Developer House House has released a patch for the puzzle game Big Walk aimed at addressing player complaints regarding the volume of its proximity voice chat. The update seeks to improve the experience for those with quiet microphone setups without altering the game's fundamental design principle that limits hearing players to those in close proximity.

Big Walk's gameplay relies heavily on the challenge of communicating over distances. Players must coordinate exploration and puzzle-solving using methods like radios, arm signals, and written notes, as voices do not carry far. This design choice is central to the game's friction and encourages creative solutions.

According to House House, the new patch "now does a much better job of bringing players with quiet microphone setups up to the intended volume." This change aims to make quiet voices louder overall, improving clarity at both close and medium distances. However, the developer has not increased the range at which voices can be heard, nor has it introduced separate controls for voice and background audio levels.

The studio emphasized its commitment to the game's design, stating, "We consider it an important part of the game's design that you can only hear players who are close to you." This proximity-based audio mechanic is seen as a specific and shaping element of the gameplay, comparable to a character's jump height in a platformer.

House House indicated that while future adjustments are possible if feedback warrants it, they view this patch as the "single most important fix regarding voice volume." As a small team, they intend to proceed cautiously with any further changes, ensuring each modification is carefully considered.

Early impressions of Big Walk suggest it is an enjoyable experience, though adapting to the rapid falloff of voice audio can take time. The core mechanic ensures that if players are too far apart to hold a normal conversation in real life, they likely won't be able to hear each other clearly within the game.