Game review
Before They Catch Us
6.5 / 10
- Developer
- ANTertainment
- Publisher
- ANTertainment
- Released
- 8 December 2025
- Platforms
- Windows, Linux
- Genre
- Visual Novel / Adventure
- Monetisation
- One-time purchase. No in-app purchases or DLC at time of writing.
- Players
- Single-player only
The short version
Before They Catch Us casts the player as a young prophet fleeing a relentless, ever- advancing fungal forest, tasked with interpreting invasive visions through a genuinely novel symbol-matching mini-game layered on top of a branching visual novel structure. Reviewers consistently praise its atmosphere, art, and interpretive gameplay hook, but a recurring complaint is that the three-chapter story ends abruptly, just as players feel it's building toward something bigger.
Biggest strengths
- The dream-interpretation mini-game, sorting symbolic vision elements into categories to determine narrative outcomes, is repeatedly praised as a rare, genuine point of difference from other visual novels on Steam
- Reviewers consistently call the art style and atmosphere striking, describing a sense of "utter doom" and comparing the tone favourably to other genre standouts
- Four distinct possible endings and consequential branching choices give reviewers reason to describe the game as having "high replayability" despite its short length
Biggest weaknesses
- Multiple reviewers say the game ends abruptly after three chapters, just as the story feels like it's "really starting," with one hoping explicitly for a continuation
- The vision-interpretation puzzles are reported as genuinely difficult to parse correctly, with at least two reviewers admitting they never fully solved the ancestors' symbolism on their first playthrough
- One reviewer found the opening hour boring enough to stop playing, suggesting the game's slow-burn atmosphere doesn't land for every player
Who it's for: Fans of atmospheric, mystery-driven visual novels who enjoy piecing together cryptic symbolism rather than being told outright what things mean. A poor fit for players wanting a long campaign or a story that resolves all of its central mysteries by the end.
Our recommendation: Worth the price for its distinctive dream-interpretation mechanic, striking art, and four-ending branching structure, but go in expecting a short, mysterious slice of story rather than a fully resolved narrative.
6.5 / 10
Before They Catch Us drops the player into an original fantastical world where an ordinary landscape has been overtaken by vast, relentless fungal forests that never rest, creeping forward and swallowing meadows until only barren steppes remain. The few survivors live as wanderers, forever fleeing the encroaching woods. The player takes the role of a young prophet suddenly burdened with visions that invade not just dreams but waking hours, and must perform rituals, resist spore infection, and face both monstrous creatures and rival clans while trying to remain worthy in the eyes of their ancestors. Developed and published by the small studio ANTertainment, it released as a full, non-Early-Access title on 8 December 2025, available on Windows and Linux.
A visual novel with a genuinely different hook
Reviewers are quick to note that Before They Catch Us arrives into an already crowded field of text-driven visual novels on Steam, and just as quick to say it earns its place there. One reviewer opens by acknowledging it as "yet-another visual novel on Steam" before pivoting to praise "interesting interactivity that goes beyond simple dialogue choices": playing as a prophet who must interpret dreams and visions by sorting their essential components into categories, where success or failure meaningfully affects both progression and which of the story's endings the player ultimately reaches. That same reviewer notes a brief summary of consequences is shown after each interpretation attempt, giving players enough feedback to understand the stakes of their choices even when the symbolism itself remains genuinely cryptic.
The atmosphere built around that central mechanic draws consistent, specific praise. One reviewer describes being hooked by "its unique art style and an atmosphere of utter doom," while another calls the whole experience "compelling" and "moody," specifically praising that it "doesn't overstay its welcome" and describing it as "a satisfying little meal of a game." A third reviewer frames the premise more bluntly as "a narrative about the danger of taking shrooms in a cult," recommending it specifically to players drawn to stories "shrouded in mystery."
Puzzles hard enough that nobody claims to have solved them
The vision-interpretation mini-game is consistently described as genuinely difficult rather than a token puzzle layer. One reviewer admits that "no matter how hard I tried, the mysteries of the ancestors remained unsolved," expressing hope that a more inquisitive future player might succeed where they didn't. Another reviewer, who praises the game's writing and visuals highly, says the visions "are rather complicated, especially on your first run through the story" and speculates they may be designed to only be fully deciphered on a second or later playthrough, tying the puzzle's difficulty directly into the game's stated replayability. That framing, a mystery meant to reward repeated attempts rather than a single correct solution on the first try, appears to be intentional rather than a balance oversight, though it does mean some players may finish the game without ever feeling like they truly understood what they were being shown.
An ending that arrives before the story feels finished
The most consistent complaint across the review pool isn't about difficulty or tone, it's about length. Multiple reviewers describe reaching the end of the game's three chapters and feeling caught off guard, with one saying they were "very shocked when it ended" because the game "was just really starting," and hoping explicitly that more content follows. That reaction shows up alongside otherwise strongly positive framing in the same reviews, suggesting the abrupt ending isn't undermining enjoyment of what exists so much as leaving players wanting a fuller resolution than three chapters can deliver. Not every reviewer connected with the pacing, though: one player who came in enthusiastic reports the first hour felt "very boring" and says they likely won't return to finish it, a useful counterpoint to the otherwise consistent praise for the game's slow build toward its central mysteries.
Steam's achievement data offers a rough outside check on how the four-ending structure plays out in practice. Of 35 tracked achievements, the most common sits at 63.9% of players who've unlocked anything, dropping down to 6.8% for the rarest, a spread consistent with a story that funnels most players through a shared early structure before scattering them across genuinely different late- game outcomes, matching reviewers' own descriptions of consequential branching choices.
A world built from fear of the wild, not just fantasy tropes
The world ANTertainment builds around its prophet protagonist leans away from typical dark- fantasy iconography, drawing instead on what the developer describes as humanity's fear of the unknown, the traditions of nomadic cultures, and echoes of spiritual belief, rather than the more familiar wells of European myth or generic apocalypse fiction. The forest itself functions less as a backdrop than as an active antagonist, a slow, patient force that never stops advancing and gives every scene set outdoors an undercurrent of urgency even when nothing is actively chasing the player character. Reviewers who praise the game's atmosphere tend to credit this specific choice, a hostile, living landscape rather than a static ruined world, for making the constant threat of the title, "before they catch us," feel earned rather than purely decorative marketing copy. Combined with the rival-clan conflict layered on top of the environmental threat, the setting gives the story two separate, compounding sources of danger to draw tension from across its three chapters, even within a runtime most reviewers describe finishing in well under three hours.
Final verdict
Before They Catch Us distinguishes itself from Steam's crowded visual novel shelf with a genuinely novel dream-interpretation mechanic and a consistently praised sense of atmosphere and dread, wrapped around four distinct endings that reward more than one playthrough. Its biggest weakness, by its own reviewers' account, is that the story ends just as it feels like it's building toward something larger, leaving several players wishing for more chapters rather than feeling the experience was complete. Recommended for atmospheric-fiction fans willing to accept a short, unresolved slice of a larger world over a fully wrapped-up story.
Pros and cons
Pros
- The dream-interpretation mini-game, sorting symbolic vision elements into categories to determine narrative outcomes, is repeatedly praised as a rare, genuine point of difference from other visual novels on Steam
- Reviewers consistently call the art style and atmosphere striking, describing a sense of "utter doom" and comparing the tone favourably to other genre standouts
- Four distinct possible endings and consequential branching choices give reviewers reason to describe the game as having "high replayability" despite its short length
- Full controller support (including DualShock and DualSense-specific compatibility) and a save-anywhere system make it easy to pick up in short sessions
Cons
- Multiple reviewers say the game ends abruptly after three chapters, just as the story feels like it's "really starting," with one hoping explicitly for a continuation
- The vision-interpretation puzzles are reported as genuinely difficult to parse correctly, with at least two reviewers admitting they never fully solved the ancestors' symbolism on their first playthrough
- One reviewer found the opening hour boring enough to stop playing, suggesting the game's slow-burn atmosphere doesn't land for every player
- The Steam review pool is small (8 reviews at time of writing), leaving limited independent confirmation of how consistent these impressions are across a wider audience