$4.99 (−75%)Before We Leave Grow a civilization from potatoes
Lead your Peeps out of the underground and rebuild a peaceful, colorful world, one hexagonal island at a time, all the way into space.
Is Before We Leave worth it?
Before We Leave is worth it if…
- you want a city builder with no combat, no timers and no punishing failure
- you like planning layouts, production chains and trade routes at your own pace
- you enjoy the idea of growing one small island into a whole solar system of colonies
- you are after something calm and colorful to unwind with, tea optional but recommended
Screenshots
From a potato patch to a civilisation
It starts small. Your Peeps climb out of their shelters, blink at the sun and get to work: shelter first, then food, tools and the slow business of remembering how everything used to be done. Buried around the islands is ancient technology to uncover and research, and each discovery unlocks new buildings and new ways to grow. There is no fighting here. No weapons, no rival armies, just the quiet satisfaction of watching a settlement that began with one crop turn into a thriving little society.
Islands, planets and the goods between them
Each island has its own shape, resources and temperament, and no single one has everything. So you specialise: lumber on one island, farming on another, industry somewhere with room to breathe, then ships carry the goods back and forth by sea. Later the same trick scales up to planets, with spaceships moving cargo across the solar system. Different islands and planets grow different things, so a healthy economy means deciding who makes what, and keeping those supply lines fed. Get it right and the whole system hums along while you plan the next expansion.
A city builder that lets you breathe
If you like laying out streets, zoning districts and balancing housing, food, power and happiness, this is a builder that never shouts at you. Everything sits on a hex grid, so placement matters: buildings like good neighbours, roads eat precious space, and a clever layout earns bonuses a careless one loses. There are no timers and almost no failure states, so a mistake costs you a rethink, not your city. You can finish the main campaign in twenty hours or spend far longer perfecting an economic network across seven planets. The pace is yours.



















