Big Walk Guides

Big Walk Tips & Tricks

Before Your First Session

Gather your actual group before launch day, not after. Big Walk has no matchmaking at all, and can't meaningfully be played solo -- you can wander a little by yourself, but you won't get far. It's designed to be played with the same known group across multiple sessions, closer to a recurring board game night than a drop-in multiplayer game.

Pick a host who can commit to future sessions. The host is the keeper of the save file -- they need to start the session first for others to join, and if the host disconnects, everyone else gets kicked out too. Choosing someone flaky here will cost you progress later.

Agree on your group size expectations up front. The developers have said 2-12 is a range, not a recommendation ladder -- fewer players makes for a tighter, more focused co-op experience, while closer to 12 becomes a fun, chaotic mess. Neither is the "correct" way to play, but your group should agree which one you're going for.

During a Walk

Don't rush toward objectives. The game is explicitly built around wandering, splitting up, and reconnecting via tools like megaphones and flares -- the developers have said the point is the journey and the conversation, not simply reaching a marker quickly.

Use voice chat if you can, but don't feel locked out if you can't. A microphone helps, but text chat and gestures (point, wave, or just flail) work too, following the same distance and environmental restrictions as voice. For the experience as intended, stick to the game's own communication systems rather than an external voice call that bypasses the puzzles entirely.

Expect puzzles that require physically splitting up. Confirmed challenge types include miming, code decryption, singing, platforming, and even a basketball-style challenge -- several of these are only solvable by having part of your group somewhere the others can't see, forcing you to describe things out loud rather than just look at them together.

Common First-Session Mistakes

  • Trying to power through with a partial or rotating group instead of committing to the same people across sessions -- Big Walk is built as a long-form experience, and switching players mid-story breaks the continuity it's designed around.
  • Bypassing the in-game communication tools with an external voice call like Discord -- this technically works, but skips the actual mechanic (fading, muffling, echoing voices) the puzzles are built around.
  • Assuming there's a "correct" group size -- there isn't. The developers designed the full 2-12 range to work, not just optimized for one number.

See the full data: Big Walk Getting Started