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Devlog 024 - Settings galore

Hello everyone! With the Early Access release of shapez 2 set for August, were creeping ever closer to finishing development. Our current focus lies on remaining visuals and polish, especially when it comes to the UI. However, we still have some exciting new content additions to show you, so today well walk you through what weve been working on lately. https://store.steampowered.com/app/2162800/shapez_2/

News


Alpha 22


Last week we released Alpha version 22 for our Patreon supporters, which includes most of what we'll cover in this blog. If anything here makes you want to check out the game immediately and want to give us feedback, consider supporting us!

Disclaimer


As always, a lot you see in this devlog is still subject to change. Wed love to hear your thoughts on everything, but if anything still looks a bit rough around the edges its likely still being worked on. For more info on what to expect from the Early Access release build, be sure to check out our previous blog. [hr][/hr]

Gameplay


New Scenarios


Weve added more scenarios to the savegame customization options. These scenarios affect the shapes youll need to deliver to the Vortex in order to progress. The higher the difficulty, the more shape types, layers and colors youll need to put together. The types of shapes youll need to deliver are unique to their scenarios. Were not talking small differences these goals are completely different designs. We had a lot of fun making these challenges so we hope youll enjoy them as well! Do keep in mind that unlike the difficulty Setting, scenarios are permanent and cannot be changed after the savegame has been created. You'll need to start a new savegame to play a different scenario. Operator Certification We highly recommend new Operators to obtain their Operator Certification before you do your own thing! Youll be guided through building your very first factory with extra information and hints. The Operator Certification uses the default scenario settings, but you can customize the difficulty before you get started. Once youre deemed worthy of the Certificate, you get to choose between continuing with the normal scenario or the hard scenario more on them later. Your progress is fully transferred, including buildings and unlocked upgrades.
Factory - Normal This is the default scenario and recommended for players unfamiliar with shapez. Eases you into newly-unlocked mechanics and shape goals are relatively straightforward. Factory - Hard Recommended for players who have already done a playthrough and are looking for an extra challenge. If youre here from shapez 1, this scenario may be a good fit for you! Shape goals get more difficult faster, requiring additional cutting, stacking or painting when compared to the normal scenario. Factory - Insane If youre a very experienced player and youd like to push your brain to the limit, this scenario is for you. Will require game knowledge, precise planning and thinking ahead: shape goals need many different shapes and colors, often stacked to the maximum amount of layers which for this scenario goes up to 5! There's a lot of room for us to add more scenarios to the list and we already have some ideas in mind. Here's a teaser: [expand type=spoiler]
This is not in the game yet and we can't guarantee it'll make it in for Early Access release, but it's something we're working on![/expand] Scenario customization This option allows you to customize the settings of any of the previously mentioned scenarios. You still need to select one of them, but you can then customize map generation (as highlighted in this blog) and set additional savegame rules of which there are more now! If the Insane scenario isnt insane enough for you, you can make it even more difficult here :)

Operator Level


Keep delivering previously unlocked shape goals to increase your Operator Level! Every level unlocks additional chunks and research points to aid you in growing your factory! Completing a goal will allow you to complete it again, but with an increased amount of shapes needed. Be sure to diversify! Operator Levels allow your old factories to remain useful after completing their milestones. Instead of quickly building something and to get rid of it once you advance, this incentivises to expand instead of replace and long-term solutions instead of quick and dirty ones. We want to see big and tidy factories!
If you want to go the extra mile, you can also produce the Randomized Goal! This requires less shapes to produce in order to level up, but youll need to switch up your factory frequently to adapt to the new goal. Or, just set up a Make Anything Machine!

Blueprint Icons


Remember two weeks ago when we said we probably wouldnt be able to add Blueprint Icons before the Early Access release? Yeah, about that Introducing Blueprint Icons! You can now customize your Blueprints with up to 4 icons at a time to make it easier to tell them apart in lists and hotbars. Theres a big list of icons already used elsewhere in the game and a couple of preset shapes. You can also add custom shape icons with Shape Codes!

Other new things


Platform and platform blueprints can now be mirrored! Weve also expanded the tutorial (now Operator Certification) and expanded the Knowledge Panel with all milestones, mechanics, example videos and translations.

Visuals and Graphics


Were working with new Rail visuals! Rails now look a lot less bulky and it clearly indicates which direction trains can travel. All the other visuals for trains are still work in progress though, so youll have to wait a bit longer to see everything else!

Development


Weve done a big simulation refactoring pass to improve simulation accuracy and stability. There have also been several more performance and rendering improvements. DirectX 11 is now the default rendering backend on Windows systems, as we got a lot of feedback on the demo about some issues caused by Vulkan. Factories outside of your view are now simulated at lower tick rates for up to 20x simulation performance improvements. This will prevent the simulation from struggling with huge factories, as only what youre currently looking at is fully simulated. Your factory will continue to run perfectly fine if youre not there to keep watch! Its not like the belts start slacking off the second the manager is busy elsewhere. Or so they tell us.

Lore


You read that right! Weve begun to sprinkle bits and pieces of lore around the game to give it some flair. This includes the aforementioned Operator Certification, but youll be able to find lore and flavor text around various places in the game.

UI & UX


As were getting closer to the Early Access release and most of it is ready, a lot of the remaining work consists of UI and UX changes. Heres a list of what weve done!
  • Cleaned up train toolbar & icons
  • Added new 'conflicts' visualization: Whenever an issue is detected like belts moving in opposite directions an exclamation mark will appear at the location. Theres a button in the bottom right of the UI to toggle conflict warnings, though we suspect turning the warning off wont fix the problem.

  • Merged Upgrades and Shop into one shared tab: Allows you to shop for upgrades

  • Added the option to clear all fluids in all fluid buildings
  • Added setting to disable chromatic aberration
  • Added setting to disable vignette: there will still be some vignette, but a lot less
  • Added setting to choose the target display: for your sextuple monitor setups
  • Added setting to reduce input latency: this may make the game feel more responsive, but will increase CPU load and may result in a lower frame rate.
  • Disabled auto-rotation for large buildings, like the Painter
  • Added setting to disable custom cursor (will make us sad)
  • Splitters and Mergers are automatically placed when connecting or disconnecting belts or pipes.
  • Added glow indicator for shapes that are actively being delivered
  • Improved difficulty & scenario selection screen (see related section above)
  • Youre no longer required to hold 'Shift' to replace conveyor belts / transport structures
  • Transitions between waypoints or moving to the vortex are now animated
  • Added placement indicators for fluid & wire buildings to better show inputs / outputs
  • Improved fluid miner placement indicators
  • Updated game logo: we gave it a real good scrub

  • Added a button to take you directly to the relevant knowledge panel entry while placing or selecting a building
  • Updates to the wire icons
  • Improved & fixed belt launcher placement indicators & logic
  • Added a setting to toggle toolbar selection mode between deselect and cycle, with deselect being the new default.
  • Improved space belt & pipe placement, now should behave similar to belts but at a much larger scale (more improvements coming)
  • Removed confirmation when purchasing speed upgrades: We know you got a need for speed
  • Indicators for wrong connections are introduced for Buildings, Wires, and Pipes: These are the checkered blockers and separate from conflicts, though currently serve largely the same purpose.

[hr][/hr] Thats it for now! Only a couple devlogs left to go before you get to play shapez 2 for yourself in August. Were very excited (and very busy) and we hope youll join us again for the next devlog. See you then! ~ Tobias & the shapez 2 team

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Check out the previous devlog:


https://store.steampowered.com/news/app/2162800/view/4149584538797983676


[ 2024-06-27 14:01:16 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)
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  • [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
  • Memory: 4 GB RAM
  • Graphics: DirectX 10.1 capable GPU wit 1024 MB VRAM
  • Storage: 2000 MB available space
RECOMMENDED SETUP
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  • Memory: 8 GB RAM
  • Graphics: DirectX 11 capable GPU with 2048 MB VRAM
  • Storage: 2000 MB available space
GAMEBILLET

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