s if I were the world's biggest sucker opening a bag labeled "dead dove do not eat," this morning I clicked on a link to the video 'Baby Steps Developers React to 7 Minute Speedrun' expecting commentary on the strategy and technique of an expert Baby Steps player. This was, of co
s if I were the world's biggest sucker opening a bag labeled "dead dove do not eat," this morning I clicked on a link to the video 'Baby Steps Developers React to 7 Minute Speedrun' expecting commentary on the strategy and technique of an expert Baby Steps player. This was, of course, incredibly foolish... Read more.
Baby Steps makes me feel like I never really learnt how to walk, but for the most part that's not down to me, it's down to the treacherous terrain Nate has decided to wander through. From bumbling through mud to toddling around waterfalls, Baby Steps isn't exactly an easy hike to
Baby Steps makes me feel like I never really learnt how to walk, but for the most part that's not down to me, it's down to the treacherous terrain Nate has decided to wander through. From bumbling through mud to toddling around waterfalls, Baby Steps isn't exactly an easy hike to embark on. But, it's no surprise given the inspiration behind the games' level design... Read more.
There is a style of game design built around rigorous playtesting and polish, aiming to smoothly guide the player from one challenge to the next, ensuring they never get hung up for too long or become too frustrated by an obstacle they can't overcome. And then there's Baby Steps.
There is a style of game design built around rigorous playtesting and polish, aiming to smoothly guide the player from one challenge to the next, ensuring they never get hung up for too long or become too frustrated by an obstacle they can't overcome. And then there's Baby Steps... Read more.
This patch just fixes a soft lock introduced in the last patch where Nate wouldn't get up holding the pedometer and the cup at the same time (and possibly other combinations of items). uwu
This patch just fixes a soft lock introduced in the last patch where Nate wouldn't get up holding the pedometer and the cup at the same time (and possibly other combinations of items).
Hello Baby Steppers, it’s Game Awards season! We may have shockingly missed that Game of the Year nomination for The Game Awards (wild, we know )… but The Steam Awards 2025 might be our moment . As luck would have it there is also a category literally MADE for us: Best Game You S
Hello Baby Steppers, it’s Game Awards season!
We may have shockingly missed that Game of the Year nomination for The Game Awards (wild, we know )…but TheSteam Awards 2025 might be our moment . As luck would have it there is also a category literally MADE for us:
Best Game You Suck At
Help us nominate Baby Steps and let's stumble to victory together!
This is a small patch that fixes some issues and softlocks reported by players. We have a larger patch in the works coming soon. Fixed a couple of terrain holes in the Z-loop point past the mountain at the end of the game Put the first two rooms of the fortress on a different loa
This is a small patch that fixes some issues and softlocks reported by players. We have a larger patch in the works coming soon.
Fixed a couple of terrain holes in the Z-loop point past the mountain at the end of the game
Put the first two rooms of the fortress on a different loading tile so that they load in earlier and can’t fail to be loaded when you arrive on slower hard drives.
Put an invisible collider under the bed in the fortress to stop lantern getting stuck when it rolls under there, sorry to the reddit user who suffered this fate.
Fixed gap under frozen stream in snowy area, south edge, nearby the crashed train
Fixed issue where clear times over 24 hours would display as the wrong time in the credits
Fixed issue where quitting after seeing a campfire scene could, in rare cases, cause you to get into a softlocked state in the snowy area
Fixed an issue where the time you spent in the credits was added to your clear time for determining the ‘most punctual person’ achievement.
Made slippery sand just a tiny bit easier to walk up.
Lots of small fixes and tweaks in this release, many based on community reports. Thanks to everyone who reported a bug! Spruce saplings in the forest bent a different amount in their bark and leaves when touched. Fix potentially being able to get under the stairs of the tower. Fi
Lots of small fixes and tweaks in this release, many based on community reports. Thanks to everyone who reported a bug!
Spruce saplings in the forest bent a different amount in their bark and leaves when touched.
Fix potentially being able to get under the stairs of the tower.
Fix being able to fall through the floor of the big spiral stair inside the fortress.
Bathwater in cabin will no longer appear on low quality (where we don’t have enough water mesh resolution)
Fix it not being morning when “going for a walk” after the ending of the game
The handle on the bucket hat should move a bit more naturally
Closed small hole on left of minecart tunnel to salt mines.
Closed a couple gaps at the top of the tower that a player was able to fall through and get trapped.
Added safety under the box hell to prevent players getting stuck
Fixed the non-Latin localization of the player time/steps stats shown in the credits
Changed the simplified Chinese translation of ‘firetower’ from 火焰塔 to 瞭望塔
Fixed issue where changing save slots while holding a clock or pedometer especially in left hand could cause animation anomalies.
Made it harder to get softlocked in the fortress while being far away from the lantern.
In the quarry, right before the area where you swim under an arch, we removed two wooden beams to make it harder for players to get stuck on the structure holding up the rail.
Fixed wrong collider on wooden scaffold stairs nearby the “ball pit” sculpture.
One player found a way to exit the fortress but still be in the dark ‘indoor’ weather, this is fixed.
Added a little world-penetration safety under the manbreaker, to help with high-speed collisions from falling there.
One player had reported that the fortress would not be visible if they looped all the way around the game over the endgame mountain. This should be fixed.
Wind sounds have been normalized to a consistent value, so regions should differ less in terms of wind volume
Milk sounds have had their high end attenuated (should be slightly less harsh on headphones)
Player VO banks have been mixed, so there should be less audible tonal differences between cutscenes and all types of in-world VO
I have only one principle, and it's this: never skip a cutscene on a first playthrough. It's served me well my whole life except for that four hours at the end of Death Stranding, and I'll keep to it until I die... Read more.
I have only one principle, and it's this: never skip a cutscene on a first playthrough. It's served me well my whole life except for that four hours at the end of Death Stranding, and I'll keep to it until I die... Read more.
hi!! - maxi here! this **hot fix** is just for **hot beats**. almost every song has gotten a bit of polish & many sound totally different. for a behind-the-scenes PoV: we had an unfortunate launch week snafu wherein all of the songs in the game, with a few exceptions, had tra
hi!! - maxi here! this **hot fix** is just for **hot beats**. almost every song has gotten a bit of polish & many sound totally different. for a behind-the-scenes PoV: we had an unfortunate launch week snafu wherein all of the songs in the game, with a few exceptions, had tracks that were playing the wrong samples. i have been hard at work getting our ableton live importer compatible with the most recent versions, and am so so so ecstatic for you all to hear some of the true intention behind the bizarre and beautiful babystep beats. - team audio would encourage you to stay down the next time you fall, as all the songs have alternate versions that kick in when you fall. we are still tuning that system and making it as impactful as possible. expect so many more songs to come as the patches roll in. again for visibility: we had a number of late stage set backs on the audio side, bc it's very challenging to keep a game with such complex music & sound design hitch free. we realized, to my absolute horror, only after implementing the design in one audio system, that we had to build a low level audio system ourselves if we wanted smooth gameplay (which obv obv we do!!!), but that took many months out of our schedule.
finally, just a note to say the audio will be subject to lots of change over the coming months. my team and i worked really hard on the core interaction sounds, the narrative, etc. & just so happened the level design completion came in a bit faster than songs & audio polish—given that we had to do the audio equivalent of integrating a new physics system & were off fixing bugs about crashes on systems with particular generations of SIMD instruction sets. not quite fun work, but making reactive sound for a tight physics action game means you have to be willing to dig into the tech at a super low level. but that is (mostly) all behind us now!
ok that's probably tmi for 99% of you! soon we'll be setting much more of the dynamic music system live (sorry for any overly enthusiastic birdos rn). it will be improvising atop the existing tracks, should be v cool, esp for players who spend a lot of time with the game. first in line is some dynamic music for the in-game animals, so stay tuned: patch notes on the audio side should stay pretty darn exciting for a while.
- The save game system will now use two additional backups that are written less often. - Fix key trophy falling through world - Fix for held items being pushed into geometry and causing a joint explosion. - Fix out of bounds in the crown dream. - Fix out of bounds in the propell
- The save game system will now use two additional backups that are written less often. - Fix key trophy falling through world - Fix for held items being pushed into geometry and causing a joint explosion. - Fix out of bounds in the crown dream. - Fix out of bounds in the propeller hat dream. - Improve the fortress recovery ladder. - Fix Jim's well not staying closed upon reloading the area leading to a potential soft lock. - Fix being able to clip the trigger for the campfire cutscene in the apartment by going into the corner of the room causing nate to fall infinitely through the world. - Added gamma boost when you're far from your lantern in the dark in the fortress so it's easier to find your way back to it. - Fix jagged river edges on low quality. - Fix entering a cutscene with the binoculars up causing the overlay to be on over the cutscene and Nate to be only floating eyes. - Fix Nate being semi-transparent in a cutscene if you entered the cutscene with the camera inside him - Fix breaking the vase before hearing from Mitchell causing an infinite Pause screen to appear. -3 songs with extended tracks for more variation and better sounding "fallen" states -5 new songs! -snowier snow snogs -one fewer songs bc there's a song in the song hospital -wind gusts much less blast-y -mix polish on a spoilery cutscene
Hello, Gabe here! This patch fixes an issue some people have had with their saves getting corrupted or lost after a crash . We have made it a lot safer, and hopefully this should never happen again. If anyone has lost their save and wants me to send them a save from an equivalent part of the game just @ me on the discord! So sorry about that I know how much it sucks in a game where progress can be so hard won!
Hotfix 2 -Fix Nate occasionally exploding when rubbing a hat on a wall -Fix some potential softlocks involving clipping through the floor. And one in the castle with the lantern. -Fix a few bad holes near crater lake. -Fix lantern buoyancy -Fix magenta door -Block off castle exit
Hotfix 2 -Fix Nate occasionally exploding when rubbing a hat on a wall -Fix some potential softlocks involving clipping through the floor. And one in the castle with the lantern. -Fix a few bad holes near crater lake. -Fix lantern buoyancy -Fix magenta door -Block off castle exit to prevent getting too lost in a certain moment. -Fixes for about half of the songs having incorrect sample mappings -Physics sound loops no longer stick around after objects have reached rest -Tamed the loudest wind sounds, improved mix -Fixed popping issues with some VO -Reduced audio dsp artifacts
When I started Baby Steps earlier this week I thought it would end up being the funniest game ever made. Every time the bulbous antihero fell over I would laugh. I would cackle as the onesie-ed, erstwhile binge watcher slid haplessly down muddy slopes in the least dignified way p
When I started Baby Steps earlier this week I thought it would end up being the funniest game ever made. Every time the bulbous antihero fell over I would laugh. I would cackle as the onesie-ed, erstwhile binge watcher slid haplessly down muddy slopes in the least dignified way possible. Sometimes I would just stand still and rotate the analog stick so that he'd do that weird whooshing wormy dance that looks so pathetic. It's fun to make Nate do dumb things and laugh at him. And get a load of his stupid walk. What an absolute loser!.. Read more.
I've only played about five hours of Baby Steps , but if there's one thing I've learned during that time, it's that you always need to have complete visibility over where Nate is putting his feet. Since this is a "walking simulator" and this logic applies to real life too, it may
I've only played about five hours of Baby Steps, but if there's one thing I've learned during that time, it's that you always need to have complete visibility over where Nate is putting his feet. Since this is a "walking simulator" and this logic applies to real life too, it may seem overly obvious. And it might be. Maybe I'm an idiot, but I know I'm not alone in that... Read more.
I fell while navigating some tricky rocks, rolling downhill like a wet sausage until I was caught by a grassy ledge. The only paths back up involved even tricker rocks, and predictably I fell again, tumbling off the grassy ledge to land next to a mudslide. Fortunately there was a
I fell while navigating some tricky rocks, rolling downhill like a wet sausage until I was caught by a grassy ledge. The only paths back up involved even tricker rocks, and predictably I fell again, tumbling off the grassy ledge to land next to a mudslide. Fortunately there was a dry path beside the mud, and unfortunately I found a single rock on that path, tripped, hit the mudslide, and slid to the bottom of it... Read more.
Baby Steps , the "slapstick walking simulator about a slob climbing a mountain" co-developed by Bennett Foddy (the Getting Over It guy, which should give you a pretty good idea of what to expect), Gabe Cuzzillo, and Maxi Boch is out today, and the reviews are pretty close to unan
Baby Steps, the "slapstick walking simulator about a slob climbing a mountain" co-developed by Bennett Foddy (the Getting Over It guy, which should give you a pretty good idea of what to expect), Gabe Cuzzillo, and Maxi Boch is out today, and the reviews are pretty close to unanimous: The word "hate" appears in the vast majority of them, as do words and phrases like "infuriating," "awkward," "stupid," "frustrating," and a whole bunch more—none of which would likely lead you to believe that these are all words uttered in fascinated praise... Read more.
Five years in the making. Countless stumbles. From the developers of QWOP, Getting Over It and Ape Out comes a game where walking is the hardest thing you’ll ever do. Baby Steps is officially available now! Take a walk in Nate's shoes, journeying from abject underachieving homebo
Five years in the making. Countless stumbles. From the developers of QWOP, Getting Over It and Ape Out comes a game where walking is the hardest thing you’ll ever do.
Take a walk in Nate's shoes, journeying from abject underachieving homebody to a reluctant explorer of a strange, mystical land. You’ll learn to walk (for real), explore diverse landscapes, climb mountains, stumble through valleys, all whilst questioning why you ever took walking for granted.
The journey of a thousand miles begins now! Grab Baby Steps here:
Don’t forget to join the official Discord, drop us any feedback, report bugs and chat with other Nate lovers. Or if you just need some emotional support after your 100th fall, you’re welcome too.
Baby Steps is one of those games that makes a stronger impression when you hear about it than when you actually sit down with it. The idea is sharp: you take control of Nate, a 35-year-old man who has let life pass him by. He is unemployed, drifting and already convinced most of
Baby Steps is one of those games that makes a stronger impression when you hear about it than when you actually sit down with it. The idea is sharp: you take control of Nate, a 35-year-old man who has let life pass him by. He is unemployed, drifting and already convinced most of his opportunities are gone.
Then, as if out of nowhere, he is placed in a strange new world where he discovers an extraordinary power: he can walk. Not in the casual, natural way every human does without thinking, but in a clumsy, mechanical way that turns each step into a challenge. Every leg movement is controlled individually. Every shift of balance could send him sprawling. Walking becomes the ultimate test of patience and persistence.
On paper, that is fascinating. The absurdity of a grown man treating a basic human function like a superpower has obvious comedic potential. The metaphor of rebuilding a wasted life step by step has dramatic weight. The prospect of a game where progress is hard-won... Read more
Baby Steps developer Gabe Cuzzillo prefaced today's "very unprofessional" developer overview by saying "you shouldn't know very much about this game when you play it, because it's full of surprises and they're fun." After watching it, I'm not sure I know any more about the comedi
Baby Steps developer Gabe Cuzzillo prefaced today's "very unprofessional" developer overview by saying "you shouldn't know very much about this game when you play it, because it's full of surprises and they're fun." After watching it, I'm not sure I know any more about the comedic walking simulator, but I'm certainly intrigued by the vibe here... Read more.
After a delay due to Hollow Knight: Silksong, the hilarious looking physics walking sim Baby Steps is Steam Deck Verified for the new September 23rd launch. Read the full article here:
After a delay due to Hollow Knight: Silksong, the hilarious looking physics walking sim Baby Steps is Steam Deck Verified for the new September 23rd launch.
Read the full article here: https://www.gamingonlinux.com/2025/09/baby-steps-is-steam-deck-verified-im-ready-to-fall-over-everywhere/