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Devlog 029 Progress Update on Development

Hey everyone! Development on Shapez 2 is moving forward, and today we're excited to share a little progress update on what the team has been working on. Bear in mind, that this is a work in progress, and nothing below has been released yet. While we have some huge changes planned for the next Update, we can't spoil those yet, however, there are a few other improvements we already wanted to show you. Lets dive in!

News


QA Hiring status


We are happy to announce that we have expanded our Quality Assurance / Game Testing with a new team member to help us out with processing all your feedback and getting that feedback into the game. This process is still ongoing and still faces a bit of a delay, so please bear with us when reporting a bug or giving us feedback in the Steam forums. [hr][/hr]

Devlog 029 Progress Update


Balancing


  • The tutorial has been completely reworked to be much shorter, getting new players into the action faster while learning all essential mechanics without unnecessary complexity.

Quality of Life & UI Improvements


  • Shape Previews now indicate immediately whether a shape is correct if delivered to the Vortex.
  • Operator Level goals are now displayed in the top bar of the main UI.
  • Players can now claim their Operator Badge during the tutorial, which will also be displayed in the main menu.
  • Added a small animation when unlocking research, making progress feel more rewarding.
  • The Continue button now displays the name of the current savegame, making it easier to keep track of your progress.
  • A changelog button has also been added to the main menu, making it easy to check the latest updates.
  • Added Zoom to Cursor feature, which allows you to zoom in exactly where your cursor is pointing. This setting will be disabled by default and can be enabled in the options menu.
  • Added the ability to filter shapes on the map, allowing players to search and highlight specific shape asteroids, making it easier to locate required resources.
  • Map markers will now move immediately when clicking Move, preventing confusion when relocating markers.
  • Added wire tooltip to show the current signal when hovering your mouse over any wire.
  • Added a hotkey (TAB) to quickly toggle wire buttons under the cursor, making wiring adjustments more convenient.
  • Improved Fluid Launcher display, to communicate throughput limitations better.
  • Added new images to the Cutter, Stacker, and Swapper panels to clearly display their throughput limits.
  • Updated player level ranking statistics based on the latest data.

Visual & Graphical Improvements


  • Added a new shader for wire transmitters, giving them a sleek new look.
  • Blockers have been added to locked vortex inputs, ensuring clearer interactions.
  • The conflict indicators for belts and pipes have been updated to make them more intuitive.

Bug Fixes


  • Fixed global transmitter/receiver not displaying uncolored channels properly.
  • Fixed belt lift tutorial sometimes appearing too late, causing frustration.
  • Fixed blueprint folders allowing invalid Windows names like "CON" and "NUL".
  • Fixed compass shape not updating when changing color mode.
  • Fixed map markers turning gray when changing color mode.
  • Fixed colorblind patterns missing from shape resource visualization.
  • Fixed belt & pipe stand alignment issuesthey should now be symmetrical.
  • Fixed multiple simulation-related issues for improved stability.
  • Fixed Jump to Vortex not jumping to the actual center.
  • Fixed shape resource previews disabling at large distances from the vortex.
  • Fixed white fluid asteroids appearing gray.
  • Fixed unlock notifications not displaying tasks/upgrades correctly.
  • Fixed misleading wording in milestone unlock notifications.
  • Fixed train upgrades not appearing correctly in the tutorial.
[hr][/hr]

Whats Next?


As always, your feedback is crucial in shaping the games future! We cant wait to hear your thoughts on these changes and see the incredible factories you build. Stay tuned for more updates, and happy building! ~ Tobias & the shapez 2 Team

Join the community:


Discord Reddit Suggestions Portal X / Twitter YouTube https://store.steampowered.com/app/2162800/shapez_2/


[ 2025-02-20 15:12:31 CET ] [ Original post ]

shapez 2
tobspr Games Developer
tobspr Games Publisher
Coming soon Release
GameBillet: 17.80 €
Game News Posts: 48
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (9021 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
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

[ 6057 ]

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GAMERSGATE

[ 1499 ]

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