A PvE-Cozy-Extraction-Roguelite about the moment when you should really be heading home. Gather loot, grow stronger, survive a world that keeps getting more dangerous — and bring your backpack home.

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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?

“Mom, I’ll Be Home Late is being prepared for Early Access because the game depends heavily on repeated runs, balancing, and player decisions.

The core of the game is built around loot, risk, movement, backpack management, world level escalation, and the decision of whether to push further or extract in time. These systems cannot be fully evaluated internally. They need players who try different routes, test builds, take risks, and give feedback on when a run feels fair, tense, understandable, or too chaotic.

Early Access allows for transparent development, early feedback, and the step-by-step introduction, testing, and adjustment of new systems.”

Approximately how long will this game be in Early Access?

“The Early Access phase is currently expected to last around 12 to 24 months from the start of Early Access.

This estimate may change depending on feedback, balancing, and technical development. The goal is not to leave Early Access as quickly as possible, but to do so when the core of the game feels stable, understandable, and complete enough.”

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

“The full version is intended to be significantly larger, denser, and deeper in its systems than the first Early Access version.

While the start of Early Access will focus on the playable core, the full version is intended to include a larger and more developed world, more enemy variants, more loot, more equipment, more progression, different traders, NPCs, questlines, and additional dungeon systems.

Long-term development outside individual runs is also planned to be expanded. This includes more ways to improve the character, backpack, equipment, and hideout.

The focus of the full version is to turn the Early Access core into a more complete adventure: more places, more decisions, more situations, and more reasons to go just a little further.”

What is the current state of the Early Access version?

“The first Early Access version focuses on the playable core of the game.

This includes runs, exploration, loot, automatic weapons, enemy pressure, backpack management, progression, world level escalation, and extraction. The focus is on making the most important decision in the game work: push further, take a bigger risk, or return home in time.

At the start of Early Access, these core systems are intended to be playable, understandable, and testable. At the same time, some areas will intentionally continue to be developed, including enemy variety, item variety, balancing, sound effects, world content, readability, and polish.

The Early Access version is not intended to be the finished full version, but a playable core that will be expanded step by step.”

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

“The price of the base game is intended to remain the same during and after Early Access.

Paid DLCs are planned in addition to the base game. These are intended to be optional expansions and offered separately from the core game.”

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

“The community is intended to be involved early and regularly throughout development.

Feedback is especially important for balancing, loot feel, enemy pressure, backpack and inventory decisions, readability, performance, controller feel, and whether a run feels tense rather than unfair.

Regular updates, patch notes, Steam posts, Community Hub discussions, and a Discord server are planned for more structured feedback.

Not every idea will automatically be added. However, feedback from real runs will help identify problems faster, set priorities, and develop the systems more deliberately.”
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This game is not yet available on Steam

Planned Release Date: To be announced

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About This Game

Off to the next adventure

Mom, I’ll Be Home Late is a PvE-Cozy-Extraction-Roguelite about loot, risk, and the moment when you really should be heading home.

Start your run, gather whatever you can find, grow stronger, and bring as much as possible back home.

Over time, the loot gets better, the world gets more dangerous, and your backpack gets fuller.

Then comes the key decision: Do you head home, or stay a little longer?

Out into nature

Mom, I’ll Be Home Late is not only about enemies, loot, and risk. It is also about being out there on the path.

You move through grass, woods, rain, wind, and changing times of day. A path feels different in the morning than it does in the evening. At night, the same place may not look quite as harmless anymore.

The music stays deliberately restrained. Footsteps, water, leaves, wind, and the environment should have room to breathe. Between dangerous moments, things can become quieter again: gather, look around, get your bearings, keep moving.

That is where the contradiction begins: the game stays cozy enough that you want to stay — but dangerous enough that you will eventually have to leave.

You can head home at any time

There is no countdown that automatically throws you out of the run. Still, the longer you stay, the riskier it gets.

The longer you stay, the higher the world level rises. The more enemies you defeat, the harder the world pushes back. Enemies become more dangerous, situations turn faster, and the loot becomes more valuable.

Heading home early means less risk. Staying longer means a chance at better loot — but also a chance to lose everything.

Your backpack is more than inventory

Your backpack is your constant companion.

Everything you find goes into your backpack. The fuller it gets, the more you have to carry. If you pack too much, you get slower. More loot means more options, but also more weight, more risk, and less room for mistakes.

Your backpack can be upgraded so you can carry more and handle the risk better. But even the best backpack will not decide for you when enough is enough.

If a run goes wrong, it may still bring something back.

Move, dodge, prepare

You do not fight by triggering every single attack yourself. Your weapons defend you automatically.

You move, position yourself, dodge, and prepare. Before a run, you choose your equipment. During a run, you collect temporary power-ups, improve your build, and adapt to the situation. After a run, you keep strengthening your character permanently.

Combat comes from decisions in space: Where do you go? When do you turn back? How long can your build hold? How much risk can your backpack take?

Every run is your adventure

Some runs end early. Some end too late. Some end with a full backpack and the feeling that you barely made it back. Some end in loss.

A run can be a success, a mistake, a close escape, or the moment when you should have headed home earlier.

Every run is your adventure.

Development status

The first trailer deliberately focuses on world, character, atmosphere, and sound. Combat, UI, enemies, inventory, and the full gameplay loop will be shown visibly as development continues.

This Steam page will grow with the game.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-6600K / AMD Ryzen 5 1600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1070 8 GB / AMD Radeon RX Vega 56 8 GB / Intel Arc A580 8 GB
    • DirectX: Version 12
    • Storage: 60 GB available space
    • Additional Notes: SSD recommended. Target: 720p/800p, Low settings, 30 FPS. Vulkan-compatible GPU required.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5-10400 / AMD Ryzen 5 3600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 2070 / RTX 3060 / AMD Radeon RX 6600 XT / Intel Arc A750
    • DirectX: Version 12
    • Storage: 60 GB available space
    • Additional Notes: SSD recommended. Target: 1080p, Medium/High settings, 60 FPS.
    Minimum:
    • OS: macOS 13 Ventura
    • Processor: Apple M1 / Intel Core i5-8500
    • Memory: 8 GB RAM
    • Graphics: Apple M1 7-core GPU / Apple M1 8-core GPU / AMD Radeon Pro 5500M 4 GB / AMD Radeon RX 580 8 GB
    • Storage: 60 GB available space
    • Additional Notes: SSD recommended. Target: 1280x720 or 1280x800, Low settings, 30 FPS. Metal-compatible graphics hardware required.
    Recommended:
    • OS: macOS 14 Sonoma or newer
    • Processor: Apple M2 Pro / Apple M3 Pro / Intel Core i7-9700K
    • Memory: 16 GB RAM
    • Graphics: Apple M2 Pro 16-core GPU / Apple M3 Pro 14-core GPU / AMD Radeon Pro 5700 XT 8 GB / AMD Radeon RX 6600 XT 8 GB
    • Storage: 60 MB available space
    • Additional Notes: SSD recommended. Target: 1920x1080, Medium/High settings, 60 FPS. Native Apple Silicon build recommended.
    Minimum:
    • OS: Ubuntu 22.04 LTS / SteamOS 3.0
    • Processor: Intel Core i5-6600K / AMD Ryzen 5 1600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1070 8 GB / AMD Radeon RX Vega 56 8 GB / Intel Arc A580 8 GB
    • Storage: 60 GB available space
    • Additional Notes: SSD recommended. Target: 1280x720 or 1280x800, Low settings, 30 FPS. Vulkan-compatible graphics card and up-to-date drivers required.
    Recommended:
    • OS: Ubuntu 24.04 LTS / SteamOS 3.0 or newer
    • Processor: Intel Core i5-10400 / AMD Ryzen 5 3600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 2070 8 GB / NVIDIA GeForce RTX 3060 12 GB / AMD Radeon RX 6600 XT 8 GB / Intel Arc A750 8 GB
    • Storage: 60 GB available space
    • Additional Notes: SSD recommended. Target: 1920x1080, Medium/High settings, 60 FPS. Vulkan-compatible graphics card and up-to-date drivers required.
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