House House's Big Walk: What We Know About the Studio's Next Game

House House's Big Walk: What We Know About the Studio's Next Game
What We Know
House House, a small independent studio, developed Big Walk, following its breakout hit Untitled Goose Game. Beyond that confirmed fact, very little is public — a gap worth noting given the studio's reputation and the influence independent developers now have on how the gaming industry thinks about game design.
Who is House House?
House House is a small independent studio based in Melbourne, Australia. The studio got major attention after releasing Untitled Goose Game in 2019, a game that broke into mainstream culture in an unusual way. It had no combat, no traditional leveling system, and its main point was to cause harmless chaos as a goose. The game was commercially successful and critically praised, which put House House on the map as a studio whose next project would be watched closely by both gaming journalists and other developers.
For a tiny studio — usually a handful of people — one misstep can be costly. Small independent studios don't have the budget to absorb a failure. This means each new game is a major creative and financial bet, even when the studio keeps quiet about its work. House House is known for saying little and shipping when they're ready. So when they announce something, it's worth paying attention.
The Title: Big Walk
The name Big Walk immediately suggests movement and scale — the kind of simple, clear action that defined the goose game's appeal. What the actual gameplay will look like isn't confirmed yet, so we should be careful not to assume too much from the title alone.
What we can say is that House House appears to build games around a single, core action that feels fresh or underexplored. Game designers sometimes call this the "one weird verb" approach — where everything the player does spirals outward from one unusual or interesting action. If Big Walk follows that pattern, House House will again be asking: what happens when you take one simple action and push it as far as it will go in a designed world?
This is a question the whole independent game community has been working on. Several successful indie games in recent years — Untitled Goose Game, Donut County, A Short Hike, Tinykin — proved that games built around tight, limited mechanics can sell well and appeal to mainstream audiences. That success has made publishers and studios more willing to fund unusual, constrained game ideas that would have seemed too risky a decade ago.
The Indie Games Moment, Right Now
It's worth stepping back and looking at where House House fits in the bigger picture of game development today. In the mid-2020s, the games industry is splitting in two directions: large companies are merging, cutting costs, and making fewer big-budget games. At the same time, independent studios are thriving thanks to easier ways to sell games, better crowdfunding tools, and an audience that watches and discusses indie games heavily online.
This pattern happens across many technology industries when the big players get expensive and cautious. We saw it with independent software on PCs in the 1980s, with open-source in the late 1990s, and with early iPhone apps around 2010 — each time, creative work flourished at the edges while the established players played it safe. Game development is in one of those windows right now, and studios like House House benefit from it.
I watched that early app store era closely — seeing bedroom programmers suddenly reach millions of people in a single product cycle. Today's independent game studios follow the same pattern: cheap distribution, big potential payoff for creative risk-taking, and audiences hungry for games that feel different from what major publishers make.
Platform and Timing
No one knows yet which gaming platforms Big Walk will release on, how it will be distributed, or when it's coming out. House House released Untitled Goose Game on Nintendo Switch and PC at launch, with other console versions following later. That makes sense given the studio's audience and the friendly economics of making indie games for Switch, which tends to have strong word-of-mouth support.
But assuming Big Walk will follow the same path would be speculation. The studio hasn't publicly shared development timelines in any official record.
What This Means
For developers, publishers, and people tracking independent games, House House's next move matters less as one data point and more as a signal. The fact that they're following a huge hit with a game that doesn't explain itself right away — rather than making an obvious sequel — tells us something about how the studio thinks creatively, even if it tells us nothing yet about the game itself.
The bigger context is important here. Right now, sequels, familiar franchises, and live-service games (games that stay online and update continuously) dominate mainstream attention. Genuine creative experimentation increasingly lives in the independent world. Whatever Big Walk turns out to be, it arrives in an industry built that way.
We'll cover more when House House reveals more. For now, the key point is simple: in an industry where games take years to make, announcements are carefully timed, and a studio's reputation gets tested by each new release, watching what comes next from House House is worth your attention.


