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Devlog 008 - 2 months of progression

Hey everyone!

It’s been a little while since the last devlog. We’ve been very busy with the Gameplay Reveal trailer from two weeks ago, which was then followed up by Gamescom.

However, we’re back now! So let’s discuss what we’ve been working on since devlog 007.

[h2]News[/h2]

As previously mentioned, we finally released the Gameplay Reveal Trailer for shapez 2! Thank you to everyone who joined us for the premiere and supported the trailer.

In case you missed it, you can find the trailer here:

[previewyoutube][/previewyoutube]

If that got you as excited as we are, be sure to wishlist the game and follow shapez 2 to stay up to date with the news!

https://store.steampowered.com/app/2162800/shapez_2/

[h3]Reinforcements[/h3]

The astute among you may have noticed a second logo at the end of the trailer. We are working with Gamera Games – who you may know from Dyson Sphere Program – to publish the game in Greater China & Japan. They will also handle the Simplified Chinese translations for our announcements and devlogs!

Additionally, we have enlisted the help of Game Drive, a games marketing agency. As we’re moving ever closer to the Early Access release next year, marketing becomes more and more important for the growth of the game, so we need some extra manpower!


[h3]Alpha 7 Build[/h3]

Alpha 7.4 of shapez 2 is currently available on our Patreon and has been for a bit. A lot of the changes you’ll read about below have already been implemented in this build. If you’re interested in giving this new build a go, be sure to subscribe to our Patreon to get access, alongside a host of other great benefits!

[hr][/hr]
[h2]Devlog 008[/h2]

So with all that out of the way, let’s dive into the new devlog.

[h3]Rendering & graphical performance[/h3]

After watching the trailer, a lot of you had questions about the performance of the game. Once you really got going in shapez 1 and made a huge factory, or made a make-everything-machine or two, the simulation could start to lag quite badly. So understandably, when people saw the graphical uplift of shapez 2, people assumed this would make things worse. Well, fret not!

Unlike Shapez 1, Shapez 2 is made in Unity with C#. This gives us a lot more tools to optimise the simulation and prevent unnecessary use of your system’s resources. One of the changes is that the game now supports multi-threaded processing, so the simulation and the game won’t run on just one of your CPU’s cores. The biggest change however, is how we handle off-screen simulation. Instead of just fully simulating everything in your factory at all times, we’re limiting the simulation of the portion of your factory that isn’t currently on your screen to just 2 times a second – down from the full 60 times a second – while still running at full precision. You won’t notice a mechanical or visual difference at all. However, it’ll make sure the simulation runs smoothly regardless of the size of your factory.

We stress tested this system on a mega factory of 360.000+ buildings and it works great. In fact, you saw this very factory in the trailer! Our goal here is to allow for about 1 million buildings on a modern PC build for the release of the game.



Do keep in mind that the massively improved graphics will mean you most likely won’t be able to sneakily play Shapez 2 on the school computer as you could (and we know you did) with shapez.io. You will require a bit more computing power to run this at a smooth frame rate; without any tweaking of the settings, that is!

To counteract the increased resource demand of the game somewhat, there will be a host of graphical options to tinker with, alongside a ‘minimal mode’. This mode will reduce the visuals to an absolute minimum and allows Shapez 2 to be played on laptops. This mode has been tested on a Microsoft Surface Pro and runs fine!

Exact minimum and recommended system requirements are to be determined and published closer to the release of the game. If you want to give it a try right now though, be sure to download the free alpha version through our Discord server! As the game still has a lot of optimisation to go in its current state, it’s safe to say that if your PC runs Alpha well, it will be able to run it in the future.

[h3]Trains progress[/h3]

We know you’re excited for space trains, and we’re working hard to make them a reality. You’ve seen them in action in the trailer, so you’ll have a good idea of the vision we have for them. Do keep in mind that the trains are still subject to change.



However, a lot of work still needs to be done to make trains fully operational, but we’re on track to have the trains depart for Early Access next year. We hope to do a devlog dedicated to trains in the future, once they’re finalised.

[h3]Barreling[/h3]

In devlog 006, we introduced you to the world of fluids. One of the topics we addressed here was fluid packing and cross-island transport. As there’s no way of moving fluids directly between islands, you’d need to produce barrels to keep the fluid in, fill the barrels, then move it by your preferred mode of transportation. Once at your destination, you’d empty the barrels and pump the fluid back into your pipe system.

We feel like the process of producing barrels didn’t quite fit. Having to deliver shapes somewhere to produce the barrels made fluids a hassle to use. It didn’t add anything interesting to the mechanics, just more tedium.

Instead, the Fluid Packer building will take the fluid and ‘freezes’ it into blocks that can be transported however you wish.

[h3]Auto pinning side goals[/h3]

As the side goals are very important for your progression through the game, we want to make them a bit more prominent. Now, side goals are automatically pinned if you produce the shape they require.

We will continue working on the early game and research experience and are planning to add a full tutorial.



[h3]Visualisation layers in overview mode[/h3]

We added brand new visualisation layers to the overview mode. You watch a neat little demonstration here:

[previewyoutube][/previewyoutube]

The layers now include:
  • Islands grid
  • Shape Patches
  • Fluid Resources
  • Shapes
  • Explored Areas & islands
  • Tunnels
  • Train Items
  • Train Lines
  • Train Stations

You can enable multiple layers at once, or even all at once if you hate being able to see what you’re doing.

[h3]Island selection toolbar[/h3]

We added a new Island Selection toolbar, allowing for quick and easy access to the different types of islands you can place. You’ll also be able to select multiple islands and delete them all at once. It’s easy to accidentally delete a lot this way, but don’t worry, you can undo everything if you mess up.



[h3]Packer Building[/h3]

We’ve been working with the Packer and Unpacker buildings. The Packer building allows you to stack many shapes of the same type and color and pack them into one item. The Unpacker, as you may expect, does the opposite.

The main purpose for these packs is to transport the shapes via train. Pack the shapes, insert the packs into a train, remove the packs from the train, then unpack everything again. It’s also great for massively increasing the throughput on a belt, as long as you have enough Packers. Details on how this building will work together with trains, will come in the devlog dedicated to trains.

[h3]Graphical Improvements[/h3]

A lot of time has been spent on improving the graphics of the game across the board. Improvements have been made to the materials of the Space Station, all buildings, the playing field as well as global lighting effects. We hope you liked what you saw in the trailer!



One of the main improvements we’ve been working on is LOD (Level of Detail). For those who don’t know, a common technique to increase performance is to lower the LOD of models that are far away from the camera. This technique is especially important to make the game run smoothly when zoomed out, like in Overview mode.

We don’t want the decrease in LOD to look jarring when you zoom out though, so we’re trying our best to make this look smooth and as unnoticeable as possible. This is done by having multiple stages of LOD, so the transition from one LOD to the next isn’t as big. We’re also fading out the shadows now, instead of simply removing them.



[hr][/hr]
Now, we’re finally caught up! Again, apologies for the lack of devlogs lately. Now that the trailer is out and we have some reinforcements, we hope to bring you new devlogs every other week.

If you’d like to support the game, please wishlist the game here on Steam and follow the Shapez 2 page if you’re not already. It really does help us out a lot.

https://store.steampowered.com/app/2162800/shapez_2/

We hope you enjoyed this devlog and can’t wait to show what else we’re working on!

~Tobias & the shapez 2 team

[h3]Join the community:[/h3]

Twitter / X YouTube TikTok Discord Reddit Patreon

Shapez 2 – Official Reveal Trailer

Hey everyone!

It’s been a long time coming, but it’s finally here: we now have a Reveal Trailer for shapez 2!

[h3]Watch it on YouTube:[/h3]

[previewyoutube][/previewyoutube]
https://store.steampowered.com/app/2162800/shapez_2/

Shapez 2 is all about building the biggest shape-producing mega-factory you could imagine. With the infinite canvas of space to exploit, it’s up to you to create a machine that can extract, cut, paint and assemble the shapes you need to progress and grow your factory. Start off with the humble gray circle and work your way up towards increasingly more complex shapes while unlocking new machines, upgrades and modes of transport along the way.



You can play shapez 2 however you like! Make a spaghetti belt factory even you no longer understand, or optimize every little detail in the production process. Make one big mega-factory, or split the production chain across multiple smaller factories that you connect by space trains. There’s no threat of alien invasion or worse: running out of resources. Take your time, experiment and build a factory you can truly be proud of!



[h2]Thank you for your support[/h2]

Whether you’ve been with us from the early days of shapez.io or are only passing by just now, we thank you for the time and support we’ve received over the past couple of months and years. We owe much to the community, and without you, shapez 2 simply wouldn’t be possible.

[h2]Help us test the game[/h2]

Eager to give the game a go? You can join our Discord server to access the public build of shapez 2 and give us feedback on the gameplay and the stability of the game. If you’d like to support us early, head over to our Patreon! Patreon supporters get access to the latest alpha build whenever a new one releases. Together, we hope to bring the Early Access of shapez 2 to you in 2024 in the best possible shape it could be.

Be sure to wishlist shapez 2 on Steam! Indie games like shapez 2 heavily rely on wishlisting to reach a broader player base. We’d really appreciate your support, and you’ll be kept up to date with news about the game!

https://store.steampowered.com/app/2162800/shapez_2/


[h3]Join the community:[/h3]

Twitter / X YouTube TikTok Discord Reddit Patreon

Devlog 007 - Progression & Alpha 6 update

Hey guys!

First of all, I apologize for the short break on devlogs. We are super busy working on the reveal trailer right now (which we want to showcase somewhere in August) which is why I simply lacked the time to do those detailed devlogs!

[h2]News[/h2]

Be sure to wishlist & follow Shapez 2 to receive important updates and notifications about playtests!

https://store.steampowered.com/app/2162800/shapez_2/

[h3]New Team Members[/h3]

Our team has grown, so that we are now 6 people in full time, and about to become 7!

Currently we are:
Tobias - Producer / Developer / Game Designer
Daniel - Lead Artist
Nils - 3D Artist
Dimitri - Game Designer (part time shapez, part time secret unannounced kiwi project)
Lorenzo - Developer
Stefan - Community support + Quality Assurance
Nicko - Developer (Starting in July)

[h3]Alpha 6 Builds[/h3]

We are currently working on finalizing Alpha 6 which will still take a while, but if you are interested in trying it out and get involved in the development process as early as possible, our Patreon Supporters already have access! Subscribing to Patreon also gives you a few other benefits, like exclusive discord channel access, live Q&As, Steam Keys and more.

Alpha 6 will probably launch as a Steam Playtest, but we will announce that in a later news post!

[h2]Devlog #007[/h2]

Alright, time for a new devlog! In this devlog, I want to go over the changes we've made since the last update:

[h3]New HUB effects & indicators[/h3]

The visuals of the central hub have been reworked! First of all, there are now indicators that show you whether the shape you currently deliver is required for any research. A red "X" means you are definitely delivering a shape that is used nowhere in the game (very useful!).

Also the hub now glows more the more shapes you feed in :)



[h3]Progression[/h3]

Alpha 6, as the first alpha, will have actual progression! We expect around 10-15 hours of gameplay already. We also made a small tool to help us balance the research tree, which you can check out here!



[h3]Overview Mode Improvements[/h3]

The overview mode (when you zoom out far) got a lot of improvements and also visualizes trains & tunnels now properly. However, it is still very much work in progress!



[h3]Megafactories[/h3]

For our trailer we started to build a megafactory already, and here are some impressions!



We still need to add a lot of graphics optimizations (a lot of things are still rendered at the highest lod, regardless of the distance) but the simulation can already simulate factories that big! The factory in the screenshot consists of around 360,000 buildings.

As you can see, the idea is that in the endgame, instead of building your buildings individually, you build modular islands (like a "stacker" / "cutter" island) and blueprint / reuse them! Basically like playing shapez 1, but you built the buildings (=space stations) yourself :)

[h3]Tunnels[/h3]

Tunnels are a way to transport shapes up to 10 space station chunks wide, but only in a straight path. We updated the visuals, although tunnels are still work in progress, game design wise!



[h3]New Placement UI[/h3]

When placing space stations, you now have a proper "blueprint" look, as well as indicators what shapes you are about to mine:



Same goes for buildings:



And you now also get indicators during placement:



[h3]Improved Research UI[/h3]

The research UI has been improved quite a bit. The main milestone is now shown much more prominent, and you can now also see which milestone unlocks which upgrade:



[h3]New shape patch visuals[/h3]

The shape patch got reworked, and you can also see the reworked materials here:



[h3]HUB Island Improvements[/h3]

The HUB island has been improved visually, but there are more changes to come!



Also the notches have been improved, and they now glow when a catapult is placed:



[h3]Updated pipe meshes[/h3]

Pipes have been updated (even after the last devlog) and also upward/downward pipes now show the fluids correctly:



[h3]Updated Shape Miner + Extractor Visuals and Animation[/h3]

The shape miner space station has also been improved and now has a (WIP!) animation:



The extractor is now also connected to the shape patch:



[h3]Updated Main Menu[/h3]

Finally, here's a screenshot of the updated main menu:





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I hope you enjoyed the devlog and the new style of showing the changes from the last update! Wish you a great start into the week!

~Tobias

PS: All screenshots are taken from Alpha 6, which is already available to our Patreon supporters.


[h2]Wishlist Shapez 2[/h2]

Be sure to wishlist & follow Shapez 2 to receive important updates and notifications about playtests!

https://store.steampowered.com/app/2162800/shapez_2/

Devlog 006 - Fluids

Hey everyone!

Today I wanted to give you some insights about the fluids in Shapez 2!

As always, be sure to wishlist & follow Shapez 2 to get a notification on important updates:

https://store.steampowered.com/app/2162800/shapez_2/

Alright, so let's dive into the devlog!

[h2]Devlog 006 - Fluids & Painting[/h2]

[h3]Recap - Shapez 1[/h3]

Shapez 1 didn't have fluids, and colors were simply items that you could mine, just like shapes. The painter would then take those items as an input and modify the shape color:



This worked, but for Shapez 2 we wanted something more interesting and also more "visual" and easy to understand. This is why we are introducing fluids:

[h3]Fluid Extraction[/h3]

The first step to acquire fluids is to find a fluid resource on the infinite map. In the area close to the HUB you will be able to find the 3 primary colors: red, green and blue. Farther apart, we can imagine that there will also be secondary colors, but that's not settled on yet.



We still haven't figured how those fluid resources should look, so they are still placeholders in the game.
Daniel already made some concepts for them, but all of these are super early!



Once you found a resource to mine, you can place a fluid extractor island on it. Again, this is only a placeholder:



There is already a concept for it as well, but again, very early!



On the miner itself, there will be a fluid patch, similar to the shape miner, where you can place pumps to extract fluids. Pumps currently extract 1200 Liters per minute, but this is not final. Currently the unit used to measure fluid volume is liters, although we could imagine introducing additional units in case we ever want to add steam for example.



[h3]Fluid Transport & Simulation[/h3]

To transport fluids on the island, you can then place different types of pipes. There are straight, corner, junction and cross pipes. As everything in the game is open, we wanted the pipes to also be open so you can see the fluids actually flow through your factory!



Fluids are simulated at a fixed tickrate right now. Basically every pipe has a "storage" called "FluidContainer" internally. The size of that storage is 50 L for pipes currently.
Every container then stores the current flow to the adjacent containers.
When updating the simulation, it basically goes like this:

1. Iterate over all containers and "spread" fluids.
Every container can only store one fluid at a time, so once it is "tagged" with that fluid, it can only store that fluid until it is entirely empty again. More about that in the "Mixed Pipes" section.

2. Compute & propagate pressure differences
Pressure in a container is simply computed as value / maxValue. The simulation then tries to achieve a state of "balance" where all containers the system have the same pressure.
However, just trying to average the container levels won't work great, because then the throughput will be extremely low at some point.
Thus, instead of storing only the pressure, we also store a flow rate, which is determining how much fluid from one container flows to another container in one tick. The flow rate only changes very slowly, and increases / decreases based on the pressure difference.
There are still some issues that a lot of fluids simulations typically have, for example dealing with waves. But we already have a few ideas how to tackle them!

3. Clamping & clearing
In the last step, all containers that are empty are now un-tagged, so they can receive a different type of fluid again. Also in case any container did over- or underflow, it will be clamped.


While the fluid simulation can be a little technical, our goals is and was that if you just want to use fluids, it should be intuitive and "just work". With the current system in place and the visual indicators, we feel that already is the case, but we are very interested in your feedback!

[h3]Mixed Pipes[/h3]
Since mixed fluids in the same pipe wouldn't really make sense, we don't allow them. Instead, every fluid container can only store one fluid and is tagged with that. Transfer between containers then only works if they have the same fluid:



There are also buttons to flush pipes or the entire network, in case you mess up.

[h3]Secondary & Tertiary colors[/h3]

In order to produce secondary and/or tertiary colors, you can mix colors with the color mixer:



[h3]Cross-Layer Transport[/h3]

Fluids can be transported up and down, however, in order to transport them up you will have to place a pump:



The pump will limit the flow to one direction, so you can also use it as a gate to prevent backflow:



We are also considering to add a building just for that, in case it becomes a commonly used pattern.

Instead of going for an overly complex system, the rules for cross-layer transport are very simple: Fluids only go up in a pump, and they go down in regular pipes. This should be very intuitive and still allow for some interesting designs. However since it's not final - let us know what you think!

[h3]Buffering[/h3]

In case you want to store some fluids, there is also a fluid tank, and because of the cross-layer pipes, you can also stack them on top of each other:



Keep in mind that, because the simulation effectively averages the pressure, the tanks will only fill once you have a surplus of fluid in the system.

[h3]Painting[/h3]

There will be different types of painters in the game, for now we have planned a topmost painter and a full painter. The topmost painter only paints the highest layer of a shape where as the full painter paints the whole shape (and needs more paint in exchange).

Here's an early concept of the topmost painter in action (the animation is currently broken):



As you might have seen, there are multiple inputs - and again, due to the multi-dimensionality of the game, you can build some pretty cool & compact setups!



[h3]Fluid Packing & Cross-island transport[/h3]

If you read the past devlogs, you might wonder how you actually transport fluids between islands, since there is no building space for pipes in between.

Disclaimer: The following mechanics are work in progress and we don't know whether they will end up exactly like this in the game. However, let me explain what we have right now!

To transport fluids, first you have to produce barrels. Barrels are produced from shapes, and the size & color of the barrel depends on the used shape:



Once you produced the barrels, you can now fill them using the fluid packer:



Then transport them between islands and unpack them again.



Since barrel production is pretty slow, you can also recycle the production by returning the empty barrels again (as seen in the above gif)

We are not 100% certain this feature will be a great fit, so be sure to leave your feedback on it, so we know whether you like it or not!

[h3]Color Blind Support[/h3]

As soon as colors are a crucial part of the gameplay, we have to think about color-blind support as well.
We are still looking for good ways to make it easier in case you are affected, such as patterns, or different symbols for fluids. If you have any ideas please let us know!


[h3]Wishlist Shapez 2[/h3]

I hope you enjoyed the devlog, and I wish you a nice remaining weekend!

And as always, be sure to wishlist & follow Shapez 2 to get a notification on important updates:

https://store.steampowered.com/app/2162800/shapez_2/


~Tobias

Devlog 005 - Research & Progression, Blueprints

Hey everyone!

First of all, I want to apologize for the late devlog. A lot of stuff is happening right now, and it's hard to find time in between!

[h2]News[/h2]

We are slowly growing the team - last week we welcomed Lorenzo who will help with the Development, so there are now 5 people working full time on shapez 2!

[h3]New Soundtrack[/h3]

Shapez 2 will ship with 40 minutes of soundtrack from Petter Sumelius, the composer who also made the amazing shapez 1 soundtrack!

Additionally, there will be a supporter edition that will add additional 40 minutes of soundtrack to the game, composed by Petter as well!

[h3]Wishlist shapez 2[/h3]

Be sure to wishlist & follow shapez 2, so you get a notification on any significant updates!

https://store.steampowered.com/app/2162800/shapez_2/

And if you want to try out the current alpha, be sure to join the shapez 2 discord!

[h2]Devlog - Research, Progression & Blueprints[/h2]

Please note: A lot of content shown here is subject to change. While we are already satisfied with the new research system, we can not guarantee it will end up exactly like this in the final game.

[h3]Recap - shapez 1[/h3]

In shapez 1 you had a linear level system, where you had to deliver one certain shape to complete the level and unlock the next technology.
Additionally there were 4 different upgrades where you could increase the speed of buildings.



While efficient, this system leads to some issues. First of all, having a purely linear structure means that even if the next level contains a building / technology you don't need or want, you still have to unlock it to progress.

Additionally, it means that the replayability is not really good, because every playthrough looks exactly the same, without a lot of meaningful choices.

Which is why for shapez 2, wanted to rework the system.

[h2]What we tried - and didn't work[/h2]

Our first approach making a big research tree. There was a "main" goal section in the middle, but otherwise it was just all research nodes in one single tree:


(The image is quite large, you can click to enlarge it)

However, during playtesting, it showed that this was way too confusing. It was almost impossible to figure out which upgrades to go for next, which ones were more important or even required, and which not.

Thus, we decided that we needed to go for a hybrid approach instead.

[h2]New approach - Categorizing upgrades[/h2]

To make the upgrades easier to understand, we started separating them into 3 different categories:

[h3]Milestones[/h3]
Milestones are upgrades that unlock new technologies which allow you to produce new types of shapes. These upgrades are required for the progression within the game and can not be skipped, for example painting shapes. Milestones are supposed to be large goals you work towards for a while, while also pursuing other goals in the meantime since they can take a while to complete.

Basically we went over all upgrades and asked the question "Will the game experience be bad if the player doesn't unlock this?". For the current alpha, we already ended with 14 milestones, although we plan to add a lot more content, even for the early access release.

[h3]QoL Upgrades[/h3]
Quality-of-life upgrades are upgrades like the storage, counter-clockwise rotator, decorations, labels and so on. These are upgrades that you can go for if desired, and they can make a lot of sense for your factory, but they are not required to progress in the game. Thus, you have a lot more choice if and when during your playthrough you want to unlock them.

[h3]"Flat" Upgrades[/h3]
Flat upgrades are upgrades like Belt Speed, Platform Limit, HUB Size which just have different tiers (i.e. Belt Speed 1, Belt Speed 2, ...). Those upgrades are supposed to be infinite, but we haven't figured this out exactly yet.

[h3]Organizing the upgrades[/h3]

To connect the upgrades together in the research UI, we started with a linear progression at the top.
We put the milestones in a linear order, which is very similar to the levels system in shapez 1.



Then we started categorizing the QoL and Flat upgrades into different categories like Transport, Processing, Fluids and so on. Each category got their own little tech-tree, in which you can unlock the QoL upgrades, as well as an area at the bottom for the flat upgrades to better separate them:



The QoL and Flat upgrades can depend on previous upgrades, as well as milestones. For example, if a QoL upgrade requires red circles, it will most likely depend on the "Painting" milestone. This is also shown so you have an idea which shapes you can already produce, and which ones need new technologies first.



You can also pin all upgrades to your screen to track them:



With this change, you now have a lot more control when to unlock optional upgrades, while still having a guideline through the game progression! While we really like the new system, we'd love to hear your feedback and thoughts on it though!

[h3]Random Goals - Replayability[/h3]

While the new system makes the replayability a little better, it's still not great. Thus, we are planning to add a "seed" to the research tree.

All shapes you have to produce are then randomly generated, instead of predefined. There is a standard seed (0) which is the default research tree, but you can enter another seed to get an entirely different set of shapes.

This means that whenever you want to start a new playthrough of shapez 2, you don't end up having to produce the same shape again and again, but instead every time it's a new one!

Additionally, this also allows us to have a much better difficulty setting than just increasing the amount of required shapes for every goal:

Basically, we will develop an algorithm that allows to create a shape requirement, given a set of currently available technologies and desired difficulty. The more difficult, the more steps (like cut, rotate, ...) and resources need to be chained to produce the shape.

If you then play on "easy" difficulty, you will get shapes that require far less steps than on "insane".
Of course, in the beginning of the game both modes will still require simple shapes (since you can't produce more complex ones) but especially in the end of the game it will be a huge difference!

We hope that this makes the game a lot more replayable and I'd love to hear your thoughts on it!


[h3]Blueprints[/h3]

A big, if not the biggest complaint in shapez 1 was that blueprints unlocked a little late.
Basically the issue with blueprints is, the earlier they are unlocked, the simpler the blueprint shape needs to be (because you can't produce more complex ones at that point).

For shapez 2, we wanted to change this, so we came up with the idea of blueprint points:

You unlock blueprints very early, and in order to gain the blueprint points (BP), you need to deliver a certain shape which is then converted into points:



Once you unlock new milestones, you also unlock new shapes you can deliver to more efficiently generate the blueprint points:



Basically if you deliver the left shape, you get 1 blueprint point, whereas you get 100 if you deliver the right shape.

Copying structures or islands then cost blueprint points, and exponentially more the larger the blueprint or island is:



This allows us to make blueprints available a lot earlier, but still having interesting blueprint shapes later in the game!

Let us know what you think about this as well!

PS: There will also be a blueprint library - you can already share and load blueprint strings in the current alpha, but we want to make it easy to also create collections of blueprints, store them, share them and so on! But more on that in another devlog!

[h3]Wishlist & Follow Shapez 2[/h3]
https://store.steampowered.com/app/2162800/shapez_2/


Have a nice remaining weekend, and I hope you enjoyed reading the devlog!

~Tobias