
Baby Steps Embraces Failure in Hilarious, Human Way | Image Source: www.pushsquare.com
LOS ANGELES, California, March 28, 2025 – In a game landscape dominated by high-speed reflexes, film narratives and power fantasies, Baby Steps ​slows things down in a harmful way – a painfully uncomfortable step at once. Developed by the unique minds ​of Bennett Foddy, ​Maxi Boch and Gabe Cuzzillo, and published by Devolver Digital, this upcoming PS5 and Steam title dares to ​ask the question: What if the most difficult thing ​in a game was not to defeat a boss, but ​to learn to walk?
Originally revealed in June 2023, Baby ​Steps is acclaimed as the most literal walking simulator ever done. And ​we’re not just talking about clinging to the analog stick. ​Here, the ​players take ​control of Nate, a 35-year-old, constantly involved in a surreal ​world where he has to revive to ​walk. The joke? Walking is the game. But behind this absurd comic premise is a strangely convincing journey through an open world ​designed to be meditative and crazy.
What makes baby steps so different from traditional games?
Instead of serving a linear and objective experience, Baby Steps is an autonomous exploration through an unnoticed vast ​landscape. There is no mini-card, no fast travel, not even a control system. His only goal is to ​walk, literally put one foot in front of the other. According ​to the developers, the players control each of Nate’s legs independently ​using the trigger ​and bumper, with the ​directional input determining balance and ​impulse. It is a formula that takes the ​spiritual DNA of Foddy’s previous work as QWOP ​and surpasses it.
As the PlayStation blog ​indicates, the game starts in a ​cave, which acts as a tutorial ​area. After discovering the mechanics of the game’s movement, which often involves spectacular cleaning and frustrating tumble, ​players are released ​all over the world with a unique visual objective: a distant mountain on the horizon. It is a bold configuration, which deprives a lot of modern game comfort and encourages ​players to accept failure and discovery ​to the ​same extent.
How are the baby’s steps Using DualSense PS5 Controller?
One of the features of stanout, as highlighted in the PS blog, ​is how Baby Steps uses the PS5 DualSense driver. Liver feedback is used to ​simulate the texture of the surfaces that ​Nate crosses. You will feel the difference between shale mud ​and acute gravel. Each surface not ​only affects Nate’s balance and traction, but also offers sensory reactions that make the walk tactile and immersive. It’s not just about controlling the ends, it’s ​about physically connecting with every inch of earth.
According to Bennett Foddy, the team ​wanted each texture of the game to be different, adding ​another layer of immersion and difficulty. It’s not just a challenge to overcome, it’s an experience you want to ​feel, laugh and even think about. It’s part of the charm and maybe the magic of Baby Steps.
Why is this game so uncomfortable – and why is it important?
In her heart, Baby Steps uses physical discomfort ​as a narrative device. Nate is a man who, like many, has stagnated in ​life. It’s not heroic. He ​has no ​power. He is ​a whole man, thrown into a world where even standing straight is a victory. According to ​The Verge, players should not expect Nate to ​become a ​traditional hero: it is rather a “vehicle to live ​the world”. This makes the journey deeply personal; players will ​see their own struggles reflected in every scratch and error.
The genius here is that physical comedy – endless body language, stumbling, and awkwardness – becomes ​an emotional metaphor. In our real lives, don’t ​we all feel like we’re learning to walk for a few ​days? The title does ​not only refer to Nate’s literary stages; It reflects the process ​of restarting, finding its foot, and accepting that progress sometimes seems to fall flat on its face.
What is the reach of the world in the baby’s footsteps?
The conception of the open world is falsely ambitious. ​As an overview of IGN, the game does not entice players through ​scripted routes. He fell into a frightening and interconnected ​environment and explored at his own pace. While you can still see the mountain, how you get there, or ​even if you get there, it’s totally up to you. The developers compared it to ​modern titles like the Breath of the Wild and Death String in terms of exploration of the ethos, but with the tour added that simply walking is the ​main game mechanic.
Baby ​Steps has hidden collectibles, particular PNCs, cryptic notes and even ​secondary targets, like recovering a lost cup from a mysterious place. ​There is no warning on screen ​to encourage you to ​these discoveries. The world itself ​suggests them with visual signals, strange reference points or curious sounds. PlayStation The blog describes this as a “self-guided ​game”, where ​players choose not only where to go, but how to go – ​balancing literary motives and personal growth.
How’s the humor in the baby’s steps?
While the game can be slow and contemplative, it never loses its absurd sense ​of humor. The Cutscenes ​have Nate’s conversations with NPC that are also ​strange and out of her place. As many sources indicate, dialogue often ​feels improvised ​and improves the unpredictability of any interaction. An overview of Push Square even compared humor with classic Looney Tunes episodes ​- absurd, unpredictable, and self-conscious enough to keep you busy.
“They all have days when they feel a little uncomfortable,” Foddy shared. A little awkward, maybe a little lost and confused. I think we can all talk a little bit. “
This ​mood is not only a comic relief, it is a ​narrative thread that unites the whole experience. Nate may be inept, but he’s also perplexed. ​Your confusion is our confusion. His ​tremors, ours. What about the ridiculous ​hats he takes on his way? These are stupid trophies that feel difficult because each step has made efforts.
What kind of player will appreciate ​the baby’s steps?
Baby Steps is not ​for impatients. It ​is a slow fire, designed to prove its coordination and its will to fail. ​But ​it’s also very rewarding. As the critics point out, players who ​cling ​to it find themselves in a rhythm, like real life. The nature of testing and terrorism, combined with ​open exploration, creates ​a meditative experience. There’s no “good way” to play, just your way.
According to practical reports, ​some players can first avoid more ​treacherous paths, only to return after ​control. This learning curve becomes its own form of progression, making even minor victories monumental sensation. No health bars, ​no enemies, no death. Just a man, his ​legs, and a landscape full of possibilities. That’s enough.
Why is this the most accessible game in the studio?
Although its concept is intentionally out of the game, ​Baby Steps ​could also ​be the trio’s most ​attractive project. Previous work as recovery She prospered ​in difficulty and frustration. Here, friction still exists, but it is wrapped in humor, curiosity and a surprisingly moving narrative. The game does not punish failure, it encourages it. ​It’s not a ​setback, it’s a step forward.
Even collectibles reflect this ethic. A first prize is a simple hat, embodied on a deceased carousel. It becomes an adventure in itself. And if you fall, and you do, the game doesn’t embarrass you. ​The hat could be lost, but ​the memory of this trip is closed. It is this spirit of curiosity and consequence ​that gives Baby Steps its unique charm.
The procedural soundtrack, full of birds singing and the ground mass below, highlights every moment with a ​strangely ​soothing environment. Sound design, like movement, is designed to feel alive and organic, transforming the stages ​of the world into significant progress.
So, what’s the leak here? Baby ​The steps do not concern speed or efficiency. These are efforts. It’s about having your mistakes, laughing at them and trying again. It is about finding joy in the ​ridiculous and sense of the world. Whether you reach this mountain or not, every step you take has value. And maybe that’s the problem.