I’ve played a lot of games where you’re basically funneled down a single path, and if you try to explore, the game nudges you back on track. But *Baby Steps* is totally different. It practically *wants* you to wander! It gives you so much freedom that getting lost feels like the main goal. It’s weird, because the game is already about overcoming the simple act of walking, but it actually encourages *more* walking, even when it’s not necessary. And honestly? That’s what makes the whole experience so rewarding in the end.
Game developers Bennett Foddy and Gabe Cuzzillo recently told Game Rant that they intentionally designed Nate’s adventure to reward exploration. They didn’t want to dictate how players should play, instead aiming for each attempt to be unique and full of surprises based on how much players stray from the main path. Ultimately, this design is both funny and challenging, making the experience feel more personal and rewarding for each player.
Why Exploration and Failure Both Matter in Baby Steps
When discussing the importance of freedom in *Baby Steps*, Cuzzillo highlighted the team’s key inspirations. They deliberately avoided creating a linear “walking simulator” and instead aimed for a more open-ended experience, similar to games they enjoyed – titles that not only allow players to wander off course, but actively encourage it. This unpredictability, Cuzzillo explained, became central to the game’s design.
As a player, I really appreciate how much freedom this game gives you. The developers were inspired by games like My Summer Car, Snowrunner, and Noita, which I love because they let you explore huge worlds and figure things out on your own. This game feels similar – it’s a cool mix of carefully designed challenges and more natural, almost random areas. There are planned climbs, but also piles of rocks you can try to tackle, and even just beautiful spots that you can find a way to reach if you’re determined. It’s all about exploration and finding your own path!

In a walking simulator like *Baby Steps*, giving players a lot of freedom presents unique challenges. Unlike other games, the slightly awkward movement controls can make exploring off the beaten path feel risky or simply not worthwhile. To address this, the developers intentionally created a sense of tension, encouraging players to occasionally wander while also making them feel like they might be missing something if they didn’t. During testing, the developers realized that this feeling of indecision could actually become a central part of how the game was played, according to Foddy.
During playtesting, we observed players were often drawn to explore interesting areas, but hesitated because they worried about getting lost or missing out on something else. We found this tension really compelling and intentionally designed the game to emphasize that feeling of wanting to see everything.

One of the biggest hurdles was ensuring that players’ freedom to explore didn’t disrupt the game’s flow. In a game like *Baby Steps*, falling, failing, and having to backtrack are expected, but the developers wanted to avoid making players feel penalized for wandering off the main path and ultimately stumbling into a mistake. Instead, they crafted the game world so that even when players lost ground, it still felt like they were moving forward, as the designer explained:
One of the biggest things we focused on while building the game was making sure falling off a cliff wasn’t *totally* punishing. We really wanted to avoid forcing players to re-climb everything they just painstakingly did. So, if you fall, we make sure you land somewhere with options to bypass that tricky climb – that idea of being a little forgiving is actually how we designed all the levels!

The mix of challenges and second chances in *Baby Steps* is designed to keep each game interesting and different. It encourages players to find their own unique path through exploration and unexpected discoveries, making every playthrough feel personal.
Read More
- Trail’s End Quest (Shakra’s Location) In Silksong
- Great Taste of Pharloom Quest In Silksong (Rasher, Crustnut, Muckmaggot, Nectar, Mossberry)
- Cogheart & Cogwork Heart Guide (How To Get & Use) In Silksong
- ETH PREDICTION. ETH cryptocurrency
- Far Fields Secret Area Route Guide In Silksong
- Violence District Killer and Survivor Tier List
- All Data Pad Locations (Week 1) Destiny 2
- Pale Oil Location (Pinmaster’s Oil Quest) In Silksong
- Abyss Map Location (& How To Reach It) In Silksong
- Prestige Perks in Space Marine 2: A Grind That Could Backfire
2025-09-16 18:40