Sometimes, game development is a labor of love. Other times, it’s an agonizing experience akin to pulling teeth. More than a decade after first announcing the project, Lunar Software and Raw Fury appear to be in the home stretch with their project Routine. The sci-fi horror game has been given a December 4, 2025 release date. For their sakes, I hope it comes to pass.
The duo first announced Routine all the way back at Gamescom in 2012 and gave it a 2013 release date. After that window came and went, the project went dark until Summer Game Fest 2022, with promises that the game a) still existed and b) had been fully remade for the new generation of gaming hardware. If the current schedule holds, Routine will be on Steam and Xbox, including day one availability on Game Pass, by the end of this year.
The Aliens vibes are strong in the brief release date teaser. Think film grain effects, janky gadgets and of course the looming threat of death around every corner. The player will explore an abandoned lunar base to try and figure out how everything went horribly wrong before your arrival. The answer seems to involve murderous robots that would make Weyland-Yutani proud.
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).
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.
Making Baby Steps
Boch, Foddy and Cuzzillo started working on Baby Steps right after they released Ape Out and cemented their names in the annals of frenetic, bloody and slightly silly indie history. Foddy was already known as the creator of QWOP, GIRP and Getting Over It, and Boch as the rhythmic and hardware mastermind behind the largest AAA music games of the mid-2000s. The trio worked out of Boch and Foddy’s shared office at the NYU Game Center, where they were instructors and Cuzzillo was finishing up a graduate degree with Ape Out as his final project. They began prototyping Baby Steps around March 2019.
“At that point, I also started manifesting more symptoms of my chronic illness, and so I was in the midst of a period of an attempt at really intense reconditioning, which ultimately failed,” Boch said. “But when that period was over, I joined up with the crew again.”
Boch lives with a trifecta of chronic illnesses: Ehlers-Danlos Syndrome, Postural Orthostatic Tachycardia Syndrome and Mast Cell Activation Syndrome. EDS is a connective tissue disorder that affects the entire body, and it can cause hypermobility, fatigue, vision issues, fragile skin and an increased risk of vascular ruptures. People with POTS experience an abnormally large increase in heart rate when changing posture, and MCAS is a disorder that releases excessive amounts of histamine and similar chemicals in the body, causing random and potentially life-threatening allergic reactions. It’s common for people with one of these diagnoses to also receive the others.
“It’s been an incredible challenge,” Boch said. “I think, easily, the hardest thing I’ve had to deal with in my life. I think there’s something very singular about each one of us, the three core members of this crew, and part of that is our ability to work fluidly across disciplines and the like. But another part of it is just a level of stick-to-it-iveness that my body has handily rejected, and so I’m in a fight with it all the time.”
Baby Steps
(Devolver Digital)
Boch has an arsenal of specialized tools to help her create games, including ergonomic (and very expensive) keyboards and a pair of glasses that act as a mouse.
“I have found that most of what game development is about and is oriented around is kind of hostile to those of us with poor fine-motor skills, and it’s an odd thing to be experiencing alongside the making of a thing that is stridently difficult,” Boch said. “There’s odd moments in it, where I have been going through physical therapy processes to retrain my actual walking, alongside working on this thing that is deconstructing walking. A very odd subset of feelings.”
Boch said the hardest thing for her to contend with is the moment-to-moment unpredictability of her health. But by the fall of 2019, she was back in the office with Cuzzillo and Foddy, iterating on the ideas that would eventually become Baby Steps. Cuzzillo and Foddy were feeling slightly discouraged at this point: They were four or five ideas deep, messing around with a competitive, real-time strategy game or a SimCity type of experience, but nothing was quite right. Boch encouraged them to return to their ridiculous, mechanically-driven roots.
“I think it started to become a lot clearer in everyone’s mind when it started to take on aspects of Bennett’s work,” Boch said. “The first handful of years of Baby Steps’ development, we were all playing various sorts of roles. The work of VO direction, recording and narrative development was something we were all working on together. Some of the foundational narrative premise things are concepts that I brought to the table as ways to try and prop up some world around this character. Lots of tools building and infrastructural work and all of the foundational stuff that makes it possible for a team that’s so tiny to make a thing that’s so strong.”
The Baby Steps crew shared a house in upstate New York during the first winter of the pandemic in 2020. They hiked together and worked on the game at one big folding table, enjoying the mountain air with their partners and each other. There were no strict roles on the game development side, with Boch, Cuzzillo and Foddy contributing to all aspects at once, including voice work.
“Over time, there are aspects of the narrative development that became increasingly more personal to my collaborators,” Boch said. “And they started to feel more comfortable in a director-less environment in terms of coaxing naturalistic performances out of themselves, and so that work became more disjointed.”
By the time they were recording voices and finding characters through improvisation in the sound booth, Boch happened to be in the early stages of transitioning. Vocal training and voice acting are a tricky mix, it turns out.
“I kind of recognized what it was going to take to be doing voiceover performance myself in the midst of my early transition, and I made the call that it was not the right activity for me,” Boch said. “So my characters were cut — it was like one or two — and I endeavored to strike up some novel collaborations on the audio side.”
For the past year and half in particular, Boch has been focused on all things audio in Baby Steps, as well as overseeing big-picture production tasks. She brought on a collaborator from the world of hardcore techno music, Jack Schlesinger, and he primarily handled system architecture details while Boch dealt with creative aspects. DJ Ashe Kilbourne and harpist Emily Hopkins rounded out the list of audio contributors. When she was able, Boch took an improvised sound kit into the wild and collected nature noises, and the team stitched together a reactive audio system using middleware and leftover bits of software from the Harmonix days.
When Baby Steps’ dynamic audio kicks in, and the boops, chirps and thunks start layering on top of one another as Nate waddles along, it adds a delicious sense of hypnosis to the game. Unfortunately, the audio systems fell apart in the final weeks before launch. The VO was fine, but many of the sounds and beats weren’t populating in the right places at the proper times, and Boch’s vision wasn’t being clearly communicated day-one.
“The foundations of game audio tooling are terrible,” Boch said. She continued, “The world of game audio, from my perspective, is a bunch of people who are sitting on top of a bunch of work they’ve done to write drivers to talk to consoles, and a bunch of work they’ve done to forge relationships with console manufacturers so that their audio technology will be licensed by the two major engines. But they’re both trash. I will not endorse either one, and I will not say that either one is capable of doing the kind of work that I need done.”
Since launch, the Baby Steps audio team has released patches addressing the sampling issues and adjusting dynamic audio cues across the game. An imminent update will introduce animals singing along with the songs, outdoor and indoor reverb simulations across all sounds, and other fixes. Boch has additional updates and surprises planned, including a Baby Steps Fi Beats livestream to showcase the game’s music on YouTube. By November, the audio team will be focused on composing.
Baby Steps is only going to get more immersive as the audio improvements roll out. And if you listen closely, you’ll be able to hear Boch voicing a few small roles throughout the game.
“I play, like, a baby and a hypothetical gay partner for Nate and a bunch of other random characters,” Boch said. “There’s some cosmic sadness on my part, that the timing worked out in exactly the ways that it did. But I don’t know, it’s the cards you’re dealt. It’s important to do the thing that’s true to you.”
One glaring truth that shook out during the Baby Steps development process was the supremely close and infectious bond between Cuzzillo and Foddy. The game’s dialogue and cutscenes are composed of off-the-cuff conversations and rambling inside jokes between Cuzzillo and Foddy, and each of these moments is delightful in a chaotic kind of way. Like a classic comedy duo, these developers share an undeniable resonance. They’re even born on the same day and they have older brothers with the same birthday, two facts that Boch finds adorable.
“I’m not a horoscope person at all, but they have a kind of cosmic level of synchronicity that they both acknowledge, but also are a little bit like, ‘What, this?’” Boch said. “They have plenty that they disagree about and plenty that they bicker about, but there’s something about their orientations toward the world that’s perplexing and generative. They are immensely talented folks.”
Taking Baby Steps
In the end, Cuzzillo and Foddy felt finished with Baby Steps before Boch. She didn’t want to hold their joy hostage, so the audio team made it work and they shipped the game on September 23, 2025, published by Devolver Digital.
“That kind of dream-deferred shit is emotional torture, and so I had no interest in putting them through that, they had no interest in going through that,” Boch said. “It makes sense to me to be landing in the place that we are.”
Baby Steps
(Devolver Digital)
I caught up with Boch three weeks after Baby Steps’ release date to see if she was feeling more done, now that the launch-day dust had settled. She said it was a hard question.
“There is so much more that I am interested in exploring, and so much more that I have set up in terms of pins to knock down,” she said. “I think this is a struggle that highlights the inherent tension of trying to make art at this boundary between a fine art practice and a commercial art practice. I think that for the sake of the work, and for the sake of me and my team as artists, the tech I have built deserves to continue to be refined in a different context, one wherein sound is more paramount. That’s where we’re headed.”
This is a tease of what’s next for Boch, even though she’s still finishing up Baby Steps. She’s planning on leaving NYU, spurred by the unpredictability of her health, but she’s not done making games. Her next one will be more personal.
“It’s important to me to share what I’m doing with people,” Boch said in September. “I think that there is not enough in the world of games that puts audio at its very center. I think that my personal ambitions and future ambitions are definitely leaning more in that direction by the day. I had a long time of needing to get some space from interactive audio as The Thing. Where my winds are blowing is in that direction.”
Baby Steps exists in its current form because Boch and her teammates were able to adapt and endure. They were honest about what was working, what wasn’t and what could, and they leaned into the aspects that felt the most natural to them. Boch in particular set aside her ego, listened to her body, and took things day by day. You know, baby steps.
“The process of transition is one that involves an enormous amount of self-reflection and a growing sense of self knowledge,” Boch said. “Ultimately, that process for me was kind of orthogonal to the storytelling of Baby Steps. There’s a lot that comes from lived experience, and from commiserating and sharing that lived experience between Bennett and Gabe, and you can see that very clearly in the work. There’s also just ways in which that process was illuminating to me in terms of inherent differences. There’s an aspect of it that came alongside the necessity of slowing down, and then the subsequent necessity of staying inside that hit with my chronic illness and then Covid. There was a way in which I was more with myself at that moment than I’ve ever been.”
In August, we shared the news that Unity, our longtime partner and a global leader in real-time 3D technology, had selected Azure as its cloud partner for building and operating real-time 3D (RT3D) experiences from the Unity engine. This strengthening of our partnership builds on our shared commitment to expanding the creation and distribution of 3D content, to bringing relevant tools and technologies to a wider range of developers, and to making it easier than ever to bring games to players.
Recently, Microsoft Game Dev Editorial Director N’Gai Croal had the opportunity to virtually sit down with Marc Whitten, the Senior Vice President and General Manager of Unity Create Solutions, to talk about how we’re working together to make it easier than ever for game creators around the world to publish to Xbox consoles and PC so they can better reach their existing communities and build new ones. You can watch the full video of the chat below or
view it here on YouTube.
The discussion was wide-ranging, touching on everything from the ways that the game industry and Hollywood are alike (and how they differ) to Unity’s addition of Weta Digital and Ziva Dynamics to the Unity Create Solutions toolset. Naturally, the lion’s share of the chat revolved around how the movement to the cloud has changed game development and how Unity’s partnership with Azure will allow them to provide developers with even more impactful tools and greater flexibility.
Here are some relevant quotes from the discussion, lightly edited for clarity.
Marc Whitten on whether games or movies put a bigger demand on technology:
I believe that game creators and game players have typically been on the leading edge of pushing what is possible with any technology forward, and then that typically filters back in through a lot of other use cases. I think as humans we like to be entertained and we like to play games. And so, if you give any piece of technology to a creator, they’re going to make a game out of it. And if you give that to a player, they’re going to ask that creator to make it a little bit better.
Marc Whitten on the importance of making cloud-native game development tools:
Undeniably, in a hybrid world, creators themselves, when they’re in teams, are going to be more and more in different locations. So making it easy for them to collaborate together, to work on assets that are in the cloud, to be able to access hardware regardless of where that hardware is, is pretty critical to the creation experience.
Marc Whitten on why Unity chose Azure as its cloud partner:
In talking to Azure’s leadership and some senior engineering talent, we saw a shared vision. They were very helpful in helping us understand some potential blind spots and were as excited as we were about the potential of the partnership. They’re a great partner for us as we look at how to accelerate how we can add value through the cloud and increase the impact of products and technologies like this.
For some, the journey into the games industry takes years of persistence and career building in another field before networking and passion lands them that job in gaming. This month, we’re featuring the stories of Xbox employees that started their careers in Retail and explore how they transitioned into their current roles in Xbox. Last time, we met Albert Dankwa III, a Content Program Manager for Xbox Support. Today, we’re happy to share the journey of Chris Douglas, a Business Program Manager for Xbox Game Studios (XGS) Game Camp.
Backstory
Chris grew up playing video games with his family, and from a young age was intrigued by how they worked. He remembers playing his first video game and thinking, “I don’t understand what’s happening. When I move these arrows or press this button, the character on screen moves and jumps, but how? What is going on between the controller and the system and the screen to make all these things happen? That started my journey and got me excited about technology and gaming.”
When he began talking to advisors and teachers about his plans after high school, Chris remembers being told “there’s no money in technology and video games, you won’t be able to do that.” As he got closer to graduation, Chris told his parents that he wanted to be part of the gaming industry, whether that was in development or marketing or some other capacity. He remembers them telling him “I don’t believe that is something for you. We don’t see a lot of people of color, especially black men, with these jobs.” Chris knows his parents weren’t trying to kill his dreams but rather wanted to protect him from failure. Growing up in a black household, Chris says “you don’t have the ability to fail. You don’t have the same privileges as other people and you only get one shot.” Now that he has learned more about the importance of having a growth mindset, Chris understands the benefits and opportunities that come from learning from your failures. Still, he acknowledges that the experiences of other black people often match his parents’ expectations.
After graduating high school, Chris began attending Xavier University of Louisiana in New Orleans, the only historically Black, Catholic university in the United States. Still, many of the computer science professors were white men. Chris continued to meet adversity, but with the recent launch of Xbox from his dream employer Microsoft, he was determined to continue his pursuit of a career in gaming. Shortly after, Chris’ personal life took a turn when his mom found out she had breast cancer. Chris realized he could not work two jobs, support his family, and attend school.
After a series of warehouse and retail jobs, Chris became a store manager at GameStop, where he was promoted several times. While he enjoyed learning about new gaming features, in particular the Xbox 360, Chris realized that brick and mortar stores were not the future of retail. He left GameStop for AT&T, and after 5 years there had almost given up on his dream of gaming and working for Microsoft. Then Microsoft began opening retail stores.
As soon as they announced the store in New Orleans, Chris applied and became a learning specialist working with schools. As he worked with K-12 schools, he realized that many of the students had never seen a computer, so he started working with community development specialists and other groups in Microsoft to bring Surfaces, Minecraft Education, and coding workshops to local schools.
Chris says “the best moment of my entire life was when I walked into a school, and I was wearing my colorful Microsoft shirt, jeans, and Jordans, and this kid said that he had never seen anyone from Microsoft before – he didn’t think Jordans and working at Microsoft could even go together. That’s when I realized these kids were seeing themselves in me and it was incredibly humbling. I have a big responsibility to the kids in my community to help them get to where they want to be.”
Chris began bringing gaming into the outreach programs, inviting streamers and others to talk about games, marketing, and esports. Word got around the city that if you wanted to do something gaming related, talk to Chris at Microsoft.
Near the beginning of the pandemic, Chris was approached for help with a new project called XGS Game Camp, which focused on finding new ways to reach underserved communities interested in creating games. His managers were very supportive and let him split his time between retail and volunteering with XGS Game Camp, and when Microsoft decided to permanently close the retail stores Chris was offered the job of production assistant at inXile Studios, one of the local XGS Game Camp partners.
Chris spent a year learning about production, which touches everything from audio to animation to engineering, and had a great experience in his first real gaming role. But he felt like something was missing without the chance to regularly give back to his community. When Xbox Game Studios decided to further invest in XGS Game Camp and wanted Chris to join the team full time from his home base in New Orleans, he knew it was a perfect fit.
Big Dreams: Basketball or Gaming?
Around age 12, Chris started playing basketball, football, and track. As he focused more on athletics, he discovered a real talent for basketball and his family and friends began encouraging him to pursue a career in the NBA. Chris says, “There are 15,000 Men’s Division 1 NCAA athletes in the United States but only 60 people get drafted into the NBA. That’s a .004% chance, but my family believed I had a better chance of making it to the NBA than of working in the gaming industry!” Not convinced a basketball career was realistic, Chris continued to keep his other goals of being a chef or a game designer in mind as he went into high school. He cut grass and washed cars to pay for games and gaming magazine subscriptions and read everything he could about emerging industry and technology trends. Still, his family and friends urged him to continue playing basketball through high school and college, convinced a career in the NBA was more attainable than a job in gaming.
Chris reflects, “I love basketball more than anything, I really do. It’s one of the most exhilarating things to watch or play. When I used to play basketball, everything else stopped. There is this poetry about it when it’s happening. But there is something even more magical about being able to connect to a character in a game and go through that world and feel connected to the narrative, music, and environment. It’s a surreal experience. If you allow yourself to be open, games will transport you to a different place. You can experience a different reality and for a little bit you can forget about everything that’s happened and be focused on this other moment. For me it’s therapeutic.”
Despite the pressure from his community to give up on gaming, Chris says that “growing up I had to realize that sometimes even the people who love you the most don’t support you because they are trying to protect you, not because they don’t love you. You can’t allow anything to stop your dream.”
What a Business Program Manager does
Chris says that “Xbox Game Studios Game Camp is a program that’s built to prove that extraordinary talent resides everywhere. We try to meet people and talent where they are and help any budding game creators from traditional and non-traditional backgrounds. We want to add diverse voices to gaming – people of color, women, people from underrepresented communities and tough socioeconomic backgrounds. Our goal is to reach everyone interested in making games and demystify the gaming industry and help them with tools and resources. We want to help them realize their dream by building a network of subject matter experts inside Xbox they can learn from.”
As the Business Program Manager for XGS Game Camp, Chris’ job is to strategize the delivery of tools and resources for campers while building a rapport and getting to know them on a personal level. He maintains relationships with marketing, media, brand management, legal, mentors, engineering, non-profits, and more to stay on the bleeding edge of creation tools, engine advancements, and knowledge sharing to empower campers to deliver their vision.
Chris shares, “I really have an ability to change people’s lives. I get to be the person that I wanted to have in my life, to believe in them and their dreams when others don’t. I am thankful I can be that encouragement to keep people from giving up on their dream.”
Gaming History
Chris grew up playing games and he remembers the first Nintendo his parents bought clearly. “I was 7 or 8 and we had just come back from a family vacation at Disney World, which was a really big deal. When we got home, I wanted to play with my friends who I hadn’t seen in a week, but my dad told me I needed to come inside and spend more time with the family. I went to my room and lay on my bed, upset, and he came in and put a Nintendo on my bed – and suddenly it was the greatest day again. We hooked it up immediately and started playing together.”
Chris is currently playing Destiny 2, Deathloop, Overwatch 2, Moonscars, Prodeus, and Halo Infinite.
Xbox Game Studios Game Camp is a two-to-four-month program that is hosted in different cities around the world. Learn more at Xbox Game Studios Game Camp.