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shapez 2 News

shapez 2 will be at PAX East!

Shapez 2 will have a booth at PAX East in the Boston Convention & Exhibition Center from May 8 - 11. Come check us out at booth 19098.

You'll be able to try the game (if you haven't already) and get your hands on some exclusive merch!

As a little teaser, here is what we have cooking for you. These magnet fidget toys will be available on a pre-order basis after PAX East, once we've had time to refine the design and logistics. More details to come soon!







See you there :)

shapez 2 big 'Dimension' update arrives June 2 with 3D platform building

shapez 2 is a fantastic factory building sim and on June 2nd it's going to level up in a big way with 3D platform building.

Read the full article here: https://www.gamingonlinux.com/2025/04/shapez-2-big-dimension-update-arrives-june-2-with-3d-platform-building/

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]

Discord Reddit Suggestions Portal X / Twitter YouTube TikTok

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/