Feature · September 27, 2026

Big Walk Was Secretly In Development For 6 Years: How Pre-Match Lobbies Inspired the Game

A recent interview reveals that House House spent six years crafting Big Walk, drawing unique inspiration from the chaotic fun of multiplayer pre-match lobbies.

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When Big Walk launched earlier this August, it felt like a breath of fresh air—a completely novel concept that seemingly fell out of the sky. The idea of a 2-12 player “walker-talker” where the primary mechanics are simply navigating an Australian bushland and communicating via proximity voice chat was so distinct that many assumed it was a lightning-in-a-bottle prototype polished over a couple of years. However, a recent journalistic deep dive has revealed that the reality is far more impressive. House House has been quietly chipping away at this massive open-world project for an astonishing six years.

This revelation comes courtesy of a recent interview conducted by renowned gaming journalist Jason Schreier with House House programmer Nico Disseldorp, detailed via this Automaton Media Report. The interview not only outlines the grueling timeline that bridged the gap between the release of Untitled Goose Game and Big Walk, but it also sheds light on the fascinating, entirely unexpected inspiration for the game’s core gameplay loop: the pre-match waiting lobbies of competitive multiplayer games.

The Six-Year Journey

To put this timeline into perspective, a six-year development cycle means House House began conceptualizing Big Walk around 2020. Fresh off the massive, mainstream success of their mischievous goose simulator, the Melbourne-based indie studio had the financial security and the backing of publisher Panic to take a massive swing.

But why did a game about simply walking and talking take six years to build? The answer lies in the sheer technical complexity of what they were attempting to achieve. Creating a stylized, hand-crafted open world inspired by the sprawling geography of Wilsons Promontory National Park is a monumental task for a small team. Every cliff face, every hidden cave, and every dense thicket of bushland had to be designed to facilitate natural exploration without the aid of traditional mini-maps or objective markers.

Furthermore, building the netcode to support up to 12 players simultaneously across platforms—Steam, Mac, PlayStation 5, and Nintendo Switch 2—was a massive hurdle. The team had to ensure that their revolutionary, physics-based proximity voice chat system worked flawlessly regardless of what hardware a player was using. Processing real-time voice audio, calculating distance attenuation, and simulating environmental echoes for a dozen players requires an incredibly robust network architecture.

The Genius of the “Pre-Match Lobby”

The most captivating detail from Schreier’s interview is Disseldorp’s explanation of where the idea for Big Walk originated. The team looked at traditional competitive multiplayer titles—think of the skirmish modes in Overwatch, the dropship in Apex Legends, or the warm-up phases of Counter-Strike. During these brief 60-second windows before a match officially begins, players are dropped into a low-stakes environment with nothing to do.

What happens during this downtime? Players invent their own fun. They jump repeatedly on tables, they punch their teammates, they spam voice lines, they test out their microphones by making weird noises, and they engage in pure, unstructured social interaction. House House realized that this chaotic, aimless goofing around is frequently the most enjoyable part of the multiplayer experience. It is a moment of pure connection before the stress of the actual game mechanics takes over.

The brilliant question that drove the six-year development of Big Walk was simply: What if we made a whole game out of that pre-match lobby feeling?

Translating Idle Time into a 17-Hour Adventure

Taking the vibe of a pre-match lobby and stretching it into a cohesive game that takes around 17 hours to complete (as noted by the community in our piece on How Long to Beat Big Walk) requires incredible design restraint. If you add combat, you ruin the chill vibe. If you add strict linear objectives, you lose the unstructured freedom.

Instead, House House leaned heavily into communication-based environmental puzzles. They introduced a suite of physical tools—walkie-talkies, flares, maps, and binoculars—that require the exact type of playful interaction found in those lobbies. You aren’t shooting enemies; you are standing on a distant ridge, firing a red flare into the night sky so your lost friend can triangulate your position. You are leaving physical markers in the dirt. You are trying to describe a series of symbols on a stone monolith to a teammate who is reading a cipher on a completely different part of the island.

The game forces you to inhabit the world in a deeply physical way. By removing the UI and relying on proximity chat, Big Walk makes the act of organizing your friends the actual gameplay. The friction of trying to corral 11 other people who keep getting distracted by a funny-looking bird or a steep hill to slide down is entirely intentional. It is the ultimate manifestation of the pre-match lobby, elevated to high art.

Publisher Patience and the Final Vision

A six-year development cycle for an indie game without a proven genre framework is incredibly risky. It speaks volumes about the trust placed in House House by their publisher, Panic. Without the pressure to rush the game to market, the developers were able to refine the movement mechanics, polish the visual aesthetic, and ensure the cross-platform infrastructure was rock solid for the eventual launch on Steam, PS5, and the Nintendo Switch 2.

As players continue to organize massive expeditions and uncover the island’s deeper mysteries, understanding the six-year history and the foundational philosophy of Big Walk makes the experience even more rewarding. It is a testament to the idea that sometimes, the best parts of gaming aren’t found in the heat of competition, but in the quiet, chaotic moments we spend just hanging out with our friends.