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Baby Steps

Devolver Digital • 2025 • PC (Microsoft Windows), PlayStation 5

Lighthearted & fun
Baby Steps cover art

Baby Steps

Devolver Digital • 2025 • PC (Microsoft Windows), PlayStation 5

Lighthearted & fun

Is Baby Steps Worth It?

Baby Steps is worth it if you enjoy games where mastery comes from your own hands, not bigger numbers. The magic here is learning how to move an awkward body until a slope that once felt impossible suddenly feels readable and fair. It is also funnier and more sincere than the joke premise suggests, with a strange mountain world that rewards curiosity with weird little finds and surprisingly human scenes. The catch is simple: this game is happy to waste your progress when you get sloppy. One bad step can erase several careful minutes, and the lack of a map or generous rollback means frustration is part of the package. Buy at full price if that sounds exciting and you like physics-heavy oddities, patient practice, and a bit of masocore sting. Wait for a sale if you are curious but unsure about repetition or vague navigation. Skip it if losing progress ruins your mood, because the whole experience is built around turning failure into the lesson.

What is Baby Steps like?

Opinions of Baby Steps

What Players Love

  • Players Love

    The strange walking controls become fair and expressive

    A lot of players say the movement looks hostile at first but eventually clicks. Once the rhythm settles in, most falls feel readable instead of random.

  • Players Love

    The crude comedy gives way to real heart

    What starts as body-humor silliness often opens into a more human story about shame, avoidance, and growth, which surprised many players in a good way.

Common Concerns

  • Common Concern

    One mistake can wipe out too much progress

    The biggest frustration is lost time. A single slip can send Nate far downhill and force a long, careful repeat of terrain you had already solved minutes earlier.

  • Common Concern

    No map or guidance can become exhausting at times

    Players who enjoy blind exploration often accept this, but many others report late stretches where route reading feels too vague and curiosity turns into fatigue.

Divisive Aspects

  • Divisive

    Some love playing it, others prefer watching instead

    The slapstick falls and repetition are thrilling for some and better as spectator comedy for others, making the game's niche appeal part of its identity.

What does Baby Steps demand from you?

Time

LOW

Time

This is a short solo climb you can pause anytime, but returning cold after a break means rebuilding muscle memory before the mountain feels readable again.

LOW

Baby Steps asks for a modest overall time investment, but a flexible schedule helps more than long marathons. Most people can see the ending in about 8 to 10 hours, with exploratory or struggle-heavy runs stretching toward 15 to 25. That makes it a contained journey rather than a forever hobby. The structure is also friendly to real life in practical terms. You can pause cleanly, the autosave is aggressive, and there are no group commitments, daily chores, or matchmaking delays. What keeps it from feeling effortless is the shape of progress. The best stopping points are campfires and chapter beats, yet the space between them can easily turn into one last attempt. Coming back after a week is possible, but not frictionless, because you need to rebuild your walking rhythm and remember which ugly route was actually viable. So the game is easy to fit around a busy week, but harder to dip into completely cold. Give it regular short sessions and it returns a satisfying sense of forward climb without demanding your whole month.

Tips
  • Campfires are the cleanest stopping points, but the autosave is reliable enough for sudden exits when life interrupts.
  • Try 45 to 90 minute sessions. That is long enough to regain rhythm without letting frustration build into sloppy decisions.
  • After a long break, spend a few minutes on easy ground first. Relearning the walk is more important than instant progress.

Focus

HIGH

Focus

This is slow, precise movement that wants your eyes and brain fully engaged, but mostly on one problem at a time: where the next foot should go.

HIGH

Baby Steps asks for close, patient attention and pays you back with a rare sense of physical ownership over movement. You are not juggling lots of menus, stats, or enemy behaviors. Instead, nearly all of your brainpower goes into one stubborn problem: reading the ground, placing each foot, and deciding whether the next step is brave or foolish. That makes it narrower than a big action game, but often more relentless while you are actively moving. You cannot really play this while half-watching TV. Tiny changes in slope, surface, or ledge size matter, and the screen needs your eyes. The good news is that the thinking becomes more satisfying as you settle into Nate's rhythm. Early on, every incline feels messy. Later, you start seeing routes instead of chaos, and the mountain becomes something you can negotiate rather than fear. If you enjoy steady concentration and tactile problem solving, the focus pays off. If you want background play or easy autopilot, it will fight you.

Tips
  • Treat flat ground as practice space and rebuild your left-right rhythm there before attempting a steep climb after loading back in.
  • Aim for nearby landmarks or campfires instead of scanning the whole mountain. Smaller goals make route reading much easier.
  • Use the camera to inspect foot-sized ledges before committing. Tiny slope changes matter more than they first appear.

Challenge

MODERATE

Challenge

It starts awkward, then slowly becomes fair, asking you to learn rhythm, footing, and restraint until movement itself turns from joke into hard-earned skill.

MODERATE

Baby Steps asks you to learn a control language that feels ridiculous before it feels natural, and it rewards that effort with genuine skill growth you can feel in your hands. The buttons themselves are not the hard part. The hard part is building trust in shorter steps, learning how mud and slopes change your options, and noticing when a miserable route should be abandoned instead of forced. That makes the learning curve very different from a normal platformer. It is less about sharp reflexes and more about judgment, rhythm, and emotional discipline. The good news is that most people can understand the basics fairly quickly. The better news is that the game usually becomes more fair as you improve, not more mysterious. Falls stop feeling random. Recoveries start to make sense. Safer lines become visible. It is still demanding, especially if you hate repeating ground, but it rarely feels like knowledge is locked behind a guide. If you like games that turn clumsiness into competence, the payoff is excellent.

Tips
  • Expect the first hour to feel absurd. The controls usually stop feeling random once you commit to shorter, safer steps.
  • On mud, sand, or narrow ledges, lower your ambition. Small corrections beat heroic lunges almost every time.
  • If a route feels cruel for too long, back off and scan for a wider line. The obvious climb is not always the smart one.

Intensity

MODERATE

Intensity

The pressure comes from possible backslides, not enemies, so the mood swings between serene hiking, clenched concentration, and huge relief when a risky line works.

MODERATE

Baby Steps asks for emotional patience more than raw courage and pays you back with outsized relief when a hard climb finally holds. The pressure comes from possible backsliding, not monsters or combat. You spend long stretches in quiet air and scenic mist, then one greedy step turns the whole session into a comedy of regret. That swing between calm, tension, failure, and triumph is the game's heartbeat. Because of that, the stress feels very specific. It is not constant panic, and it is not horror fear. It is the tight-chest feeling of trying not to waste the last ten minutes. The absurd humor helps, and the story's awkward warmth keeps the experience from becoming mean all the time. Still, this is not a cozy after-work wind-down for everyone. On a good night, the setbacks feel funny and motivating. On a bad night, the same systems can feel punishing fast. Play it when you have a little patience to spare, and it gives you some of the most memorable small victories around.

Tips
  • Quit after a clean checkpoint or one good attempt, not after three angry slides. Late-session stubbornness usually makes the mountain feel meaner.
  • If a section starts tilting from funny to miserable, take a new route for ten minutes. Fresh terrain often resets your mood.
  • Save this for nights when you can laugh at failure. It lands much better than as a tired comfort-game default.

Frequently Asked Questions

Baby Steps is hard, but not in a twitchy action-game way. The hard part is not lightning-fast reactions. It is learning how Nate's body works, reading terrain, and keeping calm after a mistake sends you sliding back down a hill. Most players will understand the basic controls quickly, but true comfort takes several hours. In that sense, it is easier to learn than Getting Over It, yet it still borrows some of that game's stubborn spirit. Once the walking rhythm clicks, the game usually feels fair rather than random. Falls often come from overreaching, bad footing, or choosing a rough line instead of a safer one. That makes it satisfying, but still demanding. Accessibility options like remapping, sensitivity settings, subtitles, and full pause help with comfort, though they do not remove the core punishment of lost progress. If you like patient trial and error, this will feel challenging but doable. If you want smooth forward momentum every session, it may feel harsher than its silly tone suggests.

Most players will finish Baby Steps in about 8 to 10 hours, though 15 to 25 hours is common if you explore side paths, hunt hats and fruit, or spend a lot of time wrestling with harder climbs. It is not a months-long hobby game. For most people, seeing the ending is enough to feel they got the full point of it. Sessions work best in the 45 to 90 minute range. That is long enough to relearn your rhythm, make real progress, and hopefully reach a campfire or other natural stopping point. The game pauses cleanly and autosaves very aggressively, so you can stop sooner when real life interrupts. The catch is that you may resume on an awkward ledge rather than a cozy checkpoint. There is some replay value after the credits through cleaner routes, extra challenges, and missed oddities, but the main climb is the heart of the experience, not endless postgame systems.

Baby Steps is moderately stressful overall, with short sharp spikes rather than constant panic. Most of the pressure comes from knowing a sloppy step can erase real time. That creates a very specific kind of stress: not fear, not combat adrenaline, but clenched-jaw concentration followed by either relief or immediate regret. The good version of that stress is excellent. When you finally thread a rough slope or recover from a near fall, the payoff feels physical and personal. The bad version shows up when you are tired and start forcing attempts. Then the same system can feel stubborn, funny for everyone except you. The game's humor, quiet hiking, and strange little discoveries keep it from becoming exhausting all the time, but it is not a cozy wind-down game for every night. It plays best when you have patience and a decent mood, not when you are already frustrated.

Yes. Baby Steps is built for solo play, and structurally it can fit a casual schedule better than its reputation suggests. You can pause at any time, the autosave is very aggressive, and there are no raids, matchmaking queues, or social obligations pulling you into longer sessions. If life interrupts, the game usually preserves your exact place. The caveat is emotional, not logistical. This is easy to fit into your week, but not always easy to treat casually in the moment. A single mistake can undo several minutes, and coming back after a break means spending a few minutes getting your walking rhythm back and remembering the route. So yes, you can absolutely play it in short solo bursts, especially around 45 to 90 minutes. Just do not expect it to feel breezy every night. If by casual you mean flexible and solo-friendly, yes. If you mean low-stakes comfort play, only sometimes.

No. Baby Steps is a standard one-time purchase with no sign of pay-to-win design. There are no boosters, paid shortcuts, stat packs, or competitive advantages for spending more money. What you buy is the full single-player game. That matters here because the whole appeal is personal improvement. The satisfaction comes from learning how Nate walks, reading the mountain better, and surviving climbs that used to crush you. Selling progress skips or power advantages would undercut the point, and nothing in the store listings or review coverage suggests the game does that. If you fail, the answer is practice or patience, not your wallet. It also is not built around ranked ladders or live-service pressure, so there is no hidden spending race happening in the background. You buy it once and play the same climb under the same rules as everyone else.

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