
Big Walk speedrun: categories and leaderboard filters
Find the community leaderboard, separate Big Goodbye from Big Game, and compare runs with the same settings.
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System guide · multiplayer
Choose the world setting for your smallest reliable group, understand join limits, and check what solo play permits.
Big Walk supports 2–12 players. The host’s 2, 3 or 4+ option changes how parts of the world work; it does not cap the number of people allowed to join. A two-player world can still accept additional friends up to the overall limit. [faq]
| Your evening’s plan | Setting to consider |
|---|---|
| Two people will play throughout | 2 players |
| Three people will remain for the session | 3 players |
| At least four will remain | 4+ players |
| Five arrive, but only two can stay | The developer recommends thinking about the minimum participating group |
The host chooses this setting each time a session starts. It adapts some challenges to the expected number of participants. House House does not name one ideal party size: smaller groups create a more focused cooperative session; larger groups give more people room to participate. [faq]
There is no official single-player mode. You can start alone and explore a little, but the game is designed around tasks shared between players and the developer says you will not get far that way. Community solo challenges and speedruns are separate from that intended campaign experience. [faq]
There is also no automatic matchmaking. Arrange your group first, then join the host through the friends list or crossplay Join Code. The same host keeps the world’s progress between sessions.
Selecting “2 players” does not restrict the lobby to your two intended people. Use the session password and share it with your group. Passwords became mandatory in version 1.4.9. If someone joins unexpectedly, the host can open Session Details → Moderation Settings to manage participants and change the password. [history] [faq]
If you are putting several devices in one room, read the same-room setup guide before planning the seating. Sound passing outside the game can bypass the communication challenge.