{"id":8826,"date":"2026-06-09T17:38:59","date_gmt":"2026-06-09T17:38:59","guid":{"rendered":"https:\/\/beteja.com\/index.php\/2026\/06\/09\/big-walks-creators-reflect-on-their-six-year-journey\/"},"modified":"2026-06-09T17:38:59","modified_gmt":"2026-06-09T17:38:59","slug":"big-walks-creators-reflect-on-their-six-year-journey","status":"publish","type":"post","link":"https:\/\/beteja.com\/index.php\/2026\/06\/09\/big-walks-creators-reflect-on-their-six-year-journey\/","title":{"rendered":"Big Walk&#8217;s creators reflect on their six-year journey"},"content":{"rendered":"<p><\/p>\n<p>The mandatory COVID lockdowns of 2020 inspired Big Walk. Melbourne-based developer House House \u2013 which was behind the 2019 hit Untitled Goose Game \u2013 wanted to create something that was about socialising outside with your friends at a time when this was impossible. But the devs had no idea it would take six years to complete.<\/p>\n<p>&#8220;I couldn&#8217;t imagine starting something and going, &#8216;Okay, we&#8217;ll put six years into this.&#8217; That&#8217;d be mad,&#8221; Nico Disseldorp, the co-designer and programmer of Big Walk, tells <em>GamesIndustry.biz<\/em>. &#8220;But to tell yourself it&#8217;s gonna be small \u2013 [that] allows you to kind of get the ball rolling.&#8221;<\/p>\n<p>Stuart Gillespie-Cook, one-fourth of House House, agrees. &#8220;At first, it was like, maybe [it will take] a few months. Maybe it will be the same as Untitled Goose Game, which took three years. But then Big Walk kind of had a scope of its own. It felt like the right thing to do to explore it thoroughly.&#8221;<\/p>\n<p>It&#8217;s been a long wait for Big Walk.  | <span class=\"attribution\">Image credit: House House\/Panic<\/span><\/p>\n<p>Six years is a long time, though. Was there ever any consideration of going through Early Access?<\/p>\n<p>&#8220;Of all the games we&#8217;ve worked on, this would be the one to do that with,&#8221; says Gillespie-Cook, adding that he has nothing against the Early Access approach.<\/p>\n<p>But Disseldorp thinks it wouldn&#8217;t have been the right move. &#8220;I think we always felt confident that we had a process. If we&#8217;d introduced an audience by going into Early Access, like two years ago, hypothetically, then all of a sudden that Early Access audience becomes a really important part of the process. We were a bit anxious that if we did [Early Access], that might kind of upset the process a little bit.&#8221;<\/p>\n<p>&#8220;Big Walk is a relatively quiet game in some regards; there&#8217;s so much kind of downtime and empty space, and we didn&#8217;t want to have loud audience voices overwhelming the way we were thinking about it.&#8221;<\/p>\n<h2><strong>Experimentation<\/strong><\/h2>\n<p>Revealed in 2023 during The Game Awards, Big Walk is House House&#8217;s long-awaited follow-up to Untitled Goose Game \u2013 a stealth\/comedy title which went from an inside joke to becoming a global hit, selling over 1 million copies three months after its release, and taking home DICE&#8217;s Game of the Year award to boot.<\/p>\n<p>Like Untitled Goose Game, Big Walk emerged almost by accident. The project began as a virtual space in which the House House team could hang out and have meetings when doing so in person was out of the question.<\/p>\n<p>&#8220;I remember thinking about how I&#8217;d been to a bunch of Zoom birthday parties, which were horrible: just like 40 people in one Zoom call and only one person could talk at the time,&#8221; Gillespie-Cook remembers. &#8220;So very early on, one of the very earliest pictures was like, &#8216;We&#8217;ll just put [in] proximity voice chat, and it&#8217;ll just be a space where we can meet with our friends&#8217;.&#8221;<\/p>\n<p>Big Walk uses proximity chat, so you can only talk with other players when you&#8217;re near to them.  | <span class=\"attribution\">Image credit: House House\/Panic<\/span><\/p>\n<p>After putting together Big Walk&#8217;s first prototype in around a week, House House knew they had something special. &#8220;Part of that was probably that it was lockdown, and we were missing each other a lot. So to have this little space where we could be together really meant a lot to us. But once we tapped into that feeling, we were like, &#8216;We need this game to be about <em>this<\/em> feeling.&#8217; And we&#8217;ve been chasing that for six years.&#8221;<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"1\"\/><\/p>\n<p>It took around two years of experimentation to understand what kind of game they were making. Big Walk&#8217;s abstract, genre-defying nature, however, didn&#8217;t stop Panic, the publisher of Untitled Goose Game, from backing another House House project. Panic agreed to fund the production just six months in.<\/p>\n<p>&#8220;We sent them a one-page pitch,&#8221; Nico remembers. &#8220;We had a picture of the characters and a big hill. They were maybe looking through the binoculars. And were like, &#8216;It&#8217;s a game about hanging out.&#8217; There wasn&#8217;t much to say at that point. We knew it had this feeling, but we couldn&#8217;t really put it into words.&#8221;<\/p>\n<p>We concur. Having played Big Walk in a private session, it&#8217;s difficult to convey the game in words. In plain terms, it&#8217;s a first-person co-operative exploration game set in a virtual recreation of Wilson&#8217;s Promontory National Park, where you must use your wobbly limbs and proximity chat to solve a range of puzzles \u2013 or wander off only to realise you&#8217;re speaking to yourself the whole time, as happened to this author.<\/p>\n<p>&#8220;We sent them a one-page pitch. We had a picture of the characters and a big hill&#8221;<\/p>\n<p>But that description doesn&#8217;t do Big Walk justice \u2013 something of which the team at House House is all too aware.&#8221;It&#8217;s a funny thing. The things that I know are really good, [the] really fun parts \u2013 it sounds so flat when you describe them to someone,&#8221; says Gillespie-Cook.<\/p>\n<p>&#8220;You can talk to each other and then sometimes you can&#8217;t talk to each other. And I know that&#8217;s really exciting in [Big Walk] and leads to all these interesting situations where you have to mime or use a whiteboard to talk. It&#8217;s really cool to do that in a video game, but it sounds <em>so<\/em> boring when you say it out loud.&#8221;<\/p>\n<h2><strong>Friendslop<\/strong><\/h2>\n<p>Big Walk is launching at a time when co-op multiplayer is very much in vogue. Peak from Aggro Crab and Landfall became a surprise hit in 2025, with Video Game Insights estimating the game has sold more than 18 million units to date. And Peak is just one of a number of so-called friendslop titles that have sold millions, including Lethal Company, RV There Yet?, and REPO.<\/p>\n<p>The game&#8217;s puzzles involve working together.  | <span class=\"attribution\">Image credit: House House\/Panic<\/span><\/p>\n<p>Disseldorp and Gillespie-Cook find the rapid rise of friendslop (a term they aren&#8217;t keen on) both worrying and reassuring. &#8220;I definitely remember really clearly when Lethal Company came out [in 2023] to being like, &#8216;Oh, wow. This is a little bit scary&#8217;,&#8221; Gillespie-Cook admits. &#8220;Previously, we&#8217;d been making something there wasn&#8217;t a name for, as far as we knew.&#8221;<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"2\"\/><\/p>\n<p>Gillespie-Cook continues: &#8220;[But] it was also like: &#8216;People <em>do<\/em> want to play these types of games! People <em>do<\/em> have the kind of social energy to get their friends together, and wrangle them into a group call, and organize to play games like this. By the time Peak came out, we were like, &#8216;Yeah, this is a real thing&#8217;.&#8221;<\/p>\n<p>&#8220;Previously, we&#8217;d been making something there wasn&#8217;t a name for&#8221;<\/p>\n<p>The House House members admit the instant success of Peak (which they say they&#8217;ve not played yet) eased any fears that they might have had about missing the boat. But they&#8217;re also aware that, inevitably, comparisons will be drawn between Landfall&#8217;s game and their own, since both are first-person multiplayer games built around proximity chat and physical movement. Disseldorp isn&#8217;t too concerned, however.<\/p>\n<p>&#8220;I remember being worried about themes of this game being too similar. But Big Walk is a long-form open-world adventure game, which I don&#8217;t think any of these other games really are,&#8221; he reasons. &#8220;I think our game is still kind of going to be a unique take on what it means to have a proximity chat-focused game.&#8221;<\/p>\n<h2><strong>Problem chat<\/strong><\/h2>\n<p>One of the notable uses of Big Walk&#8217;s proximity chat \u2013 beyond the casual banter \u2013 is a relay-style puzzle, as described by Disseldorp.<\/p>\n<p>One player in possession of a code has to relay it to another player through a window that reduces their voice to a hushed whisper, then the listener runs across to pass the code to the next person, and so on. While such challenges have the desired (comedic) effect with larger groups, making a puzzle intended for a specific number of people presented problems.<\/p>\n<p>Voices are muffled when talking through glass.  | <span class=\"attribution\">Image credit: House House\/Panic<\/span><\/p>\n<p>&#8220;When we&#8217;d design a challenge, there would always be an initial version we&#8217;d come up with, and it&#8217;d be like, &#8216;Oh, this one needs four people; this one needs two people.&#8217; And for a while, we&#8217;re like, &#8216;Maybe we&#8217;ll put a sign out front that says, &#8216;Three people needed. If you&#8217;ve got only two: go away!&#8217;,&#8221; Disseldorp explains with a chuckle.<\/p>\n<p>House House&#8217;s solution to the problem was having three &#8220;modes&#8221; available \u2013 two-player, three-player, and four-or-more \u2013 with subtle adjustments to puzzles to accommodate different group sizes.<\/p>\n<p>&#8220;That moment Nico was talking about when we first decided we needed to put in variants and try to limit it for different groups of players \u2013 I remember feeling very daunted,&#8221; Gillespie-Cook admits. &#8220;But the second we started, it turned out to be a very fun and interesting problem to solve. How do we maintain this feeling, but for a different group [size]?&#8221;<\/p>\n<p>House House ended up finding most of their solutions through hours of playtesting footage (around 200 hours, by Disseldorp&#8217;s estimate).<\/p>\n<h2><strong>As long as it takes<\/strong><\/h2>\n<p>It&#8217;s been almost seven years since Untitled Goose Game put House House on the map, but the game&#8217;s overwhelming success hasn&#8217;t altered the studio&#8217;s approach. They&#8217;re still a tiny team, says Disseldorp, making &#8220;look at my character doing <em>this<\/em>&#8221; type of games inspired by Mario 64 \u2013 a classic both developers consider the Holy Grail of physical interactive comedy.<\/p>\n<p>The most notable change is that they can now afford to tinker away for years on end.<\/p>\n<p>Big Walk will finally launch on August 4, 2026.  | <span class=\"attribution\">Image credit: House House\/Panic<\/span><\/p>\n<p>&#8220;We would&#8217;ve had to be much smarter about our scope if it had been like, &#8216;Okay, we&#8217;ve got X years of money to work with, we need to get the next thing out.&#8217; So we&#8217;ve been very lucky to have been able to be open-ended and kind of like fickle in that way.&#8221;<\/p>\n<p>Big Walk launches on Switch 2, PlayStation 5, PC, and Mac on August 4, and approaching the finish line after all these years comes with a mix of emotions.<\/p>\n<p>For Disseldorp, it&#8217;s a mixture of being proud of all the work they&#8217;ve put in and trying to keep expectations low (&#8220;You can&#8217;t expect the lightning to hit twice,&#8221; he reasons). Gillespie-Cook, meanwhile, doesn&#8217;t shy away from admitting to a degree of apprehension.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"3\"\/><\/p>\n<p>&#8220;I definitely feel terrified. Just the fact that it&#8217;s been so long means you want the investment to have been worth it. But in a way, it has kind of paid off already. I do feel like I have got what I wanted out of making this thing.&#8221;<\/p>\n<p>&#8220;Separately, I really do hope that everyone else likes Big Walk as well, and we weren&#8217;t just getting tricked by our nice friends.&#8221;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The mandatory COVID lockdowns of 2020 inspired Big Walk. Melbourne-based developer House House \u2013 which was behind the 2019 hit Untitled Goose Game \u2013 wanted to create something that was about socialising outside with your friends at a time when this was impossible. But the devs had no idea it would take six years to<\/p>\n","protected":false},"author":1,"featured_media":8827,"comment_status":"","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[31],"tags":[159,2688,6239,8344,8345,4821],"class_list":{"0":"post-8826","1":"post","2":"type-post","3":"status-publish","4":"format-standard","5":"has-post-thumbnail","7":"category-upcoming-games","8":"tag-big","9":"tag-creators","10":"tag-journey","11":"tag-reflect","12":"tag-sixyear","13":"tag-walks"},"_links":{"self":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts\/8826","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/comments?post=8826"}],"version-history":[{"count":0,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts\/8826\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/media\/8827"}],"wp:attachment":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/media?parent=8826"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/categories?post=8826"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/tags?post=8826"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}