Name | shapez.io | ||
Developer | Tobias Springer | ||
Publisher | Tobias Springer | ||
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Release | 2020-06-07 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Overwhelmingly Positive | ||
Steam store | |||
Public Linux depots | Linux [159.96 M] shapez.io Chinese Linux [358.63 M] |
Hello everyone! |
Hello everyone!
[hr][/hr] Can't wait to try trains and want get involved in the process? Consider supporting us on Patreon to get access to the bi-weekly Alpha builds as they release! Your feedback is essential to us while we're working very hard to get shapez 2 ready for Early Access. That's all we have on trains for now! We hope to soon be able to show you what trains will actually look like, but we first need some more time to get all the features in. Thank you for your time and we hope to see you again in two weeks. ~ Tobias & the shapez 2 team [h3]Join the community:[/h3] X / Twitter Discord Reddit Patreon |
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This is not to say that we will never change anything about these mechanics ever again, but were confident that they are fun and work as intended leading into Early Access. Colorblind mode colors have patterns to help differentiate them if two or more colors look alike Colorblind mode these patterns are also applied to icons in the UI There are also some mechanics that are still in the concept or prototype phase and were actively gathering feedback on how they should work. Once the concept is sound, we can finalize the concept and work on implementing it all into the game. These mechanics are as followed:
Were aiming to have all the major mechanics done by the end of April. When everything is functional, its time to move onto the next phase. [h3]Phase 2: Production[/h3] This is the phase where you turn the mechanics from phase 1 into a completed package. It includes all the visuals, quality of life improvements, placement, optimization, sounds and music all in the name of making shapez 2 a nice experience. Lets go through a couple of these points. Wires are functional, but everything is still missing its visuals Fluid pipes were in already, but got some improved visuals We are always improving the simulation (dont make me link the blog again). Currently, our focus lies on the precision issues of shapes and factories that are not on your screen. This is important to make sure every shape is where it should be and the factory keeps behaving when you look away for a second. Additionally, we have lofty goals when it comes to maintaining performance for huge factories. Not all our planned improvements made it into the demo but did get implemented shortly after, so its already in a very good state compared to what you got to try. We didnt stop there though: its our goal to allow for 500k to 1 million buildings in a save on an average PC setup. For context, shapez 1 would start stuttering at 50k on the same system. Then theres our planned input rework. Shapez 2 works well with its default keybinds, but things start to break down a bit when you start customizing them. Its very easy to produce conflicts or unexpected behavior rebind Shift at your own discretion. When it comes to physical keys, there are some issues as well. For example, on the German QWERTZ layout you have to press Ctrl+Y instead of the expected Ctrl+Z to undo an action. Outliers like these are very difficult to fix, but not impossible. Other ongoing work includes readability improvements like the overview mode needing improved visualizations and a statistics panel. How long this phase will take is hard to predict, but were currently planning to spend about three to four months to get this phase right. That puts us around early August! [h3]Phase 3: Polishing[/h3] Now, the gameplay is mostly done. Theres still a lot to do though! This is where we work on the tutorial and the knowledge panels with all the necessary content. The research goals need images or videos and the game should be localized for all the major languages. Work on UI is also always ongoing, but you can now bind blueprint and folders to your toolbar! New animation when you deliver your first shape This is also the moment where we do a lot of testing of all parts of the game with the help of the community and external partners. A feature may work in phase 2 but a bug could still suddenly rear its head when youre finalizing it with an image. At this point its also time to work on the trailer for the Early Access release. The visuals will be done by this point, so we can record the footage we need. This phase should take about one or two months, putting us around September or possibly October. [h2]Early Access[/h2] So looking at this all, its unrealistic well be ready for Early Access before September. Our bottomline is to release the game this year still. The latter half of the year already seems quite busy when it comes to factory games, so well need to find a good window of opportunity to release shapez 2 and we would like the game to be ready for us to jump on said opportunity. As weve always said, our outlook on Early Access is that while the game is technically not finished yet, it should feel and play like a complete and polished game. We dont want you to think youre missing out on anything by playing it early! A lot of you tried the demo and gave us incredibly valuable feedback on the game, and the same goes for Early Access. Well be confident in the state of the game, but there are always other perspectives and ideas to explore that could make shapez 2 even better. [hr][/hr] If youd like to be part of this process and support us during development, do consider supporting the game on Patreon. It helps us fund the ongoing development costs, and gives you access to bi-weekly Alpha builds with the newest features before they go into Phase 3. Your feedback on these builds will in turn help us make a better game. Another way to support us is by simply wishlisting the game on Steam! https://store.steampowered.com/app/2162800/shapez_2/ That's it from us today. We hope to see you again in two weeks! ~ Tobias & the shapez 2 team [h3]Join the community:[/h3] X / Twitter Discord Reddit Patreon |
Hello everyone!
[hr][/hr] Thanks for checking out our progress! Again, you only have a couple days left to try the demo before it goes on cooldown. Be sure to give it a go and wishlist the game if you're into it! https://store.steampowered.com/app/2162800/shapez_2/ Until next time! ~ Tobias & the shapez 2 team [h3]Join the community:[/h3] X / Twitter Discord Reddit Patreon |
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Hello everyone!
In two weeks, your regularly-scheduled progress devlogs will finally return. We have a lot to discuss, as we've made some good progress on trains, space belts, the new pin pusher design and much more like the new vortex platform design as seen below. Thank you again, and see you soon. ~ Tobias & the shapez 2 team [h3]Be sure to wishlist shapez 2 and play the demo![/h3] https://store.steampowered.com/app/2162800/shapez_2/ [h3]Join the community:[/h3] X / Twitter Discord Reddit Patreon |
Hello everyone! Please keep in mind that this update does not fix the known issues of the demo. We are actively working on fixing these, but this most likely wont be ready before the end of the demo period. Additionally, the new pin branch hasnt been tested as much as the main branch, so please report any bugs you may find! We recommend you play the base version of the update first before diving into the update, though theres nothing stopping you from going with the pins version immediately. Hope you enjoy the update! ~ Tobias & the shapez 2 team [h3]Join the community:[/h3] X / Twitter Discord Reddit Patreon |
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The Demo has been localized for the following: [table equalcells=1] [tr] [th]Official Support[/th] [th]Community Translation*[/th] [/tr] [tr] [td]English[/td] [td]Spanish[/td] [/tr] [tr] [td]German[/td] [td]Brazilian Portuguese[/td] [/tr] [tr] [td]Simplified Chinese[/td] [td]French[/td] [/tr] [tr] [td]Traditional Chinese[/td] [td]Korean[/td] [/tr] [tr] [td]Japanese[/td] [td]Turkish[/td] [/tr] [tr] [td][/td] [td]Polish[/td] [/tr] [tr] [td][/td] [td]Russian[/td] [/tr] [tr] [td][/td] [td]Thai[/td] [/tr] [/table] * Keep in mind that community translations may contain errors. Be sure to report them through our Discord! [hr][/hr] A huge thank you to the community and all the supporters on Patreon for making this possible! We are super happy the shapez 2 Demo is finally publicly available, so we really hope you enjoy it. Let us know what you think! ~ Tobias & the shapez 2 team [h3]Join the community:[/h3] X / Twitter Discord Reddit Patreon |
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Now, we have a lot more changes to list, but this devlog would become too long if we were to write them all out. So below, you can find a collapsable list of all the changes we made the past month or so, if youre interested. Enjoy! [expand type=showmore] Sprint 19
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[/expand] [hr][/hr] Now youre caught up! Share your thoughts in the comments below, or join the discussions on the Shapez 2 Discord server. https://store.steampowered.com/app/2162800/shapez_2/ We hope you enjoyed this devlog, and wed love to have you back for devlog 015! ~ Tobias & the shapez 2 team [h3]Join the community:[/h3] Twitter / X Discord Reddit Patreon |
Hello everyone! Of course, this is a very simplified look at the entire process. It makes sure we dont miss any crucial oversights, like animation clipping between adjacent buildings or concepts not adhering to the aforementioned design pillars. [h3]Logistic versus processing buildings[/h3] We differentiate between logistic and processing buildings. Belts, mergers, splitters and lifts are logistic buildings; they move shapes around. Buildings like cutters, stackers, painters and swappers are processing buildings; they make changes to the actual shapes, producing different shapes. The function of a building will also determine their design language. Logistic buildings have lightweight, open designs that clearly display what theyre transporting. They have unique designs per build layer to differentiate them, and have one central orange element that does something, like the pusher element in a splitter. Processing buildings should stand out and really look like buildings. They have very boxy designs and have thick, orange borders, yet should retain a unique look to differentiate them. With these differences, players should easily be able to tell the difference between the two types of buildings, even from far away. [h3]Design limitations and rules[/h3] With all this in mind, we face a handful of limitations when it comes to designing buildings, the design pillars aside. One issue were still actively working on are the supports for multi-layer buildings. As you can place buildings below these belts, the belt supports can conflict with the building below. Not having any supports looks weird, but theyre technically not relevant for gameplay. [h3]Casus 1: The (full) cutter[/h3] Anyone familiar with Shapez 1 will probably recognise the cutter: This building works well in the Shapez 1 style, but it doesnt translate well to Shapez 2. Tobias created a basic model for the cutter, which gave me a rough idea on how it should work in 3D as an open design. However, the visuals needed a complete rework. This presented quite the challenge, since in Shapez 2 the building operations are not dependent on camera rotation, but tied to the world as it were. This is necessary, as blueprints wouldnt work if the buildings would change the axis they work on. If the cutting angle would be baked into the building itself, said angle would change if the rotation of the blueprint would change. This also means youd get a different output every time you rotate a blueprint. You can see the solution below. The blue half circle indicates which part of the shape is manipulated. The same principles extend to the Swapper as well. [h3]Casus 2: Lifts[/h3] To introduce a completely new problem to developing this game, we decided to add layers. You have to be able to move a shape from one layer to the layer above or below. Lets go through all the boxes it has the mark off, shall we? Lifts should
Thats quite a lot of requirements to work with, but were very happy with how it turned out. The current design is almost a year old by now, yet its still one of my personal favorites. Not to mention you can make stuff like this: [h3]Its in the details[/h3] As we mentioned before, we went for a very polished, yet stylized look. Almost every building currently has one or two little details that you can discover if you zoom in close enough. Lets have a little peek: The belts were made to emulate the look of real conveyor belts, including a bit of suspension that holds everything in place. We made sure the UVs and textures arent stretched and decided on handling the change of direction of belts in a way where they feed into each other instead of warping. Or take a look at the painter, which is admittedly still very much a work in progress as far as shaders are concerned and will get another overhaul later. We wanted the painter to adapt to the height of the shapes coming in. So, we added a hinge and allowed the roller to move up and down as shapes of different heights are fed into the machine. [hr][/hr] We hope this devlog showed you a complete picture of our design process for Shapez 2. Of course, we also hope you enjoyed it :) If you have any questions, be sure to join the Discord server. https://store.steampowered.com/app/2162800/shapez_2/ See you again in two weeks! ~ Nils & the Shapez 2 team [h3]Join the community:[/h3] Twitter / X Discord Reddit Patreon |
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You can enable multiple layers at once, or even all at once if you hate being able to see what youre doing. [h3]Island selection toolbar[/h3] We added a new Island Selection toolbar, allowing for quick and easy access to the different types of islands you can place. Youll also be able to select multiple islands and delete them all at once. Its easy to accidentally delete a lot this way, but dont worry, you can undo everything if you mess up. [h3]Packer Building[/h3] Weve been working with the Packer and Unpacker buildings. The Packer building allows you to stack many shapes of the same type and color and pack them into one item. The Unpacker, as you may expect, does the opposite. The main purpose for these packs is to transport the shapes via train. Pack the shapes, insert the packs into a train, remove the packs from the train, then unpack everything again. Its also great for massively increasing the throughput on a belt, as long as you have enough Packers. Details on how this building will work together with trains, will come in the devlog dedicated to trains. [h3]Graphical Improvements[/h3] A lot of time has been spent on improving the graphics of the game across the board. Improvements have been made to the materials of the Space Station, all buildings, the playing field as well as global lighting effects. We hope you liked what you saw in the trailer! One of the main improvements weve been working on is LOD (Level of Detail). For those who dont know, a common technique to increase performance is to lower the LOD of models that are far away from the camera. This technique is especially important to make the game run smoothly when zoomed out, like in Overview mode. We dont want the decrease in LOD to look jarring when you zoom out though, so were trying our best to make this look smooth and as unnoticeable as possible. This is done by having multiple stages of LOD, so the transition from one LOD to the next isnt as big. Were also fading out the shadows now, instead of simply removing them. [hr][/hr] Now, were finally caught up! Again, apologies for the lack of devlogs lately. Now that the trailer is out and we have some reinforcements, we hope to bring you new devlogs every other week. If youd like to support the game, please wishlist the game here on Steam and follow the Shapez 2 page if youre not already. It really does help us out a lot. https://store.steampowered.com/app/2162800/shapez_2/ We hope you enjoyed this devlog and cant wait to show what else were working on! ~Tobias & the shapez 2 team [h3]Join the community:[/h3] Twitter / X Discord Reddit Patreon |
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[h2]What's next?[/h2] I want to push Update #3 for the Puzzle DLC with the remaining changes, and then I'll start working on the mod loader - So stay tuned! PS: As always, I recommend joining the Discord Server for discussions about gameplay, news, and much more! |
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[h3]Future Plans[/h3] The Puzzle DLC feedback has been really overwhelming so far, and I have a lot of plans for it! Here are a few of the things I plan to add within future updates (Although I can not give a timeline on that yet): - "Next Puzzle" Button (This is super high priority for me) - Searching puzzles by name, author and more (Also very high priority) - "Featured" section where selected puzzles will be presented, which rotates once a week or more - Allowing to specify hints for your created puzzles - Persisting progress, so you can come back to a puzzle later and continue where you left - Better moderation and discovery of puzzles, so it is easier to find good puzzles - Allowing to disable building variants, not only buildings - Maybe: Allowing to mark buildings as "fixed" so they will appear in the puzzle and can not get removed - Maybe: Allow specifying the required throughput on Goal Acceptors. - Maybe: Puzzles with the wires layer, which will be shown in their own category then This is quite a list and it will take some time to work through it, so please be patient! :) Let me know what you think! ~Tobias |
I'm happy to announce that the Puzzle DLC for shapez.io is NOW available on Steam! |
The Puzzle DLC is now available to Wishlist! |
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This update is only a bugfix update while I am working on the Puzzle DLC :) |
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I'm excited to announce that after several months of work, the Wires update is FINALLY ready! |
I have awesome news, the wires update will be released on October 9th, 10 AM CEST! |
The wires update will be coming very soon and I'll announce an exact date later this week! |
Hey guys!
With this options, you can for example analyze the currently required shape (Coming from the hub) and configure your make-everything machine with that! [h3]Item Filter[/h3] If you are a fan of mixed belts, you'll love this! This building accepts one input and splits it into two: The items which match the given shape, and the others. You can pass the filter shape or color on the wires layer. If you don't pass a shape, the filter will block everything. You can also use 0/1 to use the filter like a gate. [h3]Display[/h3] The display can be placed on the regular layer and accepts all types of items on the wires layer! If you input a color, it will shine in that color. If you input a shape, it will present the shape. If you input a 1, it will shine in white. (Notice how the wires layer shines through when placing a building - I think that's pretty cool!) And yes, people have already made a programmable 7 segment display (video) with that! [h3]Wiring / Insulation[/h3] Instead of having tunnels, there are two types of insulation: A regular one and a crossing. By default, wires connect to everything arround them (Just like redstone). If you don't like that, use insulation: [h2]Use Cases[/h2] So far there are only two different use cases, but I'm still trying to find more! For me it is important that they fit into the game. - Build a make-everything machine which automatically produces the required shape - Build logic circuits (For example displays, calculators, even computers) I'm considering to add a new building which randomly corrupts an item so it can contain black on certain quadrants - You'd then have to filter the item to produce a fully black item for example. This is still just an idea! FAQ When is the update going to come out? There are a few parts missing which need to be done:
Once I have all of these finished, I can prepare the release of the update. So, it's quite hard to tell an exact date! Instead of giving you a date this time and disappointing you, I'll make an announcement arround 1-2 weeks before the update will go live. Will the wires update also be available on the web version? Nope! The web version will be limited to it's current state and receive no major new features. What comes after the wires update? I have a lot planned! Be sure to check out the Roadmap. To mention a few: Blueprint Library, Puzzle Mode, Minimap, etc, etc ... Will my old savegames still work? Yes! Don't get confused, they won't work on the alpha. That is because I still have to write the migration. Final words I'd like to say huge thanks to all the testers who are constantly testing this content and building super cool stuff! Also the input has helped me a lot and I have based a lot of decisions on player feedback! I think the wires update will be super cool, and I'm looking forward to your opinion! |
Hey guys! I hope this makes it easier for both sides! It might sound confusing at first, but it saves me a lot of work! :) PS: You can of course still submit feedback etc. on the steam discussion board. Just notice that I check that very irregulary and it might take some time for me to respond, if at all. Update Preview Since there will be no minor updates until the big wires update, I'll give you a bit of a spoiler what features besides of the new content will also be in! Notice that not all of them are already implemented (Just a few)- It's just a summary on what I plan for the update. If you want to test some of them, you can become a beta tester by joining the discord server and checking out the #auto-roles channel. [h2]Compact splitters / mergers[/h2] The current balancer has a compact variant, which has two inputs and one output. This is very handy for merging outputs, but there is no equivalent for the splitter. I plan to change it from: - Balancer (2 inputs, 2 outputs) - Compact Balancer (2 inputs, 1 output) - Mirrored Compact Balancer (2 inputs, 1 output) To: - Balancer (2 inputs, 2 outputs) - 1x1 compact Merger (3 inputs, 1 output) - 1x1 compact Splitter (1 input, 3 outputs) I feel this makes more sense. I'll have to figure out how to migrate old savegames though (But I can do that! :P) [h2]Re-Balance Upgrades[/h2] The current tier 7 upgrades are just way too fast and cause a lot of problems: - You can not really see which items are on the belt anymore - They can look like they go backward - They introduce precision issues because the game can't tick that fast, so buildings and belts actually work slower than they should So what I am planning is to scale everything down, so that the tier 7 upgrades give like a x8 speedup only or even less (Instead of x15). Obviously this would also reduce the amount of shapes required, but it should also make the whole game more balanced since you are not that heavily dependent on the upgrades (While they still are quite useful). Let me know what you think in the discord server! [h2]Naming savegames[/h2] This is something I can implement in an hour or less, and will hopefully provide a huge quality of live improvement. You will be able to name your savegame in the main menu then by clicking an edit button. [h2]Fixing the level 18 "bug"[/h2] The stacker currently behaves buggy when creating the level 18 shape. I'll not go into details to avoid spoilers, but if you ran into any issues while creating the shapes, it should be solved then. Notice that this has the potential to break existing factories though! [h2]Further improvements[/h2] I have a lot of smaller improvements and additions on buildings which I want to get in: - 180 degrees rotater - Synchronize outputs of quad painter with quad cutter - Mark preferred input on storage visually - [Not certain yet] Maybe an unstacker building - Building or mechanic to measure items / second on a belt - Switching from items / minute to items / second everywhere (For example on the statistics) - And a lot more! You can see the whole roadmap on the Trello Board as mentioned above. Looking forward to your feedback, and huge thanks for all the support from you ! |
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Looking forward to your feedback! [h3]UX Improvements[/h3] There is now a 'Copy Key' button when viewing shape information, so you can use that to create a marker from it for example. You can now also click on a variant (like the counter clockwise rotater) with your mouse to select it. [h3]Belt Animations[/h3] The FPS of the belt animation has been improved, previously it would look like the belts would go backward on higher belt speeds. It should also be much smoother now :) [h3]Extractor-Pipette[/h3] You can now press 'Q' over a color/shape patch to select the extractor for placement. (by Gerdon262) [h3]Rotation per building[/h3] Previously, the last selected rotation would be stored per building. For example. if you place a painter and then select a belt, the belt would have the same rotation initially. Now, each building stores this rotation individually. If you dislike this behavior, you can turn it off in the settings. (by Magos) [h3]Further changes[/h3] - Fix deconstruct sound being played when right clicking hub - Update belt placement performance on huge factories (by Phlosioneer) - Fix duplicate waypoints with a shape not rendering (by hexy) - Fix smart tunnel placement deleting wrong tunnels (by mordof) - Added chinese (traditional) translation - Updated translations [h2]What's next[/h2] - Wires, wires, wires :D It'll be awesome! |
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You might have noticed there haven't been any updates the past two days, which is because I was very busy on working on the wires update! |
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Belt Planner |
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Performance Improvements |
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Whats next? There is a lot of stuff ongoing! Currently I'm trying to find the best way for unlocking blueprints. I'm running a survey in the discord right now and I recommend you to parcitipate! (Click to join the discord) Be sure to also check out the Roadmap Overview! |
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shapez.io will launch on steam on the 7th of June - Be sure to add it to your wishlist! |