Big walk controls
Keyboard and mouse

Big Walk is a cooperative walker-talker, so the default keyboard and mouse setup is built around three jobs: moving through the big world, looking around while you chat with friends, and using the few interactive objects you find along the way. The bindings keep movement on the left hand and camera work on the mouse, with interaction keys close to your resting fingers.
Movement and camera
- Move: W, A, S, D
- Look around: Mouse
- Jump: Space
- Run: Left Shift
Interact, map, and menus
- Interact: E
- Call out to friends: Q
- Open map: Tab
- Pause menu: Esc
That is a small, readable set of bindings, which fits a game about hanging out rather than fast combat inputs. The game is playable without timed input, so you never need to mash a key or hit a precise window during an interaction. If you are joining friends on a laptop, the close cluster of keys around WASD means you can keep one hand comfortable and still call out, open the map, and move at the same time.
Before crossing the drawbridge for the first time, press Esc and check the settings screen. Every current binding is listed there, so you can confirm your layout before you wander off with friends.
Gamepad
Big Walk has full controller support on Steam, and it explicitly lists both DualShock and DualSense controller support. That means PlayStation-style pads work out of the box, with on-screen prompts matching the buttons on your controller. The game also supports cross-platform multiplayer, so a friend on keyboard and mouse can walk alongside someone on a gamepad with no setup issues.
DualShock 4 and DualSense layout
- Move: Left stick
- Camera: Right stick
- Jump: Cross button
- Interact: Square button
- Call out to friends: Circle button
- Open map: Touchpad click
- Pause menu: Options button
The layout mirrors the keyboard set: movement and camera on the sticks, interaction on the right face buttons, and the map and pause screens one button away. Because the game is a cooperative walker-talker from the studio behind Untitled Goose Game, the controller scheme prioritizes easy communication and relaxed movement over fast reflexes.
"A cooperative online walker-talker from the creators of Untitled Goose Game."
If you are playing with a DualSense, make sure it is connected before launching the game on Steam so the correct button prompts appear. You can also mix input methods: one player can use keyboard and mouse while another uses a gamepad in the same session.
Tips and rebinding
Big Walk includes several comfort and accessibility options that are worth setting before your group heads out. Since the game supports save anytime, you can adjust these, test them, and pick up exactly where you left off without losing progress.
- Rebind early: Open the settings and move any action that feels awkward. Players with smaller hands or reduced reach can shift the call-out and map buttons closer to WASD or the left stick.
- Camera comfort options: The game includes camera comfort settings, so you can reduce camera motion or smooth the view if long walks make you dizzy.
- Color alternatives: Use color alternatives to make objects, paths, and friend indicators easier to read if the default palette is hard to distinguish.
- Adjustable difficulty: You can tune the adjustable difficulty option to suit your group, and because the game is playable without timed input, no one is forced into quick reaction checks.
- Save anytime: Set your bindings, then save and test them on a short walk. If something feels off, change it and save again.
Rebinding is most useful for the call-out button. Since Big Walk is about getting lost with close friends, that is the action you will press most often. Put it somewhere you can hit without moving your fingers off the movement keys or the left stick, and you will be able to keep walking while you talk.
Finally, remember that input is shared across the whole group, not just your own setup. If one player needs camera comfort options or a custom rebind, everyone still plays at the same pace because the game never demands timed inputs. Checking the settings together before the first climb makes the whole session smoother, whether you are riding the chairlift, entering a big tunnel, or heading beyond the wall.