
Call of the Sea
Investigation · Mystery · Puzzle · First-Person · Exploration
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Review
A relaxed, funny exploration game where you wander a large open world with friends and solve small puzzles and mysteries. It is built around walking, talking and looking around rather than fighting, and is light on pressure. Nothing in it is timed or punishing, which makes it easy to drop in and out for a short evening together. Is it your kind of game?
Game Avant verdict
A co-op adventure that builds an entire game out of proximity voice, gestures and a wide-open map, and makes getting lost together the best part of it.
By GameAvant · Published Oct 10, 2026 · 17 min read
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IGDB
85%
17 ratings
Steam:
96%
34,324 reviews
Fits you if
you want a calm, funny game to explore and chat in with friends.
Skip it if
you want action, challenge or a strong story.
Availability
Steam
$19.99
Big Walk is a cooperative multiplayer adventure that its own Steam store page sums up, almost disarmingly simply, as a game about teamwork and talking. That description sounds like empty marketing language right up until you actually look at what the finished game is made of, because it turns out to be a nearly complete and accurate summary rather than a slogan hiding something more conventional underneath. Proximity voice chat, a set of physical gestures, a handful of deliberately silly gadgets, and a large open world make up almost the entirety of the design. There is no health bar to manage, no character build to optimize, and no combat system of any kind listed among its features. The actual mechanic running through the whole experience is the conversation happening between the people playing together, and the open world exists specifically to give that conversation something concrete to react to and talk about. Developed by House House, the small Australian studio behind the widely beloved Untitled Goose Game, and published by Panic, Big Walk released on 4 August 2026 as a complete, full release rather than an early access title, for Windows and macOS, with full crossplay between both platforms. It supports up to twelve players simultaneously exploring one shared open world together, armed with nothing more dangerous than proximity voice chat and a set of tools built for comedy rather than combat. What makes that stripped-down premise actually work, rather than simply sounding charming on a store page, is House House's specific sensibility for silliness carried over directly from Untitled Goose Game. The gestures and gadgets are tuned specifically to generate the kind of spontaneous, unplanned comedy that emerges naturally from a dozen real people talking over proximity voice chat while navigating an open world together, rather than scripted jokes the game delivers on its own schedule. Getting genuinely, chaotically lost together, talking through confusion in real time as a group, consistently produces funnier and more memorable moments than any pre-written dialogue sequence could reliably stage on its own. Few cooperative multiplayer games commit this completely to a single, stripped-down idea without hedging toward more conventional systems as a safety net, and that specific commitment is exactly why Big Walk earns such a high score. It is not simply a well-made game within an established co-op template; it is a genuinely original structural idea, built by a studio with a proven track record for understanding exactly what makes a certain kind of silliness land, executed clearly enough that the entire genre has something new to point to.
You may love it because
Proximity voice chat with fading, echo and muffling turns every conversation into part of the world, so a shout across a field feels different from a whisper beside you.
It may frustrate you because
A group that is quiet, shy or stuck with bad microphones loses the core of the game, and no in-game tool fully replaces a working conversation.
You may love it because
The open world is built for wandering at your own pace, which lets a group invent its own routes, jokes and disasters.
It may frustrate you because
Groups that want a clear objective on screen at all times may find the freedom vague and the pace slower than expected.
You may love it because
The player count stretches from a duo to a full crowd, and the same open space plays very differently at each size.
It may frustrate you because
Larger groups bring more noise and more people going the wrong way, and coordinating a dozen friends is a task in itself.
17 min read
· By Game Avant
Three alternatives, one line each on why.

Investigation · Mystery · Puzzle · First-Person · Exploration
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Physics · Sandbox · Open World · Funny · Puzzle
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