
Explore the haunting, dreamlike fantasy world of BEFORE I GO, a punishing Metroidvania where you embody the innocence of an inner child on an allegorical odyssey towards death acceptance. The end is inevitable, but will you brave the journey?
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 22 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

The world is old and unwell. An ominous affliction has left every living soul weak, terrified and helpless before despair. But this paralyzing infestation has left the innocence of a young child untainted. Lost in limbo, an otherworldly journey awaits you. Find answers. Face your greatest fear. Confront reality.

BEFORE I GO depicts a contemplative reflection on existence and the transitory nature of life. Lose yourself in this enigmatic tale. In adversity, find your way to deliverance and peace.

BEFORE I GO is a challenging side-scrolling action-platformer that distils the classic genre down to its most beloved aspects, satisfying old-school platformer lovers and enthusiasts looking for fresh mechanics.

Key Features
Unconventional storytelling grounded in a genuine emotional tragedy.
Unique art style with a foreboding and melancholic atmosphere.
Explore a non-linear elaborate world; immerse yourself in a dreamlike universe.
Overcome meticulously crafted and intense platforming sections.
Withstand unforgiving parasitic abominations.
Assimilate powerful and dexterous abilities, sharpen your skills, and perfect the promptness of your actions.
Master intuitive, responsive, and diligently tuned controls.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 96reviews | 86% | — | $44.3K |
| $19.99 | 36ratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Before i go is hands down the best MV i've played this year and it might stay that way for a while (or untill i get to finally find time for MIO, but i digress). The reason i enjoyed this game so much is that it's one of the exceedingly rare mv's that puts a focus on platforming and does it well. Most if not all MV's have very basic platforming with annoyingly difficult combat which gets really exhausting after the 20th soulsvania. So it's nice to finally play an MV where combat is an accessory that only poses a moderate challenge. The real difficulty is found in the platforming which initially made me afraid to comit to purchasing this game. But once i started playing i quickly realized that there's no pixel perfect precision platforming required. It does ramp over the course of the game and gets pretty hard by the end but it's far from impossible. I rose up the challenge and felt cathartic when i beat that final biome gauntlet. This is only possible if you have tight controls which before i go definately has. The controls are incredibly responsive, which is super important in any mv but especially platforming centric ones. The movement mechanics are just the classics, wall climb, air dash and double jump (sort off) but they're pulled off perfectly. Level design plays a vital role here with platforming that has clearly been playtested to perfection, with every jump being made in a way that you can just barely make it. You gotta trust in the level design and use your gut feeling to navigate some sections. There's a lot of timed hazards that you just gotta keep going and never slow down. It feels incredibly exciting to clear sections like these and the game has plenty of them. In fact the level design is among the best of the genre across the board. Not only is each room unique with little repetition in terms of platforming, the map is also very nonlinear and interconnected. The map is filled with lots of big loops that end with unlockable shortcuts to ease backtracking paired with fast travel you unlock pretty early. Also it's suprisingly big and filled with things to find, from health and mana upgrades, to currency, charms and optional collectibles that grant you the true ending. A post launch update was even added just recently to make this easier to track per biome, a huge QoL win! These upgrades really help, especially the health ones as it allows you essentially more tries in the harder platforming gauntlets. If there's one thing i would like to see added to the game though it's some accesibility options for health regen. While the challenge was exhilirating and definately worth persevering through for those who can. I think adding a simple solution like this could allow people as many retries per difficult section as they want. The system in place in the game currently uses a finite resource named red crystals to make a temporary respawn point that fades if you reach a hard checkpoint which makes it feel stressful to spend resources on these but at times necesary due to long stretches of challenging platforming. I always hold onto these red crystals just in case i could need them more later on, although i did start using them later in the game. You can also use these to gain a temporary bonus to dmg or health that lasts untill you die which also isn't particularly satisfying. This red currency is the only real flaw this game has but atleast it helped a bit, especially with the temporary checkpoints. The health and dmg upgrades weren't as vital since combat wasn't too difficult. Most enemies can easily be safespotted and bosses weren't too hard either, although the final one took me a few retries. Combat is not the focus here but the enemies that were there were fun to fight and so were the bosses. It's just that the game has ranged combat which is never as exciting as melee combat in an MV for me personally. There were only 6 bosses and the enemy variety wasn't the greatest but each enemy and boss felt distinct and unique at least both visually and in terms of mechanics with great readability. What also felt unique were the visuals, with beautiful surreal 2.5D landscapes that spoke to the imagination. There's a handfull of biomes that all feel distinct from eachother but within biomes themselves things start to blur together a bit as they are quite expansive with little setpiece locations. It's still beautiful though and the handfull of setpiece locations felt memorable and awe inspiring. The music was enjoyable but there's very little songs for this rather lenghty game so while good it did start to feel a bit repetitive. However the fact that this is a solo dev project excuses this fact, and makes all the the other aspects even more noteworthy. Even the technicalities like framerate and bugs are well done with no complaints on either front from me, with no crashes either. Finally there's the story which felt okay but feels like an afterthought. It tries to be vague but in the end doesn't really leave you with anything despite touching on some heavy topics.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Japanese, Simplified Chinese
| $19.99 |
| 14ratings |
| 88% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
amazing game
Мало метроидваний (их нет) с качественным визуалом где основная атака стрельба. Крутой платформинг, раз 5 приходится запоминать новый мув чтобы пройти локу после получения очередного скила на передвижение (вместе с тем въедается в подкорку и передвигаться по локациям становится быстрее). Игра закрывает нишу метроидваний в сочетании стрельбы с платформингом и качественным визуалом Особенно хочу выделить визуал. Есть бездна, лазеры, призрачные платформы, постепенное развитие персонажа и сильные боссы
Creo que este juego es mi metroidvania del año por ahora, muy disfrutable, me encanta como se sienten los controles. Recomendado para todos los que les gusta metroid y hollow knight, poque creo que es una combinación de ambos.
Vraiment top, un metroid-like sans chichi! Le challenge est là, l'ambiance également. Les contrôles sont assez efficaces malgré la simplicité.
Platform centric metroidvania with really tight controls. Combat isn't really difficult. Pretty short and $20 feels a bit high. I don't regret buying it at all though.
I really like that game. It's a very tight, exigent, but not hard, platformer with a tons of fun mecanisms. On the con side, the artistic direction is pretty forgettable, the boss also are. The world just feels like a big cave (which it is) with very few biomes personalization. It's also pretty linear even if the map is interconnected, you really only have one way to follow. This game excel at what it promise: platforming. It's awesome, and I loved it.
El juego tiene un ritmo y una progresión tan buena que explorar el mapa no se hace tedioso en ningún momento, de hecho da placer. Lo más difícil es el plataformeo, pero nunca es injusto... solo que requiere demasiada precisión, y recordar bien los patrones de cada habilidad, ya que va a ser la base en el avance. Los Bosses se podría decir que son de fáciles a moderados. Y los enemigos por lo general no representan un obstáculo mayor, salvo 2 o 3 sectores... La música es muy buena, por momentos me recordó al Hollow Knight, el ambiente sombrío también está muy bien diseñado. De la historia no entendí mucho, ya que no tiene demasiado desarrollo. Es un excelente juego para pasarse en un fin de semana... todo está muy bien, creo que es uno de los metroidvanias del año. 8/10
Really cool metroidvania. Has a solid mix of satisfying and challenging platforming as well as varied combat situations and options. The controls are extremely tight and responsive which is soo important with these style of games. I definitely recommend this to fans of the hollow knight and ori series.
When it says punishing, it means just that. Too bad for me that I was able to only finish 70% of the game, because the end game platforming difficulty wore out it's welcome. It's not something I will revisit, but it is fun. If you're a platformer god, try this one out. If you're not... still try it I guess if you want to challenge yourself. Or not; I'm not your dad.
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