HomeFeaturesBuildings Have Feelings Too!
Thank god, Buildings Have Feelings Too! fixed its controlsPoint and not click
Point and not click

Buildings Have Feelings Too! Launch TrailerWatch on YouTube
Buildings Have Feelings Too! Launch Trailer

The city in Buildings Have Feelings Too! is in a time of change. It’s 1900, and the UK is waking up from an Industrial Revolution-sized hangover, like, “Raaaaah, lads, who put all these factories everywhah?! You absolute legends!” In the game, you transition neighbourhoods from purposes that served the previous epoch’s needs, to the new. You change factories from producing cotton to booze, you throw up offices for lawyers and accountants, and cafes so they have somewhere for a hot lunch. You make houses for people to live in and pubs so they have somewhere to go that ain’t home.
All the buildings have little stick arms and legs, and stand around making small talk with each other. This is brilliant, and they even have different bits of ambient chatter depending on what kind of business you put in them. Running past a greengrocer and seeing it yelling “FREEEEESH VEGETABLES!” gave me genuine joy. And you can talk to ‘em to find out what they need to level up from a kind of okay one star greengrocer into the best three star greengrocer they could ever be, gosh darn it! Which is where it gets complicated.
The distillery can provide booze to any of the buildings in its little area of reach.

To progress to a new neighbourhood, you need to complete some tasks, which are usually requests from an existing building to make the neighbourhood better in some way. An enterprising warehouse in the docks wants to revitalise the area with a two star butchers, fishmonger and bakery, for example. But! Buildings have stats, and some positive and negative areas of influence as well. The butcher and fishmonger will give off a negative penalty for smelling gross, which will affect the bakery.


I am so grateful that I can now use my mouse to select things that it’s almost pathetic. And yet, even with the improvements of the hotfix, Buildings Have Feelings Too! is still a bit of a slog. Once you open up a specific building’s menu, there are a bunch of sub-commands to open up different options, and you still can’t click to select a load of them. I understand that the nesting complexity would make it hard for everything to respond to noodling from the mouse, but I feel that there must be a more streamlined way to present the necessary info. There are large swathes, in fact, that are still obscure to me - like precisely which slew of buildings might provide the certain kind of resources I need.
With the mouse and keyboard control updates (and from the notes on the Steam page I think more may be in development), this is really fun but sometimes frustrating game with controls that are merely annoying. Without them it was diabolical. I guess if you prefer controllers you just kinda have to eat it?