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House House's New Game Big Walk: What We Know and Why It Matters

Martin HollowayPublished 2w ago5 min readBased on 1 source
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House House's New Game Big Walk: What We Know and Why It Matters

What We Know

House House is working on a game called Big Walk. Beyond that basic fact, very little has been made public. For a small studio, that silence is actually worth paying attention to — especially given what House House has already achieved.

A Studio That Got Our Attention

House House is a small independent game studio based in Melbourne, Australia. Most people first heard of them in 2019 when they released Untitled Goose Game — a game where you play as a goose causing small mischief. No combat. No levels to beat. Just mischief.

That game became genuinely popular, crossing over from hardcore gamers to regular people who just wanted to be a troublemaking goose. For a tiny studio with a simple idea, this was remarkable. It proved that not every successful game needs explosions, complex storylines, or the usual video game trappings.

For a small independent studio — usually just 10 to 20 people — one big success like that is make-or-break. There is enormous pressure to follow up with something equally good. That's why any new project from House House gets watched closely by other developers and people who cover the industry.

The Title: Big Walk

The name Big Walk suggests movement and scale. It sounds like the kind of simple, straightforward action that made the goose game work — you did one clear thing (waddle around and cause trouble) and the game explored all the funny and creative ways you could do it.

We don't yet know if that's actually what Big Walk is about. But House House has a pattern of building entire games around a single, simple action. One clear "verb," as game designers call it. The goose game had "waddle and grab." Other indie games have done similar things — Donut County (you control a hole that swallows objects), A Short Hike (you explore by walking and gliding), Tinykin (you push around small creatures).

This approach has worked commercially. Ten years ago, publishers would have rejected these games as too weird. Today, they're greenlit because audiences are hungry for something different.

Why Independent Games Matter Right Now

Large game companies — the Activisions and Electronic Arts of the world — are currently scaling back. They are consolidating their studios, cutting costs, and focusing on franchises that are guaranteed to make money. Live-service games. Sequels. Safe bets.

Meanwhile, smaller independent studios are thriving. They can distribute games directly to players through platforms like Steam and the Nintendo eShop with minimal friction. They can reach audiences through streaming and social media overnight. And they are free to take creative risks that big companies won't.

The broader context here is that we have seen this pattern before, when large, expensive industries get defensive and smaller players move into the spaces they're ignoring. It happened in software in the 1980s. It happened with open-source code in the 1990s. It happened with apps on the iPhone. In each case, a surge of creativity and innovation came from the independent tier while the incumbents were still trying to protect their old models.

Game development is in one of those windows right now. Studios like House House are the beneficiaries.

What Comes Next: Still Unknown

Nothing official has been said about which consoles or platforms Big Walk will be on, how much it will cost, or when it will come out. House House's previous game came to Nintendo Switch and PC first, then to other consoles later. That's a reasonable guess for what might happen with Big Walk, but it's just a guess. The studio has not announced anything.

What This Signals

For people who pay attention to the game industry, House House's activity matters less as one single data point and more as a sign of where smaller, creative-focused studios are heading.

The fact that House House is not simply making a sequel to the goose game — a safe play that would have made money — but instead pursuing a project with a name and premise nobody can fully explain yet tells us something about what this studio values. It's not playing it safe.

The bigger picture is that genuine creative experimentation in games is increasingly happening at the independent level, while sequels and brand extensions dominate the top tier. Big Walk, whatever it turns out to be, arrives into that landscape.

More information will emerge as development continues. For now, the confirmed fact — that House House has a new game in the works — is the one that matters most in an industry where projects take years to complete and silence often means the studio is focused on the work itself rather than the hype.