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shapez 2
tobspr Games Developer
tobspr Games Publisher
Coming soon Release
GameBillet: 17.69 €
Game News Posts: 51
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (9695 reviews)
Public Linux Depots:
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Devlog 28 - How we redesigned Space Belts

Hey everyone! We're still working on the first major update for shapez 2, Update 0.1.0. While development is going ahead just fine, we're not quite ready to show what exactly we're working on. Though if you haven't already, be sure to check out the devlog about the new game mode planned for this update: https://store.steampowered.com/news/app/2162800/view/4520017657931497493 Today, Max will take you through the process of the Space Belt redesign of Update 0.0.9. Space Belts became quite a visual highlight in shapez 2, so let's have a look at how the new design came to be!

News


QA Hiring status


Last year we started looking for someone working in Quality Assurance / Game Testing to help us out with processing all your feedback and getting that feedback into the game. Some of you reading this may also have applied! This process is still ongoing and faced a bit of a delay. We're aiming to have the new QA start sometime in February, so please bear with us and have a bit of patience when reporting a bug or giving us feedback in the Steam forums. [hr][/hr]

Devlog 028


As a concept artist, you always need to decide between creating something cool and creating something cool that also actually works. Forshapez 2, it's almost always the latter. Space Belts were one of the most common topics in the feedback we got. They did not clearly communicate their functionality and didn't show what was being carried on the belt. One of the biggest problems was that it was unclear Space Belts had different layers and shapes also needed to be retrieved on the layer they were supplied at. This created a lot of bug reports by people who couldn't unload their belts, while attempting to do so on the wrong layer.
Old Space Belts
New Space Belts For an artist, it's usually easier to focus on creating something that looks visually appealing. When it comes to designing something that is both functional and aesthetically striking however, it becomes significantly more challenging. It needs to work, make sense, look good and fit the shapez 2 identity. Considering the feedback we got, visual clarity was top priority with the redesign.

Getting started


A project like this is started with a lot of discussion and brainstorming. The game design team plays a crucial role here, making sure the functionality is clearly defined from the outset. This ensures I know exactly what I shouldnt overload with visual noise and what elements need to immediately catch your eye.
One of the first tests clearly created too much visual noise Once the functional elements are locked in, it's all about research. You need to explore a variety of genres, gather inspiration from diverse designs and let fresh ideas flow into your mind while trying to stay true to the unique style of the game. Only when all that groundwork is done you can finally pick up the digital brush and start painting; it's time for the fun part!

Creating a concept


After narrowing down the numerous sketches to just a few and refining them, it was time for a sync with the development department. Together, we carefully reviewed the designs and brainstormed the key challenges the new system needed to address. For example, how the shapes would change lanes without intersecting or creating excessive visual clutter when crossing paths, and how to ensure smooth transitions while maintaining clarity.
Early Concept Art Through collaboration, we were able to find a solution that not only met all of our functional requirements but was also something the development team could easily implement with code. The result was a design that balanced both aesthetic appeal and technical feasibility.

The art team created a mock up to give the community a glimpse of how the space belts might look in-game once completed. The goal was to gather player feedback before committing to further work on the design. The response was overwhelmingly positive, and after considering some of the suggestions from the community, we moved forward with refining the concepts and finalizing the design.
Detailed concept for a straight segment of the Space belts One might think that was the end of the concept art part; and you'd be wrong. Space Belts are more than just straight lines: they can twist, turn, merge, split and even extend under platforms. You likely already know where this is going, but each of these variations require its own unique asset, attached with specific designs and challenges.

From Sketches to Updates


With a new art workflow essentially how we handle the process of turning a sketch into the final 3D mesh we gradually developed every variant over time. This process is far from linear and involves constant collaboration and discussions between 2D/Art Director and 3D Modelling. Some parts often needed adjustments, and occasionally we overlooked certain edge cases (trust me, we definitely did). One example: The tunnel had no mesh solution when placed without being connected to anything. It looked broken and a new concept needed to be done.
Space Belts are an incredibly complex system. In fact, we went through countless iterations on even the smallest components, only to end up discarding many of them later.


As you can see, being a concept artist in a small company of just nine people isnt all about painting pretty pictures. Its also about using your brainpower to solve problems, and maybe preserving a bit of your sanity along the way. Just a bit, though. In the end, the result turned out quite promising. Personally, I believe it enhanced both aspects: visual and functionality. It clearly shows what it's doing and how it would realistically work if we weren't building sci-fi space factories. You can now understand the Space Belt at a glance! This alone makes me happy, but seeing the positive response from the community takes it to another level its incredibly rewarding as an artist. [hr][/hr] I hope this brief glimpse gave you some interesting insights into how we approach the art process in our company. ~ Max & the shapez 2 Team

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[ 2025-01-30 14:00:36 CET ] [ Original post ]



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
  • 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

GAMEBILLET

[ 6078 ]

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MacGamestore

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