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There is an old saying that life is not about how many times you are falling, but how many times you return. For my approximately 13 hours walking in a surreal mountain desert Children's stepsI would conservatively evaluate that I easily fell 1000 times.
If so, I got up 1 001 times, which is the whole meaning.
When I say “fell” here, I am not metaphorical. IN Children's stepsThe only real antagonist is the area that threatens to send your chubby, medium, dressed avatar falling to the ground (or down the rock), like a rag doll after the slightest mistake. You have this avatar, using an intentionally offensive and bulky control system, where each separate leg is attached to your controller.
Unlike most three -dimensional games, where you simply include the control stick and observe how your character dutifully works, every step here means manually lifting one leg, carefully leaning in the direction that you want to go and then put this leg to the place that supports your common balance. It is like a slightly more goodbye version Popular flash -game 00s Qwop (what was also done Children's steps A joint developer of Bennett Foddy), except that instead of focusing on a 2D track, you are careful for time, you plan every step on a methodological 3D section.
Continue to shake this leg until you find a safe place to place it.
Credit: Digital return
At first you stumble like a drunk baby, inciting the buttons of the shoulder and wildly tilting the control stick, so that inch forward. Nevertheless, after small samples and errors, you will work in a soft rhythm – name the trigger, tilt the controller, let go when the controller is discharged on another trigger, repeat thousands of times. You have never entered the run, but you can get into the Zen -Bank of marching methodically forward Death A courier who should focus at every step.
When you promote your progress in grief, you rarely stumble with other tourists who seem to dominate their comfort and an object with the area over you in manic, surreal and often funny scenes. I do not even want to slightly spoil any of the truly Gonzo moments in this extremely self-planned meta-metal, but I will say that I found the grandiose arc of your character through the game to surprisingly touch, often in some extremely subtle ways.
Does this game hate me?
Just like you feel that you finally get a story Children's steps It begins to increase the complexity of the terrain so that they can feel completely trolls at a time. The delicate paths of packed mud and stone begin to replace with narrow boards and shaky wooden bridges covering terrifying gaps. Delicate wavy hills are replaced by clean rocks that you raise and worry, with a tiny toe, hold on an unreliable balance. Solid surfaces are slowly replaced by slippery dirt, sand, snow and ice that make you change the rhythm and very slightly occur to achieve additional progress.
The capture of this selective hat means risk very much Punishment of the fall.
And any hardly earned progress may seem incredibly fragile in Children's stepsThe field literally one false step can send you a sliding on the hill or fallen along the rock to arrange you from just a few minutes to significant pieces of hour. There is no “reset from the audit.” Save Scumming This can limit the damage. When you get into Children's stepsIt can be a very long way down.
This extremely punishing structure will not be a surprise for anyone who played Overcome it with Bennett FoddyWhere the only mistake can send you before the start of the game. Children's steps It is not so difficult, giving the players random main checkpoints and large flat plains that prevent you from retreating too far. Nevertheless, this is a game that is more than glad to force you to pay even for small mistakes with huge parts of your only truly indispensable resource: time.
For several times during my passage, I audibly cursed my monitor and threw the game in the video, and did not encounter the prospect of 10 minutes, turning to my steps after a particularly destructive fall. However, I will invariably return a little later, more decisive than when to study in my mistakes, which I usually did quickly with the advantages of time and calm nerves on my side.
It is often not entirely clear where you should enter Children's stepsField
Credit: Digital return
Children's steps It is also a game that is glad to allow you to wander aimlessly. There is no gaming card to consult, and any paths and attractions that can point you to the “alleged” path upward, often intentionally confused or hidden. It may be extremely unclear which parts of the area should be incredibly steep and which are simply designed as complex, but plausible labels that simply require accurate time and legs placed. But the area is also designed so that almost every almost impossible barrier can be avoided at all if you are patient and an observer is enough to find a way to get around it.
And if you even wander a little on a slightly beaten path, you will come across a multi -desired and completely optional moments, from the imposition of architectural towers to a foreboding of natural exposure to a miniature city made from boxes. There is no obvious reward in the game for almost all these random deviations, and your tourist colleagues will often warn you that it makes no sense to rise to a particular structure. Your only reward is the (often amazing) view from above – and satisfaction, saying that you won what you do not need.
Is we already having fun?
So played Children's steps Is there fun? Honestly, this is not the first word that I used to describe experience.
Of course, there is a lot of humor, intended in deliberately punishing the designs of some sections, so much so that I often had to laugh, even when I fell on the next slippery hill that erased a huge piece of my progress. And the promise of more wild scene serves as a rather cheerful and convincing carrot to conduct you through some of the most difficult sections of the game.
I earned this moment Zen.
Credit: Digital return
However, more than the “fun”, I would say that my time with Children's steps I felt a sense in the sense that there are few games. Among all the humor, trolls and intentionally stupid design decisions are a game whose structure makes you consider the value of perseverance and commitment.
This is a game that proudly opposes many current trends in gaming design design. This will not be loud and clearly indicate to you to the next control point with a huge arrow on the screen. You cannot inexorably shake out the points of statistics in Children's steps So far, your character is not strong enough to easily defeat the hardest boss. You cannot restart Children's steps Run and hope for a happy randomized seed, which will lead you past the complex in -game wall.
Children's steps He will not convey anything. Your abilities and inventory are the same at the beginning of the game as at the end. Any progress that you achieve is determined exclusively by your skill in the stupid movement system and your slowly growing knowledge about how to safely pass an increasingly insidious area.
This is a structure that can feel punishable, inexorable, tiring and inciting in turn. But this is also a structure that leads to the moments of the most truly satisfying sense of achievement that I can remember in modern games.
This is about a mile, starting from one step stopping. It is about putting one leg in front of the other until you can no longer. It is about climbing the mountain, because it is there. It is about falling 1000 times and getting up 1 001 times.
What else in the end?