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Dimension Update Reveal

Hey there!

We can finally reveal what we've been working on these past few months!

Because we've partnered exclusively with Triple-i to bring you this news, we couldn't share it in advance as we usually do.

[h3]TL;DR: The next BIG shapez 2 update will be released on June 2nd. Save the date![/h3]

(Challenge: Can you spot the 22 new features/changes we've hidden in this trailer? Let us know in the comments!)
[previewyoutube][/previewyoutube]

On the bad side, we suffered from massive scope creep for this update, which caused it to take much longer than originally expected. On the good side, it means this update is HUGE.

Let's take a look at what's coming :)

Dimension Update Contents


[h2]3D Platform Building[/h2]

This one's a biggie. You will be able to build platforms, rails, space belts, and space pipes on multiple levels, just like buildings! This means that our already infinite game is (somehow) getting even bigger.

We thought it made a lot of sense, as you learn 3D construction with normal buildings, then move on to platforms and suddenly it's 2D again. This way, there's a whole new axis to play with, allowing you to build bigger, more compact, and more efficient factories.



The controls work similarly to normal buildings - in fact, we refactored the placement so that the building and platform placement share almost the same code. This means that Q/E works just as expected in platform mode, and so on.



We can't wait to see what kind of spaghetti you will make with this (although we can't condone inefficiency...).

[h2]Trains Rework[/h2]

We have reworked the trains, both functionally and visually! Here are some of the changes we've made.


[h3]Visual Rework[/h3]

Trains and rails have been completely redesigned visually!




[h3]Transfer Stations[/h3]

This new buidling will allow you to transfer shapes and fluids from one wagon to another almost instantly, without having to unload and reload them!




[h3]Quick and Wait Stops[/h3]

There are now two types of train stop that allow you to customise the behaviour of your trains.

A quick stop will only stop a train if it can load or unload something immediately.

At a wait stop, a train will wait for up to 30 seconds.

Trains are also much smarter now, so they will not stop or continue waiting at stop if, for example, they are already full.


[h3]Unloader Configuration[/h3]

You can now configure which layers a train unloader should unload. This also works well with the new quick/wait station logic.




[h3]Smaller Packages[/h3]

Instead of having one package per layer, which gets larger as you upgrade your research (and therefore takes longer to accumulate and load, slowing throughput), you can now have multiple packets per wagon layer. These packs have a fixed size (currently 180 shapes / 1800 Liters) and instead you upgrade "Packages per layer".





[h3]More Train Colors[/h3]

We have added 3 new train colours to unlock, bringing the total to 7.




[h2]Variable Belt Launchers (+ Pipes & Wires)[/h2]

Belt launchers, fluid launchers, and wire transmitters now have a variable range, allowing you to densify your layouts even more!



This also means you can now much more easily cross a belt (in fact, it happens automatically if you drag 'over' it):




[h2]Faster Space Belts[/h2]

Right now, many of the advanced factories look like this:



However, this is not what we intended. We wanted the platforms to feel more like buildings - i.e. 4-6 per space belt. With these highly condensed platforms, processing 12 belts at a time, it ended up being more like a 1:1 ratio in the late game.

We've increased the throughput (not the speed!) of the space belts by 400%, which means you can now carry 4 times as many forms on them as before, building more like this:




[h2]Overflow Splitter[/h2]

We have added a new version of the splitter that prioritises one output, and only outputs to the other side if the output stalls.




[h2]Searching Shapes[/h2]

You can now search for specific shapes on the map! No more searching endlessly in infinite space.




[h2]New Platform Layouts[/h2]

We have added the old T, Cross and L platform layouts along with some new ones!




[h2]UI Improvements[/h2]

You can now see the operator shapes on the main screen:



We have also reorganised the shop into categories:



You can now also see the contents of a wire under your cursor:



And we have made the throughput of buildings such as the cutter and stacker clearer:



Also global wire transmitters / receivers now have 2 inputs - one for the ID, one for the signal, so you have almost unlimited channels now.

In addition, you can now use the TAB key to toggle buttons under the cursor, and speaking of the cursor, there is now a 'Zoom to Cursor' setting (disabled by default).


[h2]Other[/h2]

The above are just the big changes. There are so many smaller changes, fixes, and improvements that it would be impossible to list them all here.

Please also note that we are still finalising this update, so some things might still change.


[h2]Note on savegame and blueprint compatibility[/h2]

Savegames from 0.0.9-rc7 (the current version) are partially compatible, but might load with issues (i.e. Tunnels will be gone etc.).

Savegames from previous versions (i.e. if you played on 0.0.8) are unfortunately not compatible, but we will make the current version of the game available as a branch on steam, so you can continue playing. Loading an old game into 0.0.9 and then into this update should make it load (with issues).

However, I strongly recommend that you consider starting a new playthrough with all these changes to get the most out of this update (have you tried hexagonal yet?), rather than fixing your existing factories. There are so many new ways to be efficient now!


Thank you for your continued support (and patience), and see you on June 2nd!


~Tobias

[h3]Join the community:[/h3]

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

Big Reveal on April 10th @ Triple-i!

Hey everyone!

Big news - shapez 2 will be part of the Triple-i Initiative on April 10th, at 6pm CEST / 9am PDT. Be sure to save the date! It'll be 45 ad-free minutes of announcements from 30+ games from other studios like us - with world premieres, gameplay reveals, launch dates, and more. Check out the Triple-i website for more information.

We are revealing the contents of the first major update for shapez 2, which is really MASSIVE. Prepare for a full new playthrough with all the new stuff - we can't spoil it yet unfortunately, but I guarantee you that it'll be worth the wait :)

I also wanted to use the opportunity to apologize that it took us so long to come up with the update. We suffered massive scope creep, had to refactor a lot of technical debt and our own high quality standards definitely didn't help either.

We hadn't really adjusted to the fact that it's a released game now, so we used to plan "We want feature X, Y, and Z and how long will it take us?" whereas now we are shifting more into a "The next update should be in 6 months, what can we achieve in that time?".

With that shift in mindset and improved processes, as well as a bigger team - we hope that we can ship updates at least a bit more often :)

Thank you for your continued support and see you on April 10 for the reveal! It'll be streamed on YouTube, Twitch and right here on Steam.

Check out the trailer to get a taste of what's coming:

[previewyoutube][/previewyoutube]

See you there :)

~Tobias

[h3]Join the community:[/h3]

Discord Reddit Suggestions Portal X / Twitter YouTube TikTok

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

Devlog 029 – Progress Update on Development

Hey everyone!

Development on Shapez 2 is moving forward, and today we're excited to share a little progress update on what the team has been working on. Bear in mind, that this is a work in progress, and nothing below has been released yet. While we have some huge changes planned for the next Update, we can't spoil those yet, however, there are a few other improvements we already wanted to show you. Let’s dive in!

[h2]News[/h2]
[h3]QA Hiring status[/h3]
We are happy to announce that we have expanded our Quality Assurance / Game Testing with a new team member to help us out with processing all your feedback and getting that feedback into the game.
This process is still ongoing and still faces a bit of a delay, so please bear with us when reporting a bug or giving us feedback in the Steam forums.

[hr][/hr]
[h2]Devlog 029 – Progress Update[/h2]
[h3]Balancing[/h3]
  • The tutorial has been completely reworked to be much shorter, getting new players into the action faster while learning all essential mechanics without unnecessary complexity.

[h3]Quality of Life & UI Improvements[/h3]
  • Shape Previews now indicate immediately whether a shape is correct if delivered to the Vortex.
  • Operator Level goals are now displayed in the top bar of the main UI.
  • Players can now claim their Operator Badge during the tutorial, which will also be displayed in the main menu.
  • Added a small animation when unlocking research, making progress feel more rewarding.
  • The ‘Continue’ button now displays the name of the current savegame, making it easier to keep track of your progress.
  • A changelog button has also been added to the main menu, making it easy to check the latest updates.
  • Added ‘Zoom to Cursor’ feature, which allows you to zoom in exactly where your cursor is pointing. This setting will be disabled by default and can be enabled in the options menu.
  • Added the ability to filter shapes on the map, allowing players to search and highlight specific shape asteroids, making it easier to locate required resources.
  • Map markers will now move immediately when clicking ‘Move’, preventing confusion when relocating markers.
  • Added wire tooltip to show the current signal when hovering your mouse over any wire.
  • Added a hotkey (TAB) to quickly toggle wire buttons under the cursor, making wiring adjustments more convenient.
  • Improved Fluid Launcher display, to communicate throughput limitations better.
  • Added new images to the Cutter, Stacker, and Swapper panels to clearly display their throughput limits.
  • Updated player level ranking statistics based on the latest data.

[h3]Visual & Graphical Improvements[/h3]
  • Added a new shader for wire transmitters, giving them a sleek new look.
  • Blockers have been added to locked vortex inputs, ensuring clearer interactions.
  • The conflict indicators for belts and pipes have been updated to make them more intuitive.

[h3]Bug Fixes[/h3]
  • Fixed global transmitter/receiver not displaying uncolored channels properly.
  • Fixed belt lift tutorial sometimes appearing too late, causing frustration.
  • Fixed blueprint folders allowing invalid Windows names like "CON" and "NUL".
  • Fixed compass shape not updating when changing color mode.
  • Fixed map markers turning gray when changing color mode.
  • Fixed colorblind patterns missing from shape resource visualization.
  • Fixed belt & pipe stand alignment issues—they should now be symmetrical.
  • Fixed multiple simulation-related issues for improved stability.
  • Fixed ‘Jump to Vortex’ not jumping to the actual center.
  • Fixed shape resource previews disabling at large distances from the vortex.
  • Fixed white fluid asteroids appearing gray.
  • Fixed unlock notifications not displaying tasks/upgrades correctly.
  • Fixed misleading wording in milestone unlock notifications.
  • Fixed train upgrades not appearing correctly in the tutorial.

[hr][/hr]

[h3]What’s Next?[/h3]

As always, your feedback is crucial in shaping the game’s future! We can’t wait to hear your thoughts on these changes and see the incredible factories you build.

Stay tuned for more updates, and happy building!

~ Tobias & the shapez 2 Team

[h3]Join the community:[/h3]

Discord Reddit Suggestions Portal X / Twitter YouTube

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

Devlog 28 - How we redesigned Space Belts

Hey everyone!

We're still working on the first major update for shapez 2, Update 0.1.0. While development is going ahead just fine, we're not quite ready to show what exactly we're working on. Though if you haven't already, be sure to check out the devlog about the new game mode planned for this update:

https://store.steampowered.com/news/app/2162800/view/4520017657931497493

Today, Max will take you through the process of the Space Belt redesign of Update 0.0.9. Space Belts became quite a visual highlight in shapez 2, so let's have a look at how the new design came to be!

[h2]News[/h2]

[h3]QA Hiring status[/h3]

Last year we started looking for someone working in Quality Assurance / Game Testing to help us out with processing all your feedback and getting that feedback into the game. Some of you reading this may also have applied!

This process is still ongoing and faced a bit of a delay. We're aiming to have the new QA start sometime in February, so please bear with us and have a bit of patience when reporting a bug or giving us feedback in the Steam forums.

[hr][/hr]
[h2]Devlog 028[/h2]

As a concept artist, you always need to decide between creating something cool and creating something cool that also actually works. For shapez 2, it's almost always the latter.

Space Belts were one of the most common topics in the feedback we got. They did not clearly communicate their functionality and didn't show what was being carried on the belt. One of the biggest problems was that it was unclear Space Belts had different layers and shapes also needed to be retrieved on the layer they were supplied at. This created a lot of bug reports by people who couldn't unload their belts, while attempting to do so on the wrong layer.

Old Space Belts

New Space Belts

For an artist, it's usually easier to focus on creating something that looks visually appealing. When it comes to designing something that is both functional and aesthetically striking however, it becomes significantly more challenging. It needs to work, make sense, look good and fit the shapez 2 identity. Considering the feedback we got, visual clarity was top priority with the redesign.

[h2]Getting started[/h2]

A project like this is started with a lot of discussion and brainstorming. The game design team plays a crucial role here, making sure the functionality is clearly defined from the outset. This ensures I know exactly what I shouldn’t overload with visual noise and what elements need to immediately catch your eye.

One of the first tests clearly created too much visual noise

Once the functional elements are locked in, it's all about research. You need to explore a variety of genres, gather inspiration from diverse designs and let fresh ideas flow into your mind while trying to stay true to the unique style of the game. Only when all that groundwork is done you can finally pick up the digital brush and start painting; it's time for the fun part!

[h2]Creating a concept[/h2]

After narrowing down the numerous sketches to just a few and refining them, it was time for a sync with the development department. Together, we carefully reviewed the designs and brainstormed the key challenges the new system needed to address. For example, how the shapes would change lanes without intersecting or creating excessive visual clutter when crossing paths, and how to ensure smooth transitions while maintaining clarity.

Early Concept Art

Through collaboration, we were able to find a solution that not only met all of our functional requirements but was also something the development team could easily implement with code. The result was a design that balanced both aesthetic appeal and technical feasibility.



The art team created a mock up to give the community a glimpse of how the space belts might look in-game once completed. The goal was to gather player feedback before committing to further work on the design.

The response was overwhelmingly positive, and after considering some of the suggestions from the community, we moved forward with refining the concepts and finalizing the design.

Detailed concept for a straight segment of the Space belts

One might think that was the end of the concept art part; and you'd be wrong. Space Belts are more than just straight lines: they can twist, turn, merge, split and even extend under platforms. You likely already know where this is going, but each of these variations require its own unique asset, attached with specific designs and challenges.

[h2]From Sketches to Updates[/h2]

With a new art workflow – essentially how we handle the process of turning a sketch into the final 3D mesh – we gradually developed every variant over time. This process is far from linear and involves constant collaboration and discussions between 2D/Art Director and 3D Modelling. Some parts often needed adjustments, and occasionally we overlooked certain edge cases (trust me, we definitely did). One example: The tunnel had no mesh solution when placed without being connected to anything. It looked broken and a new concept needed to be done.



Space Belts are an incredibly complex system. In fact, we went through countless iterations on even the smallest components, only to end up discarding many of them later.



As you can see, being a concept artist in a small company of just nine people isn’t all about painting pretty pictures. It’s also about using your brainpower to solve problems, and maybe preserving a bit of your sanity along the way. Just a bit, though.

In the end, the result turned out quite promising. Personally, I believe it enhanced both aspects: visual and functionality. It clearly shows what it's doing and how it would realistically work if we weren't building sci-fi space factories. You can now understand the Space Belt at a glance! This alone makes me happy, but seeing the positive response from the community takes it to another level – it’s incredibly rewarding as an artist.

[hr][/hr]
I hope this brief glimpse gave you some interesting insights into how we approach the art process in our company.

~ Max & the shapez 2 Team

[h3]Join the community:[/h3]

Discord Reddit Suggestions Portal X / Twitter YouTube

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

shapez 2 - Update 0.0.9

Hello everyone!

Update 0.0.9 is now available, which introduces a lot of the improvements and changes we mentioned in the past couple months! Most of you will see some major performance improvements, especially if the reason for poor performance was the game only using a single core of your many-core AMD processor.

Our focus now shifts to the first major update of shapez 2: Update 0.1.0, set for early 2025. While 0.0.9 already includes a fair amount of the feedback you gave us, we have big plans for 0.1.0. This will be an update you'll want to come back for!

If Update 0.0.9 doesn't download automatically, be sure to restart Steam. It should show '0.0.9-rc6' in the lower right of the main menu.

[h2]Changelog[/h2]

[h3]Highlights[/h3]
  • Multithreading support: Support for multi-threaded simulation (enabled by default) for up to 40x improved simulation performance depending on hardware. For more information on this topic, check out our previous devlog:
https://store.steampowered.com/news/app/2162800/view/4469355336712585838

  • New Space Belt visuals: Reworked Space Belt visuals to more clearly show the layers of Space Belts and what shapes are transported on which layer. Space Pipes get the same visuals but with a cyan hue as a placeholder; their proper visuals are still being worked on.


[h3]Gameplay[/h3]
  • Wires signals are now stable, even when off-screen
  • Added the Statistics Panel, which shows delivery statistics and structure counts
  • Added Shape Multiplier Upgrades, allowing you to spend excess Research Points to multiply the delivery of a shape
    • For example, delivering a shape would count as delivering 2 of that specific shape towards your goal. This is a very late-game option mostly for Operator levels
  • New Platforms: 1x3 and 2x3 platforms (replacing T- L- and Cross platforms)
    • Old platforms will continue to work and can be copy/pasted, but are no longer in the toolbar. (Edit: They will be back in the toolbar for Update 1)
  • Automatic completion of random operator levels
  • Fluid miner extensions are now unlocked by default
  • Improved autosave speed by utilizing multiple cores.
  • Labels now support special characters, numbers and multi-line text
    • Some characters may not be fully supported yet, so be sure to poke us with suggestions!


[h3]Game Design[/h3]
  • Added space belts + pipes to the train toolbar
  • Added hotkey (default 'N') to reset the camera to point North again

[h3]Visual[/h3]
  • Improved game creation flow to highlight the alternative game modes (hexagonal / hard / insane)


[h3]Bug fixes[/h3]
  • Fixed various simulation precision issues (esp. off-screen)
  • Fixed random operator level shape generation
  • Fixed comparison gate not being mirrorable
  • Fixed blueprint icon being overridden with save-as
  • Fixed blueprint toolbar configuration not synced via steam cloud
  • Fixed ability to create infinite paint by mixing tertiary/secondary with primary colors
  • Fixed various number formatting issues
  • Fixed performance issues when using trashes as decorations
  • Fixed Intel Arc(TM) GPUs being detected as low-end
  • Fixed escape sequences breaking blueprint names
  • Fixed empty markers showing broken tooltip
  • Fixed rail twisters breaking train line preview
  • Fixed train (un)loaders not showing progress on lower graphics quality
  • Fixed debug.export-game-data not working
  • Fixed wire simulation not behaving as expected
  • Fixed belt filters dropping items when switching signals quickly
  • Fixed automatic tunnel placement not working as expected with train stops
  • Fixed various visual issues
  • Fixed rail twisters breaking train line indicators
  • Lots of other minor bug fixes and improvements!

[h3]Known issue[/h3]
  • Enabling "Parallel Rendering" in the game settings can significantly boost the performance even further, but some players reported encountering some stuttering, so it's disabled by default.

[hr][/hr]
[h3]Join the community:[/h3]
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