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shapez 2
tobspr Games Developer
tobspr Games Publisher
Coming soon Release
GameBillet: 17.49 €
Game News Posts: 55
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (10105 reviews)
Public Linux Depots:
  • [0 B]
Devlog 031 - Road to 1.0

Hey everyone!

I wanted to give you an update on what we are currently working on and what our plans for the future are!

First of all, the TL;DR:

  • Next update will be 1.0 and we are aiming for November this year, but not sure we can make it

  • It will have achievements & mod support (finally!)

  • It will have a new game mode that we think might even replace the default game mode

Now that we have the important things out of the way, let me go a little into detail.

1.0 Release - November?


We feel like shapez 2 is already in a very solid state, and some of you even argued that the initial early access release already reached 1.0 quality.

With the recent updates and current state of the game, we want to get rid of the "early access" label, as we felt it might imply the game might not be ready to be played yet, contains a lot of bugs and so on.

This doesn't mean we will not update the game afterwards, in fact we already have a lot of plans and ideas for post 1.0!

Right now we are already working hard on the release, and we hope we can get everything done in time so we can release it in November, but at this point we have no idea if we'll actually make it in time - so please don't be mad in case we don't :)

New (default?) Game Mode


The biggest complaint we get about shapez 2 right now is the persistency of factories. Many of you noted that having to tear down a factory you just built because the shape is no longer needed could feel bad.

It also means that the game can feel more like a puzzle game than a factory/automation game at times - nothing is inherently bad about that in the first place, but we felt we are also missing something for the ones of you that are leaning more into the factory game direction.

With this new game mode, we are focusing on enabling you to build permanent factories, where the factories you built in the beginning are still useful in the later stages of the game - so it's up to you to decide when you want to redesign, move or extend it, if at all.

It's still too early to go into details - so all I can give you today is a spoiler image with placeholder graphics - but keep an eye out for our upcoming devlogs, where we'll go into more detail!

[img src="https://clan.cloudflare.steamstatic.com/images/43169810/63949e0744eb7b12591de25cef2a494ace241b83.png"][/img]

Since we feel this game mode might be actually more fun than the current mode for new players, we are considering to make it the 'default' game mode that is suggested when you start a new game.

However, we'll only do so if this actually turns out to be the case after playtesting a lot, and the then called "classic" mode will also be available still.

Mods & Achievements


I've noticed a pattern where the comments under our devlogs more and more turned into an "Achievements when???" section, and I'm very happy to share that the 1.0 release will come with a good chunk of achievements! More on that in future devlogs ..

On top of that, we're already working on adding modding support to the game. We'll also start working together with interested modders ahead of the release to make sure there's some interesting mods on launch day already - be sure to join the discord if you're interested, we'll make an announcement there once we're ready to invite the modders :)

Right now we are planning to incorporate mod.io for the modding, but we will actually integrate it in the game, so you don't have to visit an external website (instead there's a mod browser in the game, similar to steam workshop), and it should feel 'native'. I know that some of you highly prefer steam workshop, but the main issue for us is cross-platform compatibility - if we ever would release shapez 2 on GOG for example, it would mean that that version wouldn't support mods for example.

However, again, we'll keep you updated in future devlogs about that!

Savegame Compatibility


Savegame compatibility is a big topic for us, and we also know that it's quite important for you! Since we have these big changes planned for 1.0, we wanted to make sure that we can find a fair compromise between being able to push for bigger changes but also maintaining some compatibility.

First, we did a few surveys on discord:

[img src="https://clan.cloudflare.steamstatic.com/images/43169810/623601e8a50e3e48daff630e41d0cd04006c4b9e.png"][/img]

And here's what we came up with in detail - please keep in mind that while this is our current plan, it might still change:

  • Blueprints will stay compatible

  • The current game mode will stay available as a "classic" mode

  • Old "classic" mode savegames will not be compatible with 1.0 (most likely)

  • However there will be a '0.1.1-old' branch available on Steam where you can continue playing those savegames (similar to the dimension update)

The main drawback is that you will not be able to earn achievements or use mods when playing on this older branch with your old savegame. I know it's not great, but I felt it's a fair compromise so we can actually focus on implementing the new game mode and features instead of spending a lot of time on maintaining compatibility. We also don't intend to break savegames after 1.0 anymore as of right now.

That's it for today - enjoy your weekend, let me know what you think in the comments, and be sure to keep an eye out for future devlogs where we'll go into more detail about all the new stuff coming with 1.0!

~Tobias

Join the community:


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[ 2025-07-04 13:10:46 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

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