City structure with a difference: While in comparable games all the buildings let go of what we design on the drawing board, in Buildings Have Feelings Too! to have a say. We even embody a house ourselves!

The economy is going downhill, buildings are falling into disrepair – it cannot go on like this. Instead of the classic view from above, in this build-up game we make a clear ship on the streets from the side perspective. We, the house, walk around, talk to other structures and take a look at their needs. Apartments not only want to be close to other tenement houses and shops, but also want a pub in the area.

Motorhome on a hero’s journey





The buildings don't want to deteriorate, but they don't really know what to do about it.  Fortunately, we have a plan: to boost the economy!



The buildings don’t want to deteriorate, but don’t really know what to do about it. Fortunately, we have a plan: to boost the economy!

Those: PC Games




On the other hand, they turn up their non-existent noses over air-polluting chimneys or musty fishmongers. Why is that important? Only when the “needs” of the property are met do they rise in level, which in turn unlocks new types of buildings and resources. But don’t get it wrong: We don’t need raw materials in the traditional sense, such as iron or wood, to build new houses, everything is paid for in gold bars. And we earn it by adding value to businesses or achieving goals. Resources alone determine whether houses feel comfortable next to each other. The grocery store produces fresh vegetables, and homes nearby need to level up – no transportation, no interaction required. As you can see: Placing suitable structures next to each other is an important aspect of the game, it reminds you a bit of the much simpler Kairosoft construction games, for example Oh! Edo Town, where the neighborly relationships between building types also have a great influence on the better or worse of the settlement. By the way, living things hardly play a role in Buildings Have Feelings Too !, we see stick figures walking around, but we never interact with the houses.





We have the fishmonger in tow; if we want to relocate buildings, we have to lead them to their destination.  By the way, the green cloud is the smell of fish.



We have the fishmonger in tow; if we want to relocate buildings, we have to lead them to their destination. By the way, the green cloud is the smell of fish.

Those: PC Games




But there are enough games in which people take the lead! The combination of building types requires that we push and mix a lot of structures, the money and especially the space are not enough to meet all the goals simply by building numerous houses. On the one hand, the undertaking is tricky because we don’t see at first glance what kind of facility is housed in some accommodations. Whether the office complex is a law firm, the shop next to it is a café or a pub – at first you have to click on each building and carefully study its requirements. It would take a long time to internalize all the leveling requirements for the umpteen stores, so we spend a lot of time reading the menus, which could be more informative.





If it's not the bumpy texts or missing letters, then we come across untranslated fragments of English like “discard”.



If it’s not the bumpy texts or missing letters, then we come across untranslated fragments of English like “discard”.

Those: PC Games




You can only find out details by pressing an additional button, which also costs time. And then the placement itself: it is a real fiddling to build a house precisely in the desired location, and shifting the positions also takes time. Sometimes we can’t swap building placements even though the ad says it should be – probably a bug. Since we have to walk down the street to interact and build, Buildings Have Feelings Too! a pretty leisurely pace. Speed ​​is of the essence. If we move a shop to the end of the street for arrangement purposes and leave it to waste too long there, it will close and we will have to pay to open it again.





What, buildings need our help?  No problem, bizarre residence, we are already there.



What, buildings need our help? No problem, bizarre residence, we are already there.

Those: PC Games




The concept of the game is charming, no question about it, but don’t let that fool you because in Buildings Have Feelings Too! it will soon be quite complex. Although the tasks help to keep an overview and bring you closer to the game principle, it is sometimes really difficult to bring all the requirements under one roof and to use the synergies – and then you have to deal with the nested menus and the cumbersome Build and move mechanics around. The German texts are also quite a stumbling block. It’s actually a nice thing that no foreign language skills are required. However, as the originator of the tradition, we suspect a program rather than a person, “let me show you the ropes” was translated into German as “let me show you the ropes”, which does not exactly contribute to understanding.

On the other hand, the font used in the dialog text boxes of the houses lacks all German special characters such as Eszett. So you read things like “At the moment my grocers are selling fresh vegetables for the buildings in the area”. This error should be corrected immediately! Either way, city planners (or rather: city planners?) Expect more of a puzzle game than full-fledged construction simulation with an economic aspect. The player must be willing to rummage through menus.

Buildings Have Feelings Too! (PC)

Buildings Have Feelings Too! (PS4)

Buildings Have Feelings Too! (NSW)

Buildings Have Feelings Too! (XBO)

Nice puzzle mechanics
Motivational progress
Cumbersome building and moving
Nested menus
Slow walking around
Translation errors and missing letters
Blurred image, long loading times

Cumbersome controls and box menus damage the fun of the game.

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