There’s no real pressure

Before We Leaveis a winning concept for a peaceful city-building game. It’s a relaxing take on games likeAnnoandA Kingdom for Keflingsin which you’ll harvest resources from a lost civilization, explore and expand to neighboring islands, establish trade networks, and eventually fly off to other planets.

I was into the pitch when we learned aboutBefore We Leavelast year, and I’m still into it now, in 2020, after spending a couple of hours with an alpha build. Time flew the heck by while I was playing this.

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The trailer is worth watching if you missed the announcement – it captures the experience well.

In the beginning, you’ll have just a few humble “peeps” who have left a bunker to start life anew above ground. It’s not entirely clear what happened, butsomethinghappened long ago. There are remnants – bombed-out skyscrapers, broken-down automatons – but the only signs of life are you and the trees.

The ghost at the end of the hallway

You’ll plop down roads, wells, farms, and houses on a hexagonal tile-based planet, and the peeps will get cracking.Before We Leavehandles much of the minutia with minimal fuss. Your job is more about smartly positioning buildings to gain bonuses (like placing a field near a well), keeping your subservient citizens well-fed and motivated, and checking supply lines so materials get where they need to go.

In other words, early on, it’s less about micro-management and more about the simple pleasure of expansion. I adore that laid-back approach. It’s fun to build knowing there aren’t any rival factions to wipe you out. That said, it’s possible to overextend yourself if you don’t grow your town in moderation.

Picking up the smiley face post-it off the broken mirror

Given that this was a preview build and my save file isn’t going on my permanent record (remember when we used to worry about permanent records?), I went a little overboard. You’ll reach a point in the game where you can sail wooden ships to establish towns on new islands and then ferry particular resources around, similar to theAnnoseries. It’s here that my empire started to get away from me.

In my haste, I couldn’t strike the right balance. My second home, a snow-capped island, was relatively fine – I was able to research forgotten technology and unlock new buildings – but my third island, a desert outpost, was such a mess. My people were cranky and short-handed. I discovered a rocket ship, but assembling all the right off-site components to repair it felt like a lost cause. It would’ve been a slog.

John and Molly sitting on the park bench

With better planning from the get-go, I could’ve future-proofed my network. That’s the dream. Another dream: keeping pollution under control. If your machinery is left unchecked, it’ll gunk up the place.

The eventual promise ofBefore We Leaveis that you’ll be able to send your colony to multiple planets, which could be really satisfying to pull off. There’s also talk of “planet-gobbling space whales.” Assuming the beasts aren’ttoomuch of a nuisance, I’m looking forward to seeing them factor in.

Close up shot of Marissa Marcel starring in Ambrosio

It speaks volumes that after crippling my potato-eating empire, I’m still excited to start from scratch in the full game. The alpha build ofBefore We Leaveisn’t the clearest, and the UI needs some touch-ups, but the core idea behind this city-builder is sound. If this looks like your kinda jam, it probably will be.

Kukrushka sitting in a meadow

Lightkeeper pointing his firearm overlapped against the lighthouse background

Overseer looking over the balcony in opening cutscene of Funeralopolis

Edited image of Super Imposter looking through window in No I’m not a Human demo cutscene with thin man and FEMA inside the house

Looking at the ghost of Jackie inside the lighthouse