Unique

Big Walk

You cannot play this one alone — that's the point

Four round-bodied, one-eyed cartoon characters — maroon, orange, red, and blue — stand on a rocky coastal cliff overlooking the ocean, two of them holding walkie-talkie-style radios, with a small red lookout hut visible on a distant headland under a clear blue sky.

An online-only co-op walking and puzzle game from House House — the studio behind Untitled Goose Game — published by Panic. It cannot be played solo, on purpose: the whole design runs on voices fading with distance, so an early puzzle only works if you split up and shout through a window.

Big Walk shipped August 4, 2026 on Steam (Windows and Mac), the Mac App Store, PlayStation 5, and Nintendo Switch 2, for $19.99 (discounted to $14.99 at launch) — not on iPhone or iPad, despite what gets assumed about a Panic-published game. It plays online only, 2 to 12 people at once, no split-screen, no bots, no way to open it and wander around by yourself. The FAQ says it outright: “No, sorry. Big Walk is entirely about teamwork and talking.”

That refusal is the design. Proximity voice chat drives everything — your friends get quieter as they wander off, and quiet is information, not a bug. One of the earliest puzzles in the bushland (the setting draws on Wilsons Promontory in Victoria, Australia) makes that literal: it can only be solved by two players separating, one going outside to an open window, listening to what the other describes from inside, and talking them through what to do next. You can’t see the solution and also hear it. Someone has to be your ears.

Around that spine, it’s unhurried — an open-world hang with a day-night cycle, torches once it gets dark, and puzzles that ask for miming, singing, or coded signals as often as straightforward talking. No monsters, no timer, no fail state chasing you. The reviewers who’ve praised it keep landing on the same word: it feels like a virtual room to be in together, with the game as an excuse.

The catch is exactly what it sounds like: no friend, no Big Walk. If your group can’t get two people online at once, this isn’t for you at any price. If it can, the game is betting that talking to someone through a wall is more fun than talking to no one at all — and from the puzzle at the window, it’s a bet that pays off.

bigwalk.game ↗

← back