House House’s Big Walk turns Wilsons Promontory into a digital sanctuary for connection
The Melbourne studio’s follow-up to Untitled Goose Game has amassed over one million downloads in its first week, leveraging proximity voice chat to transform a local landscape into a space for intimate social exploration.

Melbourne-based developer House House has released Big Walk, a social exploration title that has secured more than one million downloads within its first week of availability. The game, available on Switch 2, PlayStation 5, and PC, serves as the studio’s follow-up to their global hit Untitled Goose Game. While the previous title focused on chaotic mischief, Big Walk adopts a slower, more contemplative pace, inviting players to traverse a sprawling bushland environment and solve puzzles through communication.
The core mechanic of the game is a proximity voice chat system, where audio clarity is dictated by the physical distance between players. This design choice mirrors real-world acoustics, with environmental factors such as tunnels altering the sound of conversation. The landscape is modelled on Wilsons Promontory, a coastal area south of Melbourne, chosen for its isolated geography and visual richness. The team initially considered the Faroe Islands but ultimately selected a location closer to home to capture a specific sense of place.
Development of the title spanned approximately six years, with the concept originating during the pandemic as the team played online games with international friends. To ensure authenticity, the studio conducted on-site visits to Tidal River, staying in a cabin to brainstorm and capture field recordings. Sound designer Em Halberstadt and audio programmer Nicholas Zhang were instrumental in refining the audio experience, ensuring that the environment itself became a participant in the gameplay.
The gameplay loop involves walking through the landscape and engaging with communication-based puzzles that often remove the ability to talk, forcing players to find alternative ways to collaborate. Rewards for these challenges include red bulbous objects, which the developers have intentionally left unnamed to allow players to create their own lexicon for the world. This approach to design reflects the game’s broader theme of creating shared meaning and memory with friends.
According to The Guardian, the team has received overwhelmingly positive feedback since launch, with players reporting that the game has fostered deep emotional connections. Developer Jake Strasser noted that the studio has received emails from brothers reconnecting and cousins bridging family feuds through the shared experience of the game. The intimate nature of the development process, which involved the team playing early versions with a small group, has translated into a product that prioritises emotional resonance over traditional competitive metrics.
Big Walk represents a significant shift in the studio’s output, moving from the whimsical to the atmospheric. By grounding the game in a recognizable Australian landscape and utilising voice as a primary tool for interaction, House House has created a digital space that encourages presence and attention. The game’s success in its first week suggests a growing appetite for titles that value slow, social exploration over high-speed action.


