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The Ambition of a 12-Player Open World Puzzle Game
When House House first announced that Big Walk would support anywhere from 2 to 12 players in a single cooperative session, the gaming community was both thrilled and highly skeptical. Most puzzle-adventure games cap their multiplayer at 4 players for a very good reason: too many voices in a chat channel usually leads to absolute chaos, making complex problem-solving nearly impossible. However, because Big Walk utilizes a strict distance-based audio system, having 12 players scattered across a massive island actually works beautifully.
Now that the game is officially out in the wild, we are seeing fascinating trends in how players are choosing to experience the game. Rather than just playing in small, intimate pairs, large segments of the community are actively working to build massive, full-capacity lobbies to tackle the wilderness together.
Treating Big Walk Like a Tabletop RPG Campaign
One of the most interesting developments taking place on Reddit communities and Discord servers is how players are scheduling their Big Walk sessions. Because the game features a vast, persistent world with long-form puzzles, community organizers are treating the game more like a Dungeons & Dragons tabletop campaign or a Destiny 2 raid static group, rather than a casual drop-in/drop-out arcade game.
We are seeing posts from dedicated server hosts—such as a prominent community group playing on “Server Underdark”—looking specifically to recruit 7 to 8 random players just to fill out their 12-player roster. These groups are setting strict RSVP schedules. They run initial “test gameplay” sessions to ensure everyone’s hardware and microphones are functioning, and then schedule block times on Friday evenings and throughout the following week to ensure the same 12 people experience the entire journey from start to finish together.
Managing the Chaos: Why 12 Players Requires Organization
If you have read our guide on how to host and join games, you know that getting people into a lobby is technically easy, thanks to the robust crossplay systems. However, managing the social dynamics of 12 people in a puzzle game requires serious organization.
When a dozen players spawn into the Australian bush, the first instinct is to scatter. Because of the proximity voice chat, if the group splits into four teams of three to scout different landmarks, they will completely lose radio contact with the other teams unless they establish a communication protocol. Large community groups are already establishing ground rules before they even boot up the game. This involves designating “squad leaders,” distributing walkie-talkies and flares to specific players, and agreeing on rally points using the physical in-game whiteboards.
The Social Experiment of Playing with Strangers
While House House likely designed Big Walk with close real-life friends in mind, the game is proving to be a brilliant icebreaker for strangers. Navigating the wilderness, getting hopelessly lost, and having to physically pantomime instructions to someone you met on a Reddit LFG board an hour ago creates a unique kind of social bond.
Community organizers are also helping players navigate the cost of entry. While the game is reasonably priced, community posts often share tips on regional pricing deals—such as authorized third-party sales offering the game for around 438 in local currency—ensuring that cost is not a barrier to filling out these massive 12-player expeditions. (If you are on PlayStation, you might also want to check out the Day One PS Plus availability).
A New Era of Hangout Games
If you are currently sitting on the fence because you don’t have a large group of friends who own the game, you should not be discouraged. The community surrounding Big Walk is currently in a honeymoon phase of extreme hospitality. Searching for co-op partners on community forums right now will likely land you an invitation to a well-organized, friendly expedition. Just make sure your microphone is working, be ready to commit to a schedule, and prepare to get very, very lost together.