News · October 1, 2026

Big Walk Achievement Funnel: Why Only 6% of Players See the True Ending

An analysis of Big Walk's Steam achievement data reveals a massive early drop-off and the dedication required for the 2-12 player co-op true ending.

本文目前僅有英文版本,本地化版本正在製作中。

When House House and Panic launched their ambitious 2-12 player cooperative adventure earlier this year, the gaming community quickly realized this was not a standard multiplayer experience. Built around the concept of a “walker-talker,” the game relies entirely on proximity voice chat, walkie-talkies, and environmental acoustics to facilitate communication. Navigating the expansive Australian bushland setting requires constant coordination. But how many friend groups are actually making it to the end of the trail?

Recent data scraped from Steam’s public completion statistics provides a fascinating look into player progression, revealing a steep achievement funnel where the hardest hurdle might actually be the very beginning of the journey. According to a community snapshot, a mere 6% of players have reached the true ending.

Understanding these numbers gives us a clear picture of what it takes to organize a group of adults, overcome communication barriers, and conquer the wilderness of Wilsons Promontory.

The Data Snapshot: Tracking the Walk

The achievement statistics were highlighted in a recent Reddit post on r/steamachievements, utilizing data from the independent tracking site thebigwalk.world. Recorded on September 14, 2026, the data reads the 12 available achievements from Valve’s public endpoint and arranges them in the expected, roughly sequential in-game order.

Here is the breakdown of the player base that has unlocked each milestone:

  • Crossed the opening bridge - 87.6%
  • Visit the map - 64.7%
  • Backpack - 57.0%
  • Ride the chairlift - 44.2%
  • Ride the train - 37.8%
  • Holster - 36.2%
  • Enter the tunnel - 30.2%
  • Reach the peak - 28.8%
  • Go beyond the wall - 20.2%
  • First ending (“Big Goodbye”) - 19.1%
  • Full-collection marker (“Get shiny”) - 9.4%
  • True ending - 6.0%

It is worth noting that these are share-of-owners unlock rates. As the person maintaining the tracking site pointed out, this is not a verified sequential drop-off, because certain achievements might technically be skipped or unlocked slightly out of order depending on the group’s chaotic exploration style. Furthermore, this is a fixed snapshot, meaning the live numbers on Steam, PlayStation 5, and Nintendo Switch 2 will naturally drift over time. However, the macro trends presented in this funnel paint a very clear picture of the player lifecycle.

The Initial Cliff: The First Major Filter

The single most striking detail in this entire data set is the massive drop between the first and second achievements. While 87.6% of players log in, manage their audio settings, and successfully cross the opening bridge, only 64.7% manage to “Visit the map.”

This represents a 22.9-point cliff before any truly difficult puzzle even begins. Why are nearly a quarter of players giving up so early?

If you are familiar with the basic premise of what the game is, this early filter makes complete sense. Crossing the bridge is a linear, heavily guided action. Visiting the map requires stepping out into the open world and coordinating with your team. This is the exact moment the training wheels come off. Players suddenly realize that their voices fade out if they wander too far away. The reality of the proximity voice chat system hits hard. If your group splits up prematurely without establishing a clear meeting point, finding each other in the dense foliage can become deeply frustrating.

For many casual players expecting a traditional lobby system with waypoints and minimaps, the sheer lack of direction is daunting. The realization that you must physically stay together, yell over ridges, and actually talk to each other is a filtering moment. Those who survive this initial shock are the ones who buy into the core philosophy of the game.

The Mid-Game Plateau: Acquiring Gear and Moving Out

Once a group figures out how to navigate together, progress steadies, but the decline continues as the logistical demands increase. Finding the Backpack sits at 57.0%, while securing the Holster drops down to 36.2%.

These items are not just cosmetics; they are fundamentally tied to how your group functions. Backpacks allow you to carry extra items, which is vital when distributing the load of walkie-talkies, flares, and whiteboards. The Holster specifically changes how you manage your radio communications, freeing up your hands for environmental puzzles. The fact that only slightly more than a third of the player base acquires the Holster suggests that many groups are either brute-forcing their way through without optimizing their gear, or simply ending their sessions before thoroughly exploring the middle sections of the island.

The environmental milestones in this bracket—riding the chairlift (44.2%) and riding the train (37.8%)—indicate major geographical shifts. These rides often require multiple players to activate switches, coordinate timing, or simply gather everyone in one place. Anyone who has tried to corral a 12-player lobby knows that getting everyone on a moving train at the exact same moment is a puzzle entirely of its own making.

The Late Game Push: Reaching the First Goodbye

As groups move toward the latter half of the expedition, the numbers thin out further. Entering the tunnel (30.2%) and reaching the peak (28.8%) represent serious time commitments. Coordinating schedules for a large group of adults to play continuously over multiple sessions is notoriously difficult, which likely accounts for a significant portion of the attrition here.

Passing beyond the wall (20.2%) leads directly to the first ending, affectionately titled “Big Goodbye,” which is achieved by 19.1% of players.

A nearly 20% completion rate for the baseline ending of a heavily cooperative, schedule-dependent game is actually quite respectable. It means that roughly one in five people who boot up the software manage to stick with their friend group long enough to see the credits roll. The journey requires patience, a willingness to get lost, and the emotional maturity to handle the occasional heated argument over someone dropping the only map down a ravine.

The 6% Club: The Road to the True Ending

If the early game drop-off is the first great filter, the decision to pursue the true ending is the second. The completion rate halves from the first ending (19.1%) to the full-collection marker “Get shiny” (9.4%). From there, it drops again to the 6.0% of players who witness the true ending.

Why the massive hesitation to keep playing after the credits? Because grinding for 100% completion in this environment asks entirely new things of your group.

Achieving the “Get shiny” milestone reportedly involves revisiting nearly every corner of the map, solving the most obtuse communication-based puzzles, and gathering hidden collectibles that require absolute precision in radio usage and line-of-sight signaling. It shifts the tone from a leisurely hike with friends into a rigorous logistical operation.

Many friend groups hit the “Big Goodbye,” feel satisfied with the emotional resonance of the journey, and decide to uninstall. Pushing for that final 6% requires a level of dedication that most casual friend groups simply do not possess. It demands revisiting areas, utilizing advanced ping strategies, and sometimes spending hours in near silence as you scour the bushland for the final missing pieces. Those who do push through often speak of the profound emotional depth of reaching that 100% mark with a close friend, noting that the silence of the true ending feels earned rather than forced.

The Value of the Journey

Valve’s achievement data provides a stark, empirical look at how people consume co-op media. It is easy to look at a 6% true completion rate and view it as a negative statistic, but in the context of House House’s design philosophy, it feels deeply appropriate.

The achievement funnel proves that the game does not compromise its vision for the sake of friction-free progression. It forces you to actually talk, actually listen, and actually cooperate. The steep drop-off at the map shows that many players bounce off this requirement immediately. But for the 19% who say their first goodbye, and the 6% who see the absolute end of the trail, the statistics represent hours of genuine human connection, shared frustration, and the unique joy of conquering a digital wilderness entirely through the power of conversation.