Big Walk
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last week
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Big Replay — Launcher

Records 12-player Big Walk runs from outside the game and plays them back on a map.

This package auto-starts the standalone Big Replay recorder when you launch Big Walk through a mod manager, and closes it (after saving) when the game exits. Big Replay itself stays a separate executable: it never patches the game and never writes to it — it reads memory only, the same class of tool as the community LiveSplit autosplitter.

Install

  1. Install this package with your mod manager (it pulls in BepInExPack_IL2CPP).
  2. Launch Big Walk through the mod manager as usual — Big Replay opens by itself.
  3. Play. Replays are saved to Documents\BigReplay\ on the host's PC.
  4. Watch them at https://big-replay.iame.li/, or drop a replay file into the viewer.

Run this on the host's machine: Mirror's host is the only side that sees all 12 player bodies and all gourd state.

⚠️ Speedrun validity — installing anything through a mod manager means the game loads mods. For validated runs use the standalone Big Replay with a vanilla launch. This package is the convenience path for people who don't care about that distinction; the recorder it starts is identical.

How the launcher behaves

  • Starts BigReplay.exe with --exit-with-game <game pid>.
  • Big Replay then exits — after finishing and saving the current replay — when the game process ends, including a crash (this game's shutdown frequently throws, so relying on clean shutdown callbacks would leave the recorder orphaned).
  • A 25-second grace period covers quick relaunches; a relaunch cancels the shutdown.
  • If Big Replay is already running, nothing happens (no duplicate windows).

Config

Entry Default Meaning
Launcher / Enabled true Start Big Replay alongside the game.
Launcher / ExePath (empty) Explicit path to BigReplay.exe; empty = <profile>/BigReplay/BigReplay.exe.
Launcher / GraceSeconds 25 Seconds after the game exits before Big Replay closes.

Troubleshooting

The game crashed on the very first modded launch. That's BepInEx generating its IL2CPP interop assemblies (normally a several-minute, seemingly-frozen first launch). If it crashes instead of finishing, just launch again — generation restarts each run — or copy a working BepInEx/interop folder from another profile. After it succeeds, launches are fast and stable.

Big Replay didn't open. Check BepInEx/config/com.bigwalk.replaylauncher.cfg (Enabled, ExePath) and BepInEx/LogOutput.log for a Started Big Replay line.

Links

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