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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
shapez 2
tobspr GamesDeveloper
tobspr GamesPublisher
Coming soonRelease
🎹🖱️ Keyboard + Mouse
Overwhelmingly Positive (7344 reviews)
Public Linux Depots:
  • [0 B]
Devlog 032 - Achievements

Hey everyone,

Game Designer Ce here!

I happily joined the tobspr team this April, still catching up on the long history of shapez 1 and 2 though.

Before we go into the meat of this Devlog, we have an announcement:

Games Forged in Germany

Shapez 1 & 2 will be part of the Games Forged In Germany Steam Event! We\'re proud to be an indie studio from Germany, and this kind of recognition means a lot to us. There\'s some really cool titles in this event, so make sure to check it out.

An honourable mention for Star Birds from Toukana Interactive ! It\'s a relaxing asteroid base-building and resource management game. If you like shapez, this is probably up your street too. It\'s a chill, no-pressure game with beautiful visuals and unique 360 building, and scratches that automation/optimization itch I know you have.

The https://store.steampowered.com/app/2719750/Star_Birds/?utm_campaign=ggt\"" style="color:#bb86fc;text-decoration:none;">demo is currently available for testing on Steam , so give it a go and let us know what you think!

[carousel autoadvance=\"true\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/2747eab0eacaaba663061d421e2d892455ead43e.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/233953f7aa01fd6ca2b645304bb5da95bdf8f9b3.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/c9e189a677e0f72d2e31be8554c1d5fa67e52f29.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/2d3d22b596afea6fdc7dbbc680767f071c15982f.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/cfbd6c2f013117c187ecd6abf36e312dd3100b9c.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/4e1bfb4ff5dc24a9d398f112ff1bac93b91f78ed.png\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/b2e4a25487ae57a655eaa8056b182477dc850175.png\"][/img][/carousel]

Psst: their other title, https://store.steampowered.com/app/1455840/Dorfromantik/?utm_campaign=ggshapez\"" style="color:#bb86fc;text-decoration:none;">Dorfromantik , is currently 40% off - check it out :)

Okay, now into the actual Devlog.

As promised in the last Devlog, I bring you more details about Achievements.

Retroactive achievements

A few of you had questions like this:

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/d07c18b41583cf332ac5c21a9199b7fd3b2845d9.png\"][/img]

For achievements to become active, you will likely need to start a new game. More info about this can be found in Devlog 031 :

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/b69317644f57c535244f47e7eb9d2117f9e49670.png\"][/img]

Even if that should change and for additional achievements after the 1.0 Release, only those achievements based on already existing stats will have progress retroactively (and it might be some effort preventing that). I am very interested in for how many of you that might be a big issue, and for how many not so much. Would you prefer retroactive achievements, or would you prefer to start fresh?

Workflow

Now Id like to share how I went about designing the achievements. First, I collected our requirements for Achievements and investigated priorities. Its one thing if only a few people making the whole game have ideas. But for the increased team it takes more to align our visions.

Saving effort for other improvements makes us consider what we need to prioritize for the 1.0 release, and what we can postpone to a future update. For example, we decided to not implement an in-game Achievement screen for now, and instead make use of the Steam achievement system as much as we can. Using the actual shapes as achievement icons is another time-saving trick we decided for now, which I find quite fitting.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/d60611b342be427edb620db5065a7e792fca416f.png\"][/img]

With the 1.0 release, we want to give you at least 30 meaningful achievements but avoid any rather complicated or high effort cases. We expect to at least add some of those in future updates though, so regarding feedback and ideas from your side the sky is the limit.

We\'ve already had quite a few suggestions, like this one:

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/2811fce80d01f92374375dcdf2f822d3642f829c.png\"][/img]

This achievement made it onto the Extra for Release or after Release list:

  • \"MAM (Make Anything Machine)\" - Complete any random operator level without modifying your factory

    [/*]

For clarification on the Extra for Release: we are usually pretty pressed for time, BUT all in the team are so passionate about the game that ever so often, someone (especially Tobias) either finds time, or takes time (dont ask about his weekends - he promised to behave better :D ). Thats how several features and improvements from wishlists still made it. Though you may not always want to inquire the other developers about the consequences. ;)

Part of the next step - Research - included refreshing general Achievements lessons from articles like Achievements 101 . In short, for every achievement I need to consider your resulting game experience with it. How interesting would it be to just run the game without doing anything, for the sake of that achievement? And thats how game design works. This would change the above achievement to this:

  • \"MAM (Make Anything Machine)\" - Reach random operator level 200 Complete any random operator level without modifying your factory

    [/*]

We went through lists of achievements for shapez 1 and other factory games for inspiration and potentially homage (\"good artists copy, great artists steal\"), considering all existing shapez 2 objects and player actions, and of course devouring anything you might have dropped related to achievements on the shapez 2 Discord server, like this:

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/9b7deab31a583c652b6ce7569c7d888b9da7edb8.png\"][/img]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/7a3d84f22d742479aea687894423d61ab480e4b1.png\"][/img]

I think the same. How about:

  • Finish milestone W or higher, in mode X or Y/or any mode, in difficulty Z (/any difficulty except custom)

    [list]
  • Im Gonna Be - Milestone 9, in any mode, in any difficulty except custom

    [/*]
  • Lucky number Slevin - Milestone 7, in Hard or Insane mode, in any difficulty except custom

    [/*]
  • \"As you wish. - Milestone 6, in any mode, in difficulty challenge

    [/*]
  • Hex hex - Milestone 5, in Hexagonal mode, in any difficulty except custom

    [/*]
  • Life is pain, Highness. - Milestone 4, in Insane mode, in any difficulty except custom

    [/*]
[/*][/list]

The names and numbers are placeholders and can be changed. But more on that later - first we need to decide what the achievements will actually be ;)

My research quickly resulted in a long basic list of potential achievements. There were and still always are different cases and player types to consider. Some achievements support new players to bridge the gap between the visible milestones and onboarding steps, for example:

  • Architecture- Save a blueprint

    [/*]

I want players to early get on using our copy, paste, save and use blueprint features.

Other achievements reward you for playing extensively and building up a huge factory:

  • Marathon; \"Can\'t stop\"; ; - Reach Operator level X (or higher)

    [list]
  • 10; 50; 100; 500

    [/*]
[/*][/list]

As you can see, I am not even set on all the required achievement names yet. I am looking forward for any proposals you might have.

A few achievements even might require some skill and special effort. Others are for fun, for example:

  • \"The logo!\" - Deliver the shapez 2 logo

    [/*]

At the same time, we dont want to guide anyone into a bad game experience just following any additional goal we might set with a thoughtless achievement. For example:

  • Ill be back - Perform 800 Redos. (or perform X redos in a row)

    [/*]

How would you achieve that in the fastest and easiest way possible? Spamming the hotkey 800 times in a row? Would that be fun? I dont think so, thats why:

  • [strike]Ill be back - Perform 800 Redos. (or perform X redos in a row)[/strike]

    [/*]

If you think otherwise, let us know in the comments. Alice wasn\'t joking when she said we\'re always watching...

Additionally, we were looking for patterns among those achievements, meaning a similar mechanic but for different structures, modes, or sometimes just a progression of the same achievement. That does not only make it easier for anyone to understand, but also relieves our team from implementation effort, which results in more improvements somewhere else. Ideally, we can do many great achievements with one or a few patterns, for example:

  • Have (at least) X amount of X entity on single map

    [list]
  • Factory day; ; ; - Have X platform(s)

    [list]
  • 100; 1.000; 10.000

    [/*]
[/*]
  • ; I need trains; Milky way - Have X space belt(s)

    • 10; 25; 100;

      [/*]
    [/*]
  • Choo choo; ; Tycoon - Have X trains

    • 3; 10; 25

      [/*]
    [/*]
  • [/list][/*][/list]

    The result so far were three lists of potential achievements: a first internal to start with for setting up the systems and workflow, extended for an MPV for the release fulfilling our requirement of at least 30 achievements, and the Extra for Release or after Release list.

    The next step for me was to share the list with the rest of the team, especially the colleagues which would be responsible for implementing them, also making sure no reasonable questions or foreseeable problems were left open to discuss. They took the chance to add their own ideas, feedback as players, and there were some good reasons to strike through some more achievements. One particular example is counting anything within the simulations you might remember from Devlog 027 . As you might imagine, we dont want to ruin the shapez performance for the sake of any Achievement.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/2ee1c96c9cde5f9e834c8bfd183d5d02ec14435f.png\"][/img]

    Current progress and possible changes

    The current state of the achievements is that we have started implementing them.Hopefully, I soon come to point to add the according data, test them, have them tested (hopefully by a lot of you players) gather all the feedback and problems, and iterate. It can already start with more ideas and feedback from you. The design of shapez 2 never ends. The factory must grow.

    One for you hardcore enthusiasts:

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/bfd6c27ae25de45f2f0a3aee1adb03c47e3e6165.png\"][/img]

    Quite a Perfectionist. It definitely needs a condition when to check. I have to sleep at least a night over this one. Maybe I find some comments when I wake up, shining some light on your perspective how you would feel about such an achievement?

    I dearly hope you are going to like what Achievements we end up with in 1.0. But now I am looking forward to your reactions.

    ~ Ce & the shapez 2 team

    Join the community:

    \nDiscord Reddit Suggestions Portal X / Twitter YouTube TikTok

    [ 2025-07-24 17:00:56 CET ] [Original Post]

    Minimum Setup

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