Who holds the save

The host starts the session and keeps the save. When they end the session, everyone else disconnects too, so the same person should host when your group returns. Pick one reliable host per regular group and stick with them.

If the host's connection drops, the walk pauses for everyone. A wired connection and a quiet upload pipe matter more than a fast download here.

Using a Join Code

When you need to pull someone in mid-walk, the host can share a Join Code from the pause menu. The invitee enters it on the title screen and lands in the same session — no friend-list juggling required.

  • Codes are single-use per share and expire when the session ends.
  • A code only works for the current build; update first if a friend is on an older version.
  • You can revoke a code from the same menu if someone shouldn't still have it.

Choosing a world size

Bigger worlds stretch the route and suit a noisy dozen; smaller worlds keep a two-person squad close. Agree with your regulars before you set out, because the size is locked once the walk begins.

What to do first

Open the map, mark a first landmark everyone can reach, and walk there together rather than splitting up. Conversation is part of the route — the game assumes you'll talk your way through it.