Big Walk is built like a long outing, not a drop-in lobby that exists independently of its players. The host is the keeper of the route: their copy stores the progress, their session opens the door, and their departure ends the night for everybody.
01Choose the keeper
Pick the most reliable host, not the fastest computer.
A strong connection and stable frame rate help, but availability matters more over the life of a save. Choose the person most likely to attend every planned session and keep using the same platform account.
If that person cannot play, another friend can host a different walk, but the original progress does not move with the group. There is no shared cloud save that any member can resume.
02Opening the session
The Join Code is the universal front door.
The host can share a Join Code from the setup screen before play or from Session Details afterward. Platform friend lists can also work, while Mac App Store players use the code.
Crossplay is supported. If a code fails, compare the first two numbers of every player’s version, restart the game and check the system clock. Those mundane checks solve more invisible lobbies than repeated invitations.
03Ending the night
Let the host leave last.
The autosave removes the need for a ceremonial save point, but it does not remove the host dependency. When the host exits, everyone else is disconnected.
Before closing the game, bring the group to a place everyone can recognize and agree on the next objective. That tiny ritual makes a week-old save feel like a continuation rather than an archaeological dig.
04World size
Choose for the smallest group you expect to have.
The two-, three-, and four-plus-player worlds reflect how many people the challenges expect at minimum. A group can grow after the choice, so plan around the nights when attendance is thin.
There is no true solo mode. A host can wander alone for a while, but the island eventually asks for another person. If a regular partner drops out, invite someone new rather than forcing the route.