Big Walk
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Big Walk

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Big Walk is a cooperative multiplayer adventure game by House House, the studio behind Untitled Goose Game. Players explore an open world together, using voice chat and gestures to communicate.

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*Big Walk* is a cooperative multiplayer adventure from House House, the Australian studio behind *Untitled Goose Game*. Published by Panic, it puts a group of friends in a large outdoor world and makes walking, talking, and staying together the heart of the experience. Its premise is not a journey through a detailed fictional history or a quest to defeat a villain. The challenge is to explore a place full of puzzles and discoveries while working out how to communicate with one another.

House House announced *Big Walk* at The Game Awards in December 2023. The reveal connected it to a studio already known for games that turn simple interactions into surprising social situations. House House’s earlier releases were *Push Me Pull You*, a competitive game about awkward bodily cooperation, and *Untitled Goose Game*, in which a goose disrupts the routines of a village. *Big Walk* shifts the focus from causing trouble for other characters to navigating an outdoor space with other players, though its description still leaves room for mischief between friends.

Communication is a specific part of *Big Walk*’s design. House House describes players using “a variety of tools and toys” to keep in touch, including situations where friends cannot hear one another. That detail matters because talking is not just incidental chat layered over a walking game: losing contact and finding another way to coordinate are among the problems players are expected to face. The announced world contains challenges and puzzles that call for teamwork, but the studio has also emphasized the unstructured moments between them.

One example in the game’s official description captures that balance. Players might stop together to watch a sunset—or steal a friend’s binoculars and kick them into the ocean. The binoculars are a more revealing detail than a promise of vast scenery alone: they suggest an adventure where useful objects can also become props for jokes, interruptions, and arguments. *Big Walk* presents the time spent with friends, rather than simply reaching a destination, as the point of setting out.

That makes the title unusually literal. The walk is the shared activity through which its exploration, puzzles, conversations, and small acts of sabotage happen. House House has not framed the game around a named protagonist or a fixed story to retell. What it has shown is a cooperative trip whose memorable events are meant to arise from what the players do together—and from what happens when they briefly lose each other.

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