
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
Apparently this was a solo dev's 5 year project in the making. Awesome game with really cool, borderline innovative mechanics. The abilities make the parkour really fun. The art style and soundtracks are phenomenal. Overall great game. The only complaint would be to add an option to save or not when passing through the shrines, instead them auto saving. Great game, had a great time playing. 9/10
Strong recommendation! Truly top-tier platforming control and fun challenges to go along with it. Combat is not great but I used the turbo function on my Steam Controller and that made it much smoother. The world itself is kind of bland and it quickly becomes wireframe: run here, jump here, dash, etc.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
J'ai adoré! Le jeu démarre tranquillement, mais m'a vite affiché mes faiblesses ^^. Par contre je ne me suis jamais senti abandonné, tout est fait pour que je progresse techniquement, et c'est ça que j'ai adoré!! J'ai fini par refaire et refaire le jeu pour tous les succès, et chaque partie était aussi intéressante que la précédente, juste des objectifs différents et un niveau qui augmente ;). Je conseille fortement!
Il y a des jeux qui vous prennent par la main et il y a "Before I go" qui vous attrape, vous secoue et vous chuchote ", c'est à toi de jouer, prends tes responsabilités". Pour ceux qui comme moi ne sont pas particulièrement doués avec une manette, ce jeu peut être vraiment difficile, la frustration de cette difficulté, de ces points de sauvegardes cruelles se transforme au fil des écrans en satisfaction pure, chaque échec est une leçon, chaque réussite un petit shot de dopamine. Le miracle d'un jeu parfaitement réalisé sur tous les plans. C'est un jeu qui vous fait maudire son auteur tout en le remerciant secrètement. Je recommande définitivement.
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
It's a great Metroidvania, platforming feels really good, it has a great map (a must in any metroidvania) and while it has a focus on platforming, combat is really good as well. IMO it gets a bit too hard for my taste eventually but if you like hard 2D platformers like Super Meat Boy or Celeste, it's a bit like that but in a metroidvania wrapper.
Vraiment top, un metroid-like sans chichi! Le challenge est là, l'ambiance également. Les contrôles sont assez efficaces malgré la simplicité.
Excellent controls, extremely satisfying platforming and overall joy to play.
Long backtracks kill it for me, its a good game though, might finish it someday!
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.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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