Lockdowns sucked. Virtual birthday parties were the worst. Stuart Gillespie-Cook, the driving force behind Big Walk, recalls the miserable experience of Zoom gatherings, which sparked a desire to create something that would bring people together in a more meaningful way, ultimately leading to the development of this innovative multiplayer puzzle game from House House, the same studio that brought us the hilarious Untitled Goose Game.
Quick Facts — Big Walk
| Developer | House House |
|---|---|
| Platform(s) | PC |
| Release Date | August 4th |
| Genre | multiplayer puzzle game |
It's messy. You'll get 40 people on a Zoom call, for instance. They've got a problem: only one person can talk at a time, which is pretty restrictive, we've found, for fostering the real feel of meaningful social connections, a key aspect of Big Walk: Born from COVID Lockdowns, Built for Meaningful Social Connections.
I remember thinking about how I'd been to a bunch of Zoom birthday parties, which were horrible: just like 40 people in one Zoom call and only one person could talk at the time.
Stuart Gillespie-Cook
It's a key moment. Big Walk was made in a week. You'll notice the proximity voice chat is what makes it special. This feature is for creating a space where friends feel together, it's the real feel they've been missing.
About Big Walk and Its Development Journey
You'll get the real feel with Big Walk. It's a game from House House. They've made some unusual stuff before. The team spent six years on this project, driven by a desire for honesty about what they missed during lockdowns - meaningful social connections, basically.
To have this little space where we could be together really meant a lot to us.
Stuart Gillespie-Cook
It's the real feel they're after. You'll see this in Big Walk. The team, they've kept this goal in mind for the whole development period, basically
chasing that feelingthe entire time, with honesty guiding their crossover with players to build meaningful social connections, for a game born from COVID lockdowns, a key part of its development, we've found.
It's a real thing. Big Walk started as a prototype, you'll see. The team poured their hearts into it, for sure. We've got a launch date: August 4th on PC. The real feel of this game comes from the mix of puzzles and social stuff, making it worth mentioning in the genre, with the team at the helm, it's key to their vision.
<strong>"Why 'Big Walk' Feels Like Your Post-Pandemic Drinking Buddy"</strong>
You'll notice proximity voice chat in Big Walk. It's real. This feature is key. We've got a good thing. The design choice here is to make you feel like you're with others, in the same space. It's for the real feel, you know? Big Walk started in COVID lockdowns, so they've built it for meaningful social connections, with honesty, from the start. They've made it so you can just talk, with others, in a way that feels natural, like you're right there with them, not in some forced conversation.
You'll notice the voice chat in Big Walk is genuinely different. It's quiet. The approach here encourages you to bump into people, have a chat. This is key for multiplayer puzzles - we've all been there, trying to solve something with a group. In Big Walk, you can just talk it out, no need for texting or managing channels, it's all pretty straightforward, depending on where you are in the game world. The game's design helps with this, making it easier to work together, have more intimate conversations, or just run into someone, it's all up to you, and it makes the puzzles more enjoyable, for sure.
Where the Social Gaming Boom Got It Wrong
Big Walk feels real. You'll notice it. So the devs made it for a reason - they were stuck in lockdown too. It's a game, yes, but more than that. They took what was missing from video chats, the real feel of being with people, and tried to put it in the game. We've seen some interesting crossover attempts, but this one is worth mentioning, especially given it was born out of the COVID lockdowns, a key moment in 2020.
You'll see similarities to Untitled Goose Game. It's natural. Big Walk is different, though. The real feel is about connection. They've spent six years on this. Will it work? It's key that players get the same vibe. The developers made it for a reason, in a time of need, like the COVID lockdowns. We've seen this before, for sure, with other games trying to be social. Big Walk does it with honesty, it's worth mentioning.
Why Quarantine Spawned This Social Hit
Key Takeaways
- Big Walk was conceived during COVID-19 lockdowns as a response to the limitations of virtual social gatherings.
- The game features proximity voice chat, designed to recreate the feel of in-person interactions.
- Developed over six years, with a focus on capturing the essence of togetherness missed during lockdowns.
- Set for release on PC on August 4th.
The Bad Gamer Take
House House will prioritize proximity voice chat in Big Walk because it creates a space where friends feel together, and this is evident in the game's design. This focus on social connections will set Big Walk apart from other multiplayer puzzle games. WATCH for how Big Walk's innovative use of proximity voice chat will enhance player interactions on the PC platform.
Big Walk is coming. You'll see it's more than puzzles. The real feel of connection is what we're after. It's a key part of House House's vision, with honesty about what gamers need, for a game that's worth mentioning. They've built it from the lockdowns of the COVID-19 era, a time when we've seen the importance of meaningful social connections, and we've got high hopes it will deliver a crossover of fun and community, in a way that's been missing from online gaming.



