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Big Walk Sells 1 Million Copies in Six Days and Takes the Top Metacritic Spot of 2026

Publisher Panic says House House's co-op adventure Big Walk sold over one million copies in six days, outpacing Untitled Goose Game and topping Metacritic for 2026.

Big Walk Sells 1 Million Copies in Six Days and Takes the Top Metacritic Spot of 2026
في هذا المقال
  1. What Big Walk actually is
  2. Why it matters
  3. استكشف ما وراء الخبر

House House has done it again, and faster this time.

Publisher Panic announced on August 10 that Big Walk, the studio’s co-op walking and talking adventure, sold more than one million copies in its first six days. The game launched August 4 on PlayStation 5, Switch 2, and PC through Steam and the Epic Games Store at $19.99.

For context on how quickly that happened: Untitled Goose Game, the 2019 hit that put House House on the map, took roughly three months to reach the same number. Big Walk got there in under a week.

“In just six days, over one million of you have bought Big Walk, our co-op adventure all about talking and walking,” Panic posted. The publisher thanked players for their fan art, streams, and shared moments.

The sales figure is not the only number working in the game’s favor. Big Walk currently sits as the highest-rated game of 2026 on Metacritic, ahead of Forza Horizon 6, Resident Evil Requiem, and indie standout Mina The Hollower. That is a rare combination for a $20 co-op game with no combat in it.

What Big Walk actually is

Two to twelve players explore an open world modelled on Wilsons Promontory National Park in Victoria, Australia. There is no fighting. The challenges are puzzles, platforming, and communication, and the whole design leans on proximity voice chat. Walk away from your group and their voices fade or muffle. Stay close and you can coordinate.

That constraint is the point. House House has already patched microphone sensitivity issues but has said it will not extend the voice chat range, because the distance is what makes the puzzles work. Players who default to Discord are skipping the game.

Why it matters

Gaming’s commercial structure keeps splitting in two. On one side, productions running into the hundreds of millions. On the other, small teams with one distinctive idea reaching a million players in under a week. The middle is where things keep getting uncomfortable.

Big Walk also shows where discovery now lives. This was not driven by an ad buy. It moved through Twitch, YouTube, TikTok, and group chats, because a game built around friends talking to each other is a game built to be watched.

The open question is retention. Players are already asking for matchmaking, and Big Walk is at its best with a regular group. Selling a million copies in six days is one thing. Keeping those twelve-player lobbies full in October is another.

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