Compare Untitled Goose Game prices across 50+ stores and find the best deal. Developed by House House. Published by Panic. Released on 9/23/2020. Available on PC, Mac, Xbox. Genres: Action, Indie. Metacritic score: 79/100.

A two-hour puzzle-stealth comedy built around one question: what is the most inconvenient thing a goose can do right now? Surprisingly hard to put down, and even harder to play with a straight face.

I keep coming back to one moment in this game: crouching under a pub table, a stolen newspaper in my beak, while a very annoyed shopkeeper scans the street for the culprit. Nothing about that sentence sounds like compelling game design, and yet House House makes it sing. Untitled Goose Game is a stealth-puzzle hybrid from a four-person studio in Melbourne, and its creative DNA traces a clean line back to Hitman - same sandbox logic, same target manipulation, zero murder. You honk, waddle, flap, sneak, and grab. That is the entire vocabulary, and it is enough. The structure is lean and intentional. The village splits into a handful of distinct areas - a garden with an easily flustered groundskeeper, a high street with a shopkeeper whose patience is a finite and precious resource, a pub garden, a pair of neighbours whose routines you learn to exploit. Each zone hands you a to-do list of objectives, from stealing a gardener's keys and turning on a sprinkler while he's standing over it, to getting on the TV in the shop or trapping a small child who absolutely does not deserve what's coming to him in a phone booth. You need most but not all objectives complete to progress, which is a quietly generous design choice that keeps the experience breezy rather than punishing. Hidden optional objectives and time-limit challenges extend play after the credits for those who want a reason to revisit. The soundtrack deserves its own paragraph. Composer Dan Golding built the score from short clips of Claude Debussy's Preludes, and the reactive system - music that pulses into life the moment you cause a scene and drops out when suspicion fades - is one of the most charming soundscape choices in recent indie memory. A goose waddling into chaos to fragmented Debussy is funnier than it has any right to be. The visual language matches: low-poly meshes, flat colours, no textures. It sounds austere but reads as a cartoon, and the NPC animations carry enough personality that you genuinely feel the exasperation of every villager you've wronged. The honest caveats: the whole thing clocks in at roughly two to four hours depending on how you approach it, and replayability is thin once the puzzle solutions are memorised. Some objectives sit at opposite ends of the clarity spectrum - either immediately obvious or oddly opaque, with little in between. Occasional control friction, particularly when trying precise beak interactions, can tip the comedy into mild annoyance. And the local co-op mode, added post-launch and letting a second player take the reins of a second goose, is great fun in a shared-sofa context but adds breadth rather than depth. None of this is damning. House House made something the size it needed to be and stopped. That restraint is worth respecting. Kai, Scout Team

Untitled Goose Game
ActionIndie

Untitled Goose Game

Sep 23, 2020House HousePanic
GamerScout Says

A two-hour puzzle-stealth comedy built around one question: what is the most inconvenient thing a goose can do right now? Surprisingly hard to put down, and even harder to play with a straight face.

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About Untitled Goose Game

I keep coming back to one moment in this game: crouching under a pub table, a stolen newspaper in my beak, while a very annoyed shopkeeper scans the street for the culprit. Nothing about that sentence sounds like compelling game design, and yet House House makes it sing. Untitled Goose Game is a stealth-puzzle hybrid from a four-person studio in Melbourne, and its creative DNA traces a clean line back to Hitman - same sandbox logic, same target manipulation, zero murder. You honk, waddle, flap, sneak, and grab. That is the entire vocabulary, and it is enough. The structure is lean and intentional. The village splits into a handful of distinct areas - a garden with an easily flustered groundskeeper, a high street with a shopkeeper whose patience is a finite and precious resource, a pub garden, a pair of neighbours whose routines you learn to exploit. Each zone hands you a to-do list of objectives, from stealing a gardener's keys and turning on a sprinkler while he's standing over it, to getting on the TV in the shop or trapping a small child who absolutely does not deserve what's coming to him in a phone booth. You need most but not all objectives complete to progress, which is a quietly generous design choice that keeps the experience breezy rather than punishing. Hidden optional objectives and time-limit challenges extend play after the credits for those who want a reason to revisit. The soundtrack deserves its own paragraph. Composer Dan Golding built the score from short clips of Claude Debussy's Preludes, and the reactive system - music that pulses into life the moment you cause a scene and drops out when suspicion fades - is one of the most charming soundscape choices in recent indie memory. A goose waddling into chaos to fragmented Debussy is funnier than it has any right to be. The visual language matches: low-poly meshes, flat colours, no textures. It sounds austere but reads as a cartoon, and the NPC animations carry enough personality that you genuinely feel the exasperation of every villager you've wronged. The honest caveats: the whole thing clocks in at roughly two to four hours depending on how you approach it, and replayability is thin once the puzzle solutions are memorised. Some objectives sit at opposite ends of the clarity spectrum - either immediately obvious or oddly opaque, with little in between. Occasional control friction, particularly when trying precise beak interactions, can tip the comedy into mild annoyance. And the local co-op mode, added post-launch and letting a second player take the reins of a second goose, is great fun in a shared-sofa context but adds breadth rather than depth. None of this is damning. House House made something the size it needed to be and stopped. That restraint is worth respecting. Kai, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementscontroller-supportcloud-savestier:aaaStealth-PuzzleSlapstick ComedyReactive SoundtrackShort-formLocal Co-opPhysics InteractionsVillain ProtagonistFamily-Friendly Chaos

System Requirements

Minimum

OS
Windows 7 SP1 64-Bit
DirectX
Version 10
Storage
830 MB available space

Reviews & Ratings

Metacritic
79

Game Info

Developer
House House
Publisher
Panic
Release Date
Sep 23, 2020

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