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Untitled Goose Game's creators sold a million copies of the critically acclaimed Big Walk in six days — the goose needed three months to do the same

Untitled Goose Game's creators sold a million copies of the critically acclaimed Big Walk in six days — the goose needed three months to do the same

Aleksandr Manin
August 11, 2026, 02:01 AM

Untitled Goose Game took about three months to reach a million copies sold. Its successor needed six days. Publisher Panic and developer House House announced that the co-op adventure Big Walk crossed the million-copy mark across all platforms in under a week after launch.

The game launched on August 4 on PC, PlayStation 5, and Nintendo Switch 2, with PlayStation Plus subscribers getting it in the catalog on day one. On PC, it's available on Steam and the Epic Games Store.

House House is a four-person studio out of Melbourne. In 2019, they released Untitled Goose Game, about a mischievous goose terrorizing an English village, and picked up Game of the Year at the D.I.C.E. and GDC Awards for it. Their second project has a completely different vibe, but pulled off the same word-of-mouth trick — just an order of magnitude faster.

In just six days, over one million of you have bought Big Walk, our co-op adventure all about talking and walking. We are so grateful that so many of you are spending time with our game. And we deeply appreciate your fanart, your streams, and your moments. Thank you for playing.
— Panic, publisher
Big Walk with "A Million Thanks" text
Big Walk with "A Million Thanks" text

Sales here are going hand in hand with reception. With a 94 on Metacritic, Big Walk became the highest-rated game of 2026, beating out both Forza Horizon 6 and Resident Evil Requiem. Critics have handed out five-out-of-five scores and called it one of the best co-op games ever made. On Steam, it holds 92% positive reviews across more than 9,400 ratings, its concurrent peak hit 46,409 players on August 5 — the day after launch — and a week later it's still holding around 18,000 concurrent players.

The secret is in the design itself. Big Walk is built for groups of two to twelve players exploring an open island and solving puzzles together, with the entire game structured around communication: positional voice chat, walkie-talkies, megaphones, flashlights, gestures. There's no combat and no failure state — just the need to coordinate. Cross-platform play is supported.

The main complaint about the game grows out of that same design idea. Some challenges are specifically built to strip players of the ability to talk, and a group sitting in a third-party voice chat like Discord can simply ignore that restriction, robbing the puzzle of its point. We've already covered early impressions of Big Walk, as well as its launch.

Have you already rounded up a group for Big Walk — or does a co-op game where you can't just sit in Discord sound a bit too strange?

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