Development

Development

The six-year development journey of Big Walk by House House — from pandemic inspiration through 200 hours of playtesting to launch day

6
Years
200+ hr
Playtesting
House House
Studio

Introduction

Big Walk's development journey spans six years at House House, the Melbourne-based studio behind Untitled Goose Game. Born from the isolation of COVID lockdowns, the game's concept emerged from a desire to recreate the feeling of being outdoors with friends. The team spent two years on experimentation and prototypes, conducted over 200 hours of playtesting, and made a deliberate decision against Early Access to deliver a polished, complete adventure from day one.

Development Timeline

PhasePeriodMilestone
Concept2020COVID lockdown inspiration — desire to be outdoors with friends
Prototyping2020-2022Two years of experimentation with co-op mechanics
Playtesting2022-2024200+ hours of iterative player testing
RevealDec 2023Announced at The Game Awards
LaunchAug 4, 2026Full release on PC, PS5, Switch 2

Timeline Highlights

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Pandemic Inspiration

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2020 — COVID lockdown creates the concept

OriginDesire to recreate the feeling of being outdoors with friends during lockdown isolation
Design DNAThis inspiration directly shaped the game's focus on communication and bonding in nature
LegacyBig Walk's social-first philosophy traces directly to this pivotal moment
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200 Hours of Playtesting

2022-2024 — Iterative refinement

ProcessSystematic playtesting with real groups to refine communication mechanics and puzzle balance
ImpactEvery tool, every puzzle, and every voice mechanic was tested and refined through player feedback
ResultA polished experience where communication tools and puzzles form an integrated, balanced system
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No Early Access Decision

Deliberate choice for complete launch

RationaleCommunication mechanics must be experienced as a complete, integrated system
PhilosophyQuality and polish matter more than speed — players deserve a finished adventure on day one
Outcome93/100 Metacritic score validates the approach — reviewers praised the polished experience
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The Game Awards Reveal

December 2023 — Public announcement

EventAnnounced at The Game Awards 2023 to global audience
ReactionExcited reception from Untitled Goose Game fans anticipating cooperative follow-up
SignificanceConfirmed House House's pivot from solo to multiplayer cooperative design
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Polished Launch Decision

No Early Access — complete from day one

RationaleCommunication mechanics must be experienced as an integrated system
PhilosophyQuality and polish matter more than speed — players deserve a finished adventure
Outcome93/100 Metacritic score validates the deliberate approach

Core Mechanics

Big Walk's development philosophy centers on deliberate iteration over rapid iteration. House House spent two full years on prototyping before committing to a final direction, then conducted over 200 hours of playtesting to refine the cooperative communication mechanics. The decision to skip Early Access was intentional — the team believed Big Walk's magic depends on a polished, complete experience where puzzles and tools are balanced as an integrated system. The pandemic's isolation directly inspired the game's focus on recreating the feeling of being outdoors with friends.

Advantages

Big Walk's development story provides rich narrative content that fans of Untitled Goose Game find particularly compelling. The six-year journey from pandemic inspiration to polished release demonstrates House House's commitment to quality over speed. The deliberate avoidance of Early Access is a notable design philosophy position that differentiates Big Walk from many indie co-op games. The team's transparency about their process — including the 200 hours of playtesting and iterative prototyping — gives development content authenticity.

Challenges

The development story has relatively few documented weaknesses, but the six-year timeline raises questions about sustainability for a small indie studio. The decision against Early Access means the game launched without a large pre-existing community, though this was intentional. Limited post-launch content plans (none announced) mean the game's long-term engagement depends entirely on replayability and social dynamics rather than new content updates. The small team size limits the scope of technical support and community management.

Frequently Asked Questions

Why did House House take 6 years to make Big Walk?+
House House spent two years on experimentation and prototyping before finding Big Walk's direction. The concept emerged from COVID lockdown — a desire to recreate the feeling of being outdoors with friends. They then invested 200+ hours in playtesting to refine the communication mechanics. The deliberate pace reflects their philosophy that quality and polish matter more than speed, a principle validated by the game's 93/100 Metacritic score.
Why no Early Access for Big Walk?+
House House believed Big Walk's magic depends on a polished, complete experience. The communication tools, puzzle scaling, and voice chat system work as an integrated whole — releasing an incomplete version would misrepresent the game. The team wanted players' first experience to be the finished adventure, not a work-in-progress that might create lasting negative impressions.

Quick Tips

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Big Walk's concept was born from COVID lockdown — the developers wanted to recreate the feeling of being outdoors with friends when that wasn't possible. This pandemic inspiration directly shaped the game's focus on communication and social bonding in nature.

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House House deliberately avoided Early Access because they believed Big Walk's communication mechanics work as an integrated system that must be experienced complete. The 200+ hours of playtesting ensured the final product delivers a polished experience from start to finish.

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The game's world is inspired by Wilsons Promontory National Park in Victoria, Australia. The team visited the real location for reference, which explains the authentic Australian bushland feel with spiky grasses, rolling hills, and coastal zones.

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