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shapez 2 - Launch Statistics & Future Plans
In total, shapez 2 sold 273.000 units within the first month. Compared to our projection of 90.000 units, we were completely overwhelmed and surprised by the response and success of the game! Putting this into context, with all games released in the past 3 years on Steam that are tagged as 'Automation', removing the non-factory related games and use the review count as an indicator of copies sold, this means shapez 2 already surpassed all factory games released within the past 3 years, within just a month. It also has the highest review score out of theses with 98.5% positive reviews (!). As we are automation game fans ourselves and really enjoy those other amazing games, this really feels a bit surreal.
Games tagged 'Automation' (top 5 tags) and initially released on Steam within the past 3 years, ordered by review count. A few days after launch, we hit the milestone of 18,806 concurrent players, and 79,119 daily active users!
Out of these players, 2.9% were playing on macOS and 1.9% on Linux. Unfortunately, it seems that Linux players had by far the most issues on launch, with sound problems and some crashes that could be resolved with an Unity update in version 0.0.8 eventually. As we already stated in a previous devlog, we chose to cut the game length a bit in order to be able to deliver a more polished product on release. Still, we are very satisfied with the average playtime of almost 20 hours, as we expect that to grow a lot over time and with future updates!
Here's a little insight into the community side as well. It's safe to say there's a lot more of you now! The shapez 2 Discord server almost doubled in size through August, from 16,000 to 30,000! From the release of the game until now, it's up from 19,000 to 32,000. Throughout August, 82,000 messages were sent by 2,000 people (up from 14,700 by 250) and there was 45,000 minutes of voice chatting going on. Sadly Discord analytics is having some issues, so we had to make our own graph. Shout out to one of our mods Loupau38 for the data points!
r/shapezio is booming as well, with the monthly posts going up from 99 to 1,212 and monthly comments from 740 to 8,800! The community got 1,269,000 views and 79,000 unique visits, up from 136,000 and 16,000 respectively.
Back home on Steam, our blogs used to get around 30,000-40,000 impressions and 2,500 reads each. Since the release, there are a lot more of you! The Release blog got 780,000 impressions and 33,000 reads, the Update 0.0.8 blog got 550,000 impressions and 72,000 reads!
The success of shapez 2 so far allows us to expand the company by getting new people on board! Hopefully, this will allow us to more efficiently go through all your feedback and suggestions, as there's a lot of it! We also working to adjust some of the initial plans we had for after the release, as we feel like we can do a lot more with shapez 2 than we initially expected. It's still too early to talk about this though, just know that you shouldn't look back to the plans we outlined before the release as they're likely outdated. However, there's a few things we are already working on that we wanted to give you a sneak preview on!
We are currently brainstorming how we can introduce new content that justifies starting a new savegame. It's still too early to share details and we are not sure if it'll actually happen, but currently we are thinking about a new game mode that adds a significant twist, like building away from the vortex instead of towards.
(Early draft of a new game mode)
Right now, the game supports roughly up to 500,000 buildings, depending on your setup and factory structure. Some players have pushed the game to its limit already though, building factories with over 1.5 million structures. Currently the simulation and rendering both run on just a single thread. With this change, we are offloading the whole simulation to separate cores. We designed the simulation to work with this constraints, which made it harder to implement, but hopefully pays off now!
Performance improvements on a i7-10700 CPU - From 0.8 FPS to 43.7 FPS As a disclaimer - actual improvements may vary a lot, and other bottlenecks might occur. We also haven't been able to fully test it yet, so it will take a lot of effort to ensure the game runs stable. While we are trying to include it in the next major update, unexpected issues can already arise that force us to push it back. We'll most likely start by rolling out the build to our Patrons once we have a version that seems roughly stable.
The art team is currently reworking the space belt (and in the future space pipe) visuals, with the intention to make it more clear that shapes are delivered on separate layers. Here are already some concepts:
Some frequent feedback we got were about the limitations of vertical pipes / wires. Making them more flexible required a huge internal refactoring to support buildings accepting inputs from the top / bottom. We finished a big part of the refactoring this week, and now need to add the actual support for these connections. In practice, this means being able to split a pipe to the side for example that is also going up!
While we haven't managed to go through all your suggestions & feedback yet, we feel we already have a good initial understanding of the current improvements that could be done, for example a Statistics Page, more train controls, improved space pipe visuals and so on. We will work through these over time and try to include a bunch of them as part of every major update! Be sure to keep suggesting and upvoting them on our Suggestions Portal! [hr][/hr] Thank you for being part of the statistics and we hope you enjoyed this little insight! We'll see you again soon. ~ Tobias & the shapez 2 Team
Discord Reddit Suggestions Portal X / Twitter YouTube https://store.steampowered.com/app/2162800/shapez_2/
[ 2024-09-16 15:46:24 CET ] [ Original post ]
Hello everyone! The Early Access launch of shapez 2 went exceedingly well, so to celebrate the first month we thought it'd be fun to share some stats and share what we are already working on behind the scenes! PS: Be sure to also check out the new content at the bottom of this post!
Early Access Launch Statistics
Sales & Player counts
In total, shapez 2 sold 273.000 units within the first month. Compared to our projection of 90.000 units, we were completely overwhelmed and surprised by the response and success of the game! Putting this into context, with all games released in the past 3 years on Steam that are tagged as 'Automation', removing the non-factory related games and use the review count as an indicator of copies sold, this means shapez 2 already surpassed all factory games released within the past 3 years, within just a month. It also has the highest review score out of theses with 98.5% positive reviews (!). As we are automation game fans ourselves and really enjoy those other amazing games, this really feels a bit surreal.
Games tagged 'Automation' (top 5 tags) and initially released on Steam within the past 3 years, ordered by review count. A few days after launch, we hit the milestone of 18,806 concurrent players, and 79,119 daily active users!
Out of these players, 2.9% were playing on macOS and 1.9% on Linux. Unfortunately, it seems that Linux players had by far the most issues on launch, with sound problems and some crashes that could be resolved with an Unity update in version 0.0.8 eventually. As we already stated in a previous devlog, we chose to cut the game length a bit in order to be able to deliver a more polished product on release. Still, we are very satisfied with the average playtime of almost 20 hours, as we expect that to grow a lot over time and with future updates!
Community Stats
Here's a little insight into the community side as well. It's safe to say there's a lot more of you now! The shapez 2 Discord server almost doubled in size through August, from 16,000 to 30,000! From the release of the game until now, it's up from 19,000 to 32,000. Throughout August, 82,000 messages were sent by 2,000 people (up from 14,700 by 250) and there was 45,000 minutes of voice chatting going on. Sadly Discord analytics is having some issues, so we had to make our own graph. Shout out to one of our mods Loupau38 for the data points!
r/shapezio is booming as well, with the monthly posts going up from 99 to 1,212 and monthly comments from 740 to 8,800! The community got 1,269,000 views and 79,000 unique visits, up from 136,000 and 16,000 respectively.
Back home on Steam, our blogs used to get around 30,000-40,000 impressions and 2,500 reads each. Since the release, there are a lot more of you! The Release blog got 780,000 impressions and 33,000 reads, the Update 0.0.8 blog got 550,000 impressions and 72,000 reads!
Future Plans
The success of shapez 2 so far allows us to expand the company by getting new people on board! Hopefully, this will allow us to more efficiently go through all your feedback and suggestions, as there's a lot of it! We also working to adjust some of the initial plans we had for after the release, as we feel like we can do a lot more with shapez 2 than we initially expected. It's still too early to talk about this though, just know that you shouldn't look back to the plans we outlined before the release as they're likely outdated. However, there's a few things we are already working on that we wanted to give you a sneak preview on!
New Content
We are currently brainstorming how we can introduce new content that justifies starting a new savegame. It's still too early to share details and we are not sure if it'll actually happen, but currently we are thinking about a new game mode that adds a significant twist, like building away from the vortex instead of towards.
(Early draft of a new game mode)
Multithreading
Right now, the game supports roughly up to 500,000 buildings, depending on your setup and factory structure. Some players have pushed the game to its limit already though, building factories with over 1.5 million structures. Currently the simulation and rendering both run on just a single thread. With this change, we are offloading the whole simulation to separate cores. We designed the simulation to work with this constraints, which made it harder to implement, but hopefully pays off now!
Performance improvements on a i7-10700 CPU - From 0.8 FPS to 43.7 FPS As a disclaimer - actual improvements may vary a lot, and other bottlenecks might occur. We also haven't been able to fully test it yet, so it will take a lot of effort to ensure the game runs stable. While we are trying to include it in the next major update, unexpected issues can already arise that force us to push it back. We'll most likely start by rolling out the build to our Patrons once we have a version that seems roughly stable.
New Space Belt Visuals
The art team is currently reworking the space belt (and in the future space pipe) visuals, with the intention to make it more clear that shapes are delivered on separate layers. Here are already some concepts:
Vertical T-Pipes/Wires
Some frequent feedback we got were about the limitations of vertical pipes / wires. Making them more flexible required a huge internal refactoring to support buildings accepting inputs from the top / bottom. We finished a big part of the refactoring this week, and now need to add the actual support for these connections. In practice, this means being able to split a pipe to the side for example that is also going up!
Further Improvements
While we haven't managed to go through all your suggestions & feedback yet, we feel we already have a good initial understanding of the current improvements that could be done, for example a Statistics Page, more train controls, improved space pipe visuals and so on. We will work through these over time and try to include a bunch of them as part of every major update! Be sure to keep suggesting and upvoting them on our Suggestions Portal! [hr][/hr] Thank you for being part of the statistics and we hope you enjoyed this little insight! We'll see you again soon. ~ Tobias & the shapez 2 Team
Join the community:
Discord Reddit Suggestions Portal X / Twitter YouTube https://store.steampowered.com/app/2162800/shapez_2/
[ 2024-09-16 15:46:24 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
- Memory: 4 GB RAM
- Graphics: DirectX 10.1 capable GPU wit 1024 MB VRAM
- Storage: 2000 MB available space
- Processor: 3Ghz+ quad coreMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: DirectX 11 capable GPU with 2048 MB VRAM
- Storage: 2000 MB available space
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