Compare A SECOND BEFORE US prices across 50+ stores and find the best deal. Developed by DimleTeam. Published by DimleTeam. Released on 5/10/2017. Available on PC. Genres: Adventure, Indie.

A quiet, first-person mystery set in a post-collapse bunker complex, built by a tiny team for lovers of slow-burn sci-fi atmosphere and note-hunting. Patience required, payoff debatable.

I have a soft spot for the kind of game that arrived on Steam with almost no fanfare, made by two developers and a marketer who founded their studio the year before release and clearly poured their whole mythology into a single Unity scene. A Second Before Us is exactly that kind of artifact. You play as Colonist 183, a resident of the Delta complex, the last organised shelter of a civilisation that barely survived some unnamed planetary catastrophe. Your memories have been procedurally erased, your identity reduced to a sequence number, and your daily routine is one of enforced silence and rote information-gathering. Then something changes, and the game asks whether you want to find out why. The structure is a first-person walking experience divided across five in-game days, each one nudging you through the Delta's corridors, caves, and scientific pavilions to collect notes, interact with environmental objects, and piece together what the place actually is. Think less Subnautica and more a Soviet-tinged take on the Gone Home formula: no combat, no jump scares, just atmosphere and text. The sound design is the quiet highlight here. Reviewers who warmed to the game consistently singled it out, and it earns that praise. The ambient hum of the complex has a very specific texture, something between a decommissioned power plant and a monastery, and it does genuine work to hold the mood together when the pacing threatens to stretch thin. And the pacing does stretch thin in places. Community feedback is split roughly down the middle, and the criticism that keeps surfacing is fair: movement is slow, the note-to-footstep ratio is high, and certain puzzles lean entirely on reading scattered documents in the right order. Asset repetition inside the corridors is visible enough to feel like a decision that ran out of budget rather than one made for aesthetic reasons. The fetch-quest skeleton underneath the narrative is also more apparent than in the genre's better examples, because the intervals between discoveries involve a lot of simply walking back the way you came. What holds it together is the premise itself, which is genuinely interesting even if the execution occasionally stumbles over its own ambition. The memory-erasure mechanic as a worldbuilding tool, the colonist society's rigid archival purpose, the lighthouse location that shows up partway through as a jarring tonal contrast to the bunker aesthetic: these are ideas from a team that was thinking carefully about theme if not always about moment-to-moment engagement. The game runs about five to six hours on average, and it knows when to end, which is something I will always credit a small game for doing right. If you are the kind of player who treats a walking sim as a mood to settle into rather than a game to win, and if the specific melancholy of post-collapse sci-fi mystery resonates with you, A Second Before Us offers something handmade and earnest that most storefronts will never spotlight. Go in with calibrated expectations about movement speed and text density, and you may find the atmosphere worth the price of admission. If you need momentum, look elsewhere. Kai, Scout Team

A SECOND BEFORE US
AdventureIndie

A SECOND BEFORE US

May 10, 2017DimleTeam
GamerScout Says

A quiet, first-person mystery set in a post-collapse bunker complex, built by a tiny team for lovers of slow-burn sci-fi atmosphere and note-hunting. Patience required, payoff debatable.

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About A SECOND BEFORE US

I have a soft spot for the kind of game that arrived on Steam with almost no fanfare, made by two developers and a marketer who founded their studio the year before release and clearly poured their whole mythology into a single Unity scene. A Second Before Us is exactly that kind of artifact. You play as Colonist 183, a resident of the Delta complex, the last organised shelter of a civilisation that barely survived some unnamed planetary catastrophe. Your memories have been procedurally erased, your identity reduced to a sequence number, and your daily routine is one of enforced silence and rote information-gathering. Then something changes, and the game asks whether you want to find out why. The structure is a first-person walking experience divided across five in-game days, each one nudging you through the Delta's corridors, caves, and scientific pavilions to collect notes, interact with environmental objects, and piece together what the place actually is. Think less Subnautica and more a Soviet-tinged take on the Gone Home formula: no combat, no jump scares, just atmosphere and text. The sound design is the quiet highlight here. Reviewers who warmed to the game consistently singled it out, and it earns that praise. The ambient hum of the complex has a very specific texture, something between a decommissioned power plant and a monastery, and it does genuine work to hold the mood together when the pacing threatens to stretch thin. And the pacing does stretch thin in places. Community feedback is split roughly down the middle, and the criticism that keeps surfacing is fair: movement is slow, the note-to-footstep ratio is high, and certain puzzles lean entirely on reading scattered documents in the right order. Asset repetition inside the corridors is visible enough to feel like a decision that ran out of budget rather than one made for aesthetic reasons. The fetch-quest skeleton underneath the narrative is also more apparent than in the genre's better examples, because the intervals between discoveries involve a lot of simply walking back the way you came. What holds it together is the premise itself, which is genuinely interesting even if the execution occasionally stumbles over its own ambition. The memory-erasure mechanic as a worldbuilding tool, the colonist society's rigid archival purpose, the lighthouse location that shows up partway through as a jarring tonal contrast to the bunker aesthetic: these are ideas from a team that was thinking carefully about theme if not always about moment-to-moment engagement. The game runs about five to six hours on average, and it knows when to end, which is something I will always credit a small game for doing right. If you are the kind of player who treats a walking sim as a mood to settle into rather than a game to win, and if the specific melancholy of post-collapse sci-fi mystery resonates with you, A Second Before Us offers something handmade and earnest that most storefronts will never spotlight. Go in with calibrated expectations about movement speed and text density, and you may find the atmosphere worth the price of admission. If you need momentum, look elsewhere. Kai, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Walking SimFirst-PersonPost-ApocalypticNote-HuntingSci-Fi MysteryStory-DrivenShort GamePartial Controller Support

System Requirements

Minimum

OS
Windows Vista / 7 / 8 – 32 or 64 bits
Memory
2 GB RAM
Storage
4 GB available space
Graphics
1024 MB NVIDIA GeForce 9800GTX / ATI Radeon HD 3xxx series
Processor
2.2 GHz Dual Core CPU

Recommended

OS
Windows Vista / 7 / 8 – 64 bits
Memory
6 GB RAM
Storage
4 GB available space
Graphics
2GB NVIDIA GTX 660 / Radeon RX 460 or better
Processor
3.0 GHz Quad Core CPU

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Game Info

Developer
DimleTeam
Publisher
DimleTeam
Release Date
May 10, 2017

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A SECOND BEFORE US is available on PC.

When was A SECOND BEFORE US released?

A SECOND BEFORE US was released on 10 May 2017.

Who developed A SECOND BEFORE US?

A SECOND BEFORE US was developed by DimleTeam.