Extraction games usually run on pressure and panic. Mom, I’ll Be Home Late reframes that tension into something warmer and more personal: there’s no countdown clock, just the constant, very human temptation to stay out a little longer for a little more loot.

The hook
The entire game lives in one delicious decision — head home safe, or push your luck. There’s no timer forcing your hand. The world simply grows more dangerous the longer you linger, and your backpack grows fuller. Greed and safety pull against each other every single 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.
What makes it stand out
- No countdown — the risk comes from your own choices, not an arbitrary clock.
- Gather loot and grow stronger across runs in a satisfying roguelite progression.
- Fill your backpack — the deeper you go, the better the haul, and the harder it is to walk away.
Who it’s for
If you love the risk-reward tension of extraction games but bounce off their stress and hostility, this cozier take is aimed right at you. It’s for anyone who’s ever thought “just one more run” and meant it.
Support the devs
Mom, I’ll Be Home Late is in development by the solo dev at @MarblekidStudio. Wishlist it and follow along — early support is what keeps ambitious solo projects like this moving forward.