
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?
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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.
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
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Si vous aimez les metroidvanias pour leurs boss, l'exploration ou l'histoire, oubliez ce jeu. Par contre, si vous êtes férus de plateformes, n'hésitez pas. Ce jeu de plateformes, parfois frustrant, offre de beaux parcours et une grande satisfaction à maîtriser les compétences acquises au fur et à mesure du jeu. Le challenge de le finir en moins de 4h est relativement abordable car le jeu est court. Environ 8 ou 9 heures pour 100% tout comme il faut. L'intrigue est inexistante et l'histoire incompréhensible. Achetez-le si vous aimez les jeux de plateformes, pas si vous cherchez à revivre l'expérience de Hollow Knight ou d'un autre grand metroidvania.
amazing game
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.
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.
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.
Vraiment top, un metroid-like sans chichi! Le challenge est là, l'ambiance également. Les contrôles sont assez efficaces malgré la simplicité.
1. 全是平台跳跃;2,跳跃的timing很死,3. 传送点和狗死一样4. 没有地图指引
This game is great. Very tricky. Not all areas are accessible even in the beginning. I look forward to beating this game and unlock more of the areas.
I’m about 3/4 through the game from what I can tell. Before I Go is a must play for anyone who enjoys Metroidvanias with difficult platforming. The controls are extremely tight and responsive, similar to hollow knight or megaman x. The platforming areas are thoughtfully designed and fair. Combat abilities gained throughout the game are helpful and each is useful for different situations. The art style and music create a sense of loneliness similar to super Metroid. I’ve beaten every good Metroidvania and consider this among the best. Highly recommend. I hope this review encourages more people to try the game so we can get a dlc or sequel
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.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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