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Devlog 021 - Colors, Game Modes & More!

Hello everyone! It's been a little while since we've done a progress devlog! We have a couple of bigger changes and various small improvements across the game, so let's take a look. As a side note, thank you to everyone who filled in the devlog survey! Based on the responses, we've made two changes to this devlog. First up, more images! We'll try to show off as much of the game as we can in blog format, though gifs didn't make much sense for today's topics. Secondly, we've tried to keep our writing a bit more to-the-point. Let us know what you think! https://store.steampowered.com/app/2162800/shapez_2/ [hr][/hr]

Game Customization


Weve added a ton of new settings and features to customize a new start to how you want to play shapez 2. Patreons can expect these features in Alpha 21, coming soon!

Difficulty Presets


You can currently select from 5 different difficulty presets that change a handful of modifiers to change the way you play. You can customize all of these presets, or start off with the Custom preset at the bottom of the list. These presets can be changed at any time!
  • Normal: Copy/Paste is free once unlocked, but theres a limit to how many platforms you can place.
  • Chill: Copy/Paste is free once unlocked and theres almost no limit to how many platforms you can place. Research goal costs are decreased slightly.
  • Classic: Copy/Paste costs blueprint points, but theres a limit to how many platforms you can place. Research goal costs are decreased slightly.
  • Logistics: Copy/Paste costs double the amount of blueprint points and theres a limit to how many platforms you can place. Research goal costs are quintupled. Will require you to move a lot of shapes around!
  • Puzzle / Fast: Copy/Paste is free once unlocked and theres almost no limit to how many platforms you can place. Research goal costs are minimal. Little need to optimize production or throughput.

Scenario Presets


Scenarios will allow you to completely change the game. From core mechanics to map generation, everything can be changed. For now though, we just have the normal preset and custom. When you go to edit a Scenario Preset, you get 3 tabs. Scenarios This is where you can select a scenario separate from map generation and game rules. Again, for now its just the standard experience and something were experimenting with but wont show today.
Map Generation Just make it a setting? Fine, weve made everything a setting. Aside from the Seed, you can customize pretty much everything about how the map will be generated. At the top are the general Shape & Fluid patch settings. You can customize how many will generate, how large they start off, how much they will grow based on distance from the Vortex and the max size. For Shape patches, you can set how colorful theyll be and how often rare shapes will appear. For Fluid patches, you can choose whether primary, secondary and/or tertiary colors are generated. Scrolling down, you can set the likeliness and minimum distance from the Vortex for each shape category. On the right, youll see a preview of the map youre about to generate. You can zoom, look around or hide it if you dont want spoilers.
Do keep in mind that with this much map customizability, there are plenty of ways to make your time very difficult or even impossible to progress. We highly recommend keeping all the settings at the default for your first playthrough. Game Rules In the last tab you can set extra rules that can really change up certain mechanics. For now, there are just two.
These settings will allow us as well as modders to create presets that massively overhaul the game and make shapez 2 infinitely replayable! Sharing options for map generation are being worked on.

Colors


The name of the shape color Purple has been changed to Magenta. If youre using shape codes, this means that any use of p needs to be changed to m to work. Keep this in mind when importing shape codes from shapez 1! If youre not familiar with shape codes, dont worry about it. The contrast between uncolored shapes and white ones has been increased to make it easier to keep them apart.
Weve added two more color schemes that change all the shape colors and fluids, totaling to four color schemes. Whether you need a change of scenery or struggle differentiating certain colors, be sure to check out the other modes! They can be changed at any time in the settings.
  • RGB (Default): Red, Green, Blue, Cyan, Magenta, Yellow & White
  • RYB: Red, Yellow, Blue, Orange, Green, Purple & Black
  • CMYK: Cyan, Magenta, Yellow, Blue, Red, Green & Key (Black)
  • RGB (Colorblind): Increases contrast of the default RGB colors and adds a texture

The same shape in RGB (top left), RYB (top right), CMYK (bottom left) and Colorblind (bottom right) Keep in mind that the shape codes stay the same, regardless of the color scheme youre using. In RGB, CwCwCwCw will create a white circle. In RYB, this circle will be black.

Other changes


Weve made a large amount of changes to fluids, but well save that topic for a dedicated Fluids blog.

Gameplay


Theres now a separate miner extension for fluids. Miner layouts now have a new layout, reducing the maximum amount of extensions that can be attached to a miner to 4. However, patch arrangements have been improved!
Miner Extension visuals are still placeholder The Full Painter building has been removed. It just wasn't very practical and there was little reason to use it. The regular Painter building is still available, which colors the top layer of any shape you run through it. Map generation has been made more interesting. The farther from the HUB you go, you'll get rare shape patches that can save you some work. Patches in general are much bigger, but everything can be customized in the map generator now!

Visuals


Fine-tuned the pins shader to be more visible on top of shapes, keeping in mind the new color schemes.
The visuals of the Stacker building have been finalized!
There are new placement indicators when placing fluid miners & pumps, to make it a bit less confusing when your camera is angled.

User Interface


The top left corner now has a button for every research tab: Milestones, Shop, Tasks, Upgrades. If you unlock something new in any of those categories, it will show a small notification marker.
Unlocking a milestone now shows an overview for the newly unlocked tasks, upgrades and content. You can click the info icon on the new milestone to see the overview again, or check out any of the other milestones overviews.
The Upgrades UI has also been improved to clearly show the effect it has on speed.
There are now Feedback buttons in several places of the game that will open a window with several more buttons that take you to either the Discord, Feedback Form or Suggestions Portal.
[hr][/hr] That's the devlog! A lot of our focus is currently set on refining the game, but we have plenty more to show soon. ~ Tobias & the shapez 2 team

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Check out the previous devlog:


https://store.steampowered.com/news/app/2162800/view/4207001628976651047


[ 2024-05-16 15:02:29 CET ] [ Original post ]

shapez 2
tobspr Games Developer
tobspr Games Publisher
Coming soon Release
GameBillet: 19.99 €
Game News Posts: 46
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (7837 reviews)
Public Linux Depots:
  • [0 B]


shapez 2 is supposed to be the long-awaited sequel to the original shapez - an automation, management & factory-building game currently available on Steam - built for audiences both new and old.

Our aim with shapez 2 would be to create a worthy successor to our original title - one which has a much higher production value, more content, better replayability and, crucially, looks more visually pleasing - this means that we’d like to include many more features for you… And we’ve outlined some of our ideas below!

Though we're still working on the prototype, we've got a solid vision of how the game could look - one that we'd love to share with you and get your feedback on. We would also like to point out that funding for shapez 2 isn’t yet fully secured - so whilst we’ll do our best to see this project through to completion, the outline below is our vision for our ideal game, rather than a set of specific promises.

Gameplay Overview

The goal of shapez 2 is to build, automate, and scale your factory in order to process increasing numbers, types, and colours of shapes! You’d be building machines, placing conveyor belts, and designing vast networks in order to transport your goods. Whilst to begin with you’d be focused on extracting pure shapes from the ground, you would soon discover a vast array of colours - unlocking an even vaster number of combinations... And, well, then the fun begins.

All sounding a bit familiar? Don’t worry, we plan to shake things up a bit this time… As you’ll see below.

2D + 3D

shapez 2 will, by default, have a 3D view. However - we know how crucial being able to build efficiently is, so you will be able to seamlessly toggle between 2D and 3D!

Layers

Complementing our new 3D view, shapez 2 will also feature multiple layers! Whilst in shapez there was only one additional layer (the wires layer), shapez 2 will provide players with up to 3 layers to switch between. You'll be able to place buildings, conveyor belts, and wires on each of them! (And, don't worry if you like to keep things simple - the additional layers are completely optional!)

View into the machines

Whilst shapez only had ‘closed' buildings (which could sometimes make it difficult to see what was going on!), in shapez 2, all buildings are ‘open' - allowing you to see exactly how your shapes are being processed! This is a big one for us - and we're hoping it'll make it easier for new players to get into the game. It'll be a much more visual process!

New engine, better performance, better accuracy

We're writing shapez 2 completely from scratch in an entirely new engine! This'll allow us to maximise performance (using all available cores & GPU power), leading to vastly improved performance, even with our new 3D visuals. (It's actually insane to us how many different buildings shapez could handle, considering it's basically a website!)

Islands

shapez had a very uniform map (which severely limited exploration) - and that's something that we wanted to change this time. In shapez 2 space will no longer be unlimited - instead you need to craft islands to expand your base!

This feature works well with our next one… Mass Transport!

Mass Transport

With the addition of new biomes, you'll be needing new infrastructure to transport your resources over long distances! In shapez 2, there will be a mass transport feature unlockable through the research tree. (More on that later!)

Whilst these may not look exactly like trains, they'll behave in a very similar way!

Pipes & Fluids

Another new addition for shapez 2 - pipes! Not only will there be a number of new fluids, but colors will be fluids rather than being transported on a belt. (Not to worry, though - you'll still be able to package them on belts with a new building that we're introducing!)

Research Tree

On the topic of replayability, we're introducing a new research tree - featuring a number of branches designed to make progress less linear! Whilst there will still be a main branch (i.e. cutters, rotators, pipes, stackers), there will be additional sub-branches, allowing you to focus on each of the available buildings and unlock upgrades for them (for example, the 180-degrees rotator is an available upgrade after unlocking the default rotator. You don't have to unlock it, but if it looks useful to you, go for it!)

Blueprint Library

This was a feature that was actually planned for shapez, but sadly never made it into the original game. We'll fix this in shapez 2 by adding a complete blueprint library, as well as the ability to load/share blueprints easily!

... and more:

  • Modding support
  • New shape mechanics
  • Multiple game modes
  • Customizable game creation
  • All-new soundtrack

MINIMAL SETUP
  • Processor: 3Ghz+ dual coreMemory: 4 GB RAM
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  • Storage: 2000 MB available space
RECOMMENDED SETUP
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  • Graphics: DirectX 11 capable GPU with 2048 MB VRAM
  • Storage: 2000 MB available space
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