
Goose Goose Duck is owned by Gaggle Studios Inc., a privately held Canadian game development studio founded in 2020 by Shawn Fischtein, Simon Chu, Christopher Gloyd, and Ben Gallego. Gaggle Studios developed and self-publishes the game. The company is headquartered in Toronto, Ontario, Canada, and raised $2 million in seed funding from Makers Fund in 2021.
| Brand | Parent Company | Ownership Type |
|---|---|---|
| Goose Goose Duck | Gaggle Studios | Wholly owned |
Gaggle Studios began developing Goose Goose Duck in 2020 after the founding team spent time playing Among Us internally and identified mechanics they wanted to improve. The team decided to build their own social deduction game rather than mod an existing title. They pitched the concept to Makers Fund, which was simultaneously approaching them with a similar idea, and the seed investment closed in parallel with the game's early access launch.
Goose Goose Duck entered Steam Early Access on April 29, 2021. The game launched as a voice-chat-integrated social deduction game for up to 16 players, where geese work to complete tasks on a spaceship while hidden ducks sabotage and eliminate them. The core mechanic drew direct inspiration from Among Us but added built-in proximity voice chat, a feature that distinguished it from competitors at the time.
For the first year and a half, the game maintained a modest player base. Western streamers picked it up briefly in early 2022, driving concurrent player counts to around 20,000 on Steam, but the surge was temporary. The game's trajectory changed in November 2022 when Kim Tae-hyung, a member of the K-pop group BTS known as V, streamed the game on WeVerse. That single 11-minute stream triggered a sustained viral wave, primarily driven by Chinese players accessing the game through Steam's unofficial availability in China.
By January 2023, Goose Goose Duck reached 700,000 concurrent players on Steam and 800,000 across PC and mobile combined. The game became one of the most-played titles on Steam by concurrent player count. The player base was overwhelmingly Chinese, despite the game not having received Chinese regulatory approval on PC or mobile. Gaggle Studios released new maps and roles to capitalize on the surge, including a duck role with remote elimination abilities.
Following the viral peak, player counts declined substantially through 2024 and 2025. The game's concurrent Steam player count settled into the range of 5,000 to 10,000 by 2026, with an all-time peak of approximately 703,000 recorded on Steam. The decline reflected the typical lifecycle of games that experience streamer-driven viral spikes without a sustained content ecosystem.
In 2026, Gaggle Studios licensed the Goose Goose Duck IP to Kingsoft World Games for a Chinese mainland mobile version, co-published with Huya. The licensed mobile version launched open beta testing in January 2026 and surpassed 10 million new user sign-ups within six days. Peak concurrent users on the Chinese mobile version reached the 700,000 to 1,000,000 range. The Chinese version includes localized content such as Chinese voice chat shortcuts, new game modes, and a themed variety show called "Goose Awards."
As of August 2026, Goose Goose Duck continues to receive regular content updates on Steam and mobile, with the most recent version (v4.10) adding two new roles: Swordsman Duck and Magpie. The game has accumulated over 88,000 reviews on Steam with an 87% positive rating, and over 30 million downloads across all platforms according to the CEO's LinkedIn profile.
What is Gaggle Studios?
Gaggle Studios Inc. is a privately held Canadian game development and publishing company founded in April 2020 in Toronto, Ontario. The company is best known for Goose Goose Duck, a free-to-play social deduction game that reached 800,000 concurrent players across PC and mobile in January 2023. The company employs approximately 18 people and raised $2 million in seed funding from Makers Fund in 2021.
Is Gaggle Studios publicly traded?
No, Gaggle Studios is not publicly traded. The company is privately held and owned by its four founders: Shawn Fischtein, Simon Chu, Christopher Gloyd, and Ben Gallego. Makers Fund holds a minority stake from the April 2021 seed funding round. No IPO plans have been announced.
Who founded Gaggle Studios?
Gaggle Studios was founded in April 2020 by Shawn Fischtein (CEO), Simon Chu (CTO), Christopher Gloyd (Director of Operations), and Ben Gallego (Art Director). Fischtein and Chu had prior experience building startups in mobile app development and location-based interactive entertainment. The four founders launched the company during the COVID-19 pandemic to create social games with integrated voice and video chat.
Where is Gaggle Studios based?
Gaggle Studios is headquartered in Toronto, Ontario, Canada. The company also maintains an office in Irvine, California, in the United States. The company's workforce of approximately 18 people is distributed across five countries: Canada, the United States, the United Kingdom, Italy, and Argentina. This distributed model allows the studio to hire talent without geographic restrictions.
How many brands does Gaggle Studios own?
Gaggle Studios owns one flagship game title, Goose Goose Duck, and operates a platform at gaggle.fun hosting several social games and escape room experiences. The company's portfolio is concentrated on a single game rather than diversified across multiple titles. The 2026 Chinese licensing deal expands the Goose Goose Duck IP rather than adding a new product line.
Who owns Gaggle Studios?
Gaggle Studios is owned by its four founders: Shawn Fischtein, Simon Chu, Christopher Gloyd, and Ben Gallego. The founders retain controlling ownership. Makers Fund, a venture capital firm focused on the games industry, holds a minority stake from the April 2021 seed funding round. No other external investors have been disclosed.
What is the Goose Goose Duck Chinese licensing deal?
In 2026, Gaggle Studios licensed the Goose Goose Duck IP to Kingsoft World Games for a Chinese mainland mobile version, co-published with Huya, a Chinese live-streaming platform. The licensed version launched open beta testing in January 2026 and surpassed 10 million new user sign-ups within six days. The financial terms of the licensing agreement have not been publicly disclosed.
Gaggle Studios has not published a sustainability report or third-party environmental certification. As a small digital game studio distributing exclusively through digital channels, the company does not have the physical manufacturing footprint associated with physical products.
Goose Goose Duck's monetization is cosmetic-only. Players can purchase cosmetic items and bundles, but these do not affect gameplay or provide competitive advantages. The game does not use loot boxes; cosmetics are sold as fixed items. This approach aligns with player-friendly monetization practices that have faced less regulatory scrutiny than randomized reward systems.
The game's voice chat feature, while central to its appeal, has raised concerns about unmoderated voice interactions between minors and adults in public lobbies. Gaggle Studios has not published formal community safety audit data or detailed moderation policies for voice chat content.
Goose Goose Duck has not received major industry awards from bodies such as The Game Awards, BAFTA, or the Golden Joystick Awards. The game's recognition has come primarily from its commercial performance and player metrics rather than critical accolades.
The game's notable achievement is its placement among Steam's most-played games by concurrent player count, reaching 703,000 concurrent players on Steam in January 2023. This placed it in the top tier of Steam games by peak concurrent players, alongside titles with significantly larger development budgets.
Player Count Decline Post-Viral Peak (2023 to 2025): Following the January 2023 viral surge, Goose Goose Duck's concurrent player counts declined sharply. Industry observers attributed the decline to the game's reliance on streamer-driven growth without a sustained content ecosystem to retain players long-term. By 2026, average concurrent players on Steam had settled to approximately 7,000, down from a peak of over 700,000. Gaggle Studios has continued updating the game but has not publicly addressed the retention challenge in detail.
Unmoderated Voice Chat (Ongoing): The game's built-in proximity voice chat allows real-time voice communication between all players in a lobby, including minors and adults. Public lobbies are open to anyone. Gaggle Studios has not implemented comprehensive voice chat moderation tools, and no independent assessments of the platform's safety measures for younger players have been published. This concern is common to social deduction games with voice features but is particularly relevant given Goose Goose Duck's large mobile player base, which skews younger.
Chinese Market Licensing Complexity (2026): The Chinese mobile version of Goose Goose Duck, licensed to Kingsoft World Games and co-published with Huya, operates separately from the global version. The original PC game was never officially approved by Chinese regulators, and the majority of Chinese players accessed it through Steam's unofficial availability in China. The 2026 licensing deal represents an effort to formalize the game's Chinese presence, but the relationship between the unregulated Steam player base and the licensed mobile version has created a fragmented market structure.
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| Brand | Parent Company | Country | Founded | Market Position | Primary Market | Gender Target |
|---|---|---|---|---|---|---|
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| Blankmediagames | USA | 2023 | Mass market | Global | All Genders | |
| New Blood Interactive | USA | 2020 | Mass market | Global | All Genders | |
| Kinetic Games | United Kingdom | 2020 | Mass market | Global | All Genders |
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