Beyond These Stars Building Showcase: Every Structure and System Revealed, Explained
Breakdown of the Beyond These Stars building showcase: multi-tile structures, waste systems, terraforming, and tips for your space whale colony on Kewa.
When Balancing Monkey Games aired the Beyond These Stars building showcase on August 8, 2023, city-builder fans finally got an answer to a wonderfully weird question: how do you build a city on the back of a living space whale? The Beyond These Stars building showcase mattered because construction is the core of the game — your village of Peeps lives, works, and breathes on Kewa, and every structure you place ripples through new systems like waste management, air quality, and terraforming. Whether you're a Before We Leave veteran or a newcomer to the studio's cozy brand of colony management, here's everything the reveal told us and how to use it.
What Was the Beyond These Stars Building Showcase?
The Beyond These Stars building showcase was a dedicated gameplay reveal from Balancing Monkey Games, the New Zealand studio behind Before We Leave, published on August 8, 2023. The community wiki describes it as the source of "major information" about the game — and for good reason. It was the first deep dive into how structures, terrain, and resources actually interact.
Some context: the game was originally developed under the codename Project Charlie before its official reveal on February 16, 2023, which arrived with an announcement trailer and coverage from PC Gamer. As the sequel to Before We Leave, it keeps the hex-based tile system, Peeps, resources, pollution, and happiness mechanics that defined the original — but moves the entire operation onto Kewa, a colossal space whale your Peeps boarded by rocket.
Here's how the road to the showcase unfolded:
| Date | Milestone |
|---|---|
| Feb 16, 2023 | Official reveal as Beyond These Stars (formerly Project Charlie), with announcement trailer and PC Gamer coverage |
| Aug 8, 2023 | The building showcase delivers the deepest look yet at structures and building systems |
| Apr 7, 2024 | Developer streams resume, hosted with new community manager Lia |
| May 10, 2024 | Fortnightly devstream schedule begins (New Zealand time) |
| 2024 (planned) | Early Access release target, per the community wiki |
One more note from that era: Ublo the alien is planned as downloadable content, so expect the building roster and world to keep growing after launch. For the latest news, trailers, and stream schedules, check the official Balancing Monkey Games website.
Bigger Is Better: Multi-Tile Buildings and the Home Spaceship
The headline change from the Beyond These Stars building showcase is footprint. In Before We Leave, most structures sat compactly on the hex grid. In the sequel, more buildings are multi-tile, and the Home Spaceship — the vessel your Peeps rode in on and now live inside — comes in more varied sizes. The playfield itself is larger in scale than the planets of the previous game.
That shift changes how you think about layout. You're no longer filling single-hex slots; you're composing districts around large, irregular footprints. Community reports from fans who dissected the showcase frame-by-frame consistently land on the same takeaway: leave breathing room, because big buildings plus terrain features can box you in fast.
Here's how building design has evolved:
| Building Feature | Before We Leave | Beyond These Stars |
|---|---|---|
| Tile system | Hex-based grid | Hex-based grid, larger overall playfield |
| Building footprints | Mostly compact, single-hex structures | Many multi-tile buildings with varied sizes |
| Home base | Planet-side settlements | Multi-tile Home Spaceship in varied sizes |
| Terrain interaction | Relatively uniform planet surfaces | Nuanced elevation with water flowing between levels |
| Resource placement | Surface-focused | Underground deposits to discover and mine |
| Waste handling | Minimal byproduct pressure | Full waste system (Wood Waste, Soot) |
Practical tip: when planning your first settlement, sketch districts around your largest structures first — the Home Spaceship and any sprawling production buildings — then fill the gaps with smaller structures and foliage. Retrofitting around a crowded city is far harder than leaving space up front.
The Systems Behind the Structures: Waste, Air, and Terraforming
Buildings here don't exist in a vacuum — they generate consequences. The showcase introduced a waste management system, with byproducts like Wood Waste and Soot explicitly shown. According to the wiki, waste and byproducts are a key mechanic, which means every smoky production chain needs an exit strategy.
Then there's the ground beneath you. Resources now sit in underground deposits, so prospecting matters as much as zoning. Elevation is more nuanced, with water flowing between levels — terraforming is a core feature, not a gimmick. Reshape a ridge and you might drain a swamp, irrigate farmland, or accidentally flood a district.
Finally, the air itself is a resource. Peeps need breathable, oxygenated air, and you maintain it by caring for foliage and the wider environment. Pollution and happiness, both returning from Before We Leave, tie these systems together.
| System | What the Showcase Showed | How It Changes Your Build Order |
|---|---|---|
| Waste management | Wood Waste and Soot byproducts | Reserve hexes for waste handling near production |
| Underground resources | Deposits beneath the surface | Prospect before you zone; build over what you need |
| Terraforming and elevation | Water flows between levels | Plan water routes before placing districts |
| Air quality | Foliage and environment management | Weave greenery between buildings, not just at the edges |
| Pollution and happiness | Returning mechanics from Before We Leave | Keep dirty industry away from homes and leisure spots |
The big-picture lesson: infrastructure in this city builder is a loop, not a line. What your buildings produce has to go somewhere — and the whale's living surface is both your factory floor and your life-support system.
Happy Peeps: Decorations, Barks, and Life Aboard Kewa
Not every building is about output. Peeps now relax at decoration-type buildings, which makes beautification a functional layer of city planning rather than pure garnish. Peeps also emit interface "barks" — short snippets of text that surface their thoughts, needs, and gripes in real time, giving you a live read on colony mood.
The character work adds charm and clarity. The story picks up after Before We Leave, with the Peeps having boarded Kewa via rocket. You'll hear from Kieran, the science-minded fellow with glasses; Matilda, the farmer in the hat; and Lottie, the engineer in the magenta coat. And per the wiki, Ublo the alien is planned as DLC, hinting at new faces — and possibly new building themes — down the line.
| Peep-Facing Feature | What It Does | Why Builders Should Care |
|---|---|---|
| Decoration buildings | Give Peeps places to relax | Happiness is a returning mechanic; plan leisure space |
| Interface barks | Surface Peep thoughts as text snippets | Free, real-time diagnostics for your layout |
| Happiness system | Carries over from Before We Leave | Crowded, polluted districts will show their cost |
| Named characters | Kieran, Matilda, and Lottie guide the story | Expect narrative beats tied to colony milestones |
Player experience from Before We Leave suggests a useful rule of thumb: happy Peeps are productive Peeps, and the sequel's louder mood feedback makes problems easier to spot before they snowball.
Practical Takeaways: How to Use the Showcase to Plan Your Colony
Rewatching the Beyond These Stars building showcase with a planner's eye is genuinely useful prep for launch. Here's how to squeeze the most out of it:
| Tip | Why It Works |
|---|---|
| Pause and map building footprints | Multi-tile sizes are hard to eyeball at speed; note them for layout planning |
| Watch terrain, not just buildings | Elevation and flowing water dictate where districts can safely go |
| Track every byproduct mentioned | Wood Waste and Soot hint at where waste infrastructure belongs |
| Compare against your Before We Leave habits | Old instincts — compact grids, ignoring byproducts — will need updating |
| Follow the fortnightly devstreams | Systems evolve between showcases; streams show the current build |
A few extra pointers worth committing to memory:
- Zone for waste early. If byproducts are a key mechanic, waste infrastructure deserves prime real estate, not leftover hexes.
- Build around greenery, not over it. Air quality depends on foliage, so treat trees as infrastructure.
- Prospect before you plop. Underground deposits mean the best build spot might sit above the best mine.
- Expect growth. With DLC already planned, leave room for the building roster to expand.
Frequently Asked Questions
What is the Beyond These Stars building showcase?
The Beyond These Stars building showcase was a gameplay reveal published by Balancing Monkey Games on August 8, 2023. It's widely considered the game's biggest early information drop, detailing multi-tile buildings, the Home Spaceship, waste management, terraforming, air quality, and decoration buildings for your Peeps.
Do I need to play Before We Leave first?
No, but it helps. The sequel continues the story of the Peeps from Before We Leave, who boarded the space whale Kewa by rocket, and it carries over mechanics like hex tiles, pollution, and happiness. New players can jump straight in, though returning players will recognize many systems.
When is Beyond These Stars releasing?
Per the community wiki, an Early Access release was planned for 2024, with post-launch content — including planned DLC featuring Ublo the alien — already in development. For the current release status, check the official Balancing Monkey Games website or the game's Steam page, as schedules can shift.
What makes building in Beyond These Stars different from other city builders?
Three things: the setting (a city on a living space whale), multi-tile structures with varied sizes on a larger playfield, and deeply interconnected systems — waste byproducts, underground resources, flowing water, and breathable air all feed back into where and how you build.
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