Devolver Digital • 2025 • PC (Microsoft Windows), PlayStation 5
Baby Steps is worth it if you enjoy games that turn failure into both the joke and the lesson. At its low asking price, it's an easy full-price buy for anyone who likes Getting Over It style friction, physics slapstick, or strange sad-funny stories. What makes it special is how fast the bit becomes real: placing each foot turns into a tense, tactile skill, and the mountain keeps rewarding curiosity with odd sights, silly detours, and more heart than you'd expect. The catch is just as real. One bad slip can cost several minutes, the route is often unclear, and the humor is proudly crude. If that sounds intriguing but risky, wait for a sale and treat it as a short, intense experiment. If you want relaxed wandering, clear directions, or something safe to play around kids, skip it. For the right player, though, this is one of the funniest and most satisfying small games of the year.

Devolver Digital • 2025 • PC (Microsoft Windows), PlayStation 5
Baby Steps is worth it if you enjoy games that turn failure into both the joke and the lesson. At its low asking price, it's an easy full-price buy for anyone who likes Getting Over It style friction, physics slapstick, or strange sad-funny stories. What makes it special is how fast the bit becomes real: placing each foot turns into a tense, tactile skill, and the mountain keeps rewarding curiosity with odd sights, silly detours, and more heart than you'd expect. The catch is just as real. One bad slip can cost several minutes, the route is often unclear, and the humor is proudly crude. If that sounds intriguing but risky, wait for a sale and treat it as a short, intense experiment. If you want relaxed wandering, clear directions, or something safe to play around kids, skip it. For the right player, though, this is one of the funniest and most satisfying small games of the year.
The most common praise is the jump from helpless flailing to deliberate control. Once movement clicks, even a short clean climb feels truly earned and memorable.
A single mistake can erase several minutes, forcing slow re-climbs that test patience. For many players, this is the line between hilarious tension and pure tedium.
The game commits hard to crude jokes, nudity, and mean little surprises. Some players find that fearless and funny, while others bounce off the tone almost immediately.
Players love that the mountain keeps paying off curiosity with odd side scenes, strange characters, and a story that lands with more warmth than the joke setup suggests.
With no map or markers, it can be hard to tell whether a path is tricky or simply wrong. Camera trouble sometimes adds to that feeling of avoidable frustration.
The most common praise is the jump from helpless flailing to deliberate control. Once movement clicks, even a short clean climb feels truly earned and memorable.
Players love that the mountain keeps paying off curiosity with odd side scenes, strange characters, and a story that lands with more warmth than the joke setup suggests.
A single mistake can erase several minutes, forcing slow re-climbs that test patience. For many players, this is the line between hilarious tension and pure tedium.
With no map or markers, it can be hard to tell whether a path is tricky or simply wrong. Camera trouble sometimes adds to that feeling of avoidable frustration.
The game commits hard to crude jokes, nudity, and mean little surprises. Some players find that fearless and funny, while others bounce off the tone almost immediately.
The climb is short enough for a week or two, easy to pause mid-session, and annoying to resume after a few days away.
Baby Steps is short enough to finish in about a week or two of normal play, but it doesn't always feel light. Most people will reach credits somewhere around 9 to 15 hours, with extra time going to side routes, hats, secret scenes, or simple stubbornness. The good news is that it respects real-life interruptions well. You can pause freely, it autosaves often, and camps or cleared trouble spots make decent stopping points. The catch is that stopping and returning are two different things. Coming back after a few days often means spending several minutes getting Nate's rhythm back and remembering which ugly path you were testing. There are no teammates to schedule around and no daily chores pushing you to log in, so the commitment is entirely personal. That makes it flexible on the calendar, but not always frictionless in the moment. This works best if you can treat a session as 'one tough section and out' rather than demanding constant big wins. For solo players with limited time, it's manageable. For people who hate reacclimation and vague navigation, even a short campaign can feel heavier than its runtime suggests.
You need your eyes and hands on the game almost constantly, but the thinking is mostly about balance, angles, and route reading, not lightning reflexes.
Baby Steps asks for near-full attention whenever Nate is moving. This isn't the kind of hike you half-play while checking your phone. A gentle stretch can feel almost meditative, but the moment the ground tilts, narrows, or gets slick, you're reading angles, judging weight transfer, and deciding whether the next step should be tiny, bold, or abandoned entirely. The thinking is more spatial than speedy. You're not reacting to enemy attacks or mashing through button strings. You're studying terrain, planning body position, and learning how momentum behaves. That demand pays off in a very physical kind of satisfaction. A section that looked impossible slowly becomes readable, then manageable, then weirdly graceful. The game turns walking into a puzzle of balance and commitment, and that makes every clean climb feel personal. If you like games that pull you fully into the present moment, this works beautifully. If you need something that tolerates second-screen play, podcasts, or frequent distracted glances, it will fight you almost immediately.
The controls are easy to understand and surprisingly hard to internalize, turning simple walking into a satisfying skill that improves a little every session.
The basic idea is simple in seconds: move one foot, then the other. Actually becoming reliable takes much longer. Baby Steps asks you to build a strange little body memory for balance, recovery, slope handling, and route judgment. Early on, even flat ground can feel absurd. A few sessions later, you'll notice that surfaces you once feared are now manageable, and that change is the whole magic trick. What the game gives back is visible improvement. You don't just unlock stronger gear or bigger numbers. You become better at reading the mountain and controlling Nate. That makes progress feel earned in a way few short games manage. The learning process is not especially kind, though. It teaches through repetition, failed experiments, and long re-climbs more than through clear instruction. If you enjoy the Getting Over It style of 'I hated that, but I learned something,' you'll probably love the arc. If you want smooth onboarding, generous retries, and clear explanations, the first few hours may feel rougher than the final result is worth.
This is funny frustration, not horror panic: slips sting, progress loss raises the pulse, and the joke works best if you can laugh while seething.
Baby Steps delivers funny frustration more than pure panic. There are no monsters chasing you and no combat spikes, but one bad foot placement can send Nate sliding far below where you wanted to be. That creates real pressure, especially when you've spent several minutes inching through a nasty section. The stress comes from loss, embarrassment, and the awful feeling of almost making it, not from violence or horror. What you get back is a very specific emotional rhythm: tension, collapse, disbelief, then laughter. The game's weird side scenes, silly sounds, and surprisingly sincere story help keep the mood from turning completely sour, but they don't erase the sting of a bad fall. That's why this lands best when you're in the mood for a challenge that can annoy you on purpose. Played at the right time, the setbacks make the breakthroughs hit harder and the comedy land better. Played when you're tired, rushed, or already low on patience, the same design can feel mean. Think of it as a stressful comedy with a warm center, not a relaxing walk in pretty scenery.
Games with a similar rhythm and feel, even if they look different