Development
The six-year development journey of Big Walk by House House — from pandemic inspiration through 200 hours of playtesting to launch day
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
| Phase | Period | Milestone |
|---|---|---|
| Concept | 2020 | COVID lockdown inspiration — desire to be outdoors with friends |
| Prototyping | 2020-2022 | Two years of experimentation with co-op mechanics |
| Playtesting | 2022-2024 | 200+ hours of iterative player testing |
| Reveal | Dec 2023 | Announced at The Game Awards |
| Launch | Aug 4, 2026 | Full release on PC, PS5, Switch 2 |
Timeline Highlights
Pandemic Inspiration
2020 — COVID lockdown creates the concept
200 Hours of Playtesting
2022-2024 — Iterative refinement
No Early Access Decision
Deliberate choice for complete launch
The Game Awards Reveal
December 2023 — Public announcement
Polished Launch Decision
No Early Access — complete from day one
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?+
Why no Early Access for Big Walk?+
Quick Tips
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.
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.
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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