Baby Steps
game
7/21/2026

Baby Steps

byGabe Cuzzillo, Maxi Boch, Bennett Foddy
8.8
The Verdict
"Baby Steps takes the most hostile design philosophy in games — Foddy-style earned failure — and grafts it onto an open world, a reactive score, and a sad-sack comedy about getting up when you fall down. The result is more accessible than Getting Over It without betraying it, funnier than almost anything else this year, and quietly moving in a way physics comedies have no right to be. It is not for everyone, and it would be a worse game if it were. If you have the patience, the mountain is worth it. Every single step."

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Key Features

Fully Manual Locomotion: Nothing about walking is automated. Each leg lift, swing, and plant is under your direct control, governed by a full-body physics simulation that treats Nate's mass, momentum, and balance as real, punishing quantities.
An Open Mountain, No Checkpoint Mercy: The landscape is expansive and largely non-linear. Falls are real — a slip can undo minutes or hours of climbing, which makes every ridge you crest feel genuinely earned rather than dispensed.
A Dynamic Soundtrack with 420 Beats: The score reacts to your movement and momentum, swelling as you find a rhythm and collapsing along with Nate. It's one of the smartest uses of adaptive audio in recent memory.
Deadpan Slapstick Narrative: An awkward, mumbling story about failure and perseverance, delivered with the comic timing of people who understand that a well-earned faceplant is funnier than any written joke. Collectible hats included, because of course they are.

The Good

Genuinely novel locomotion system with a real, satisfying mastery curve
Physics-driven slapstick that is consistently, organically funny
Adaptive soundtrack and open mountain design soften the Foddy formula's cruelty

The Bad

Deliberate frustration will be a hard wall for many players
Losing significant progress to one slip can sour a whole session
Limited replay value once summited; single-player only

In-Depth Review

Bottom Line: Baby Steps weaponizes the most basic human motor skill and turns it into the funniest, most quietly profound game of 2025. It will infuriate you. It will humiliate you. Buy it anyway.

The Loop: Suffering as Craft

The core loop of Baby Steps is deceptively simple: look at terrain, plan a route, execute steps, fall, scream, repeat. What elevates it is that the skill curve is real. In hour one, you are a marionette operated by a drunk. By hour ten, you're reading slopes, feathering your weight transfers, and stringing together confident strides across scree that would have ended you earlier. The game never gets easier — you get better, and it can tell the difference. That distinction is the entire Foddy design philosophy, and it's executed here with more generosity than Getting Over It ever offered.

The mountain itself does enormous heavy lifting. Because the landscape is open rather than a fixed gauntlet, failure rarely means total reset. A fall usually deposits you somewhere lower and demoralizing, but the route back up is yours to choose, and alternate paths often reveal themselves mid-tumble. This is the crucial evolution from the developers' earlier work: frustration is still the fuel, but exploration is the exhaust valve. When one ascent breaks you, you can wander sideways, find a hat, stumble into one of the game's strange deadpan characters, and come back with your ego partially reassembled.

Comedy as a Physics Property

Most games write their jokes. Baby Steps simulates them. The physics system is tuned to a precise comedic frequency — Nate doesn't ragdoll like an action-game corpse, he crumples like a man who has disappointed everyone, including gravity. The mild nudity, the drug references, the strong language: all of it services a specific tone, a kind of mumblecore Sisyphus. The narrative about an unemployed thirty-something learning to literally stand on his own is not subtle, but it's delivered with enough awkward restraint that it lands as melancholy rather than sermon.

Where It Grinds

Honesty check: this game's pace is divisive by design, and the design occasionally overplays its hand. Some late-game surfaces — wet rock, certain scrambles — cross the line from "demanding mastery" into "auditing your patience for its own amusement." A single bad step erasing forty minutes of progress is thrilling exactly once per session; the third time, it's a controller-gripping negotiation with your own willpower. The single-player-only, roughly-13-achievement package also means that once the mountain is summited, there's little structural reason to return beyond self-imposed challenges and speedrun ambitions. The game knows what it is and refuses to soften. Respect that — but know what you're signing up for.

The onboarding deserves specific praise, though. The opening hour teaches the leg mechanics through terrain rather than tutorial text, escalating from flat mud to inclines with the confidence of designers who trust their systems. There's no difficulty selector, no assist mode, no mercy — which will rightfully exclude some players, and the game is at peace with that.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.