
Embark on a space voyage with your ragtag crew of civilians in search of a new home. Build spaceships tile by tile, create optimal gas conditions, manage the needs and moods of their crew, encounter other space-faring groups, and explore the universe in this spaceship colony simulation.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.86/day in the week to Aug 27 → 2.71/day in the week after.
About
Embark on a space voyage with your ragtag crew of civilians in search of a new home. Build spaceships tile by tile, create optimal gas conditions, manage the needs and moods of their crew, encounter other space-faring groups, and explore the universe in this spaceship colony sim.


Customize - Complete freedom to build a spaceship or station of your own desire. Place every piece of ship hull, wall, door and facility wherever you want.
Functional - All facilities serve a purpose. Crew members will sleep in beds, use toilets, be disturbed by a noisy room and praise you for an arcade machine.
A functional spaceship can be built tile-by tile, giving you the opportunity to shape a spaceship of your own desire. It can be symmetric and streamlined, or an asymmetrical whimsical looking thing. It does not have to look like a conventional spaceship depicted in sci-fi literature, you are free to design your own, the choice is yours!


Oxygen and CO2 - Keep optimal Oxygen and CO2 levels by building life support modules for your crew members.
Hazardous gases - Certain facilities and explosions can release hazardous gases. Build scrubbers to purify the air.
Temperature and power - Build thermal regulators to maintain an ideal temperature for your crew. Build power nodes and set up power distribution throughout the ship.
Comfort - Building a bed right next to the ship core will disturb sleep. Design your ship for crew comfort.
The isometric tile-based gas system simulates various gases, temperature and crew comfort on your spaceship. Humans, plants and facilities react to the conditions surrounding them, giving meaning to how you design your ship and the living conditions you create. Secure facilities, optimize crew survival and well-being, but also think of possible future accidents and chaos generated from crew combat or environmental hazards.


Skills and traits - Every crew member has their own set of skills and traits. A wimp might get scared shooting a gun, while an iron-stomach can eat anything unaffected.
Mood - A happy crew member needs food, sleep, comfort, safety and friends. Take something away and their mood will be affected.
Conditions - Crew members might feel adventurous, suffer from starvation, feel unhygienic, or they simply ate too much. Various conditions affect how they feel.
Mental breaks - When the stress is too much for a crew member they may suffer a mental break. Some will vent themselves out of the air lock, while others might start a fight.
In Space Haven characters aren't mere robots. The game simulates needs, moods, health and skills of your crew members and they develop relationships with each other. Their past life occupation and hobbies will affect their skills and know-how, and they have both positive and negative traits. Witness joyful moments, depression, and drama surrounding different crew members as you journey onward seeking a new home.


Away missions - Equip your crew members and organize away teams to explore derelict ships or visit stations or spaceships of other factions.
Draft - Draft and move your crew members to attack enemies and save their friends.
Inventory - Each crew member has their own unique inventory. Equip them with pistols, rifles, grenades and more.
Equip your crew with space suits and weapons and organize away teams to explore derelict ships and stations. Explore and salvage resources and items; find activated cryopods with someone frozen inside. Visit spaceships or stations of other factions and find data logs telling stories of past spacefarers searching for a new home.

Crew combat - Engage in combat with enemy factions or an alien species.
Aliens - Watch aliens incapacitate your crew members and capture them alive. See them suffer in the alien lair and decide if you want to try to save them or not.
Aliens capture your crew members and cocoon them against walls in their base. See them suffer in the alien lair and decide if you want to save them or not. Explore derelict ships and discover someone from the original crew of the ship captured by the aliens. Events like these create interesting back stories to new arrivals to your crew.


Battlestations - Watch your crew take battlestations as you engage the enemy in ship-to-ship battle. See your crew load turrets with projectiles, put out fires from explosions, patch hull breaches and repair vital facilities in the midst of battle.
Tactical - Target the enemy ship engine and stop them from fleeing. See them do the same to you. Engage their turrets directly or try to focus on the enemy ship core and see their ship go pitch black. Build shields to protect your most vital segments of your ships.
Build turrets and engage in tactical ship-to-ship combat, where a hit and explosion could cause a snowball effect of fire, smoke, hazardous gases and even hull breaches for either party. All crew members need to work together to win the battle.


Cryopods - Protect your crew from side-effects of Inter-stellar travel. Place crew members into stasis to freeze the progression of a disease or to await rescue.
Medical - Treat crew members for injuries, wounds and diseases. Medical conditions affect crew members in various ways.
Your crew members will become wounded in battles and might catch a serious disease. Set up a medical room, scan for diseases and foreign masses and have your best doctor tend to illnesses and perform surgeries. Hope that your doctor is not absent minded and leaves a surgical tool inside.


Generated galaxy - Explore a new procedurally generated galaxy each playthrough, with planets, asteroids, stations and spaceships of other factions.
Factions - Interact with various factions all trying to survive and establish dominance their own way. Meet pirates, merchants, slave traders, cultists and more and develop relationships with each. 
Resources - Mine for raw resources and refine them to building materials. Trade resources with other groups you meet.
Explore a new procedurally generated galaxy each new playthrough, with various factions all trying to survive and establish dominance their own way. You'll meet pirates, slavers, merchants, cults, androids and more. Jump into hyperspace, seek out resources and meet various groups and develop your relationship with them.
Cool things that can happen in Space Haven:
Gain a new crew member by finding a activated cryo chamber aboard a derelict ship.
Have a space burial for your fallen crew member to let other crew members say good bye.
Grow plants with bio mass and water recycled from toilets.
Eat the meat from a fallen crew member or an invader if desperation is high.
Watch aliens capture your crew member and cocoon them to a wall in their lair. Will you go save them or leave them there?
Keywords: space, base building, simulation, strategy, sandbox, survival, management, crafting, open world, indie, build, city builder, sci-fi, procedural, sim.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 10.3Kreviews | 86% | — | $10.3M |
| $14.99−40% | 210ratings | 84% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 890 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm sure many of you have come across reviews in which the reviewer bemoans the lack of a neutral review option. For me, Space Haven is such a case. While my experience with the game has been a net positive, it's because I'm a sucker for its core gameplay loop, and I can't, in good conscience, give it a positive recommendation in its current state (one that I doubt will change). --- First, the positive. This game has a highly satisfying core gameplay loop: explore the sector map for asteroids and derelicts to collect resources from > upgrade and modify your ship > trade with other factions to resolve production bottlenecks > upgrade and modify your ship > repeat. The resource management and production systems are both simple enough that you can handle them fairly intuitively without the need to pull out a spreadsheet, while being expansive enough that, within the constraints of a spaceship's limited space and resource budget, there's always something to work on. I also really like that there are many ways to get materials, whether it's buying them, refining them from ore, or getting them as composting or scrapping end-products, so even if you don't get the opportunity or funds to bulk-buy what you need, you can still scrape together enough to make do. Thumbs up. --- Now the negative. The AI in this game is abysmal. It is, by far, the worst AI I've seen in any ship building/base building game. RimWorld came out nearly 8 years ago and showed us what at least a competent base building pawn AI looks like. A game coming out in 2026 with an AI this bad is just bewildering. What do I mean when I say "Bad AI"? It's simple, really: The AI in this game treats every single task as a discrete event. There is no task chaining; none. Some examples: Say you placed down a blueprint for a section of bulkhead wall. You'd think, logically, that when a crew member goes into construction mode and gets the wall in their task queue, they'll come and build the entire wall, working solo or as a team. That's not what happens. See, they don't "take ownership" of the construction tasks in an area ("I'll build everything that needs building near this spot") or even the construction tasks pertaining to a specific task group ("I'll build this wall/I'll build all the beds in this room"). No. They only take ownership of one... single... object. Regularly, a crew member will arrive somewhere with multiple construction tasks with all materials already in place, build a singular wall block or piece of furniture, and bugger off to either build something on the opposite end of the ship, or do something else entirely. Nowhere is this more absurd than when you're putting in exterior bulkhead windows. To build said windows, a crew member will usually have to exit an airlock, propel themselves along the side of the ship to where the window needs to go, build it in a few seconds (it requires no materials), and come all the way back to the airlock. If you have multiple windows needing to be built right next to each other, they'll [i]never[/i] be built in the same build task. A different crew member will make the trip around the ship to place down every... single... window (or the same crew member will make the trip multiple times). Crew members also never take distance into consideration when prioritizing tasks. When you're salvaging a ship for scrap, instead of the crew moving along the ship, scrapping the objects nearest to them, they'll bounce around the ship scrapping objects completely at random, making the whole thing take way longer than it needs to for absolutely no reason. Mining an asteroid? A crew member will get into a mining pod, pick up a mining drill from the ore processor, fly to the asteroid, mine materials, return to the ship, drop off the mined materials, and go back to mining. Perfect... except I was kidding. After dropping off the materials, they consider the task block complete, so they'll deposit the drill back at the ore processor, and dock the pod back in the pod bay, only to then, if they decide they're still going to be mining, get back in the pod, pick up a drill again, and [i]then[/i] return to the asteroid. --- Any enjoyment I've gotten out of this game has been in spite of its terrible AI, and unless you're as much of a sucker for the gameplay loop as I am, I would [i]not[/i] recommend it. Maybe give it a try if it goes on a very deep sale.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, French, Spanish - Spain, Italian, Russian, Simplified Chinese, Japanese, Korean, Czech, Polish, Portuguese - Brazil +1 more
Hours played at review time, across 892 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is the epitome of why there needs to be a half-thumbs up and down on Steam. I want to LOVE space haven, it's not only right up my street, it's in my home, on my couch, eating my pizza. BUT, the game fights you at every stage with a poor user interface and control system that, after playing Rimworld, makes it feel like a slog to get basic tasks done. The perfect example - one of my crewmembers needs medical attention: I should be able to click the crewmember, tell him or her to sleep in the medical bed. Newp, have to draft them and walk them over. Then, you should be able to click your doctor, and right click the injured pawn and say "Heal that dude." Newp, I have to draft them and walk them over manually. The game trips over itself making simple tasks difficult, which is a crying shame because there is an awesome game hidden under this clunky control system. If the devs could just look at stuff like this and make Quality of Life improvements that make playing it's controls easier then this would be one of my favourite games that I would sink a thousand hours into. But, in its present state, i just cant.
Death by a thousand bugs. This is a complex game that offers a deep and detailed simulation with a wide range of gameplay options and brutal difficulty spikes. Playing this feels like assembling an incredibly fragile and complex device that suddenly falls apart every time you're almost done. - Multiple NPCs from the same faction can give multiple quests to deliver the same item. Only one of those quests can be completed, and the inevitable failure of the second will reduce your reputation with their faction. The game doesn't warn you about this. - The shuttle paths are not saved. After loading, the enemy boarding team forgets who they were supposed to board and returns home. Your shuttles suffer from this too. - Debuffs are completely bugged, and their behavior is inconsistent. Their duration, number of stacks, and severity are displayed incorrectly everywhere. You can get a permanent "insomnia" debuff, which makes your character lose the ability to sleep... forever. This bug persists even after saving and/or loading, meaning you could permanently corrupt your save file. - If you manually stop salvaging a derelict ship, remove your characters from it, and cancel all tasks on that ship, you'll repeatedly see your characters automatically return to the derelict ship only to stand there doing nothing. This is a hidden task (to just stand there) that somehow ends up on the task stack and can't be removed. - The training computer is bugged. If you turn it off, save the game, and then load it, the training computer will be turned on. This behavior is not typical of any other device in the game. - Characters get stuck in cryosleep pods. - Shuttles sometimes fly right through the bottom of the asteroid landing pad. - Characters forget how to use furniture and get the "eating on the go" debuff. - After publishing the review, I discovered that the same thing can happen with beds. Characters sometimes just fall asleep on the floor. This poor review has been updated ten times already because I keep finding new bugs.
This game is just empty... A lot of my hours are just the game running afk or left in the background. I just kept sticking around thinking the game will get fun once I get X, the game will get fun after I do Y, but it doesn't... It never gets fun... It's tedious at all points! 1. The AI is very bad, tasks take 10x longer than they need to be because they just don't chain jobs... You want to harvest a ship? The guy will destroy a wall, run to the other side of the ship to destroy a chair, run to the other side of the ship to take apart an engine, then go back to your ship for a sip of tea, and then back... This is why the game plays more like an idle game because I put it on 4x speed and watch a movie for 15 minutes and come back to see the ship taken apart and then I watch another 15 min of my movie while they struggle to unload it all... 2. Combat is very boring, it looks like you get behind cover, crouch and etc etc but you don't... It's just numbers, you just get more people over and just make them all walk up to enemies to spam kill everything! Or if raiding a bug ship you just micro walk back and forth to avoid getting hit, it's boring... 3. The ship feels tedious? It doesn't really do anything... You just need enough asteroid def turrets and food generation and that's it, now you can afk even more efficiently!! The terrible AI in this game means that you will spend more of your time AFK, just avoid this game, that fun point you expect, never comes.
I finally got bored, so it's clearly time to leave a review. After seeing so many nasty reviews, I was pleasantly surprised by the game: [list] [*][b] Outstanding pixel art:[/b] deliberately retro/1990s isometric aesthetic has a distinctive identity - ships and stations feel like a miniatures. [*][b] Excellent ship/station construction:[/b] everything is designed tile by tile rather than assembled from predefined rooms/blocks. A bad layout can become a logistical nightmare, while a good one feels like something you've genuinely engineered yourself. [*][b] Deep resource and interconnected systems management:[/b] it involves power, oxygen, heat, food, production, research, crew needs, weapons, logistics and resource processing, among others. Small decisions can have consequences much later, so expanding your ship is about more than simply having enough resources to build something. [*][b] Satisfying game loop:[/b] at its core, this is a primarily colony sim with tactics/combat sequences when you encounter derelict ships, followed by salvaging their resources. [/list] So, there's a lot of gameplay depth for a relatively small indie game. That said, there are a few frustrations: [list] [*][b] The gameplay loop gets repetitive.[/b] The early game is strong, but the mid-to-late game eventually becomes a repeated cycle of exploring and salvaging derelicts. Once you've figured out the basic progression, there isn't enough variety to keep things interesting. You mostly encounter the same enemies and dangers over and over, just in greater numbers. [*][b] The setting and story are extremely generic.[/b] This is a game for people who enjoy systems, optimization, and building things - not for people looking for a compelling story or memorable universe. [*][b] Ship and station modes are almost the same game.[/b] In ship mode, you choose which sectors to travel to; in station mode, derelicts and asteroids simply come to you. You might expect ship mode to offer an [i]'explore the galaxy'[/i] experience, but the sectors are largely identical, so there's very little actual exploration. [/list]
I want to like this game. But there are too many QoL things that need to be fixed to make the game less tedious: - Combat and movement, in general, is bad. If you want to do well you'd want to pause at 1x speed and micromanage everyone. Not being able to shoot while moving, combined with the slow movement, makes combat very dangerous. - It's too difficult to get detailed info you need to manage something like a big station. Power, for example, is not well described. Lots of data points, but not useful data, like the ratio of your solar panel usage to generator useage. - Some noob-trap type stuff. The composter is NOT helpful but presents itself as the primary way to get fertilizers. - Tasks constantly get neglected. Needs more granularity in the task priority management system. Doctoring is difficult to get consistently done since there are only 7 total levels of priority, and you can't rearrange priority within a priority group (ie: these are all +3 priority, but do them in this order within the +3 group). - Managing inventories is difficult and tedious, as well. - The drafting/boarding/salvaging is annoying until youve cleared the ship. - Away missions take too long to complete. You lose a big portion of your crew for days. - Building is extremely inefficient, space-wise. The game wants you to build lots of rooms, but losing an entire row of tiles per wall is a huge cost. - Food consumption is impossible to track. - Un-dismissable warnings like your kitchen not having enough meat just give you notification fatigue. - Fires are way too catastrophic for how often they can happen. Firefighting is ineffective unless you immediately get on it. I mean within seconds you have to have someone putting it out or it just rages out of control. - Fire burns everything equally, so your metal machinery is catching on fire for some reason. - Lack of a sprinkler system is odd for a future-setting game. - Just how much clicking and little annoying repeated micromanaging you have to do, even with six people. Overall, seems like it didn't learn enough from Rimworld. Cool idea, but just needs more QoL to make it worth the time to play.
Я разобрался как играть в Space haven. На среднем уровне сложности. Это очень реалистичная игра! Микрозаймы!!!! Сначала берешь у всех фракций денег в долг под 150% годовых. Это 18000! На эти деньги можно проскочить начало развития. И доковырять до первых прибыльных технологий. Открыть филиал китайского завода. Носишься по карте и скупаешь углерод, химию, металл, пластик. И непрерывно клепаешь дешевые винтовки и балоны с кислородом. Втюхиваешь их всем встречным. За это время надо подтянуть ткань и начать делать дешевые китайские бронежилеты. На всем этом можно средненько поднять корабль и раздать долги. А средненькому кораблю доступны - ГОСКОНТРАКТЫ!!! Фракции заказывают вам постройку базы. С передачей ее заказчику. И выделяют ресурсы. Вот тут карта и идет. Воткнуть кровать над толчком. Кухню совместить с ядерным реактором. Внутренние стены? - Излишество. Освещение на станции? Нах, у вас есть фонарики! Никто не обещал в космосе свет. В общем я ухитряюсь спиздить на стройке базы от 30 до 60% материалов. На скрине мой корабль после 2х госконтрактов. Я не успеваю его даже перестраивать. Очень реалистичная игра. Микрозаймы, воровство на застройке и гос контрактах, пошив дешевого китайского текстиля. Но остался непонятный момент. Мне обещали бои в космосе, пиратов исследование галактики. А я даже ни одного пирата не видел за всю игру... Возможно я что то делаю не так...
Ist "Space Haven" ein Refund oder Replay Titel? Aus der Sicht eines Gamer-Dads mit wenig Zeit fürs Hobby schaue ich mir Spiele immer unter bestimmten Aspekten an, hier ist mein Kurzfazit: Zeitaufwand: Schwer zu beurteilen. Es gibt keine abgeschlossenen Level, da der Progress, der Ausbau und das Erkunden das Ziel sind. Natürliche Zeitfenster für schnelle Sessions fehlen hier leider. Pausierbarkeit: Jederzeit! Absoluter Pluspunkt für den Alltag. Komplexität: Sehr komplex mit einer verdammt steilen Lernkurve. Alleine die Tutorials gehen locker über 2 Stunden – und danach geht es erst richtig los, weil du dich an alles erinnern musst. DARUM GEHT'S (IN KÜRZE): Du baust dir in schicker Pixelgrafik dein eigenes Raumschiff auf, das du später zu einer ganzen Flotte erweitern kannst. Du erkundest das Universum, sammelst Ressourcen und triffst auf verlassene – oder eben nicht ganz verlassene – Schiffe. Das Ziel: Mit deiner Crew überleben und Neues entdecken. Optisch holt mich das Ding voll ab und das System an sich sagt mir echt zu. REFUND ODER REPLAY? REFUND – Für mich war es leider ein Refund, der Funke wollte einfach nicht überspringen. Das Spiel ist alles andere als ein Titel zum Entspannen nach harten Arbeitstagen und taugt wegen der Komplexität einfach nicht für kurze Zeitfenster.
I wanted to like this game. I REALLY DID! At first, the slow gameplay as you build up your ship and recruit crew from wrecks I encountered was very enjoyable and even restful. All the references to the best Sci-Fi show ever, Babylon 5, made my inner geek laugh and squee with glee. Unfortunately, after 277 hours of gameplay, the poor ship-to-ship combat mechanics is killing the game for me for the following reasons: - Damaging blasts to your ship or the enemy's ships only damage the ship and the equipment in it, but the squishy humans only get harmed by the fire and smoke. The humans still won't get harmed if they are in the open and standing where your ship's cannons are striking! - You can click on an incoming shuttle carrying an invasion force, but your (Star Fury) fighters take that as a way point instead of a specific target and may get distracted by another target, like the enemy mother ship's defense guns and end up getting shredded instead of shredding that unarmed shuttle. - If you DO destroy that incoming shuttle, odds are its crew will emerge unscathed and still board your ship or finish retreating to the ship, and your fighters CANNOT target them. Thus, the only way to take out the enemy crew seems to be to attack them with your crew directly, no matter how many fighters and guns you have. Thus, why bother building cannons and fighters at all? Just get more crew and shuttles, arm the crew well, and send them out to capture the ships. You'll save yourself time and lost profit in doing so. Just be sure to also get a single jammer to prevent your ship from getting shot at all and plenty of defense guns to ensure shuttle loads of boarders are expensive one-way trips. The crew combat mechanics are OK. The crew want to occupy their own tiles, but you can get them all to stack on the same tile if you order each of them to the same tile. You can then take your healthiest crew and put them in front of the weaker ones to act as shields. I've not seen enemies use grenades and flamethrowers YET, so my crew has been a bit better armed than enemies thus far. This combat has been fine, but is starting to get a bit tedious, especially when it seems to be the only combat that really matters. Overall, this game has potential, but I can't say I'd recommend it YET. It's still only in Version 1.02, so there's room for it to grow. There are a LOT of details to crew stats and the environment on the ships I won't uninstall it yet, and will come back to this a bit later to see if it's improved.
This game is such a dumpsterfire of bugs and unexplained ♥♥♥♥-you secretly mechanisms. I'll just post 5 separate rants before I had a bitter enough taste to leave a negative review. 1. Rogue bots are attacking you (and that civilian ship that's just standing there) Oh boy, better charge up my warp to escape in case my defenses are insufficient. > Bots swarm unarmed civilian ship > It just stands there > goes down to 30% hp while the dudes inside just casually walk around repairing random ♥♥♥♥ > calls me > hey we are missing some resources. We will pay you squat in exchange for 3 hull block > I watch ship get destroyed (I have no fighters and my ship is out of range, and ships apparently cannot propel themselves) > Yay, more salvage! > I wait for bots to attack me, my point defense shot them down before > Point defense just stares into nothing as it gets obliterated and my dudes just walk around the ship casually > Have to reload save Turns out the operations console ♥♥♥♥♥♥♥ needs to be manned for the automatic defenses to work, apparently. And it's assigned to the one guy walking around on the other end of the ship for some ♥♥♥♥♥♥♥ reason And if you draft someone nearby and try to make them take the console, they are only willing to shoot at the console And you cannot manually assign the job because it automatically selected some idiot and it does not let you manually click the ♥♥♥♥♥♥♥ button. 2. They made a specific button to set where a person is during a battle. And they still wander off. I boarded the destoyed civvie ship to get its precious resources. I set transfer all. They do not transfer. Ever. And there is no manual way to make them move it. 3. Aaaand I had to reload the save, because 2 stations at the objective were offering a retrieve item quest each as well as an impossible quest, so I accepted the retrieve item quest, then I selected the other retrieve item quest, but turns out the other retrieve item quest ceases to exist, and instead the impossible quest is given, whose failure cost it twice your bank account at a reward of 10% of what the penalty is for failing. 4. The military alliance is upset after searching me. -5 relations. They will not say why. Nowhere does the game tell you why. 5. So turns out ♥♥♥♥♥♥♥ moving buildings actually costs a lot of resources in build tools, but the game does not at all ♥♥♥♥♥♥♥ tell you this. Every char has like 400 tools in their inventory, and they use it up when they finish (re) building a thing. The game at no point of the move informs you that this costs resources. I had to click the dude, go into his inventory, and watch the tools little number go down when he finished pushing a ♥♥♥♥♥♥♥ radiator across the room.
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