Updated
Updated · ABC News · Aug 18
Big Walk Sells 1 Million Copies in Under 1 Week as Social Co-op Trend Booms
Updated
Updated · ABC News · Aug 18

Big Walk Sells 1 Million Copies in Under 1 Week as Social Co-op Trend Booms

3 articles · Updated · ABC News · Aug 18

Summary

  • Less than a week after launch in early August, House House's Big Walk topped 1 million copies sold, a breakout start for the Melbourne studio behind Untitled Goose Game.
  • Six years in development, the co-op game leans on proximity voice chat, charades-style signaling and teamwork-heavy puzzles rather than conventional solo logic challenges.
  • Wilsons Promontory anchors the game’s identity: House House used lidar mapping, field recordings and 80-100 native plant models to recreate the Victorian national park at roughly 1:20 scale.
  • That design arrived as low-budget social multiplayer games surged after COVID lockdowns, with comparable proximity-chat hits such as Lethal Company and Peak selling about 10-20 million copies.

Insights

How did a lockdown experiment about getting lost in the Australian wilderness transform into a million-selling multiplayer phenomenon?
Could deliberately frustrating communication barriers be the true secret behind the massive success of this cooperative virtual hike?