Steam release · October 16, 2026 · the demo is live now
Beyond These Stars

Buildings and adjacency

Quick answer

Most buildings care where they stand: water pumps gain storage next to water tiles, huts gain happiness beside potato patches, woodcutters gain storage inside forests.

Buildings are where Beyond These Stars stops being a spreadsheet and becomes a puzzle: what goes next to what changes what each building actually does. The good news is that the early game's adjacency rules are documented and specific — you can plan around them from the first hour.

The Beyond These Stars technology tree with its category tabs

How construction actually works

  • Buildings are placed inside breathable areas and most need road access to be built or to operate. A building that can't reach a road is a very expensive decoration.
  • Some buildings have extra placement rules — the Water Pump, for example, wants to sit on an outcropping surrounded by water tiles.
  • Once you place the footprint, peeps carry the construction materials to it. Most of the construction time is this gathering phase, so a building that seems "stuck" is usually waiting on materials — and it can wait forever if a building upstream in the chain is paused. When something takes shockingly long, audit the supply chain before you rebuild anything.
  • Power-hungry buildings must touch a power building or connect via a Power Line.

The tech tree that unlocks all of this is laid out in category tabs — Accommodation, Agriculture, Peep Resources, Construction, Power, Terraforming, Pathing, Logistics, Hazardous, Advanced and Decoration — so "what do I research next" is really "which of those problems is currently the loudest".

Adjacency effects with real numbers

This is the table to keep open while you plan a block. All of these are early-game effects straight from the official wiki:

BuildingPlace it…Effect
Water Pumpon an outcropping surrounded by 3 water tiles+30% storage
Hutnext to 2 potato patches+20% happiness
Woodcuttersurrounded by forest, except its road tile+30% storage
Burner Generatorwith 4 empty tiles around it (not fully enclosed)−25% pollution
Early decorationsnext to 2 other decorations (a triangle of 3)+20% happiness each

The general rule behind the specifics: most buildings get a bonus or penalty from what sits immediately next to them, and those effects touch production speed, storage, work slots, happiness, pollution and power draw. Placement is not flavor — it is a multiplier layer on your economy.

Reading the classic early block

The documented effects tell you what a good starting block looks like:

  1. Water Pump at the lake edge, hitting the 3-water-tiles arrangement if the shoreline allows.
  2. Huts beside potato patches — two patches per hut hit the +20% happiness pattern.
  3. Woodcutter inside the forest, road plugging the one gap. This also demonstrates the tradeoff: the forest gave you the building, so you'll carve outward as it thins.
  4. Generators on the edge with elbow room, letting the 4-empty-tiles rule shave pollution — and keeping smoke away from homes is good hygiene in general, because pollution drags on peep happiness and on Kewa's biome alike.
  5. Decorations in triangles, not lines. Three benches in a row give you nothing extra; three in a triangle give +20% each. The game rewards clusters everywhere.

What to keep apart

  • Polluting industry vs. homes. Pollution has no upside for residents; give it a corner (ideally one where the generator itself can breathe for the −25%).
  • Jobs vs. distant homes. The 16-tile work rule (see the beginner guide) means out-of-range housing is dead housing. When expanding, build homes with the next job site, not before it.
  • Buildings vs. access. Roads plus footprints eat space, and the wiki warns that careless planning can wall peeps off from areas they need. Leave circulation gaps when you densify.

When a chain stalls, debug it backwards

  1. Find the building that looks idle (not producing).
  2. Check its inputs; check whether the supplier is paused or under-staffed.
  3. Check staffing: is any peep's home within 16 tiles?
  4. Check the supplier's own inputs — construction stalling usually starts two or three links up the chain.
  5. Only then consider rebuilding or replacing something.