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shapez 2
tobspr Games Developer
tobspr Games Publisher
Coming soon Release
GameBillet: 18.00 €
Game News Posts: 53
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (10105 reviews)
Public Linux Depots:
  • [0 B]
shapez 2 Dimension Update - Out Now!

The wait is finally over...

The shapez 2: Dimension Update is now live!


An in-depth overview of the changes can be found in the old announcement devlog and this post from last week. This update is huge! If you're more of a visual learner, check out this video we made in cooperation with TotalXclipse for an overview of all the changes! [previewyoutube=usCDutH3e8A;full][/previewyoutube] Note: if update isn't showing, be sure to restart Steam.

Savegame compatibility


We highly recommend starting a fresh savegame. However, savegames that were loaded into the previous version of the game (0.0.9) are compatible with a few caveats, for example tunnels will be gone. If your savegames are even older, they are not compatible with this version, however you can load them in to the 0.0.9 branch on steam first and then import them into this update if you really want to continue them. Also, if you've already completed the regular mode - why not start a hard mode savegame, or if you are looking for a challenge, insane or hexagonal? Have a suggestion? Head here: Suggestions Portal Join the Discord to report bugs, give feedback, or just chill with the community: Discord

Detailed Changelog


Major Changes


  • 3D Platform Building: Build platforms, space belts, space pipes & rails on multiple layers just as you do with buildings.
  • Trains Rework: Quick & Wait stops, transfer stations, multiple packages, new colors and more.
  • Variable Launchers: Belt launchers, fluid launchers and wire transmitters now have variable range.
  • New Layouts: Re-added old T, Cross and L-platform layouts, and added even more!
  • Space Belts got a 400% throughput increase.
  • Allow searching for shapes on the map.
  • Added overflow splitter.
  • Dynamic Global Wire Transmitters: Global Wire transmitters now have two inputs/outputs, one for the channel ID, one for the actual signal. This gives you basically infinite channels and replaces the old color-based system.
  • Operator Shape Receiver: To be able to receive the operator shape definition, there is now a new Operator Shape Receiver building.

Balancing & Gameplay


  • Added 2 new milestones to all scenarios: 3D Platform Building and Train Hub Delivery
  • Added new side tasks and operator shapes for the new milestones
  • Adjusted & fine-tuned hexagonal scenario
  • Increased insane scenario chunk limit by 20%
  • Increased maximum shape asteroid size farther out (only affects new savegames)
  • Added separate side upgrade for the Operator Shape Receiver
  • Added more levels to the shape multiplier, up to 12

Interface & Placement


  • Shape previews now indicate whether a shape will be correct or not, so you don't have to wait for the delivery
  • Show current savegame name on 'Continue' button
  • Added hotkey (TAB) to toggle wire buttons below cursor
  • Added tooltip when hovering wires to show the current signal
  • Reworked upgrades tab to use categories
  • Added 'Zoom to Cursor' functionality & setting (disabled by default)
  • Operator level goals are now also shown on the main screen
  • Added small animation when unlocking research
  • Added ability to claim your operator badge during the tutorial, which is then also shown in the main menu
  • Added hints to the fluid launchers to make the limited throughput more clear
  • Added side panel details to the cutter, stacker and swapper to better show throughput
  • Added changelog button to main menu
  • Automatically place space belt splitter/mergers based on launchers
  • Immediately move map markers when clicking 'Move' to avoid confusion
  • Updated player level ranking statistics based on latest data
  • Added ability to hide upper platform layers by pressing V
  • Various fixes & improvements to the platform placement (still WIP)
  • Automatically place launchers when dragging over a belt / pipe / wire
  • Automatically place wire bridges when dragging wires over each another wire
  • Automatically place lifts when dragging a space belt / pipe over other platforms (still WIP)
  • Various improvements to placement connector indicators, including populated notches now being displayed (still WIP)
  • Changelogs are now stored outside of the game and just linked within the changelog page
  • Added a little robot to the tutorial / introduction
  • Added icons for the overflow splitter and decorative rails
  • Space belts and space pipes lift skipping now prefers going underneath when possible
  • Improved 3D Platform Building UX
  • Upper Platform Floors are now automatically hidden during placement
  • Add accessible options for cursor navigation without an actual mouse
  • Special notch placement rotation that cycles between sender and receiver
  • Reworked port placement behavior to work via dragging to be more consistent with the other methods of placement
  • Add specified placement behaviors per building/island best suited for their usage/layout
  • Fixed toolbar descriptions cutting off at the bottom of the screen
  • Improved shape and fluid miner/extension placement indicators
  • Added an indicator to display the rail routing color during placement
  • Show current music track in pause menu
  • Lots of improvements to the platforms UX, better hide / gray out platforms when switching between building and platform mode
  • The chunk limit is now divided by 2, so that a platform costs 1 per chunk again. Space belts now effectively cost 0.5 per chunk (but fractions are not displayed)
  • Automatically switch to the matching layer when pipetting a building / platform with c
  • Automatically remove splitters/mergers when deleting adjacent platforms
  • Added indicators when placing train wagons / locomotives
  • Added indicators when placing trains loaders/unloaders/transfer stations
  • Added indicators when placing train stops
  • Improved belt launcher placement indicators and display connected launcher/catcher
  • Improved general placement indicators and made dragging more obvious
  • Added popup when placement fails to complete
  • Added localized dimension update logo for simplified/traditional Chinese and Japanese
  • Added hotkey info (Press P to resume) to the pause overlay
  • Automatically focus on first Unlockable upgrade when opening the milestones / side tasks research panel
  • Always place forward rail lifts (instead of not placing anything) when trying to place rail lift curves (not implemented yet)
  • Add support for placement to auto upgrade rails to launch trains over the HUB beam
  • Add safety checks to handle unexpected exceptions during placement and avoid executing the action
  • Added new main menu savegame
  • Blueprint icons with just one icon are now showing the icon in larger scale
  • Added tutorial for using Shift + Q/E to switch platform layers in build mode
  • Added tutorial to remind players to build full belts
  • Added tutorial for changing platform floors
  • Updated knowledge panel, tutorial and research images and videos
  • Disabled arrow key accessibility functionality by default, but make it configurable in the hotkey settings
  • Updated sound effects for placing / deleting structures

Visuals


  • Reworked all train visuals - some are still WIP.
  • Added new shader for wire transmitters
  • Added blockers to locked vortex inputs
  • Updated conflict indicators for belts / pipes
  • Added animations when placing & deleting platforms
  • Improved platform placement visuals & shaders
  • Added animations when placing / removing platforms
  • Added updated train loader/unloader visuals
  • Added train loaders conflict indicators
  • Adjust train transfer station animation
  • Updated visuals for global transmitters, receivers & operator signal receiver
  • Updated visuals for Shape Wagon Transfer / Fluid Wagon Transfer
  • Improved visualization on train loaders / unloaders
  • Started to update overview meshes
  • Updated blueprint and placement shaders and animations
  • Improved shape & fluid miner placement indicators among others
  • Improved selection indicators
  • Render preview of inputs and outputs for space structures during placement
  • Train transfer stations now also visualize disabled lanes
  • Improved main menu savegame
  • Added hint for players when stuck on the lower HUB platform layer

Tutorial


  • Added tutorial for foundations
  • Added tutorial for platform limit

Sounds


  • Updated deletion sound effect
  • Fixed double sound effect when placing structure
  • Fixed pipette not having sound effect

Performance


  • Improved train simulation performance
  • Various performance improvements

Bugfixes


  • Fixed global transmitter/receiver not properly displaying uncolored channel
  • Fixed belt lift tutorial sometimes shown too late, causing frustration
  • Fixed being able to create blueprint folders with 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 statistics not working as expected
  • Fixed color blind pattern missing on shape resources visualization
  • Fixed alignment of belt / pipe stands, now they should be symmetrical
  • Fixed various issues in the simulation
  • Fixed 'jump to vortex' not jumping to the actual center
  • Fixed shape resource previews disabling at large distances to the vortex
  • Fixed white fluid asteroids being rendered gray
  • Fixed unlock notification not correctly displaying unlocked tasks / upgrades
  • Fixed misleading wording in milestone unlock notification
  • Fixed train upgrades shown in tutorial
  • Fixed some savegames from previous version not loading (Checkpoint mismatch)
  • Fixed being able to place platforms on layers that werent unlocked / generally available
  • Fixed virtual swapper missing from toolbar
  • Fixed exceptions with trains
  • Fixed extremely slow blueprint placement
  • Fixed space belt / pipe visualization missing
  • Fixed blueprint library not showing hint when no blueprints are stored
  • Fixed tooltips popping up during research unlock animation
  • Fixed being able to select platforms below the current platform layer
  • Fixed space path visualization not using simulation speed
  • Fixed space belt shader speed
  • Fixed indicators showing when selecting platforms that should only be visible during placement
  • Fixed building at certain tile on hub platform can delete buildings or even all platforms
  • Fixed building placement/deletion animations not playing for negative platform layers
  • Fixed predictions not always appearing when using launchers
  • Fixed precision issues with space path splitters & merging simulations
  • Fixed platform layer HUD not being interactable
  • Added back missing placement feedback sound effects
  • Fixed flickering while moving floors
  • Fixed an issue with island blueprints layer information not being saved. **Important Note:** all island blueprints created prior to pre3-rcX will still load on layer 0 as the info was never saved
  • Fixed invalid speed applied to swapper simulations
  • Fixed inconsistent island blueprinting behavior with shape/fluid miner (extension)
  • Fixed an issue where rotation would reset after completing the placement
  • Fixed an issue where buildings rotation snapping would prefer belts rather than other buildings
  • Fixed belts snapping and auto connecting to trashes
  • Fixed many issues with the space path auto lifting
  • Fixed an issue where placement and pipetting would not respect inputs being consumed by HUD
  • Fixed ghost selection on undo
  • Added missing flipped versions for foundations S4 and L4
  • Fixed many issues with the placement snapping and upgrading
  • Fixed many train state saving issues, including not saving train transfer station state and special cases where trains could get stuck or overlap when restored
  • Fixed pipes and wires placement not being placed sometimes
  • Fix trains behavior with Derail options
  • Fix cases where toolbar would not update correctly
  • Fixed an issue where restarting placement multiple times would cause toolbar icons to get bigger and eventually throw an exception
  • Fixed an issue that would cause shape miners to auto-rotate to other shape miners
  • Fixed placing trashes causing exceptions
  • Fixed mirroring platforms removing some buildings
  • Fixed null signals no longer blocking belt filters
  • Fixed (some) Checkpoint mismatch exceptions when loading savegames
  • Fixed map shape filter being hidden by visualizations
  • Fixed miners not auto-rotating to space belts / other platforms
  • Fixed non 1x1 platforms auto-rotating to fit other platforms
  • Fixed "Item not allowed to be here! exception
  • Fixed label, signal producer and display being partially visible with upper floor visibility disabled
  • Fixed Could not clean bucket train warning
  • Fixed train capacity upgrade showing capacity as 100 instead of 1
  • Fixed sticky belt ports when dragging towards a notch
  • Fixed rail placement not working properly with cross-layer rails
  • Fixed chunk cost during placement getting negative sometimes
  • Fixed cross-floor belt tutorial not working
  • Fixed missing sound for pipetting a structure
  • Fixed placement indicators not being shown during invalid placement
  • Fixed placement not indicating when floor boundaries would be exceeded, indicating valid placement when it wasnt
  • Fixed packages on trains not properly displaying shapes
  • Fixed being able to paste platforms from the supporter edition when not owned
  • Fixed rail lifts missing color indicators
  • Fixed rail routers not showing color during placement
  • Fixed weird behaviour when dragging L shaped platforms and similar in an area
  • Fixed trains being barely visible in overview mode
  • Fixed space belts, pipes and rails indicating valid placement over the vortex beam, but failing to place
  • Fixed various exceptions (but not all) with old blueprints
  • Fixed building preview in side panel disappearing depending on platform layer
  • Fixed an issue where hovering the universal rail toolbar slot would cause a localization crash
  • Fixed an issue where islands outside layers would appear as valid during placement and fail when placed
  • Fixed trains not being able to launch over the hub
  • Fixed stacker and train rewards in research tab showing many unrelated entries
  • Fixed an issue where pipetting entities from a different category would not deselect the current one
  • Fix sandbox toolbar category being unlocked by wrong upgrade
  • Fixed an issue where space belts and rails would not check custom rules but fail when placement was confirmed
  • Fixed an issue where hovering a rail over a lift would cause exceptions
  • Fixed multiple UV issues for the display / virtual halves swapper
  • Fixed an issue where trains might overcommit packages to a train transfer station and get stuck waiting for the transference to happen
  • Fixed an obscure placement issue where self-intersecting a path with a lift and replacing all entities until the beginning of the path would cause an exception
  • Fixed incorrect cursor info when placing island blueprints suggesting you can force replace any overlapping islands when you actually cannot (this feature will be implemented in the future)
  • Fix issues relating to flipping certain foundation platforms
  • Fixed train launch into vortex not working when certain upgrades are unlocked
  • Fixed `debug.export-game-data`
  • Fixed trash auto connecting to belts
  • Fixed waypoints visualization when switching platform layers
  • Fixed quick stop indicator being swapped with wait stop indicator
  • Fixed pause overlay overlapping certain UI elements
  • Fixed shape predictions disappearing on nearby platforms
  • Fixed outdated vortex delivery indicators tutorial
  • Fixed hiding upper platform floors not hiding certain elements
  • Fixed hovering blueprints in the toolbar causing exceptions
  • Fixed various errors with savegame migration
  • Fixed weird pipe/belt placement behaviour when switching layers
  • Fixed belt placement not properly handing and displaying locked vortex inputs
  • Fixed visual holes in trains in overview mode
  • Fixed shape/fluid miners and extensions missing overview meshes
  • Fixed visual gaps during space belt / pipe placement when using lifts
  • Fixed exception when merging space belts / pipes
  • Fixed mirroring 2x3 and 2x4 platforms causing holes
  • Fixed cutter instead of half destroyer upgrade in shop in hexagonal mode
  • Fixed duplicate sounds played when deleting selection
  • Fixed train transfer station animation
  • Fixed vortex platform decreasing chunk limit by 18 on a fresh savegame
  • Fixed outdated remove building hotkeys (they were now removed)
  • Fixed pressing ESC while building placing the building and cancelling undo functionality
  • Fixed various exceptions with the toolbar & placement
  • Fixed an issue when placing old blueprints
  • Fixed an issue that made space pipes speed not being upgraded
  • Fixed an issue that caused space pipes to lose fluid
  • Fixed wrong textures for space belt/pipe mergers
  • Fixed various exceptions during placement
  • Fixed placement breaking when jumping towards the HUB
  • Fixed some migration issues with older savegames
  • Fixed Place Shape Miner tutorial not properly completing
  • Fixed preview of buildings shown when overlays were open
  • Fixed being unable to configure more than one rail to the sides
  • Fixed exception when deleting rail next to rail splitter
  • Fixed crash with old blueprints
  • Fixed bright pixels flickering with space clip slots when using MSAA
  • Fixed a bug where wires were not unlocked without fluids.
  • Fixed a bug that unlocked the Rotator too early during the tutorial.
  • Fixed a bug that caused the new Global Signal Transmitters and Receivers to malfunction during frames when a new channel was used for the first time.
  • Fixed a bug that caused the building and platform placement to be broken after a specific input combination.
  • Train Loader info box now contains the correct cargo capacity
  • Fluid Transfer Stations are now unlocked with the Transfer Station upgrade
  • Hexagonal Mode milestones 5 and 6 now unlock their infinite shapes correctly
... and many more! Thanks for reading, enjoy the update :) ~Tobias

Join the community:


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


[ 2025-06-02 12:38:37 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

[ 6277 ]

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MacGamestore

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