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No DLC for Big Walk - Handheld Players Can Make Their Own Fun

HG Staff

Seven hours into Big Walk, and the only thing more daunting than its candle-lit co-op puzzles is the prospect of ever actually finishing it. That’s exactly the position developer House House has just put players in: no DLC, no expansions, and an honest admission that the studio doesn’t yet know what comes next. In a Reddit AMA, level designer Jake Strasser said they need “a good rest before we start thinking about what’s next,” and designer Stuart Gillespie-Cook confirmed there are “no content plans” beyond the base game.

For handheld players, this news lands as a feature, not a bug. A game built on shared misunderstandings, voice-chat blundering, and the joy of explaining where you are on a tiny screen was already a natural fit for a Steam Deck or a Windows handheld. Now that the roadmap is officially a blank page, Big Walk transforms from a game you progress through into a world you’re expected to inhabit — and that’s exactly the kind of thing portable play excels at.

No Roadmap, No Problem: The Sandbox Is the Point

The AMA’s most revealing moment wasn’t the DLC denial — it was Gillespie-Cook volunteering that the team has had “great success playing hide and seek amongst ourselves.” That invitation to improvise is more valuable for handheld players than any content roadmap. The game’s rigid-body physics and freeform interaction systems are the raw material for invented games like a Human Slinky stair challenge. On a long flight or a lazy weekend, you don’t need a new zone or a seasonal drop; you need systems that reward messing around. That’s Big Walk’s actual endgame.

There is one caveat for the portable crowd: House House hasn’t published Steam Deck verification or performance targets, and nothing in this AMA addresses them. Based on the game’s stylized aesthetic, it should be a light load for a Steam Deck, ROG Ally, or Legion Go, but that’s a reasoned guess, not a spec sheet. Don’t buy a new handheld for Big Walk — but if you’ve already got one, this is a game that rewards treating it like a toy box, not a to-do list.

No Couch Co-op Is Actually a Handheld Feature

Programmer Nico Disseldorp explained that Big Walk’s design demands restricted communication — one player knowing where they are, another not, and the fun of inventing ways to bridge that gap. That’s why local co-op doesn’t exist. For handheld players, this cuts against the usual portable expectation: this isn’t a pass-the-Deck-on-the-couch game. But it also means the experience is built around the exact conditions of mobile play: a headset, a handheld, and a friend on the other end of a voice call. The inability to lean over and see your friend’s screen isn’t a limitation; it’s the whole point.

That’s also where the mod scene comes in. A fan VR mod is already several versions deep, which is niche even among Steam users — but it signals that the community is willing to build on the foundation. For handheld players, the practical takeaway is simpler: don’t wait for House House to define Big Walk’s future. Load it up on Steam Deck, and invent a game that fits your session. The devs handed over the keys; the only question is whether portable players will bother to use them.

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