
Before We Leave is a non-violent city building game set on multiple planets in your own cozy corner of the universe. Your people emerge from a long period hidden underground and they’ve forgotten the world above. Rebuild civilization back to what it once was by building huts, harvesting potatoes and expanding your reborn society to other continents and eventually other planets. Manage resources, discover ancient tech and create a multi-planet network of colonies to thrive in your solar system. But the universe is not always a safe place. Ancient guardians, remnants of your ancestors, will demand your attention and challenge your cities. The planets you inhabit are scarred by the disasters that forced your forebears underground, and those disasters will still plague you if not managed properly. And most of all, watch out for vast planet-eating space whales coming to graze on your planets! Before We Leave is a (mostly) non-violent game. There are no weapons, no fighting your neighbours for control of resources and unless you fail to handle an incoming space whale, your people will not die. Play, expand and chill out at your own pace in your own solar system of rehabilitated planets!




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
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Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
I really hoped that some of the more mixed reviews were wrong, but sadly they were not. This game looks great and feels like it should be fun, but it has a couple issues that really hold it back. The biggest problem is one of physical space. The devs made the landmasses on the smallish side. Normally, this wouldn't be too much of an issue, but then they decided in their infinite wisdom to require that all roads use their own tiles. You will basically use around 1/3 of the landmass just for roads. This completely hamstrings you when trying to design your settlements and makes everything more of a slog. It also feels like you rarely get ahead of things in terms of supplies to your various settlements. Then, if you do, you find that you don't have enough space in your warehouses for the supplies so you need to build a settlement worth of warehouses. Remember that landmass issue I mentio
This is a game that can be a hit-or-miss. I think it's great; but there are some serious issues which can potentially drive people away. In fact, they do: roughly 70% of players have the achievement for making a first tool, but only 26% have managed to achieve spaceflight... and a minuscule 2.4% have beaten the game. It took me 38 hours to reach the ending - but I restarted halfway through my first playthrough and never sped up time, so this number might be a little inflated. So what's the problem, you ask? The Bad, Part 1: Logistics The main issue is the convoluted logistics. Your enjoyment of the game is greatly dependent on whether you can make peace with it, figure how it works and eventually master it. It's one of those things that seem simple on paper, but in practice work nothing like you'd think. Basically, you have islands and planets. Every planet has 3-4 islands. Each island
I was expecting more from this game, specially from the gorgeous trailer and nice music and atmosphere. However, this is just a simple random city builder with a nice visual twist (the spherical world). The title doesn't even make sense, there is nothing to do before or after or during you "leave". To be honest I thought, from the title and trailer, we were supposed to have a balanced city, without pollution or something, so we could "leave" in peace. Since this is supposed to be a "non-violent" city builder, I thought the Space whales attacks were related to you doing something wrong, like polluting or expanding too much. The fact some structures start polluting the ground made me be almost sure "that was it" No. They attack at random (after you colonize your second planet), destroy parts of your town, and go away. There are also other minor enemies that can reduce your city effective
A relaxing and fun cross-island and cross-planet colony sim, in the spirit of games like Anno. Manage your peeps' happiness, develop industrial chains to produce building materials and supplies, and survive the perils of new and undiscovered islands. You may like this game if: * You like strategic placement of buildings to get bonuses. * You enjoy managing logistics chains. * You want to have something very pretty to look at while you work. You may not like this game if: * You're looking for a challenge, or high difficulty. * You want to be able to have individual control over all of your peeps. * You like in-depth, nuanced resource management.
I love a good logistics/citybuilder game, and this one is definitely cute, but after the first couple of hours, it honestly all feels like busywork. Having to build the same infrastructure over and over again gets tiring really fast. As I move through the tech tree, instead of getting excited at new possibilities, I mostly get annoyed at having to fit new things into my setup.
"Before We Leave is a non-violent city-building game." Huh, neat. Later... We have a robot minotaur who runs around one of our islands constantly scaring people away from their work and self-maintenance routines. We can counteract this by sending wrestlers to non-violently wrestle the peacefully rampaging robot minotaurs into submission in a way that doesn't involve violence. We're not sure how but they worked it out! We have a freaking laser gun turret on another island which routinely blows up our buildings (non-violently of course) if we fail to answer its riddles... we have some guys working on that, but they're not very good at it so there are a lot of non-violent explosions. We have certain islands where anywhere not specifically protected by a powered searchlight (non-trivial to establish, on a new island or planet) will be mercilessly plundered by some little gremlin robots.
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