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Baby Steps isn't done with Maxi Boch

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Maxi Boch isn’t done with Baby Steps. Boch has enjoyed a productive career in game development and she knows how it feels to be creatively finished with a project. She experienced it at various points with Rock Band, Dance Central, Fantasia: Music Evolved and Ape Out, but on Baby Steps’ launch day, done was not the vibe.

“I've been in the industry for a long time; I shipped broken strumbars for Rock Band,” Boch told Engadget. “I know that things change over time in this world, and it's not to say that Baby Steps is not done. It's done. But whether I'm done with Baby Steps, this is a different story.”

To make a long one short: Boch’s collaborators, Bennett Foddy and Gabe Cuzzillo, were ready and excited to ship the game before she was, and so they did. Baby Steps hit PC and PlayStation 5 on September 23, 2025 (following one strategic delay to avoid the Hollow Knight: Silksong release window).

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From the player’s side, Baby Steps feels like a finely honed experience. It’s a walking simulator that follows Nate, a manchild in a gray onesie, as he attempts to scale a mountain and symbolically escape his parents’ basement. The player controls Nate’s legs individually, lifting each knee and carefully placing one foot in front of the other, learning how to walk in the very literal sense. Baby Steps succeeds because of its mechanical precision, but it excels because of its irreverent tone, magically surreal setting and AAA levels of polish. The mountain is a mix of childhood memories and adult anxieties represented by giant chess pieces, rude graffiti, and a crew of drinking, smoking, anthropomorphic donkeys who wander the cliffs with their dicks swinging free. Improvised dialogue between Nate and the NPCs turns each cutscene into a comedy sketch, but his journey also includes shocking revelations of existential numbness.

In Baby Steps, falling is just as much of a mechanic as walking. You will fall — dramatically, drastically, down crevasses that took hours to climb — and Nate will bounce and slide and eventually just lay there, mumbling to himself while his onesie fills with mud. And then you’ll pick him back up and start walking again. You’ll settle his steps into a soothing cadence. You’ll marvel at the way his sweat slowly saturates the material at the base of his spine, just above his bulbous butt. You’ll try to skip a cutscene and realize that in order to do so, you need to play a minigame with the X prompt. You’ll learn how to run. And somewhere along the way, you’ll remember what it feels like to just enjoy play.

Baby Steps (Devolver Digital)

As a former marching band member, I appreciate the sense of rhythm that’s built into Baby Steps, spurred by the animal sounds and natural-world musical cues that are tied to Nate’s footfall in specific areas. This is Boch’s area of expertise, and also the main reason she doesn’t feel finished with the game. Boch and her collaborators ended up using a slapdash mosaic of audio middleware and low-level software for Baby Steps, and a series of late-stage issues infused all of the songs in the game with incorrect samples. On launch day, the music and audio cues weren’t reacting as intended when Nate stepped, stumbled and fell.

On September 23, the day that Baby Steps came out, Boch and I talked for an hour about its development process. Our conversation gently circled the topic of perseverance, the game’s core theme, but we only directly acknowledged it at minute 59. It’s not something you need to scream or repeat — tenacity is the obvious message in a game about climbing a mountain on wobbly feet — but it was fascinating to learn why Boch in particular was inspired to build a game about endurance.

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