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Meme Coin Modeled on Baby Shark Creator Collapses

by admin September 26, 2025



In brief

  • A meme coin modeled on Baby Shark’s creator collapsed.
  • Pinkfong said the token created using Story Protocol was unaffiliated.
  • Story Protocol deleted posts, but sleuth ZachXBT saved some receipts.

A meme coin touting Pinkfong’s name collapsed on Thursday after the entertainment company behind YouTube hit Baby Shark said that it was unaffiliated with the token.

The meme coin, which was created using Story Protocol’s network for managing intellectual property rights and creating derivative works, was issued “without authorization,” Pinkfong said in a post on X, promising “grave legal consequences” for those violating the law.

Although Story Protocol is designed to remove rent-seeking intermediaries from the IP industry, it appears that a purported misunderstanding between two of its users has potentially created more work for lawyers than projects that secured the rights to Pinkfong’s IP traditionally.

Pinkfong is more than just a pink fox: The South Korean firm, which has generated more than 140 billion cumulative views across its YouTube channels, is responsible for the most popular video on YouTube, featuring iconic lyrics like “Baby shark, doo doo doo doo doo doo.”



In a now-deleted post on X, Story Protocol said that users could “remix and expand” the IP behind Pinkfong’s furry mascot following its tokenization, according to screenshots shared by pseudonymous blockchain sleuth ZachXBT on Thursday.

“Fascinated to see how this collaboration unfolds,” Story Protocol co-founder and CEO S.Y. Lee said in a now-deleted post.

Decrypt has reached out to Story Protocol for comment.

The meme coin debuted on Story Protocol’s network had a market capitalization of $6.32 million on Friday, according to DEX Screener. A few hours after its kickoff on Tuesday, the token rocketed to a market capitalization of $519 million.

Bubblemaps, a popular on-chain visualization tool and crypto sleuthing firm, said on X that it found insider activity around the meme coin. It found no evidence that the activity was linked to Story Protocol, but around 7% of the token’s supply was scooped up immediately.

The price of Story’s native token, which serves as the platform’s underlying medium of exchange, has been volatile, meanwhile. Since Tuesday, Story’s price has fallen from $12.91 to $7.24, while settling around $9.35, according to crypto data provider CoinGecko.

Pinkfong has endorsed two meme coins that exist on Solana and BNB Chain. As mentioned before, the unofficial one exists on Story’s network. It debuted through a platform called IP World, which says that it is “built for degens, by degens.”

The project said that it had been working with a licensed partner of Pinkfong’s, but it learned that the company’s license wasn’t valid, based on agreement that it had with another licensee. Nobody was prevented from engaging with the IP until that was verified.

IP World said that the incident, while frustrating, showcased some of its safeguards. Because the IP wasn’t verified on IP World, “creator fees remain locked on the protocol and cannot be claimed until the rightful IP owner is confirmed.”

The collapse of the unofficial Pinkfong meme coin has provoked scrutiny toward Story Protocol among some industry onlookers, but IP World made it clear on Thursday that the network underpinning its service had little to do with the actual problem.

“Story Protocol, the blockchain on which IP World operates, was never a party to this agreement nor was it in any way involved in these licensing matters,” the project said in a post on X on Thursday. “We are deeply sorry for the uncertainty and confusion this has caused.”

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September 26, 2025 0 comments
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‘Baby Shark’ Token on Story Protocol Drops 90% as Brand-Owner Denies Authorization

by admin September 26, 2025



A “Baby Shark” token hyped last week as officially representing the most viewed video on YouTube, slumped 90% after the issuing platform said the company minting the memecoin belatedly realized it didn’t have the authority to do so.

The token tumbled to under 0.064 cents from Tuesday’s 35 cents high on Story Protocol, a layer-1 blockchain specializing in intellectual property, after the brand owner, Seoul-based Pinkfong Co., issued a formal notice on X on Friday saying the token had “no affiliation whatsoever” with the company.

Baby Shark, a two-minute long music cartoon aimed at young children has garnered more than 16 billion individual views since its 2016 launch. The token, which had a peak market cap of $200 million, was issued using IP.World, which said it relied on faulty rights provided by a Pinkfong licensee and said its verification process blocked creator fees from being released.

“We, and the community, had every reason to believe the launch was fully authorized,” IP.World said.

(DEXTools)

In its post, Pingfong said only two assets, a Baby Shark Meme on Solana and Baby Shark Universe Token on BNB Chain, are officially endorsed.

The statement did little to calm traders who had piled in under the impression of the token was an official Pinkfong collaboration, amplified by influencer endorsements and Story Protocol’s own promotional push.

Separately, blockchain analytics firm Bubblemaps reported that at least one entity funneled funds through multiple fresh wallets to snipe $10 million worth of supply in the first minute of trading — representing roughly 7% of the token’s supply on its Sept. 23rd issuance.

While IP.World named the licensee, CoinDesk is not doing so as it has been unable to contact the company concerned for comment.



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September 26, 2025 0 comments
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Earth' Sound Designer Explains That Xenomorph Baby Talk
Product Reviews

Earth’ Sound Designer Explains That Xenomorph Baby Talk

by admin September 26, 2025



While Alien: Earth fans nervously await FX’s confirmation that the Noah Hawley show will be returning for a second season—that cliffhanger finale made it seem pretty likely—there’s still plenty to ponder about season one. There are lots of big lingering questions around exactly how the superpowered hybrid Wendy (Sydney Chandler) was able to talk to Xenomorphs—and why these apex predators decided to obey her commands.

The people behind the show aren’t divulging any details just yet, but we do have a little more sense of how Alien: Earth approached those crucial communications.

We get a visceral demonstration of Wendy’s special connection with the Xenomorphs when we see her close encounter with something entirely new in the sci-fi franchise: a sort of toddler-age Xenomorph. We’ve seen eggs, facehuggers, chestbursters, and seven-foot monsters, but a cute li’l Xeno is unexplored territory. That’s right, we said cute—which is exactly how the show’s sound editor/designer, Lee Gilmore, also described it in a new interview with IGN.

“We wanted to make sure that when we see the baby Xeno, when he comes out for the first time and she’s talking to him, there’s almost a cute element to it,” explained Gilmore. “And it was great, because it kind of lulls the audience into… This is a cool little pet, you know. And then he totally rages out and slams himself against the window, and you realize, oh, this thing’s a killing machine.”

One of Gilmore’s biggest challenges for Alien: Earth was coming up with the language Wendy uses to talk to the aliens, no matter their size. It’s a clicking, whirring array of sounds, and the pint-sized guy got his own special adjustments. On the show, it’s totally convincing: these two are fully conversing.

“You had to find a balance between cute, chirpy things that signify that he’s still a baby, and then you slowly start integrating more aggressive sounds,” Gilmore said. “And when he’s full-grown, he has a much deeper body to him… We really were very specific in what kind of low elements we added to it. But once he’s like a full-grown adult Xeno, he’s got a lot more weight, a lot more body to him, his growls, and he’s seething.”

Read the full interview, which goes into a lot more detail about not just the Alien: Earth language but the creation of sci-fi languages in general, at IGN.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 26, 2025 0 comments
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Product Reviews

Baby Steps review | PC Gamer

by admin September 24, 2025



Need to know

What is it? There is only one set of footsteps in the sand, because you are on your fuckin’ own, mate.
Expect to pay: $18/£15.30
Developer: Gabe Cuzzillo, Maxi Boch, Bennett Foddy
Publisher: Devolver Digital
Reviewed on: Windows 11, Intel Core i9, 32GB RAM, Nvidia RTX 4060
Multiplayer? No
Link: Official site

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.

Walking back up that path I managed to slip into the mud twice more, the second time achieving such slippery velocity I flung myself back to a previous biome, landing in a lake. That motivated me to try a different route entirely, heading back toward a labyrinth of cardboard called Box Hell, at which point I spotted a ladder leaning against the hill I somehow completely missed the first time through this area, and which let me bypass all that mud-and-rock nonsense.

It still took me three goes to get up the ladder, of course.


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This is Baby Steps, a parody of open world games, and our collective punishment for using the phrase “walking simulator”. You play Nate, a basement-dwelling loser mysteriously teleported from his couch to the wilderness like the Pevensie children being magicked to Narnia, only instead of plucky youngsters full of Blitz spirit you are a 35-year-old failure full of pizza.

There is a mountain in the wilderness and maybe if Nate climbs it he’ll be able to go home. It’s as reasonable an assumption as any, so off you set, taking your first steps, and almost immediately falling on your dumptruck ass.

(Image credit: Devolver)

Baby Steps recommends you play with a controller like a real yakuza, so I did. Squeezing one trigger lifts your foot, and pushing a stick moves that foot. You’ve got a fine degree of control over where that foot ends up before you put it back down, which will not save you. Nate has all the balance and grace of a moose on ice, and he’s doing this hike barefoot.

He could have got shoes at the start of the climb, but he turned them down. In the first of many delightfully improvised cutscenes, Nate meets a cheerful Australian hiker who offers help and he immediately says no. Nate is a man so awkward he wants every social interaction to end the moment it begins, if not sooner, rejecting every offer of help, including a map I would actually really have appreciated.

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Baby Steps takes the idea of games as challenges, of hard modes and iron man runs and proud declarations that yellow paint is ruining videogames, and personifies it as a specific kind of man—the man who will not ask for directions no matter how lost he is. The next time someone dresses their victory over a videogame as some kind of macho triumph, I’ll be thinking of Nate, his onesie turning brown as he falls in the mud over and over.

Because it was there

In addition to the challenge of working your way from one campfire to the next as you ascend through a series of zones, there are optional challenges to hurl your wobbly cheeks at. Hats you can wear are precariously placed on top of trees or broken piles, and so are lost objects to return to nearby firetowers. But every time you tumble there’s a high chance you’ll lose your hat or whatever’s in your hand, and the act of leaning over to pick it back up can sometimes send you tumbling again. I lost a hat when I fell through the roof of a barn and couldn’t find it in all the straw, a moment so dispiriting I gave up on hats entirely and did the rest of the climb bareheaded.

(Image credit: Devolver)

But the moments that are most dispiriting are when you’re completely at a loss as to which of several hardscrabble climbs is even doable. Sometimes there’s only one way up (like the ant tunnels leading out of the sandcastle), but sometimes there are multiple paths of varying difficulty. How many times do you throw yourself at a broken rockface or a cactus bridge or a wet plank before you trundle off to see if there’s an easier way?


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More than once I gave up on something that turned out to actually be the easy option because I blundered my first couple of attempts, then wandered around for an hour trying things that were far harder. At one point I knocked down a yellow shovel I could have used as a bridge and spent an age trying other ascents before learning that if I just quit out and went back in again the shovel returned to its original location.

(Image credit: Devolver)

Odds are you’ll find at least one moment in Baby Steps you think crosses the line from “funny satire of videogame design and difficulty discourse” into “actual bullshit someone should be ashamed of.” It’ll probably happen somewhere different for everyone, though the odds of it being one of the many bullshit moments in the sandy zone are high.

Scale Sheer Surface

I’ve heard people say they stopped enjoying Skyrim the moment they realized they could fast-travel. Once they started teleporting from one quest goal to the next all the fun went out of it. I enjoyed Skyrim even with the fast-travel, but I understand their position. Bouncing directly from objective to objective can be draining and joyless in a way that ambling around isn’t.

Baby Steps makes ambling into slapstick comedy, and I laughed a lot while Nate groaned and swore and blubbered. At least, for the first seven or so hours. The seven hours after that started to edge into being draining and joyless in their own way—honestly, sand can fuck right off forever, Anakin was right, just a hateful substance—but by that point the story had hooked me. The snappy dialogue of those cutscenes stays funny when the physics lols have worn out their welcome.

(Image credit: Devolver)

The reward for persevering in Baby Steps isn’t anything as ephemeral as a sense of triumph over adversity or whatever nonsense the masocore people get out of their boring games. No, it’s cutscenes where a character who is probably voiced by Bennett Foddy menaces Nate through sheer overbearing force of personality and Australian-ness.

Normally satire makes it hard to take the thing it’s satirizing seriously, but after almost 15 hours of waddlebitching my way up one mountain I loaded up Borderlands 4 and doing a doublejump-glide into a jetbike felt incredible. Baby Steps is a masterpiece, but I think actually I will just chill in a game with quest markers for a while.



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September 24, 2025 0 comments
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Does Baby Steps creator Bennett Foddy actually want to make you mad?

by admin September 24, 2025



Baby Steps is an inherently frustrating game, but do the developers merely want to see us all suffer? Well, not quite. It’s a bit more complicated than that.

No different from Getting Over It and QWOP before it, Baby Steps can be a brutally punishing gameplay experience. It’s designed in such a way as to frustrate players at a regular cadence. Regardless of your skill, you will fall, you will slide down a hill, and you will lose progress.

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That’s all central to the experience as you get back on your feet, exhale, and try again for the fourteenth time. Pain is part of the process, as it has long been in games from Bennett Foddy.

Naturally, when speaking with the man himself alongside Baby Steps co-developers Gabe Cuzzillo and Maxi Boch, I had to get to the bottom of it. Do the developers enjoy watching us suffer?

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Do the Baby Steps creators enjoy making players mad?

The answer is a complicated one. While Baby Steps is indeed designed with the goal of occasionally making you frustrated, Bennett Foddy doesn’t view frustration as an entirely negative feeling.

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“I think there are different types of feeling frustrated,” he told us. “It’s like picking a scab or something like that. That’s the type I enjoy.”

Foddy himself is no stranger to getting overly mad at his own games, admitting he’s even “rage quit” from Baby Steps on occasion. “But even that experience of getting tilted and getting mad, that’s what gives the game stakes and makes it feel exciting, as you know, you might get annoyed.

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“To me, that gives video games something that linear media doesn’t have, there’s something on the line.”

Now, as for whether Foddy enjoys watching others suffer in his games, there’s a clearer answer on that topic. He simply can’t do it. Even with viral videos and mega-popular streams boosting his games’ popularity, he’s not tuning in.

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“It’s gonna sound hypocritical, but I cannot watch it. I feel too much of their pain, and it makes me feel guilty.”

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Devolver DigitalBaby Steps goes out of its way to make your life a misery, but that’s all part of the fun.

Baby Steps devs biggest tips for improving

Obviously, we’re expected to suffer at least a little before we start improving in Baby Steps, but how might players be able to expedite the process?

There’s little in the way of recommendations for mechanical skill, as that’s just something you have to learn with experience. But all three devs had their own little tricks to help enjoy the experience.

“I think you should cherish whatever you happen to see,” Cuzzillo chimed in. “Don’t try too hard on any one thing.”

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“Take some breaks,” Boch added. “Gameplay skills cement really well with some sleep.”

“Brush your teeth every day,” Foddy said. “And floss!”



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September 24, 2025 0 comments
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Baby Steps Review - Unhappy Feet
Game Reviews

Baby Steps Review – Unhappy Feet

by admin September 23, 2025


I spent the majority of my time reviewing Baby Steps in various states of anger, ranging from mild annoyance to controller-throwing rage, but when it intends to make me feel this way, it’s hard to deny that Baby Steps is effective. “Ragebait” games like this one are supposed to elicit that response. I appreciate how Baby Steps commits to the bit by making the player the brunt of the joke, along with its surreal story. Still, its frustrating difficulty, paired with occasionally poorly designed levels, kept me from laughing alongside it. 

In the opening cutscene, Nate, a pathetic man who lives in his parents’ basement, is transported to a mysterious mountain. Through a series of awkward conversations, he learns he’ll have to reach the summit to make a wish to go home. However, Nate is also so socially awkward that, hilariously, he refuses almost every offer of help so as not to bother his fellow climbers. He turns down shoes, climbing equipment, and a map (complete with a minimap and compass in the corner), none of which you ever get, making the game laughably more difficult.

The cherry on top, and the game’s premise, is that players control Nate one leg at a time, stumbling through the whole journey and often falling down. The controls are intentionally clumsy, with the left and right triggers lifting their respective legs. While it initially feels impossible, it’s oddly satisfying to walk once you get the rhythm down. Of course, challenges quickly escalate from slight, hilly inclines to intricate balancing acts, ratcheting up the difficulty. To make things worse, getting off balance, which happens constantly, immediately locks Nate into a ragdoll state, causing him to fall until he reaches a stable position. The hardest climbs of Baby Steps aren’t just frustrating because of their difficulty, but because you have to do them again and again until you prevail onto the next section.

Bennett Foddy’s past work (he’s best known for Getting Over It and QWOP) is characterized by a steep difficulty curve, and Baby Steps is no exception, though it was more approachable than I expected. The key to this, especially in earlier areas, is how the semi-open world is peppered with optional challenges. If you want a tougher experience, simply turn at the next fork in the road, and you’ll find a difficult path or structure to explore, but if you stick to the main path, the walk will remain manageable. Optional challenges reward collectible hats and fruit that unlock new story content, granting devoted players an incentive to take on tougher challenges.

Where Baby Steps really stumbles is in its later levels, where the paths forward are poorly telegraphed. Moving Nate anywhere other than where he needs to go is a risk because at any given moment, you could (and probably will) make a wrong step and fall to an earlier area. It’s maddening, then, to be stuck in an area with no idea where to go, and no idea if the arduous climb you’re attempting is even required. On several occasions, I made my way into a later area by doing a climb I felt I wasn’t supposed to be doing. It wasn’t hard in a way that seemed intended, but rather like I was clinging to random bits of geometry and eventually prevailing. For every unclear path that did lead to a way forward, I tried and failed to progress through three more; the only indication I was in the right area was that I eventually moved forward. It’s hard to commit to tough challenges when it’s not clear whether it’s designed for me to attempt.

These failed attempts, however, are undeniably silly. Baby Steps is funny, but instead of inviting players in on the joke, the players become the joke. To play Baby Steps is to be pranked left and right, to be forced into unreasonably difficult situations armed only with your sweaty onesie and two bare feet. This is a game designed for streamers, which is to say that it’s more fun to watch than it is to experience yourself: When someone else is the subject of Baby Steps’ pranks, it’s far more tolerable. Hours into the game, I’d become desensitized to the absurdity of it all, but whenever my partner saw Nate flopping around on the screen, she laughed aloud. Failure, though it’s frustrating as a player, is funny, and Baby Steps capitalizes on that.

The other aesthetics, from visuals to music, are surreal and bizarre. Nate is constantly encountering anthropomorphic horse men who are nude from the waist down, a fact no one acknowledges. Bringing a hat back to camp triggers a Game Boy-style dream sequence about Nate’s past. At one point, I woke up to see a giant woman lift me off my feet, cradle me like a baby, set me down on a high ledge, and leave. The music, meanwhile, is an experimental rhythm of sound effects, playing various clicks, scrapes, splashes, and animal noises in repetitive sequence. It adds to the world’s odd vibe, but I mostly found these tracks annoying and grating, and would have preferred something just a touch more melodic or approachable.

My feelings about the music extend to the whole of Baby Steps, I suppose. I see what they are going for. I understand why and how it’s funny. And I appreciate how unique it is, but I would be lying if I said I enjoyed it. It’s a truly singular experience, something we will always need more of in games. Some will enjoy struggling to climb sandy dunes and laughing at their friends falling down the same cliffside for the hundredth time, but no amount of creative appreciation will change how I felt playing Baby Steps. Every time I put the controller down, I dreaded picking it back up.



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September 23, 2025 0 comments
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Baby Steps review - is it possible to love and hate a game at the same time
Game Reviews

Baby Steps review – is it possible to love and hate a game at the same time

by admin September 23, 2025


Baby Steps walks a fine line between frustration and accomplishment to provide a walking simulator and climbing experience quite unlike anything else.

Never has a plank of wood held such dramatic tension. You will glimpse it on the path ahead, bridging a gap, and it will cause a moment of heart-stopping hesitation. It might produce such a feeling of fear you’ll backtrack, or look for another way around – it depends how many times you’ve been here before. You need to walk the plank but can you reliably put your feet where you want them to go? That’s the question. Hesitating preserves your hard-won progress and the efforts you’ve put into the climb so far, which hasn’t been easy. Stepping on the plank risks losing it. One small misadjustment and you’ll slip, and fall all the way down, down again.

Baby Steps review

  • Developer: Bennett Foddy, Gabe Cuzzillo, Maxi Boch
  • Publisher: Devolver Digital
  • Platform: Played on PC
  • Availability: Out today on PC (Steam) and PlayStation 5

I fell a lot in Baby Steps. You will fall a lot in Baby Steps. Everyone will fall a lot in Baby Steps. This is a game about falling, and about getting back up again. It’s a game of risky gaps and exorbitant-feeling punishments for failing to cross them. A torturous game of snakes and ladders played out across a landscape in front of you and around you. But it’s not all pain. There’s an unexpected gentleness and tranquility here, and a much more forgiving experience than you might be expecting.

Baby Steps is the new game from frustration-courting guru Bennett Foddy (in collaboration with Ape Out and UFO 50 maker Gabe Cuzzillo, and Dance Central and Ape Out maker Maxi Boch) who made QWOP and Getting Over It with Bennett Foddy. The former is a finger-tying game about controlling a sprinter’s limbs while running a race, which is incredibly difficult to do. The latter is a climbing game where a climber in a cauldron (don’t ask) levers themselves up and over a mountain using a sledgehammer. It’s also incredibly difficult, and it also involves many infuriating falls back to the bottom of the mountain. Baby Steps is similar. Baby Steps is a mush of them both.

Literally, it’s a walking simulator, where you control the legs of the game’s main character Nate, a couch potato who falls asleep and wakes up in a surreal dream-world. You need to explore said dream world but discover fairly quickly that walking isn’t as easy to do as you thought. It’s manual. Each step involves pulling a controller trigger to lift a leg and then pushing a thumbstick forward to shift the leg and move your weight so you can take a step. Most early attempts end up with you, Nate, face down on the floor, wobbling around like a beached seal. But it soon levels out; walking on a flat surface becomes reliably doable, with only occasional flops, which is an important concession in a game where there’s a lot of walking to do.

This minecart track gave me serious problems. What you don’t see: the significant drop below and the 15 minutes of careful climbing I had to do to get to this point. Also, top right: would you have the guts to get that hat? And top left: a bridge across a mud slide.

But complications come with obstacles. To begin with, it’s a fallen tree in your path, which requires a higher step than you’re used to taking, or a step-up to something you’ll need to take. And initially, you’ll marvel at a game that can ask so much of you when you’re struggling to even walk, but with each cluster of attempts, a deeper understanding of Nate’s movement will sink in; he’s actually a capable mover if you know how. Soon, then, you’ll step over logs without stopping to think, and begin tackling hills or rocky climbs or, yes, the dreaded wooden planks bridging gaps.

Inevitably, you’ll fall. You’ll place a foot wrong and slip and tumble, and slide down a long muddy slide to the foot of the hill, leaving Nate groaning on the floor. Why did the muddy slide have to be so long, you’ll wonder, and the plank so small? It’s in these moments Baby Steps will seem overly cruel, willing to take rather than give. And you’ll wilt at the thought of retracing your steps and hesitate more the next time you face the plank. But as far as cruelty is concerned, there’s an important invisible helping hand here to point out.

Baby Steps has options. Baby Steps has a semi-open kind of world, which means routes aren’t prescribed for you. Choke-points aren’t entirely unavoidable. Several routes will be loosely scattered around an area and it’s up to you which one you choose, which means, if a plank-cross is destroying you, you can leave it and try another way. You’re rarely ever forced to bang your head against one climb only, which is a blessed relief. It doesn’t mean alternative climbs will be any easier but it helps break up the flow and ease psychological blocks.

The genius of this semi-open world is having space for optional challenges on your path. You’ll notice, as you walk towards your broadly defined goal – a light on a hill, say – a crumbling spire or a ruined tower, or a tree, and wonder what’s at the top of it. This is a climbing game after all, so a climbing challenge holds an obvious allure. But you normally never know what’s at the top, unless you can see a glowing object there. And there’s an irreverent strain of humour running through the game that might mean there really isn’t anything at the top when you get there. It makes me smile.

A literal banana peel at the top! Sadists! This whole climb had banana peels all over it.

Optional challenges can be very hard, which they’re allowed to be because they’re optional. Or rather, they can feel very hard because you’ll often encounter them when you haven’t learnt the skills to tackle them yet – not unless you’re playing for a second time. Usually, you’ll attempt them, fail, and wonder how on earth you’re supposed to overcome something like that, then eventually give up and walk away. This is the beauty of optional: failing here doesn’t harm your main progress, which gives you the confidence to give them a go. And giving them a go is important because it teaches you things.

If you only ever walk along gradually sloping inclines between danger-planks, as I’ve come to call them, you’ll never get used to crossing the planks themselves. But if you try and climb a ruined tower that’s full of danger-planks, for instance, you will become much accustomed to them, such that when you reach the next plank you’ll wonder what you were so afraid of. These optional challenges not only provide the game with breadth and replayability, then; they prepare you for what lies ahead.

Plus, the extra space of the world provides breathing space of its own – crucial in a game which features tense challenge after tense challenge. Put all that tension in a sequence with no relief and people wouldn’t be able to cope with it. Broken up with sections of hassle-free walks across pleasant countryside or beside rushing rivers – the game is full of calming environments, necessarily so – and Baby Steps provides important moments of calm. And it’s in these moments you can ponder deeper thoughts, such as how taken for granted walking is, and what’s actually going on in this dream-world Nate found himself in. There is a story here, albeit an abstract, withheld one, full of inexplicably naked donkey men, but there’s enough mystery to pull you like a fishline through.

Baby Steps starts off in a grungey place but takes you to some beautiful biomes as the game progresses.

The story also provides another very welcome feature in the form of chapters, which progress with each bonfire you find. Each one signifies a change of environment and time of day, which provides much needed variation, both visually and mechanically, but each chapter also comes with something of an invisible safety net around it, which I really like. For instance: I struggled enormously in a ravine with a rapid underneath it because I had to climb a rickety ruined minecart track to get out, and I kept falling back down, many metres, into the ravine below. It’d take me ages to get back up but I couldn’t get around the minecart in the middle of the track at the top. A chokepoint.

But each time I fell into the water below, I would be swept away but, crucially, not over the edge of a waterfall and dumped into an earlier part of the world below. The game could do this quite easily; instead it would magically loop me back around and deposit me back where I began my minecart climb. The journey in the water would even present me with a couple of other possible climb locations along the way. So you see: an invisible safety net and multiple options, and it’s like this wherever in the world you go. Mostly. There is definitely a sense of a helping hand here.

Nevertheless, frustration will be what people talk about when they talk about Baby Steps, of that I have no doubt. I experienced it and you will experience it, and everyone who plays it will experience it. When I compared notes with Jim from the video team, he told me he’d rage-quit one night because of a cactus blocking a plank in a desert area of the game that he couldn’t get around. Cactus plank, he called it. I don’t remember that plank – perhaps I didn’t go there – but it’s an example of how lingo will crop up around notorious places in this game. “Mate, did you do the Manbreaker?” There is actually a climb called the Manbreaker in the game, and you’ll know why when you see it. Undeniably, this is a game that delights in finding imaginative ways to challenge you, and sometimes all you can do when presented with some of them – with, say, an escalator going backwards – is admire the deviousness and laugh. You wicked, wicked people.

But the flipside is immense satisfaction when you overcome one of these wickedly devised climbs. A sense of beating the odds. It’s amazing to me how a game about only moving your feet can be so impactful. There are no monsters to fight here – there’s no combat at all. This is a still and sedate world. Yet the hearth-thumping thrills I’ve felt playing this game have been so strong I could hear my heart in my ears. My palms have been so sweaty I thought I’d drop my controller. I have felt The Fear. And I have

Baby Steps accessibility options

Subtitles, hearing impaired subtitles, nudity on/off, center dot, scalable UI, remappable keys and controller

revelled in a sense of accomplishment when overcoming it. I now relish challenges as a chance to test the skills I believe I’ve accrued. I see climbs in a different way. And again, it amazes me so much can come from, seemingly, so little.

How you cope with frustration will determine how you cope with Baby Steps, but – I stress again – it’s more approachable and forgiving than I assume many people will make out. That doesn’t mean it won’t infuriate you, or that you won’t curse at it and clench your jaw and throttle your controller, wondering why ragdoll Nate doesn’t get up quicker and why he always has to slide so far. But these quirks are Baby Steps, ragged though it can sometimes be. This is a game that behaves in its own way, and there is nothing else out there like it.

A copy of Baby Steps was provided for review by Devolver Digital.



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September 23, 2025 0 comments
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Hollow Knight Silksong gameplay
Esports

How big is Baby Steps? Creators joke they don’t want you to see it all

by admin September 23, 2025



Just how big is Baby Steps? Well, we spoke to the creators to find out, and they warned against any one person trying to see and do it all. Nate’s poor legs can’t hack a 100-hour grind.

Baby Steps is now out in the wild, and thousands are exploring its vast open-world void of objective markers. While there is a golden path of sorts to follow, it’s all about getting lost off the main track and seeing what secrets are out there. If you can stay on your two feet, that is.

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But after veering off course for 20 hours or so, you might be wondering just how big the game really is. How much content is there crammed into this one open world? How many challenges have you still not found? And most importantly, how many hats are there to find?

While we don’t quite have all the answers, we caught up with the game’s creators to glean some insight and learn about the sheer scope of the experience.

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How big is Baby Steps?

There’s no clear answer, and there may never be. Baby Steps is a unique case, in that depending on your skill, and a little bit of luck, your time spent might be vastly different from someone else.

For one player, it might take 20 hours to cruise through the main path. For another, it might take 50 if they struggle. Factoring in detours and optional content only makes the equation even more complicated.

For developer Gabe Cuzzillo, he joked that the game is simply “too big” when we interviewed him. In fact, he advised against trying to conquer each and every little challenge. “You shouldn’t do that,” he said with a laugh.

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In terms of a raw hour count, Cuzzillo suggested it could take “maybe 100 hours” depending again on your level of skill.

The real differentiating factor is just how you struggle with the game’s more difficult tasks. Some obstacles aren’t too much of a challenge, but others could have you stumped for hours on end, losing progress each time you fall. So, not only do you have to put the time in, but you really have to master the game’s awkward movement too.

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“Yeah, if you were really to see everything, you’d be doing some very hard stuff,” Bennett Foddy stressed.

“But we’re trying to let people have enough options to dial in the intensity for themselves. You can have a pretty chill one or exploring every inch. It would be pretty spicy to see everything.”



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September 23, 2025 0 comments
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A baby Seikret from Monster Hunter Wilds as a minion in the Final Fantasy 14 crossover collab. It's a white baby bird with a goofy expression. There is a female miqo'te superimposed on the right side grinning with her hands over her face.
Gaming Gear

FF14 is getting a baby Seikret minion as part of its Monster Hunter Wilds collab, and I will fistfight Arkveld alone for it

by admin September 20, 2025



I’m not going to try convincing you to play through ~500 hours of Final Fantasy 14 for a Monster Hunter Wilds event. It’s easily one of my favorite games, but if you’re not into the story as it stands, then the MMORPG isn’t worth it. I will, however, show you this freakishly adorable baby Seikret minion revealed with the collab rewards and walk away. Whatever happens after is not my business.

The baby Seikret (along with a Vigorwasp minion) is headed to the MMORPG in October when FF14 kicks off its collaboration with Monster Hunter Wilds. I know some of you are disappointed it’s not a Palico, and I get it; they’re cute. But we already got one when Rathalos landed in Stormblood’s crossover with Monster Hunter: World, and you can still unlock the Palico (or Poogie) to this day.

Anyway, look at this guy. An absolutely useless, flightless little chunk of a bird with not a thought behind those eyes. I’ll fight Arkveld all by myself to get one.


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Computer, enhance. (Image credit: Square Enix, Capcom)

The latest update to FF14’s Monster Hunter Wilds crossover site detailed a few other rewards, too, along with more on Arkveld’s trial, The Windward Wilds. You’ll need to reach item level 725 to square up with the wyvern in its normal encounter, and, just like Rathalos, the White Wraith will scale up the difficulty in The Windward Wilds (Extreme). That one also raises the item level requirement to 740.

For those playing catch-up, you’ll need to gear up in more than just main story job gear to hit the 725 requirement, but collecting tomestone pieces shouldn’t add much time to the grind. Hitting item level 740 requires a few more current pieces, but crafted gear makes for an easy shortcut if you’re in a pinch with gil to burn.

Image 1 of 5

(Image credit: Square Enix, Capcom)(Image credit: Square Enix, Capcom)(Image credit: Square Enix, Capcom)(Image credit: Square Enix, Capcom)(Image credit: Square Enix, Capcom)

And for reference, here are the other Wilds-themed FF14 rewards:

  • Gear styled after the Hope set
  • Arkveld weapons
  • Seikret mount
  • Several housing items

Apparently, that’s not all there is to it, though I’m guessing Square’s “and more” tease means a full gallery of weapons plus the usual extras, like orchestrion rolls for player estates.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

That’s fine, though. We could leave it at that, and I’m satisfied as long as I get a baby Seikret. You got the Poogie by completing The Great Hunt (Extreme) once with an RNG blessing, or five times if you had to grind for Ratholas’ scales. I’m the loser always trading 99 tokens for a reward anyway, so I’ll see y’all in party finder if that’s the case for this little guy.



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September 20, 2025 0 comments
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A party of runescape adventurers
Gaming Gear

In tribute to a player’s departed baby son, Old School RuneScape players turn out in ‘hundreds’ to pay respects to his namesake: ‘It was so overwhelming seeing so many people at Zeke’s shop’

by admin September 10, 2025



MMOs tend to function, more or less, as enormous mechanisms for competition. PvP, being the first to a particular raid, pulling off troubling works of deception in EVE Online—this is what I associate with the phrase ‘massively multiplayer’. But sometimes, the stars align and players come together to do something truly nice for each other.

A Reddit user and Old School RuneScape player going by Gr3g1n4t0r posted to the game’s community subreddit yesterday that it had “been a year since my son, Zeke, has passed away.” The player’s son had been born prematurely, but “held on for almost 4 months until he sadly passed away.”

To pay tribute and mark a year since their son’s passing, the player announced they would be making a trip to see Zeke, owner of the store Zeke’s Superior Scimitars, in World 388 shortly after the post went up.


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And then, well, you can probably guess what happened next: players turned out in impromptu throngs to join Gr3g1n4t0r in their tribute to their child.

Numerous screenshots posted to Reddit show great crowds of people gathered around Zeke’s store using the Redemption prayer—which triggers a large green heart to manifest above your avatar’s head. Meanwhile, chat abounded with messages like “Hell yeah Zeke lives on,” and “Here for you and Zeke <3”. Even a Jagex staff member—Mod Sarnie—turned up.

Thank you guys for honoring our Zeke from r/2007scape

“Thank you for hosting,” wrote another player on Reddit. “Hundreds of people came to support your beautiful tribute. My condolences, and I hope this community brought you some happiness.”

In a post after the event, Gr3g1n4t0r wrote their thanks: “Thank you to everyone who saw the post and paid their respect. It was so overwhelming seeing so many people at Zeke’s shop. It was so nice to hear your stories as well. We have such an incredible community with the biggest hearts.”

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

In a separate post, they wrote “The community is the best in the world. Love you Zeke ❤️”.



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September 10, 2025 0 comments
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