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Devlog 010 - Shapes, Menus & Progression

Hey everyone!

It’s time for another progression blog. These past two weeks were all about visual improvements to the shapes, building and various menus & UI!

As per usual, make sure you wishlist shapez 2 here on Steam to support the development of the game! Following the game will also make sure you stay up to date with the latest news. Thanks!

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

[h2]News[/h2]

[h3]Alpha 9[/h3]

Since Devlog 008, we have released two new Alphas! Patreon Supporters gained access to Alpha 9 last week, with all-new progression, research UI, new visuals, massive performance improvements and much more! If you’d like to get your hands on the latest Alpha version, consider supporting us on Patreon.

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[h2]Devlog 010[/h2]

So, what have we been working on the past month? Let’s talk you through the highlights.

[h3]Visual update to shape designs[/h3]

We made a couple of changes to the general look of all shapes in the game. The sides of shapes are now solid black and the height of every layer has been lowered. This will make shapes with many layers a lot less tall and clunky than before.

Be sure to let us know what you think about these changes!



[h3]Progression Rework[/h3]

We have completely reworked the progression of the entire game. We swapped around the Halves Swapper and the Stacker, as we found that the Halves Swapper was too complicated to be unlocked that early into the game. While we were working on this change, we figured it was a good time to look at the rest of the progression. We got a ton of feedback from the community on the progression system, so we made a lot of changes to the later stages of the game especially. We hope that the newly reworked progression system will feel more natural than the previous one. Patreons can experience the new progression in Alpha 9.



[h3]Building design updates[/h3]

Stackers have been updated to be more of a challenge to use. The old design, with the input on one side and the output on the opposite end, had one very clear, obvious and quite boring optimal setup that everyone would use.

The new design has the output at a 90 degree angle compared to the input, either on the left or the right. This will make Stackers a bit more tricky to use, and allows for multiple different solutions to the problem.

We also made stackers faster to keep optimal designs similarly compact even with the added space for creative problem solving: now instead of needing 5 Stackers per full belt, you will only need 4!



All variants of the Rotator building have updated design concepts to more clearly display their use.



Half Cutters have been renamed to Half Destroyers to more accurately reflect their functionality. Their design has had a big update, featuring a fancy laser beam of destruction.



Additionally, the Full Painter building has been updated with a new design concept.



[h3]Skill Academy[/h3]

We added what we call the ‘Skill Academy’. Essentially, these are tips that appear in the top left corner to guide new players through the early stages of the game. This is not the tutorial, but should help prevent confusion when players are new to shapez or factory building games as a whole. These can be toggled off, if desired.



Speaking of the tutorial, you'll also spot the "First Steps" section. This is, in fact, the tutorial. It will guide you through the early sections of the game while you're playing, by giving you pointers to what things are what exactly is expected from you while playing Shapes 2.

[h3]UI updates[/h3]

A lot of screens got various degrees of updates. The research screen got a reworked concept, and should now more clearly show what you can unlock, when you unlock them, and how you unlock them. The progression system has also received an update, with side goals that are unlocked once reaching a specific main goal.



The research unlock screen got updated to display the new tools you unlocked and how they work. The current visual of the unlocked tool is a placeholder.



The in-game shape viewer has had an update to make the shape code editable, allowing you to view any shape you want. Hours of entertainment guaranteed!



Finally, we gave the building and island toolbars a fresh lick of paint for better readability.



We would love your feedback on all these UI updates, so let us know what you think!

[h3]Blueprinting[/h3]

Blueprints have received a big update in two parts. Now, when selecting one or more space stations, you’ll get an overview of all buildings and connections, as well as the total cost of everything that’s placed on or connected to them. You’ll also get a more in-depth overview that breaks down the amounts for each type of building.



The second big update lets you copy, cut, rotate and paste your selection of space stations. This means you’ll be able to grow the factory faster than ever and increase your throughput with just a few clicks, as long as you have the resources!



You can accumulate more blueprint resources by delivering shapes of completed research.

[h3]Performance Improvements[/h3]

We made big strides when it comes to performance! Below, you can watch a showcase of what it's like playing on a Macbook M1 Pro at 4K. This save features 540.000 buildings.

[previewyoutube][/previewyoutube]

Of course, the FPS isn't the greatest, but these machines aren't really made for games. You would already hit 60 FPS on modern machines. Shapez 1 would already run at 1 FPS under these circumstances.

We still have a lot more performance improvements planned, so the game will run even better when we enter Early Access. Rest assured that we work very hard to make this game playable on as many machines as possible!

[h3]Various other changes[/h3]

The procedural map generation has been improved. You should now come across more interesting shapes to work with. The nodes remain placeholders for now.

The Overview Mode view for these resource nodes has also had a visual update!



Tunnels can now be set to automatically place tunnels connection your space station.



We added a new concept design for the 1x1 Shape Miner platform. Just look at this little guy go!



We continue our work on trains and will soon be ready to do a deep dive into how exactly they will work and what you can do with them.

Additional mouse and keyboard settings have been added to the settings menu, allowing you to set your horizontal and vertical mouse sensitivity, as well as the keyboard camera movement speed. It goes up quite a lot, in case time is of the essence.



[hr][/hr]

That’s everything for this blog. Let us know if you like what you’re seeing! The next blog will go more in-depth again, so on the lookout for that one dropping in two weeks.

Again, please consider wishlisting the game if you haven’t yet!

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


We hope you enjoyed devlog 010, and we’ll see you again soon!

~Tobias & the shapez 2 team

[h3]Join the community:[/h3]

Twitter / X YouTube TikTok Discord Reddit Patreon

Devlog 009 - Crystals

Hey everyone!

We’re working on a new shape type that’s coming to shapez 2: Crystals. These crystals will massively shake up the endgame and come with a couple of handling instructions.

Before we get into it, be sure to wishlist shapez 2 if you haven’t already! It really helps us out with the release of the game.

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

[hr][/hr]

[h2]Devlog 009 - Crystals[/h2]

While we’re still in the early development stages of crystals, we would like to walk you through how they work and our vision for the mechanic. Be sure to let us know what you think!

Please keep in mind that the current visuals for the crystals are placeholders and will be changed before early access.

[h3]What are crystals?[/h3]

Crystals are a brand new shape type you will encounter in the final stages of the game. They’re pieces of solidified colored paint that are quite brittle in nature and should be handled with care. This fragility means crystals come with their own set of rules and mechanics, which will shake up the production order you’re used to and provide greater depth and diversity when it comes to producing shapes.



You'll come across the basics of crystals in the final milestones of the game. The more complex crystal milestones will be an optional challenge for those who dare.

[h3]Creating crystals[/h3]

Crystals are created using the Crystal Generator, a machine that will turn any paint you pipe into it into a hardened shape. The shape the crystal takes on depends on what you use as a mold: the Crystal Generator will fill up any empty spaces – including supports – of the shape you send through the machine up to the uppermost layer of the shape.



Doesn’t matter if you’re a bit square or a star – as long as the space is occupied by any shape, even other crystals, the Crystal Generator will not pour paint into it. Additionally, crystal isn’t any specific shape, like a circle or a square, and cannot be painted after hardening. It’s 100% solid ‘crystal’ with the color of the paint you used to create it.

[h3]Handle with care[/h3]

The tricky thing with crystals is their aforementioned fragility; if you’re not careful with them, they’ll shatter into millions of incredibly tiny shapes, unfit for production. That’s to say, they break and disappear.

So, when it comes to keeping these crystals intact, there are two rules to keep in mind:

1. Separating (cutting, swapping) two or more connected crystal parts will cause all adjacent crystals to shatter. Crystals can be safely separated from normal shapes (molds), however.



To help you determine when two crystals are connected, here is the code:



2. Dropping crystals on top of another shape using a Stacker will cause the dropped crystals to shatter. Shapes can be safely dropped on top of crystals, however.



[h3]A brand new challenge[/h3]

The inclusion of crystals will seriously change up the way you need to think about creating shapes. It essentially inverts your production; instead of directly producing the shape you need, you need to produce the exact opposite and leave the spaces you want the paint to harden in unoccupied. The molds themselves could be considered an intermediate-level shape goal, with parts that can either be discarded or reused continuously.

Considering the fragility of crystals, it’s wise to delay the inclusion of crystals in your production chain as long as possible. Prepare everything you can, produce the ideal mold for the crystal shape goal you need, and only pour the paint after everything else is done.

If your shape goal only requires one color of crystals, you will only need one mold. However, if multiple colors of crystals are required, you’ll need one mold for every color and pour the paint in stages. Once all the different crystal components have been poured, combine the crystals using a half swapper, for example. Just remember: do not separate or drop crystals!



[hr][/hr]
That’s all we have to share on crystals for now. This mechanic is still in early development, so be sure to let us know your thoughts on this addition! You can join the discussion on the shapez 2 Discord server.

If you like what you see, be sure to wishlist shapez 2 to support the game and stay up to date with development!

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


~Tobias & the shapez 2 team

[h3]Join the community:[/h3]

Twitter / X YouTube TikTok Discord Reddit Patreon

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!

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[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/