The Friendslop Genre Needs A New Name

The Friendslop Genre Needs A New Name


I recently got my hands on Big Walk–an adorable “friendslop” puzzler from the minds behind Untitled Goose Game–and I can’t seem to put it down. But when I do finally pry my fingers from the keyboard and log out of Steam for the night, I can’t stop thinking about it, either. 

Something about Big Walk has been bothering me since I first laid eyes on it, but there’s nothing wrong with the game itself. In fact, I’m with my colleague Mark Delaney on this one–Big Walk is one of the best co-op games ever, and it’s also a game that’s sort of difficult to define. Maybe that’s why it’s taken me so long to realize that what’s been bothering me isn’t the game itself, but the fact that it has been categorized as “friendslop.” 

On paper, Big Walk falls firmly in the “friendslop” genre–its characters are goofy-looking, its physics are purposefully unpolished, and many of its best moments are born out of its use of proximity chat. But it’s not slop. It’s a thoughtfully designed, calming experience that is often very funny, but also quite relaxing. It’s not the kind of game that makes you think, “Ah, yes, the scream-at-top-of-lungs YouTubers will love this one.” It’s a charming, chill title with surprisingly beautiful graphics, and while it may not get your heart pounding, its uncomplicated, enjoyable gameplay loop will keep you (and your friends) coming back for more. 

An image of four Big Walk player-characters, two of whom are trapped behind soundproof glass and are attempting to converse with their teammates by holding up signs with strange symbols on them.
Big Walk has all the hallmarks of a friendslop game, except for the “slop” part.

The term “friendslop,” as I see it, generally refers to an indie/low-budget/no-budget game that was quickly thrown together to capitalize on whatever is currently trending on TikTok or Twitch, is meant to be played with friends, and utilizes proximity chat. Big Walk checks some of those boxes, but it certainly wasn’t thrown together quickly–developer House House first conceptualized the game during the COVID-19 pandemic, when genre-definer Among Us was at the top of the Steam charts. But instead of releasing Big Walk immediately, the House House team spent the post-pandemic years refining the game, and it shows.

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