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5 Minutes of Nothing Broke Big Walk's Best Players

Big Walk hides a devious co-op puzzle that requires no skill, no coordination, and no brainpower. You just have to sit still for five minutes. Almost nobody can.

Nathan Lees3 min read
Three Big Walk characters sitting together on a couch inside a small puzzle room
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Five minutes. That's how long Big Walk's most devious puzzle asks you to do absolutely nothing. No switches to flip, no symbols to decode, no teammates to coordinate across a distance. Just sit on a couch with your friends and wait for a timer to hit zero. According to PC Gamer's account of encountering the room, their group couldn't even last 60 seconds before someone cracked and reset the whole thing.

The setup is deceptively clean. You enter a small room with a couch, a chair, a table holding the prize, and what looks like a digital clock on the wall reading 00:00. Three buttons, three players. Press them simultaneously and the door locks, the display flips to 05:00, and it starts counting down. There are no hidden elements, no secondary mechanics. The solution is immediately obvious: wait. PC Gamer's Chris Livingston, Morgan Park, and Tyler Colp documented the entire five minutes, and it reads like a therapy session transcript crossed with a hostage negotiation.

By the four-minute mark, one player was flicking a flashlight on and off. Another was toggling the room's lightswitch from the couch. Someone picked up a teammate and dropped them. At 02:40, a player openly admitted he wanted to press the reset button again despite knowing exactly what it would do. "I think this is a test, and we're failing," one of them said at the 03:30 mark. They were right.

Silence as game design

What makes this land so hard is context. Big Walk, developed by House House and published by Panic, is a co-op hiking game built entirely around communication. Its puzzles demand constant coordination: flipping switches in unison, relaying symbol sequences through soundproof glass, using proximity voice chat that fades with distance. The game trains you to always be doing something, always talking, always problem-solving together. Then it drops you in a room where the correct answer is to stop.

I think this is one of the smartest puzzle designs I've seen in a co-op game in years. It's not testing your ability to solve anything. It's testing whether a group of players who have spent hours learning to act can learn to be still. Even experienced co-op players immediately start fidgeting, resetting timers, and picking each other up like restless toddlers, which says something real about how games have conditioned us. We're so wired to interact with everything that doing nothing feels physically wrong.

Big Walk is already generating plenty of conversation beyond this one room. House House acknowledged in a blog post that some players are experiencing issues with proximity voice chat being too quiet, and said a fix is coming. Given that communication is the backbone of every puzzle in the game, that patch can't arrive fast enough. But even with perfect audio, I suspect the five-minute room will keep breaking groups for a long time. The puzzle isn't bugged. The players are.

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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