House House
CompanyAustralia
5 documents in the library are about House House, from writers such as GameDev Reports, Game Discovery Now and Game Studio Unlocked. Each has a summary and key insights with the page they come from.
Connections
The documents about House House on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Key figures from the reports
Big Walk, developed by the five-person Australian studio House House, has sold over 2 million copies since its August 2026 release.
Jason Schreier, 2026 · How COVID Led To Big Walk, One of This Year’s Best Video Games, p. 20
House House and Panic’s 'Big Walk' achieved nearly 1 million Steam wishlists at launch without the use of pre-release demos or betas, relying instead on high-profile trailers at The Game Awards and Day of the Devs.
Game Discovery Now, 2026 · Will Big Walk’s 1m+ Sales Usher in a ‘Co-op Only’ Game Era?
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue as publisher
- $77K
- 1 games
- Revenue as developer
- $36.7M
- 3 games
- Units sold
- 2.8M
- as publisher or developer
- Headquarters
- Australia
House House’s best-selling games on Steam
| Game | Released | Share of the best seller | Revenue | Units |
|---|---|---|---|---|
| Big WalkDeveloper | 2026 | $27.2M | 2.1M | |
| Untitled Goose GameDeveloper | 2020 | $9.4M | 760K | |
| Push Me Pull YouDeveloper and Publisher | 2016 | $77K | 6,967 |
Documents about House House
How COVID Led To Big Walk, One of This Year’s Best Video Games
The development of the cooperative game Big Walk serves as a case study in how the social isolation of the 2020 COVID-19 pandemic catalyzed creative innovation within the Australian studio House House.
- Big Walk, developed by the five-person Australian studio House House, has sold over 2 million copies since its August 2026 release.
- The game's core mechanic is proximity-based voice chat, which forces players to communicate in unorthodox ways to solve puzzles and discourages the use of external voice platforms like Discord.
- Development of Big Walk spanned six years, driven by a commitment to a consistent original vision rather than scaling the studio's headcount beyond its five core members.
Games and Numbers: August 12 — August 25, 2026
This bi-weekly industry update provides a snapshot of performance milestones for various PC, console, and mobile titles between August 12 and August 25, 2026.
- GTA VI has generated $446 million in revenue from 4.55 million pre-orders, with 90% of buyers opting for the $100 Ultimate Edition and 77% of orders originating on PS5.
- Meccha Chameleon achieved 20 million copies sold within two months of its release on Steam.
- ARC Raiders has reached 16.3 million units sold since its October 2025 launch, generating approximately $551 million in total revenue.
Will Big Walk’s 1m+ Sales Usher in a ‘Co-op Only’ Game Era?
The recent commercial success of the cooperative multiplayer game Big Walk, which achieved over one million sales within its first week of release, serves as a catalyst for examining the viability of the "co-op only" genre.
- House House and Panic’s 'Big Walk' achieved nearly 1 million Steam wishlists at launch without the use of pre-release demos or betas, relying instead on high-profile trailers at The Game Awards and Day of the Devs.
- The game demonstrates the strength of the 'friendslop' genre, with player overlap exceeding 50% for titles like Lethal Company, Risk of Rain 2, and Helldivers 2, despite having only a 6% player overlap with the developers' previous hit, Untitled Goose Game.
- U.S. video game market data for July 2026 shows a 10% year-over-year decline in total spend to $4.5 billion, with console hardware units dropping 39% and spending falling 29% to $282 million, the lowest July total since 2020.
Cultivating a Culture of Experimentation
True innovation within the game development industry necessitates a fundamental structural commitment to organizational conditions that prioritize intrinsic motivation over superficial corporate initiatives.
- Original game studios like FromSoftware, Klei, and Supergiant cultivate innovation through six mutually reinforcing conditions, rather than superficial programs like hackathons or 'creative time'.
- Studio independence is a structural precondition for innovation, allowing studios to kill prototypes, change major systems, or extend production cycles without publisher pressure, as seen with FromSoftware's early Souls games and Klei's self-funded period until 2021.
- Consistently original studios tend to maintain small, clearly led teams (e.g., Klei had 11 people in 2009, House House made Untitled Goose Game with 4), defending against growth to minimize coordination overhead and allow teams to 'hold the game in their heads'.
Honk! Inside the Untitled Goose Game Exhibition
The exhibition Honk! at the Australian Centre for the Moving Image (ACMI) in Melbourne serves as a case study on the development of the independent hit Untitled Goose Game.
- The ACMI exhibition 'Honk!' documents the development of House House’s 'Untitled Goose Game' to demystify game design by showcasing raw artifacts like early sketches, design documents, and git commit logs.
- ACMI serves as a significant industry hub for local developers, leveraging co-working spaces and play-testing programs to support commercial successes such as 'Cult of the Lamb'.
- The museum attracts over one million visitors annually, positioning itself as a bridge between technical industry practices and public understanding of digital culture.