Paranormal exterminators. Haunted locations. Protocol says break everything. Fury Home: therapeutic violence, fully licensed.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We want to build Fury Home alongside our community. The core gameplay loop—destruction, stress management, and roguelite progression—is solid and ready to play. However, the full vision includes five playable characters, each with complete narrative arcs, multiple locations, and online co-op multiplayer.

Early Access allows us to:
• Validate our core mechanics with real player feedback.
• Balance difficulty and progression systems based on actual play data.
• Shape character development and narrative pacing with community input.
• Build a dedicated player base that grows with the game.

We believe roguelites thrive when developers listen to their communities. Games like Hades and Dead Cells proved that Early Access can create better final products. We want to follow that model—launching with a complete, polished experience for one character while working closely with players to perfect the remaining four.”

Approximately how long will this game be in Early Access?

“We plan to remain in Early Access for approximately 9-12 months.

Our roadmap includes staggered character releases and content updates throughout 2026. However, the exact timeline will depend on player feedback and ensuring each addition meets our quality standards.

We're committed to regular monthly updates during Early Access, with major content drops (new characters and locations) scheduled quarterly. If we need additional time to deliver the experience players deserve, we'll take it—but we're confident in our timeline based on our current development progress.”

How is the full version planned to differ from the Early Access version?

“Early Access Launch Content:
• The Office Worker Fox - Complete playable character with full progression system.
• Abandoned House location with procedurally-arranged rooms.
• Core roguelite loop: Runs, meta-progression, unlockable weapons and upgrades.
• The Entity narrative system.
• Full stress management and destruction mechanics.
• Steam Achievements.

Planned Additions for Full Release:
• Four additional characters: The Graffiti Artist Rabbit, The Artist Cat, The Journalist Dog, and The Unemployed Monkey—each with unique playstyles, progression paths, and narrative arcs.
• Two new locations: Abandoned Cinema and Abandoned Offices, each with distinct environmental hazards and visual themes.
• Online co-op multiplayer.
• Additional weapons, upgrades, and meta-progression unlocks.
• Multiple endings based on character choices and gameplay performance.
• Expanded narrative content and Entity interactions.
• Quality-of-life improvements and balance adjustments based on community feedback.

We plan to add these features through regular updates during Early Access, with each character and location releasing as a substantial content update. The Early Access version is a complete, polished experience—not a demo. You're getting a full game that will grow significantly over time.”

What is the current state of the Early Access version?

“The Early Access version will be fully playable and polished for The Office Worker Fox character. Here's what's complete:

Gameplay:
• 10-15 minute roguelite runs with complete meta-progression.
• Physics-based destruction system with combo mechanics.
• Stress management system (0-100%) with strategic depth.
• Procedurally-arranged rooms with escalating difficulty.
• Hours of gameplay to unlock all Fox-specific content.

Content:
• The Fox character: Complete three-act narrative arc.
• Abandoned House location: Multiple room types with environmental hazards.
• 15+ unlockable weapons with distinct destruction patterns.
• Meta-progression upgrades via Fury Points system.
• The Entity: Dynamic narration system responding to player actions.
• Steam Achievements.

Polish:
• Full controller support.
• Optimized performance.
• Complete UI/UX with accessibility options.
• Professional audio (original soundtrack, sound effects, voice acting for The Entity).
• Localization ready (launching with English, Spanish; more languages planned).

Known Limitations:
• Only one character available (four more planned).
• One location (two more planned).
• No co-op multiplayer yet (planned for later in Early Access).

This is not a prototype or vertical slice—it's a complete game for one character that will expand significantly during Early Access.”

Will the game be priced differently during and after Early Access?

“The price will remain the same throughout the entire Early Access period. When we launch version 1.0 (full release), we plan to increase the price significantly to reflect the complete experience with all five characters, three locations, and co-op multiplayer. After reaching 1.0, the price will remain stable.

Our pricing philosophy:
• Early Access period: Fixed price regardless of content additions.
• Full release (1.0): Price increase reflecting complete five-character experience.
• Post-1.0: Stable pricing.

Early Access supporters get the best value—you'll receive all content updates (four additional characters, two new locations, co-op multiplayer) at the Early Access price. When version 1.0 launches with the complete experience, new players will pay the higher price. This rewards our early community for their support, feedback, and commitment to building Fury Home with us.

We believe this approach is fair and transparent: one price during development, one price for the finished product.”

How are you planning on involving the Community in your development process?

“Community feedback is central to our development process. Here's how we'll involve players:

Active Communication Channels:
• Discord server: Direct developer interaction, regular Q&A sessions, behind-the-scenes development updates.
• Steam Community Hub: Discussion forums, bug reporting, feature suggestions.
• Monthly development blogs: Transparent updates on what we're working on and why.
• Bi-weekly community surveys: Specific questions about balance, difficulty, and features.

Direct Feedback Integration:
• Balance adjustments: We'll monitor player data (completion rates, stress management patterns, weapon usage) and adjust difficulty curves based on actual play behavior.
• Feature prioritization: Community votes on which quality-of-life improvements and features get developed first.
• Beta testing: Community members can opt into experimental branches to test new characters and features before official release.
• Bug reporting: Fast response to community-reported issues (target: acknowledgment within 24 hours, fixes in next update).

Transparency:
• Public roadmap: Clear visibility into what's coming and when.
• Patch notes: Detailed explanations of changes and why we made them.
• Developer streams: Live gameplay sessions where we demonstrate upcoming features and answer questions in real-time.

Recognition:
• Community contributors: Players who provide exceptional feedback or bug reports will be recognized in credits.
• Featured content: Community highlights, fan art showcases, speedrun competitions.

We're not just collecting feedback—we're building Fury Home together with our players. Your input will directly shape character balance, narrative pacing, difficulty curves, and feature priorities. This is a collaboration, not a one-way transaction.”
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About This Game

Wreckton has a ghost problem. We have a contract.

Fury Home agents have a peculiar job: enter haunted locations, smash everything in sight, and capture the spirits infesting them. Yes, it's protocol. Yes, the furniture is collateral damage. No, they are not liable for the mess.

Break. Combo. Escape.

Every room has objectives. Every second builds stress. Chain combos with anything you can find — your fists, your feet, or whatever the environment throws at you — and hit the target before the target hits back. If stress reaches 100%, it's over.

Important notice: Fury Home accepts no responsibility if you develop an irrational aversion to garden gnomes or other household objects.

One team. Many ways to break things.

Every Fury Home agent has their own destruction style, their own abilities, and their own reasons for taking the job. Choose how you break things. The chaos will be equally satisfying.

Something is causing all of this.

Every location is infested with spirits that behave differently. Learn to read them, destroy everything around you, and capture what remains before stress consumes you. Something is causing all of this. Finding out what is part of the job.

Early Access — 2026

Fury Home launches in Early Access because we want to build this game with the community. Your destruction. Your feedback. Our game.

Roadmap:

Early Access:

  • First agent + Abandoned House.

  • Roguelite loop with permanent upgrades.

  • First spirits: learn to read them.

Future Updates:

  • More agents, more ways to destroy.

  • New locations.

  • Community-driven features.

"Cheaper than therapy, more satisfying than bubble wrap. 9/10 playtesters would recommend it to their enemies." — Totally Real Person

System Requirements

    Minimum:
    • OS: Windows 10
    • Processor: Intel Core i5
    • Memory: 3 GB RAM
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