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shapez 2 News

Very good strategy sim Shapez 2 hits 1.0 release in November, including a "permanent factory" mode

"Peerlessly satisfying," was how RPS guides editor and self-described "Anton Ego of factory games" Ollie Toms summarised Shapez 2 back at early access launch in August 2024. Throwing caution to the winds, he suggested that it had "turned the holy trinity of factory games (Factorio, Satisfactory, Dyson Sphere Program) into a holy quartet."


To tinker with such perfection is surely tempting the wrath of the gods, but nonetheless, developers tobspr Games have been meddling. They've just announced that they hope to release the automation strategy sim into 1.0 this November, together with a new mode, proper modding support, and Steam achievements.

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shapez 2 is aiming for the 1.0 update in November with a new game mode

shapez 2 is a wonderfully chilled factory building sim that recently had a huge upgrade, and hopefully in November it will be ready for the full release.

Read the full article here: https://www.gamingonlinux.com/2025/07/shapez-2-is-aiming-for-the-1-0-update-in-november-with-a-new-game-mode/

Devlog 031 - Road to 1.0

[p]Hey everyone![/p][p][/p][p]I wanted to give you an update on what we are currently working on and what our plans for the future are![/p][p][/p][p]First of all, the TL;DR:[/p]
  • [p]Next update will be 1.0 and we are aiming for November this year, but not sure we can make it[/p]
  • [p]It will have achievements & mod support (finally!)[/p]
  • [p]It will have a new game mode that we think might even replace the default game mode[/p]
[p][/p][p]Now that we have the important things out of the way, let me go a little into detail.[/p][p][/p][p][/p][h2]1.0 Release - November?[/h2][p][/p][p]We feel like shapez 2 is already in a very solid state, and some of you even argued that the initial early access release already reached 1.0 quality. [/p][p]With the recent updates and current state of the game, we want to get rid of the "early access" label, as we felt it might imply the game might not be ready to be played yet, contains a lot of bugs and so on.[/p][p]This doesn't mean we will not update the game afterwards, in fact we already have a lot of plans and ideas for post 1.0![/p][p][/p][p]Right now we are already working hard on the release, and we hope we can get everything done in time so we can release it in November, but at this point we have no idea if we'll actually make it in time - so please don't be mad in case we don't :)[/p][p][/p][h2]New (default?) Game Mode[/h2][p][/p][p]The biggest complaint we get about shapez 2 right now is the persistency of factories. Many of you noted that having to tear down a factory you just built because the shape is no longer needed could feel bad.[/p][p][/p][p]It also means that the game can feel more like a puzzle game than a factory/automation game at times - nothing is inherently bad about that in the first place, but we felt we are also missing something for the ones of you that are leaning more into the factory game direction.[/p][p][/p][p]With this new game mode, we are focusing on enabling you to build permanent factories, where the factories you built in the beginning are still useful in the later stages of the game - so it's up to you to decide when you want to redesign, move or extend it, if at all.[/p][p][/p][p]It's still too early to go into details - so all I can give you today is a spoiler image with placeholder graphics - but keep an eye out for our upcoming devlogs, where we'll go into more detail![/p][p] [/p][p]Since we feel this game mode might be actually more fun than the current mode for new players, we are considering to make it the 'default' game mode that is suggested when you start a new game.[/p][p]However, we'll only do so if this actually turns out to be the case after playtesting a lot, and the then called "classic" mode will also be available still. [/p][p][/p][p][/p][h2]Mods & Achievements[/h2][p][/p][p]I've noticed a pattern where the comments under our devlogs more and more turned into an "Achievements when???" section, and I'm very happy to share that the 1.0 release will come with a good chunk of achievements! More on that in future devlogs ..[/p][p][/p][p]On top of that, we're already working on adding modding support to the game. We'll also start working together with interested modders ahead of the release to make sure there's some interesting mods on launch day already - be sure to join the discord if you're interested, we'll make an announcement there once we're ready to invite the modders :)[/p][p][/p][p]Right now we are planning to incorporate mod.io for the modding, but we will actually integrate it in the game, so you don't have to visit an external website (instead there's a mod browser in the game, similar to steam workshop), and it should feel 'native'. I know that some of you highly prefer steam workshop, but the main issue for us is cross-platform compatibility - if we ever would release shapez 2 on GOG for example, it would mean that that version wouldn't support mods for example.[/p][p]However, again, we'll keep you updated in future devlogs about that![/p][p][/p][p][/p][h2]Savegame Compatibility[/h2][p][/p][p]Savegame compatibility is a big topic for us, and we also know that it's quite important for you! Since we have these big changes planned for 1.0, we wanted to make sure that we can find a fair compromise between being able to push for bigger changes but also maintaining some compatibility.[/p][p][/p][p]First, we did a few surveys on discord:[/p][p][/p][p][/p][p]And here's what we came up with in detail - please keep in mind that while this is our current plan, it might still change:[/p]
  • [p]Blueprints will stay compatible[/p]
  • [p]The current game mode will stay available as a "classic" mode[/p]
  • [p]Old "classic" mode savegames will not be compatible with 1.0 (most likely)[/p]
  • [p]However there will be a '0.1.1-old' branch available on Steam where you can continue playing those savegames (similar to the dimension update)[/p][p][/p]
[p]The main drawback is that you will not be able to earn achievements or use mods when playing on this older branch with your old savegame. I know it's not great, but I felt it's a fair compromise so we can actually focus on implementing the new game mode and features instead of spending a lot of time on maintaining compatibility. We also don't intend to break savegames after 1.0 anymore as of right now.[/p][p][/p][p][/p][p]That's it for today - enjoy your weekend, let me know what you think in the comments, and be sure to keep an eye out for future devlogs where we'll go into more detail about all the new stuff coming with 1.0! [/p][p][/p][p]~Tobias[/p][p][/p][p]Thanks to Binz Nakama on Discord for the screenshot used in the cover art![/p][p][/p][h3]Join the community:[/h3][p]
Discord Reddit Suggestions Portal X / Twitter YouTube TikTok [/p]

Devlog 30 - Dimension Update Patch 1 (0.1.1)

[p]This is a small patch to fix some of the issues that slipped through, as well as some missing QoL features for the Dimension Update.[/p][p][/p][p]The Dimension Update was very well received, and it was great to hear all of your questions in the AMA and your feedback. Thanks for your continued support! [/p][p][/p][p]We are also working on some big things for shapez 2, but it's too early too announce those just yet - keep an eye out for future devlogs if you're interested in finding out more! [/p][p][/p]
Changelog
[p][/p][h2]Summary[/h2]
  • [p]Global signal receivers/transmitters now support any wire signals (used to be only shapes)[/p]
  • [p]Trains are now 36% faster (them being slower than in 0.0.9 was a bug and not intentional)[/p]
  • [p]Lots of bugfixes! (see below)[/p]
[p][/p][p][/p][h2]Interface[/h2]
  • [p]Fixed: Blueprint icons reset when using "Replace" button[/p]
  • [p]Fixed: Red 'X' shown on catcher placement area when placing launcher while overlapping a belt[/p]
  • [p]Fixed: No incorrect placement coloring when placing 2x1 buildings on level 2 with level 3 not unlocked[/p]
  • [p]Fixed: Blueprint toolbar overlaps everything after saving a Blueprint into a folder on the toolbar[/p]
  • [p]Fixed: Train spawn from space view has its connection point one square away from it[/p]
  • [p]Fixed: Train's content icons are all placed at the same level in all 3 levels[/p]
  • [p]Fixed: Toolbar resets to first option in after right clicking to delete[/p]
  • [p]Fixed: Opening Blueprint library does not cancel placement[/p]
[h2]Gameplay[/h2]
  • [p]Fixed: Pin Pushers are faster than expected[/p]
  • [p]Fixed: No 'Research complete' sound effect played when upgrading speed unlocks[/p]
  • [p]Fixed: Controlled channel for global signal can only be shapes[/p]
  • [p]Fixed: Launcher and catchers placed on notches do not automatically place their counterpart[/p]
  • [p]Fixed: Launchers do not assume the direction over the belt its built[/p]
  • [p]Fixed: Building launcher/catcher over belts no longer deletes the intervening pieces[/p]
  • [p]Fixed: Revert to old placement sound effects[/p]
  • [p]Fixed: Disable vortex 'auto-attract' for space belts[/p]
  • [p]Fixed: Train speed has dropped by 36% compared to 0.0.9[/p]
  • [p]Fixed: Cutting and copying platforms have different functionality when placing the elevation on different levels[/p]
  • [p]Fixed: Cannot build Shape or Paint Miner on 1x1 challenge[/p]
  • [p]Fixed: 2nd and 3rd building levels not defaulting to catchers on notches in experimental[/p]
  • [p]Fixed: Train is randomly skipping third stop in configuration[/p]
  • [p]Fixed: Train stuck on a return trip[/p]
  • [p]Fixed: Deleting train launcher and one tracks attached to spawner will cause the train to keep spinning in place after jumping back[/p]
[h2]Visuals[/h2]
  • [p]Fixed: Wrong meshes are shown on belts and pipes from far away[/p]
  • [p]Fixed: Cover belts for wagon transfer stations look stretched[/p]
  • [p]Fixed: Train route colors on vertical elevations are switched[/p]
  • [p]Fixed: Trains spinning when returning to base[/p]
  • [p]Fixed: Fix accent color shader[/p]
  • [p]Fixed: Trash showing up differently from space view[/p]
[h2]Other[/h2]
  • [p]Fixed: Incorrect statistics numbers for mixed shapes on same delivery launcher[/p]
  • [p]Fixed: PlacementData.AddBuildingPlacement exception when building a Stacker next to a Conveyor Lift[/p]
  • [p]Fixed: HUDBuildingBlueprintPlacement - Exception[/p]
  • [p]Fixed: SuperChunkSerializer - Exception "No definition available for SandboxItemProducerDefaultInternalVariant"[/p]
  • [p]Fixed: Exception: Shape UID never registered[/p][p][/p]
[h2]Localization[/h2]
  • [p]Fixed: No Milestone number present on the Milestone Screen in Japanese & Chinese (Simp/Trad)[/p]
  • [p]Fixed: Bring in additional translation fixes from localization team[/p]
[p][/p][p]With all these fixes, the update should be quite stable and we are mostly focusing on the next update now. Should something have slipped through, please report it either on the official discord or the steam forums![/p][p][/p][p]Have a great start into the week![/p][p] ~Tobias [/p][h3] [/h3][h3]Join the community:[/h3][p]
Discord Reddit Suggestions Portal X / Twitter YouTube TikTok

shapez 2 on Steam[/p]

Geometric factory sim Shapez 2 just got a massive update that adds 3D construction and better trains, and it's also 30% off until next week




Shapez 2 has quickly established itself as one of the better factory sims to roll off the games industry's colossal imagination assembly line. A more focussed, yet still expansive game of automation and optimisation, Shapez 2 gives you the scale of Factorio, but removes concerns like building-destroying enemies and paying for structures with resources. Released into early access last year, it was already an accomplished affair, but now it has received a substantial update that lets you shape your factory in whole new ways...
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