Baby Steps is a polarizing “ragebait” title that forces players to endure intentionally clumsy, physics-based climbing mechanics to guide a socially awkward protagonist to a mysterious mountain summit. Developed by the minds behind Getting Over It and QWOP, the game turns the player into the punchline of a surreal, often maddening joke that balances genuine innovation with punishing, sometimes poorly telegraphed, level design.
The Clumsy Journey of Nate
The story follows Nate, a man living in his parents’ basement who is transported to a strange mountain. To return home, he must reach the peak, yet his social anxiety leads him to reject all forms of assistance—including shoes, maps, and climbing gear. This refusal serves as the game’s primary mechanic, forcing players to navigate the terrain by manually controlling each of Nate’s legs using the controller triggers.

While the movement feels impossible at first, mastering the rhythm provides a unique sense of satisfaction. However, the difficulty ramps up quickly. Any loss of balance triggers a ragdoll state, forcing players to repeatedly attempt grueling climbs until they finally succeed or fall back to an earlier section.
Difficulty and Level Design
Much like previous works by Bennett Foddy, the game features a steep learning curve. The semi-open world offers optional challenges for those seeking extra difficulty, rewarding players with collectibles like hats and fruit that unlock new narrative segments. Yet, the game falters in its later stages. The path forward often lacks clear direction, leading to situations where players may spend significant effort on a climb that was never intended to be traversed.
A Spectator’s Delight, A Player’s Struggle
The core of Baby Steps is its commitment to being a prank on the player. It is arguably more enjoyable to watch as a spectator than to experience firsthand. While the sight of Nate flopping around is undeniably hilarious to onlookers, the player is often left feeling frustrated by the repetitive, punishing nature of the loops. The humor is derived from failure, but that failure can become exhausting after several hours of gameplay.
Surreal Aesthetics and Auditory Choices
The game’s world is intentionally bizarre, featuring encounters with anthropomorphic, half-nude horse men and dream sequences reminiscent of Game Boy titles. These elements contribute to a distinct, surreal atmosphere. However, the soundtrack—an experimental mix of clicks, scrapes, and animal noises—can be grating. While it fits the odd tone of the game, many players may find the audio experience more annoying than immersive.
Ultimately, Baby Steps is a singular experience that pushes the boundaries of game design. While it succeeds as a unique, creative endeavor, the gameplay loop remains a divisive experience. For some, the struggle to scale sandy dunes will be a comedic delight; for others, the mechanical frustration will overshadow the game’s undeniable charm.















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