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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 034 - 1.0 Status Update & Gamescom Recap

Hey everyone!

Alice here again for this little status update whilst the rest of the team are still recovering from Gamescom and working hard on 1.0. Lets jump right in :)

Gamescom recap

As mentioned in our last devlog and across socials, the tobspr team was at Gamescom last weekend. They manned the stand in the Indie Arena Booth, where so many of you visited and had a go at shapez 2. It was a massive motivation boost to hear your positive comments and compliments about the game, as well as getting some much-appreciated feedback on where we can improve.

You also seemed to love the merch we had to give away (you could have at least left some for me). We had 500 stickers, 300 pins, and 200 keychains and you guys snapped them all up like they were going out of fashion. So, one of our biggest learnings for next year is to triple the amount of merch we have on offer

Also, people LOVED the magnets. Stay tuned, because although these arent available to order yet, they will be soon! We\'ve now got a newsletter you can sign up for below, where we\'ll be keeping you updated when the magnets are ready. We expect them to sell out fast, given the interest you guys have shown so far.

Sign up for newsletter

Check out some snaps the team took:

[carousel autoadvance=\"true\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/449309caf1389a1c1af2b04fdbcd1c3d8dc41d74.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/17a2a217ed5faed37ef706a54233ce8b396169d0.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/f2500ee33b2974ec6999337458499289d726a10d.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/4fc5a55289241c5804363d9673c5fc73148e1b9a.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/c733500d3050e16e5e7e0695c09f5783a8a07004.jpg\"][/img][/carousel]

shapez 2 in orchestra!

I teased this in the last devlog (just couldnt hold my excitement), but we were waiting on the HQ video to share it fully with you.

A few weeks ago, something wild happened: shapez 2 was performed by a full symphony orchestra!

We teamed up with Dyson Sphere Program for their Cosmic Harmony of Light and Strings over at the Jaguar Shanghai Symphony Hall. The fact a whole live orchestra learned and played one of our OST tracks still blows my mind. Its one thing to hear a cool piece of music in game (thanks to Peppsen for putting it together), its another level to hear it with live instruments in a concert hall with an audience.

Check it out here:

1.0 status update

Of course, the team is still hard at work on the 1.0 update. Here are some updates for you.

New game mode

One of the main, most exciting things were bringing to 1.0 is the new game mode (currently called Factory Mode). Basically, it focuses on building huge, permanent factories, in contrast to the current mode where the build > demolish > rebuild mechanic takes precedent. This is something thats been requested the most above all else, and were super excited about what weve got so far. Its progressing well, but theres still a lot to be done. We hope to get some beta builds out soon for early testing.

As a little teaser, heres some WIP footage of the rocket animations (pls dont tell Max Ive shared this):

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43169810/a6c8e3d0f0b1ee1e9472b9b140c7c1bc80ac256a.gif\"][/img]

Modding support

Weve mentioned this previously, but ICYMI: 1.0 will have modding support! After gathering feedback from our community, mods will use the Steam workshop. If everything goes to plan, were hoping we can do some sort of closed beta around October.

Were considering holding a modding contest with prizes up for grabs - let us know if this is something youd be interested in.

Achievements

Taking in your feedback on achievements (as well as a pretty rigorous in-house approval process), weve got a decent shortlist and were making good progress with the technical implementation.

Release date

Now for a bit of disappointing news Im afraid. I know weve said previously that we aimed to release 1.0 in November this year, but thats looking more and more unlikely. We want to make a game thats worth the 1.0 label, and we just dont feel its up to par yet. Especially with the new game mode - this has to be worth the wait.

Whilst we cant give a definitive date yet, were now aiming for somewhere around early April 2026. Of course well keep you updated every step of the way.

Thats all for now. Thanks for reading, and Ill catch ya in the next one.

- Alice & the tobspr team

\n

Join the community:

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[ 2025-08-28 13:00:04 CET ] [Original Post]

Minimum 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
  • Memory: 8 GB RAM
  • Recommended Setup

    • Processor: 3Ghz+ quad coreMemory: 8 GB RAM
    • Graphics: DirectX 11 capable GPU with 2048 MB VRAM
    • Storage: 2000 MB available space
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