact strategy game about a cast-iron skillet, a phone
charger, and a sewing kit taking a house back from the rot — one room, one
territory at a time.
**Claim the map.** Each room is a chapter split into territories. Scout them,
claim them at rising cost, and hold them through nightly surges of roaches,
>rats and mold that scale with how much you own.
**Fight for every tile.** Contested territory drops you into a Final
Fantasy–style turn-based battle with a visible turn queue, party abilities,
and status play — Soak an enemy, then electrocute it for +50%.
**Electricity is your magic.** Charge powers every special ability, and it
recharges at outlet territories — so the strategy map decides how much
firepower you bring into the fight. Wet tiles start everyone Soaked. Carpet
grounds you and halves your electric damage. Dark tiles mean the Decay strikes
first.
**Build a crew.** Five starting archetypes, each spending the same 20-point
stat budget in a different shape, plus recruitable variants after every boss:
a Hammer that quakes the floor, a Remote that broadcasts shocks, Duct Tape
that binds and shields.
**Four rooms, four bosses.** The Kitchen's Nest Mother, the Living Room's
Auto-Vac 9000, the Bathroom's Drain Spider, and the Moth Queen roosting in the
closet dark.
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**Controls:** mouse only. F11 for fullscreen.
**Saves:** the campaign autosaves each day. In the browser, saves live in your
browser storage — clearing site data clears them.
**Length:** ~20–30 minutes per room.
| Updated | 19 hours ago |
| Published | 1 day ago |
| Status | Released |
| Platforms | HTML5 |
| Author | britzservices@gmail.com |
| Genre | Strategy |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds |



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