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.

Method 1: manual transfer (free, five minutes)
The community-standard walkthrough, from the players who run the save-recovery guides:
- 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.) - 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).
- Send that save file to the new host — any file transfer works: USB stick, cloud drive, chat attachment.
- The new host drops it into their
save_gamesfolder (same path), launches Big Walk, starts hosting — and the group rejoins as usual, by friends list or Join Code. - 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:
- Host starts the session as usual one last time; the group plays to a natural checkpoint.
- Host quits after the autosave (quitting mid-puzzle is how recovery guides get their material).
- Save file travels; new host confirms it loads before the old copy is deleted.
- 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.