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Untitled Goose Game

GameBy House House

10 documents in the library are about Untitled Goose Game, from writers such as Game Developers Conference, GameDiscoverCo and Game Discovery Now. Each has a summary and key insights with the page they come from.

Documents
10
newest 25 Sep 2026
Steam revenue
$9.4M
estimate, to date
Sold on Steam
761K
units

Connections

The documents about Untitled Goose Game 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.

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue to date
$9.4M
Units sold
761K
Last 12 months
$766K
72K units
Price
$19.99
Positive reviews
96%
of 25K reviews
Peak players
1,981
at the same time
Followers
127K
Average playtime
4 h
Revenue by year
YearShare of the best yearRevenueUnits
2020$1.6M128K
2021$1.7M133K
2022$1.6M124K
2023$1.5M124K
2024$1.2M104K
2025$1.1M92K
2026 so far$600K56K

On Steam since Sep 23, 2020 · Developer House House · Publisher PanicSteam store page

Documents about Untitled Goose Game

Cover of How COVID Led To Big Walk, One of This Year’s Best Video Games
20 min
Jason Schreier20 min

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.
Jason SchreierSep 2026
Cover of Will Big Walk’s 1m+ Sales Usher in a ‘Co-op Only’ Game Era?
Article

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.
Game Discovery NowAug 2026
Article

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'.
Game Studio UnlockedMay 2026
Article

Interview: Panic's Decade-Long Journey to Build a Handheld

The development of the Playdate handheld console represents a decade-long, unconventional hardware project for Panic, Inc., a company historically focused on software and indie game publishing.

  • Panic, Inc. developed the Playdate over a decade, starting in 2012 as a 15th-anniversary project inspired by vintage Nintendo Game & Watch hardware.
  • The Playdate ecosystem currently supports over 300 official games and approximately 1,300 third-party titles.
  • Financial stability for the hardware project was primarily sustained by revenue from Panic's successful publishing of Untitled Goose Game.
Push to TalkJun 2025
Cover of Honk! Inside the Untitled Goose Game Exhibition
Article

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.
Video Games Industry MemoOct 2024
Article

How Little Kitty, Big City Purred into Millions of Homes!

This analysis examines the commercial success of the indie title Little Kitty, Big City and evaluates recent structural changes to the Xbox Game Pass subscription model.

  • Little Kitty, Big City reached over two million unique players on Xbox Game Pass since its May 2024 launch, ranking as the fourth most-played new title on the service this year.
  • On paid platforms, the game achieved a Nintendo Switch to Steam sales ratio of 2.4 to 1.8, indicating a strong consumer preference for handheld play.
  • Microsoft’s recent Game Pass restructuring, which includes price hikes and the removal of 'Day One' releases from the Standard tier, aims to increase yield as subscriber growth plateaus.
GameDiscoverCoJul 2024
Cover of Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'
30 min
Game Developers Conference30 min

Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'

The development of Untitled Goose Game relied on a shift from abstract, conceptual level design toward a methodology rooted in digital location scouting.

  • To achieve spatial authenticity for 'Untitled Goose Game,' the developers abandoned traditional 'greybox' level design in favor of digital location scouting using Google Maps and Street View to study real-world British villages.
  • The team used specific real-world locations like the village of Orford to inform level layouts, finding that basing designs on actual geography provided a logical, consistent, and 'grounded' world that enhanced the game's comedic tone.
  • By treating real locations as primary source material, the developers could quickly populate levels with authentic props and geometry, such as fruit stands, hand trucks, and benches, sourced from historical Street View imagery dating back to 2009.
Game Developers ConferenceOct 2021
Cover of Game Narratives for Diverse Audiences | PGC Digital #1
29 min
PocketGamer.biz29 min

Game Narratives for Diverse Audiences | PGC Digital #1

The gaming industry faces a critical need to evolve its narrative strategies to better reflect and attract diverse global audiences.

  • The industry must move beyond the 'everyman' white male hero archetype to reach untapped global demographics and reduce toxic gatekeeping within player communities.
  • Adopting 'hopepunk' narrative themes—which prioritize empathy, vulnerability, and collective action—allows developers to move away from stagnant 'grimdark' tropes.
  • Gameplay mechanics should be realigned with narrative themes by incorporating non-traditional verbs, such as the mischievous exploration in 'Untitled Goose Game' or the delivery-focused tasks in 'Death Stranding'.
PocketGamer.bizMay 2020
Cover of 2020 Independent Games Festival & Game Developers Choice Awards
77 min
Game Developers Conference77 min

2020 Independent Games Festival & Game Developers Choice Awards

The 2020 Independent Games Festival and Game Developers Choice Awards served as a vital celebration of creative achievement during a year defined by the global pandemic.

  • Untitled Goose Game won the 2020 Game of the Year award, while A Short Hike received the Seamus McNally Grand Prize, signaling a strong industry shift toward valuing smaller-scale, unique independent experiences.
  • Control dominated the technical categories, securing awards for its achievements in technology, audio, and visual art.
  • Disco Elysium was recognized for its excellence in debut development and narrative storytelling.
Game Developers ConferenceMar 2020
Cover of What 'Dragons Love Tacos' Taught Me About Game Discoverability
Article

What 'Dragons Love Tacos' Taught Me About Game Discoverability

Effective game discoverability relies on balancing immediate conceptual appeal with long-term gameplay depth.

  • Game discoverability requires balancing an immediate, high-concept hook with a substantial, feature-rich core to ensure both initial interest and long-term engagement.
  • An 'instant hook' must pass a two-second reaction test, using absurd or high-concept premises to capture attention in a crowded market.
  • The 'anchor' provides the foundational genre elements and features necessary to justify the game's price point and reassure players of its value.
GameDiscoverCoFeb 2020