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House House, the Australian indie studio behind Untitled Goose Game, released Big Walk on 4 August. Its colourful co-operative exploration has quickly attracted attention, although one design decision is creating an unexpected challenge: playing requires a group.

Big Walk supports between two and 12 players, with progression built around teamwork. There is no solo mode, online matchmaking or public lobby system, so players cannot simply enter a game and hope to meet a team. Everyone needs to organise a group independently.

That makes the game’s social requirement unusually important. Players need friends who are willing to spend $15 on the game, plus a mutually convenient time for everyone to play. In practical terms, finding a party is part of the experience before the first walk even begins.

The launch has already prompted a major player-organising effort. The game’s subreddit includes a mega-thread with over 200 requests, alongside posts offering game codes, seeking players in particular time zones and simply asking, “Wanna play?” This activity appeared within hours of launch, despite the game arriving on a weekday.

A co-op game with no public matchmaking

Many players seem enthusiastic about meeting new teammates, but the lack of public access has surprised others. Recent co-op games that have been described as “friendslop” commonly include public lobbies and can technically be played alone. Big Walk takes a stricter approach.

Am I the only one worried about the lack of public lobbies?
by u/Chu_Pushistov in BigWalk

The restriction is easier to understand when considering the expected length of the adventure. Despite its soft, colourful characters and an appearance that might suggest a short $5 game for a single evening, current estimates put completion at roughly 15 hours.

That runtime means groups will likely need several sessions with the same players. A rotating public lobby could make that continuity difficult, while a consistent team can build on earlier discoveries and shared experiences.

When coordination becomes part of the adventure

There is an appealing side effect to House House’s decision. Players are being pushed to coordinate outside the game and form new friendships instead of relying on automatic matchmaking. The early search for teammates has already created a sense of community around a game that had only just launched.

The exploration itself appears well suited to that kind of connection. Players can expect strange moments to discuss and remember together, including the possibility of giving names to the game’s mysterious blobs. For more coverage of games and the wider arcade and gaming scene, visit RETROCADE’s arcade videos and editorial pages.

For anyone considering a group-based game night, the lesson is straightforward: check the multiplayer structure before buying. RETROCADE’s arcade machine buying guide covers a different kind of shared gaming setup, while browsing available arcade machines can help turn regular sessions into a more reliable household activity.


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