Big Walk Save Transfer — Move Your World to a New Host

Published 2026-09-214 min read

How to transfer a Big Walk save to a new host: the save_games folder path, manual .sav copying, and the Savesync tool that automates world sharing between players.

In Big Walk, the host owns the world. The save game — your island, your progress, your unlocked towers — lives on the host's machine, and when the host stops hosting, the session ends for everyone. That design has one awkward consequence every long-term group eventually hits: what happens when the host can't (or won't) make Tuesday nights anymore?

The answer: move the world. Two ways, one manual, one automated.

A calm shoreline in Big Walk — the world you are about to hand over
The world survives the host. Someone just has to carry it.

Method 1: manual transfer (free, five minutes)

The community-standard walkthrough, from the players who run the save-recovery guides:

  1. On the current host's PC, open the save folder: %USERPROFILE%\AppData\LocalLow\House House\Big Walk\user_data\save_games (Paste the path into the File Explorer address bar.)
  2. You will see a list of save files — one per world the host owns. Identify the one your group plays (the saves guide explains how hosting and room codes map to saves).
  3. Send that save file to the new host — any file transfer works: USB stick, cloud drive, chat attachment.
  4. The new host drops it into their save_games folder (same path), launches Big Walk, starts hosting — and the group rejoins as usual, by friends list or Join Code.
  5. Keep the old copy until the first successful session on the new host. Backups are the difference between a host migration and a corrupted save recovery.

Some groups keep the save "travelling" — passing it back and forth whenever a different member wants to host, so everyone can continue the adventure even if the original host vanishes. Nothing in the game prevents it; the save file is the world.

Method 2: Savesync (automated, built for this)

Savesync is a community tool that turns the manual dance into a managed sync — the guide author behind it built it specifically for host-migration:

  • "+ New Save" pulls a world into Savesync's list; the save syncs up and carries a full version history — who uploaded what, when — with rollback if a transfer ever goes sideways.
  • Share to a friend's Steam username and they see the shared save in their in-game list; one click to Activate, and they can host the world — the save syncs down automatically.
  • Groups using it effectively get a team-owned world instead of a host-owned one: anyone can take the hosting shift for an evening.

It is a third-party tool, not an official House House feature — the usual logic applies (it only touches your save folder, but review anything before wiring it to your saves).

Things to check mid-transfer

  • Version numbers: only the first two numbers of the game version need to match across the group (why). If the new host is a patch ahead or behind, update everyone before the handover session.
  • One world, one host at a time. The transfer copies the save; if both old and new hosts start sessions, you get forked worlds — two islands that each think they are canon. Pick a lineage and stick to it.
  • Console reality check: the folder path above is the Windows save location. PS5 and Switch 2 saves live on console storage the platforms don't open up, so host migration is effectively a PC-group tool — console groups plan around the original host instead (platform differences).

Before you go: the host's goodbye checklist

Handing over a world cleanly is mostly habit:

  1. Host starts the session as usual one last time; the group plays to a natural checkpoint.
  2. Host quits after the autosave (quitting mid-puzzle is how recovery guides get their material).
  3. Save file travels; new host confirms it loads before the old copy is deleted.
  4. New host hosts the next session; group rejoins by friends list or Join Code as always.

That's the whole ceremony. The find players guide covers the other group-continuity problem — keeping five humans coordinated for weeks — and the beginner guide is the homework for any new host joining mid-campaign.

Related Guides