
Core Gameplay
Overview
"What Remains of Edith Finch" is a first-person narrative exploration game with no combat, no character creation, no inventory management, and no fail states. The entire experience is focused on story, atmosphere, and environmental storytelling. The core gameplay loop is simple: walk through the Finch family house, interact with objects to trigger memories, and experience the tragic tales of each family member through unique vignettes. Each story introduces new gameplay mechanics—from flying a kite to controlling a cat—making every section feel distinct. There is no traditional progression system, economy, or skill trees; growth is purely narrative, as you uncover the family's history and understand their curse.
Main Gameplay Loop
The gameplay loop repeats throughout the game:
1. Explore – Navigate the decrepit Finch mansion, looking for rooms, items, and notes.
2. Interact – Press the interact button (E on PC, X on PlayStation, A on Xbox, etc.) on highlighted objects to read, open, or trigger a story.
3. Experience – Enter a first-person memory sequence with unique controls and objectives.
4. Reflect – After each vignette, return to the present, often with new information or items.
5. Progress – Unlock new areas of the house (by finding keys, climbing stairs, etc.) to continue the main narrative.
Interaction / Combat Systems
There is no combat. Interaction is the primary system:
- Movement: Standard WASD (PC) or left stick (console), with mouse/right stick for looking. Sprint is not needed; the game encourages slow exploration.
- Interaction Cursor: A small white dot that highlights interactive objects. Hover over a glowing object and press the interact button to read, pull, open, or examine.
- Unique Vignette Controls: Each story has its own control scheme. Examples:
- No Fail States: You cannot die or lose. Some vignettes have straightforward objectives (e.g., shoot the deer, catch the fish) but missing them only changes the story’s outcome (usually still moving forward).
- Finding keys or items to open new doors.
- Completing the current vignette to trigger the next.
- Returning to the present after each memory to explore newly accessible areas.
- Ground floor: Kitchen, dining room, den, library, grandfather clock.
- Second floor: Multiple bedrooms (Molly, Barbara, Sam, etc.) and Edie’s room.
- Basement / Bunker: Walter’s underground apartment.
- Attic: Milton’s room, Calvin’s swing access.
- Outside: Front porch, backyard (swing, treehouse).
- Reading all letters.
- Finding all hidden scribbles (in Lewis’s story).
- Uncovering the secret in Gregory’s room.
- Revisit the house: Load your save to explore any missed rooms or read overlooked text. The house remains in its final state (with new areas unlocked).
- Achievements / Trophies: Several require specific actions within the stories. Examples:
- Photograph Mode: Take pictures of the environment (available on some platforms).
- Speedrun: Some players try to complete the game in under two hours, but there is no built-in timer or reward.
- Locate a key hidden in the kitchen drawer.
- Open the door.
- Inside, interact with the family tree to learn each member’s name.
- Read notes from Dawn (Edith’s mother) that explain the visit.
- Location: Molly’s bedroom (upstairs).
- Interaction: Open the bed to trigger the memory.
- Gameplay: Play as Molly, a 10-year-old girl, during a hunger-induced hallucination. You transform into a cat, then an owl, then a shark. Each form has different movement mechanics:
- Outcome: The story ends tragically (Molly dies from starvation/poisoning). You return to the present.
- Trigger: Find Barbara’s poster and the calendar in her room.
- Format: Presented as a horror comic book. Panels are static; you read dialogue and occasionally click to advance. There is a sequence where you must mash a button to break free of a monster.
- Gameplay: Minimal interaction; mostly reading and reacting to jump scares.
- Trigger: Descend to the basement, find the bunker door, and move through a tunnel.
- Location: An underground apartment with a daily routine.
- Gameplay: You play as Walter, a reclusive man, through a series of days. You must crawl, interact with a metro map, and eventually walk along a train track. The track section requires rhythmic button presses (like a rhythm game) to keep Walter moving. If you mistime, he stumbles but continues.
- Outcome: Walter is hit by a real train.
- Trigger: Sam’s bedroom (hunting trophies).
- Gameplay: Present-day Edith holds a camera. You must align the viewfinder to match an old photograph of Sam and his daughter; then you enter the memory. As Sam, you go deer hunting. Walk through the forest, aim your rifle (mouse aim), and shoot the deer when prompted. The deer is not killed instantly; you must follow it and shoot again.
- Outcome: Sam falls off a cliff after a victory photo.
- Trigger: Gregory’s nursery room.
- Gameplay: You control Gregory (a baby) in a bathtub. Simple interactions: move his arms to splash water, pick up toy ships and starfish, and put them on the water. The father sings. The baby can only make sounds.
- Outcome: Gregory drowns when the father leaves briefly.
- Trigger: Gus’s bedroom (kite and wind chimes).
- Gameplay: Fly a kite on a windy hill. Control the kite string (left stick) and the kite orientation (right stick) to cut other kite strings. You must also keep the kite from crashing. Follow a target kite and cut it.
- Outcome: Gus is struck by lightning from the metal kite line.
- Trigger: Enter the attic, read Calvin’s diary, go to the backyard swing.
- Gameplay: Swing on a rope swing. You must pump (press rhythmically) to gain height, then release at the peak to swing out over the cliff. Timing is critical for the narrative payoff.
- Outcome: Calvin swings too high and falls to his death.
- Trigger: Edie’s bedroom (old photos).
- Gameplay: Play as young Edie during a blackout. You crawl through a fantasy version of the house, opening doors that lead to different family members’ fates (Molly’s ghost, etc.). Movement is basic; the focus is surreal exploration.
- Outcome: Edie hallucinates the family’s deaths as a recurring nightmare.
- Trigger: Milton’s room in the attic (drawings).
- Gameplay: A short sequence where you draw as Milton (a young boy). You can scribble on paper using a stylus-like movement (mouse or right stick). The drawing comes to life, leading to a small adventure in a fantasy world where you fight a dragon by drawing a sword.
- Outcome: Milton disappears (runs away from home).
- Trigger: Lewis’s room (a mess of boxes and drawings).
- Gameplay: This is the most mechanically unique vignette. You must divide your attention between two screens:
- Outcome: Lewis’s head is cut off in the factory.
- Read all letters and notes: Some contain extra lore about the family, such as Edie’s relationship with Sven or the origins of the curse.
- Find hidden interactive objects: For example, the locked chest in the library requires a combination from Molly’s story; opening it reveals a baby shoe (Gregory’s).
- Achievement hunting: Several achievements require you to perform specific actions during vignettes. Examples:
- Replay vignettes: There is no chapter select, but you can load a previous save (if you manually saved) to re-experience a story. Otherwise, you must start a new game.
- Molly: You become a cat, then an owl, then a shark, etc. Each form has different movement (e.g., climbing, flying, swimming).
- Barbara: Play as a comic book character with limited movement (panels) and quick-time events.
- Walter: Crawl through a tight bunker, interact with a metro map, then make rhythmic choices to walk along tracks.
- Gregory: Control a baby in a bathtub, moving toys and causing splashes.
- Gus: Fly a kite (two-stick control: one hand for string, one for kite) and aim at targets.
- Sam: Hunting with a rifle (aim and shoot at deer).
- Calvin: Swing on a rope swing (timing jumps).
- Lewis: Dual-stick control: one hand for fantasy world, one for real-world factory job (must balance both).
Progression
Progression is narrative-driven and linear. The family tree on the wall acts as a map: each new unlocked story corresponds to a family member. You progress by:
The order is fixed:
1. Walk to the house (intro).
2. Explore kitchen and den → Molly’s room → Molly’s story.
3. Return to house → unlock more rooms (Barbara’s room, Walter’s bunker, etc.).
4. Continue through the rest of the family.
There is no XP, levels, or skill upgrades. The only “growth” is gaining narrative context and emotional understanding.
Exploration
Exploration is non-linear within the house. You can freely roam between rooms you’ve unlocked. Key areas:
Environment tells stories through letters, toys, photographs, and objects. Many items are interactive and provide backstory or foreshadowing. For example, reading Dawn’s note about the keys, or finding Edie’s old love letters. Thorough exploration can reveal small secrets that tie the family together.
Quests / Missions
There are no traditional quests or missions. The entire game is one linear quest: “Discover what happened to the Finch family.” Each vignette acts as a self-contained mission with a clear (often tragic) ending. You cannot fail, and there is no branching. The only optional activities are:
Economy
There is no currency, shops, or trading. No items to collect that affect gameplay. The only “economy” is narrative: each story gives you emotional investment, and the game rewards you with story progression.
Character / Build Growth
Character growth is nonexistent in traditional RPG terms. Edith Finch herself does not change stats, skills, or appearance. Her growth is purely through knowledge and understanding. The player’s growth is in learning the controls and adapting to each vignette’s unique mechanics. For example, after playing as Molly, you learn to control animal forms; after Gus, you grasp two-stick kite flying; after Lewis, you manage dual-tasking.
Endgame Structure
After completing the final story (the epilogue with Dawn and Edith’s family tree), credits roll. There is no post-game content per se. However, you can:
- “Playing Dress-Up” – Put all costumes on the cat in Molly’s story.
- “The Curse” – Find all hidden scribbles in Lewis’s fantasy world.
- “The Bunker” – Complete Walter’s story.
- “Happy Birthday, Gregory” – Complete Gregory’s story.
Early Game (First 30–45 minutes)
Prologue: Walking to the House
You begin on a ferry, walking to the Finch residence on Orcas Island. Controls are introduced: move (WASD), look (mouse), interact (E). This short sequence teaches basic navigation and the importance of reading journal entries.
Entering the House
The house is dark and cluttered. You’re alone with Edith’s narration. Objective: Find a way to open the locked door to the den.
Molly’s Story (First Vignette)
- Cat: Walk, climb, eat a bird, catch a rabbit.
- Owl: Fly by tilting forward/backward, dive, eat a bat.
- Shark: Swim, eat fish, sea lion.
- Mountain Monster: Lumber forward, eat roots and a dead deer.
Key Skills Learned: Basic movement, interacting with highlighted objects, and adapting to new control schemes. The early game sets the tone: expect the unexpected.
Mid Game (30–90 minutes)
After Molly’s story, you gain access to more of the house. The mid game consists of several family members’ stories, each heavily stylized.
Barbara’s Story
Walter’s Story
Sam’s Story
Gregory’s Story
Gus’s Story
Late Game (90 minutes – 2 hours)
The late game includes the most emotionally heavy stories and complex gameplay.
Calvin’s Story
Edie’s Memory (Hallucination)
Milton’s Story
Lewis’s Story (Climax)
- Left (real world): Lewis works at a fish cannery. Use left stick/mouse to rotate a fish head and align it to the guillotine.
- Right (fantasy world): Lewis imagines a medieval kingdom. Use right stick/mouse to lead an army by directing a cursor over enemies and clicking to attack.
- You must successfully complete tasks in both screens simultaneously. The real-world task becomes more frantic. If you fail (e.g., a fish falls), you can try again. Eventually, Lewis walks through the fantasy world while ignoring the real guillotine.
Endgame (After Main Story)
Epilogue
After Lewis’s story, you play as a younger Edith (now an adult) visiting the house with her own child. You walk to the backyard and view the family tree from the cliff. The game ends with Edith burying the family journal. Credits roll.
Post-Credits
There is no formal post-game. The main story is complete. However, you can load your save to return to the house at the point just before the epilogue. All areas remain accessible. This allows you to:
- “All the Way Down” – Find and read all of Edie’s hidden letters.
- “Catch!” – In Sam’s story, shoot the deer in the heart on the first try.
- “The Last One” – Complete the game (unlocks naturally).
No New Game+ or difficulty modes. The experience is static, designed for a single emotional playthrough.