
Before We Leave is a city building game set in a cozy corner of the universe. Nurture your Peeps and their surroundings while rebuilding and rediscovering civilisation. Settle new lands and planets while avoiding hungry Space Whales.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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

Rediscover what was lost and nurture your reborn civilisation in Before We Leave, a city building game set in a cozy corner of the universe. Grow, gather and manage resources to help your settlements thrive, and share goods between the hexagonal lands and planets around you. Relax and expand the fabric of your growing societies and create a solar system of happy planets at your own pace. Not everything will go your way, though - use your wits and research solutions to overcome the challenges that your ancestors once faced.
Build settlements for the newly emerged Peeps
Discover and research the ancient technologies around you
Manage resources, pollution and happiness to avoid the mistakes of your ancestors
Trade between your settlements by sea and by space
Explore six unique biomes on islands of all shapes and sizes
Protect the Peeps from ancient beings that guard the galaxy
Your Peeps have spent generations underground. They’ve missed the caress of sun on skin, the squelch of soil between toes, the tickle of flies on noses. They emerge, full of wonder, but with no idea how to grow anything - except potatoes. Start rebuilding their lost civilisation by providing shelter, uncovering ancient technology, and expanding this reborn society to other continents and planets.

But the universe is not safe. Ancient, ancestral guardians demand attention and challenge your settlements - it’s up to you to circumvent these creatures that hamper progress and disturb your newfound peace.

There are no weapons, no battles with neighbours for control of resources - just you, and a solar system full of opportunities.

Sums Steam only; Xbox, PlayStation, GOG, Epic, 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 | 1.7Kreviews | 78% | — | $956.5K |
| $19.99 | 1.2Kratings | 66% | — | not modelled | |
Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I bought Before We Leave expecting a cozy city builder, and while there is city building, it often feels more like a peaceful industry/transport tycoon in disguise. You start on a tiny island, grow a settlement, ship goods back and forth, hop to new islands, fix a mysterious spaceship, and eventually spread across the solar system. Rinse. Repeat. Colonize up to several planets. Endgame unlocked. The vibe is calm, colorful, and completely non-violent (great for kids), but also… a bit too calm. This is the kind of game you can let run in the background while doing literally anything else (like writing a Steam review about it). There’s a silly backstory, but once the tech tree is done and the final building is up, that’s it. The game difficulty is to remember which island/planet is building the specific item (it can get tricky to remember near the end game, especially if played with 7 planets). I have to say I really appreciated the research tree. The multi-color, multi-category research system (where different techs consume different combinations of research items) is surprisingly smart and well designed. Honestly, it’s the best part of the game. Final verdict: it's an OK game, I'll give it a shy 7/10, worth picking up on sale, preferably with a cup of tea and zero expectations of excitement.
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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, Russian, Simplified Chinese, Turkish, Japanese
| $19.99 |
| 197ratings |
| 78% |
| — |
| not modelled |
| $4.99−75% | 26ratings | 78% | — | not modelled |
| $19.99 | — | — | — | 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 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I find the concept interesting, but the interface doesn't make it very easy to tell how it's all fitting together. I find myself colonizing most of the first world, then having a hard time figuring out what I need to do next. Hopping between islands trying to figure out where there are shortages. Managing warehouse storage, setting shipping targets. It's so tedious, and not fun at all.
Pretty decent city builder. Fairly easy and forgiving compared to other titles, it's quite difficult to "lose" this game. Heavy focus on logistics between islands and later on planets, with fairly powerful automation tools.
Graphics are 👍 Gameplay is 👍 Difficulty is 👍 if you don't want to think to hard 👍 is 👍 espacially when 👍 and 👍 And the overall game is just 👍 and that's just cool However it may be too easy for certain people wich is kind of 👎 but otherwise the game is just 👍 👍👍👍
Before we leave is a cool city building game with many differens systems, but compared to other games it's really basic. I've tried getting into the game twice now, at first right after the game came out and then I waited further development that could maybe create something interesting. The premise is great, it's really a cozy game, but that's it. After 2 to 3 hours the starting planet has been fully developed (as in, all island have been explored) and I start to understand where the game is taking me. At this point I'm not really sure that I want to keep doing the exact same things for 10 or more hours just to finish the game. The building system is simple but not deep enough to keep me engaged, and with each street taking one hex on the grid you'll find your island covered in streets just to allow your colony to function properly.
The closest thing I can compare this to is an Anno game, but instead of just building cities on islands on one planet, you are building cities on islands across multiple planets. Also, since different islands and planets have different fertilities/resources, you will have to colonize multiple islands and planets to have access to all resources. There are no real enemies in this game for the most part, except for a few things like gremlins and space whales. However, you won't have to worry about an invading army trying to destroy your stuff. Just build and try to fight off factors like pollution and gloom to make your Peeps happy. So in short, it's a laid-back city builder with cute graphics and giant space whales that are trying to slowly eat your planets.
[b]Before We Leave[/b] to dobry tytuł z gatunku gier strategiczno-ekonomicznych przenoszących gracza do post-apokaliptycznego zniszczonego przez potężny kataklizm świata w którym to będzie próbował odbudować od podstaw upadłą cywilizację. Produkcja być może nie jest dla wszystkich biorąc pod uwagę strukturę rozgrywki która polegać będzie głównie na budowaniu struktur niezbędnych do wydobywania, w tym przetwarzanie surowców różnej maści z otaczających was miejsc na planecie (oraz w dłuższej perspektywie wykraczających poza nią), produkcji żywności, narzędzi, infrastruktury cywilnej dbając o dobry stan i samopoczucie waszych mieszkańców starających się przetrwać w nowym świecie. Do tego musicie zadbać o dobrą logistykę transportową miedzy poszczególnymi wyspami, a nawet planetami wymieniającymi się produktami/półproduktami by wszystko mogło dobrze funkcjonować i się rozwijać. Bo co jak bo „teoretycznie” jest to proste do zaplanowania, jednakże warunki panujące na planecie nie są zawsze dla was łaskawe, więc uprawa roślin musi się odbywać w określonych warunkach, co tego bardziej zaawansowane technologie i sprzęty potrzebują odpowiedniego paliwa aby mogły działać – bacząc na to że ich działanie może przynieść opłakany skutek dla środowiska. Należyte rozdysponowanie posiadanymi surowcami, wykorzystywanie ich w właściwych działaniach da wam szansę na szybszy rozrost gospodarczy – radze to robić z głową bo można przedobrzyć aż tak mocno że późniejsza przebudowa całego węzła logistycznego lub określonej gałęzi gospodarki może być uciążliwym i czasochłonnym procesem. Pod uwagę należy wziąć też to że miejsca na planecie nie jest dużo, każda budowana rzecz aby funkcjonować musi być połączona z drogą (która też zabiera cenne miejsce), budowanie wszystkiego wszędzie może okazać się bezcelowe, tracąc przy tym cenne surowce oraz siłę roboczą – ludzi którzy są niezbędni do pracy i aby to wszystko wprawić w ruch. Specjalizacja obszarów w pewnym stopniu rozwiązuje ten problem, o ile macie dobrze zaplanowaną strukturę siatki transportowej surowców. Nie oszukujmy się w pewnym momencie człowiek czuje się jakby grał w „lżejszą” produkcje ala ANNO – co jest przyjemnym uczuciem, jak i pod pewnym względem wymagającym wyzwaniem do realizacji. Co do kwestii technicznej, oprawa audiowizualna jest dobra, sterowanie banalnie proste, interfejs prosty i czytelny, aczkolwiek nie posiada on polskiej lokalizacji (napisów) z którymi grałoby się zdecydowanie lepiej – ale cóż poradzić, może kiedyś się takowe pojawią. Polecam! [quote]Zachęcam wszystkich do obserwacji [url=https://store.steampowered.com/curator/32785706/ ]kuratora[/url] i jego nowej sekcji recenzenckiej [url=https://store.steampowered.com/curator/45946673/]walas85+[/url], by na bieżąco otrzymywać świeże informacje o nowo zrecenzowanych tytułach.[/quote]
Would give 3 out of 5. I had fun playing this game. With that being said, the whales are the most annoying game mechanic ever. To the point that "I woke up and chose violence" was my strongest sentiment towards them. I was really disappointed that unlocking "Laser" technology did not include some sort of death ray or electric whale zapper. This game is supposed to be non violent but it would be 100% more satisfying to at least be able to give the whales a good electric shock or somehow do damage to them in return. They get to munch off the planets with impunity and that is really aggravating. (Whales can be turned off for the record but late game technology is geared towards them so it feels like turning them off would be opting out of what is supposed to be an integral part of playing the game. And yes that is my own stubbornness talking.) My other biggest grievance is that the pace at which you can advance through the game seems to seriously lag once all planets/islands have been discovered and the game hits the stage at which upgrading/advancing technology is needed to deal with the whales. My favorite part was the Sphinxes, which can be tamed and used to power the whole island, and the Nanospires which give options to boost production or alter the island's environment. Additional commentary about game - The flavor text on the little people is cute. It would have been a nice bonus if the cows and sheep running wild on an island could be tamed with food as an alternate to unlocking farming technology. There are rivers and waterfalls, but hydropower is not an option for power in this game and it seems like it should have been. I am currently slogging my way through getting shields up and running for all planets, hoping I can go back to enjoying my world building in peace once everything is fully shielded. TL:DR Game seriously lags mid stage while whales are an annoying deterrent that further impedes progress and whale shields take forever to complete and power. Most people will lose interest and find something more entertaining to do after the initial, fun stage of discovery/exploration is complete.
Before We Leave is a city-building and resource management game developed by Balancing Monkey Games and published by Team17. Rather than following the familiar formula of military conquest, hostile survival, or competitive empire-building, the game takes a far more peaceful and optimistic approach. Players guide a society of survivors who emerge from underground shelters after generations of isolation and begin rebuilding civilization on the surface. This premise creates a refreshing foundation for a strategy game, focusing on growth, discovery, and cooperation instead of conflict. The gameplay begins on a modest scale as players establish small settlements, gather resources, construct housing, and provide essential services for their population. From these humble beginnings, the game gradually expands into a complex network of industries, transportation systems, and technological advancements. The hexagonal map design encourages thoughtful planning, as efficient city layouts and carefully organized production chains play a major role in maintaining a prosperous society. Every new structure and resource has a purpose, creating a satisfying sense of progression as settlements evolve from simple villages into thriving communities. One of the game's greatest strengths is its steady and rewarding expansion system. Exploration is closely tied to development, with players uncovering forgotten technologies and remnants of the past that reveal clues about previous civilizations. As research advances, new opportunities emerge, allowing settlements to spread across multiple islands and eventually entire planets. The gradual transition from local management to interplanetary logistics gives the game an impressive sense of scale without overwhelming players with complexity too early. Each milestone feels meaningful and helps maintain engagement throughout the campaign. Environmental awareness is another key theme woven into the experience. Industrial growth can have consequences, and players must carefully balance productivity with sustainability. Pollution and overdevelopment can negatively affect settlements, encouraging a more thoughtful style of expansion. Rather than rewarding endless consumption, the game promotes efficient planning and responsible resource use. This theme fits naturally into the gameplay and reinforces the broader message of learning from the mistakes of the past while building a better future. The game's visual presentation contributes significantly to its appeal. Bright colors, charming character designs, and vibrant landscapes create a welcoming atmosphere that remains enjoyable even during extended play sessions. Watching settlements grow across curved planetary surfaces gives the world a distinctive personality, while the clean interface helps make complex systems easy to understand. Accompanying the visuals is a calm soundtrack that complements the relaxed pace and reinforces the game's positive tone. As players progress beyond their first settlements, logistics become increasingly important. Establishing shipping routes, transporting resources between islands, and later managing trade across planets introduces deeper strategic considerations. These systems add complexity without sacrificing accessibility, making the game suitable for both newcomers and experienced city-building fans. The challenge comes not from fighting enemies but from optimizing networks, balancing supply and demand, and ensuring that every colony remains productive and content. Perhaps the most distinctive aspect of Before We Leave is its commitment to a non-violent gameplay philosophy. There are no armies to command and no rival factions competing for dominance. Instead, the game focuses entirely on construction, exploration, and long-term planning. This design choice helps it stand apart from many other strategy titles and creates a more relaxing experience that rewards creativity and problem-solving rather than aggression. The game is not entirely without flaws. Players who enjoy high-pressure scenarios, unpredictable disasters, or competitive mechanics may find the overall pace somewhat gentle. Certain stages of development can feel repetitive as production networks become larger and more demanding to manage. Additionally, some strategy veterans may wish for greater late-game complexity or more dynamic challenges. However, these issues are relatively minor when compared to the overall quality of the experience and are largely a result of the game's intentionally relaxed design philosophy. Before We Leave succeeds as a thoughtful and highly enjoyable city builder that combines exploration, resource management, and sustainability into a cohesive package. Its charming presentation, satisfying progression systems, and emphasis on peaceful development make it stand out in a crowded genre. For players looking for a strategy game that values creativity, careful planning, and optimism over warfare and destruction, it offers a rewarding and memorable journey from a single settlement to a flourishing civilization spread across the stars. Rating: 8/10
A Great, Relaxing Strategy Game with a Smooth 100% Completion ⭐⭐⭐⭐⭐ Before We Leave is an absolute joy to play. It stands out in the city-building and 4X genres by focusing entirely on a non-violent, cozy experience. The mechanics are beautifully straightforward and less complex than traditional strategy games, making it incredibly accessible and easy to pick up for anyone looking to unwind. For completionists, the game is a wonderfully smooth experience. The vast majority of the achievement list is not overly difficult, and while one or two tasks offer some challenge, they never feel unfair. Excellent, well-written achievement guides are readily available online, and as long as you follow them, you won't run into any issues unlocking the full 100%. If you want a peaceful, planetary management game that respects your time and rewards your effort, this is highly recommended!
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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