House House, a studio known for exactly one game, just pulled off something that rarely happens to one-hit developers: a second title that actually sells like the first one did. Big Walk, a co-op game about walking together and talking, launched on August 4 and climbed to the number two spot on Steam's bestseller chart within 24 hours, a milestone the developers confirmed publicly on August 10. It's the studio's first major project since 2019's Untitled Goose Game, the game about a menacing goose that turned into a viral phenomenon before anyone saw it coming.
A completely different idea for a game
Where Untitled Goose Game built its humor on chaos and one goose wrecking a quiet town, Big Walk goes the other direction: instead of solo mayhem, it's a slower, talk-heavy multiplayer experience built for groups of two to twelve players at once. Instead of rewarding cunning and dodging NPCs, the game rewards a group wandering a route together, slowly, and talking, something closer to a virtual walk with friends than a classic arcade-style mechanic. That's a real risk for a studio whose reputation rests on a completely different kind of fun, but the sales and reviews suggest the bet paid off.
House House is a small Melbourne studio that barely registered with a wider audience before Untitled Goose Game. That game came out in September 2019 and turned into one of the most-memed titles of the year within weeks, despite a modest budget and a simple, single-player idea. The studio went quiet on new releases for six years after that, an unusual call in an industry where success usually forces a quick sequel. Big Walk finally shows what that time actually went into: building something entirely unlike the goose.
A simultaneous three-platform launch, and a price that helped
Big Walk launched at the same time on Steam and macOS, PlayStation 5, and Nintendo Switch 2, a logistical feat on its own for a studio the size of House House. The base price is $19.99, with a launch discount down to $14.99 running through August 18, so the first week on the market deliberately coincided with a lower entry point. On top of that, PlayStation Plus subscribers got the game at no extra cost as part of their subscription, which genuinely widened the pool of people who tried the title in its first days instead of waiting for a sale or reviews.
Landing at number two on Steam's bestseller chart within 24 hours of release puts Big Walk right next to much bigger, heavier-budget releases hitting the market in the same August window. For a co-op game built around talking and wandering together rather than shooting or building, that kind of launch isn't a given, since this category of game rarely breaks into sales charts dominated by big franchises and sequels.
Why it's working
Mechanically, the game runs on simple tools: a shared map to walk together, a system of gestures and short phrases instead of full voice chat as the default option, and routes deliberately designed with narrow passages and forks where the group has to agree on which way to go. Reviewers praise how little the game explains up front, leaving the rules to be discovered by the group itself, which in practice means the first five minutes with new friends plays out differently than with people who've already played before. That's the same kind of simplicity that worked in Untitled Goose Game: a handful of clear rules, with the rest of the fun coming from what players do with them.
Big Walk's success shows something Untitled Goose Game already proved once, just in a completely different context: House House understands how to design a mechanic that generates its own content for watching and talking about with friends, whether that's a goose knocking over a bucket or a group of friends failing to agree on which direction to walk. Games built for shared, loud experiences with friends or on stream regularly outperform what their budget and scale would suggest, and Big Walk lands squarely in that niche, just trading chaos for a calmer, conversational rhythm.
For the industry, it's another data point that a small studio with one hit doesn't have to repeat the same formula to land a second one. House House bet on a completely different genre, a different pace, and a much larger player count at once, instead of playing it safe with Untitled Goose Game 2, and the market answered with sales numbers and scores that are hard to write off as a fluke.





Comments
Discussion
Join the conversation around this story.
Join the discussion
Sign in to comment and reply to other readers.
Sign inNo comments yet
Start the discussion first.