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Nightmare Fuel / My House

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At first glance on a blind playthrough, the titular House appears like a normal recreation of someone's home, but you may be in for a shocking surprise once you find your surroundings changing inexplicably as you travel a multiverse of sorts.


  • The House has Alien Geometries and multiple variants. These vary from mundane to dreamlike. Also, the noclip cheat has been accounted for and it won't avail you, nor does the automap work to help you get your bearings.
  • Using the aforementioned noclip cheat (IDCLIP) to go out of bounds will typically take you to The Backrooms. The music cuts out and you're left with the maddening buzz of fluorescent lights. You may even encounter the Skinstealer, and they are essentially indestructible due to absurd hitpoints. Unless you know the specific way to the exit door, it's possible to get lost for a while. There's another one in the Mirror World's Underhalls, but that one lacks an exit at all.
  • The Burning House path of the game is signified by the sounds of screaming (which is pretty much the very moment you activate the breaker) as you're transported to this area. The house is depicted as having taken fire damage, and you're locked into a Downer Ending. As consolation, you can loop back and try the map again by completing Underhalls and even bring extra supplies with you this way.
  • The pitch-black closet labyrinth doesn't lead to any secrets or even any Easter eggs. All it does is get you lost and potentially stuck inside an abandoned set of tunnels and seems to be there to unnerve the player. The portal to the labyrinth has about a 9.09% chance of appearing in an otherwise innocuous closet, increasing the surprise factor when the passage appears out of thin air. The music also shuts off while inside the labyrinth.
    • There seems to be an unspoken expectation that players will crank up the brightness settings anyway to see their surroundings as this lets you find bizarre features like a pool of water in a "Bottomless Pit" and a spiral stairway that loops down endlessly. There is also a long hallway broken up by doors that spontaneously all open by themselves after you reach the end of the hall and let them all close automatically, in the dead silence of the labyrinth, this can be quite a startle.
  • The Brutalist House is an example of mundane creepy as the location is very sparse of amenities and features. The bland concrete house is surrounded by similarly drab apartment units. Like The Backrooms section, the region has a dream-like feel to it like you're not quite in "reality".
  • The Bathrooms, and how you get into them. Filling the bathtub and exiting will reveal the entire house in drenched in water, and it's a slog to get through the water. After going through the lower floor, you realize there's nowhere to go, so you backtrack, only for the same unseen corridor to repeat onto itself and send you to the Bathrooms, a foggy, desolate yet somewhat populated area. The maze is scary too, being very foggy, cramped, and repeating on itself as well.
  • If the player dies and doesn't immediately restart, they will find themselves waking up in a hospital. Exploring the area will reveal another room with another patient, concealed by a curtain around their bed. Their heart monitor is flatlining, but their silhouette shows them to be sitting up and apparently always facing the player. The curtain can't be opened.
  • Just how prevalent the house is throughout the map's areas that aren't the house can take effect on the player's sanity. Think of any area in the map besides the house, be it the Bathrooms, the daycare, or even the hospital, and chances are they will have at least one look alike room from the house. You may start to feel like you really can't escape the house.

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