About the Game

shapez 2 is a top-down factory-building game where you extract and process geometric shapes. Each shape is its own set of building-blocks that your factories can take apart, stack, paint and put back together in unique ways. Build and automate to produce distinct shapes and solve the production challenge of each goal.

Automate the processing of abstract geometric shapes into more complex ones by cutting, rotating, stacking, painting and more. Deliver distinct shapes to unlock new technologies and expand your factory’s capabilities. Learn, improve, rebuild and solve logistical challenges to design the most efficient shape production lines.

Build in multiple interconnected layers, allowing you to compact and optimize your factories in a whole new dimension. Improve your designs to get the most benefit out of every space platform built and massively increase your production throughput.

shapez 2 is the purest factory building game imaginable - all buildings are free, resources never run out and there are no enemies or time limits. Prepare for a 100% factory-building experience: effortlessly delete, redesign and rebuild as much as you want, with no penalties, at your own pace.

You’re always in complete control - whether the messy spaghetti belts you built 4 hours ago could use some improvements or a whole circle factory needs to go, shapez 2 gives you the tools to do it without limitations.

Start your operation from a single asteroid and continuously expand by building new platforms. Unlock new layouts as you progress, and grow from a single belt into a massive multi-station space factory connected by space trains. Design modular blueprintable platforms to build on a massive scale, placing hundreds of buildings with just one click.

Performance is very important to us, and with the complete rewrite of shapez 2 in a new engine, we're doing our best to make sure that massive factories run smoothly - even with the all-new 3D visuals!

Multi-Layer 3D Factories: Design and optimize your factories in a whole new dimension
Trains: Connect distant stations with a network of space trains
Research System: Unlock buildings, mechanics & upgrades in the all-new tech tree
New Shape Mechanics: Discover new shapes types with unique properties and logic
Game Modes: 4 game modes, including a hexagonal shape mode
Blueprint Library: Save, load, export and share factory design blueprints with anyone
All-new Visuals: Build factories and stations in a stunning immersive space environment
Fluids: Use different types of liquids to process shapes
Animated Open Buildings: See exactly what's happening inside buildings in your factory
Undo/Redo: Up to 50 undo/redo operations
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
The 1.0 release of shapez 2 is NOW AVAILABLE with a whole new game mode, modding support, achievements, new visuals & much, much more. Vortex LTD is expecting you.
Important
Savegame & Blueprint Compatibility Disclaimer
Unfortunately, pre-1.0 savegames are not compatible. However, there is an 0.1.1-old branch available on Steam that you can switch to, if you for example want to check out some of your old creations, create blueprints, or simply are not ready to do the switch yet.
Blueprints are compatible, but blueprints created pre-1.0 will show a warning in the blueprint library. We encourage you to recreate them (i.e. by placing them down, then saving them again), as we will drop support for pre-1.0 blueprints in future updates.
Which mode to start with?
Before diving into the changes, I wanted to give a quick guidance on which mode to play when you dive into 1.0. The release renames the current experience into Classic Mode and introduces a new Manufacture Mode.
Certification: If you’ve not played shapez 2 before, we recommend playing the Certification scenario first. It is a ~1h long scenario that teaches you all the necessary basics and allows you to then seamlessly transition into the Classic scenario.
Classic Mode: If you’ve already played shapez 2 during early access, but it’s been a while, we recommend you to start with the Classic - Regular scenario first until you feel comfortable with the game again and you’ve built up an initial collection of space platform blueprints. The Classic scenario is the original shapez 2 experience and offers a unique blend of factory building, logistics and shape puzzles.
Manufacture Mode: Once you’ve got the hang of Classic Mode, we recommend trying the new Manufacture Mode. The mode introduces new mechanics and focuses on permanent, large-scale factories, similar to other factory games, with the goal of re-launching your Vortex Platform.
[img src="{STEAM_CLAN_IMAGE}/43169810/dd6a962234bebc97f9ada01357308951ab498b3b.jpg"]
What to expect from the 1.0 release?
The 1.0 release is the biggest update for shapez 2 so far, and we’re super proud of it!
This isn’t just a “game is finished” release. With this update, we’re introducing a huge amount of new content and improvements on top, for new and existing players. Even if you’ve already played shapez 2 during early access, we’re very confident there’s something new for you, making it worth checking out the game again.
As always, we’ve spent a lot of time polishing the game already, and with lots of beta testers having tested the release extensively, we expect basically no bugs and good performance.
We really hope you enjoy it!
~The entire tobspr Games Team
Highlights
With over 3,700 commits since the Dimension Update (0.1.1), summarizing all of the improvements coming with 1.0 is quite a challenge. We tried our best here!
Manufacture Mode
The 1.0 release introduces a new game mode, called Manufacture Mode. This mode addresses one of the biggest feedback points we got during early access: factories you needed to build for a specific shape were no longer being at later stages in the game
In the new Manufacture Mode you’ll focus on re-building your Vortex Platform by trading shapes with Trade Stations and building large-scale, permanent factories.
Check out the devlog below, going into details of the new mode:
[dynamiclink href="https://store.steampowered.com/news/app/2162800/view/534374481398857998"]
Achievements
1.0 introduces 83 achievements that cover various aspects of the game, including a few hidden ones. Go hunt them all!
More information can be found here:
[dynamiclink href="https://store.steampowered.com/news/app/2162800/view/532125218178597139"]
Modding Support
With 1.0 we are also introducing modding support! While we expect it’ll take a bit of time until we see a vast amount of mods, there’s already a few available and we encourage anybody interested in creating mods for the game!
Modding uses the Steam Workshop, making it easy to find, install & manage mods.
To develop mods, check out our Modding Documentation
To install mods, check out the shapez 2 Steam Workshop
Classic Mode Changes
While the Classic Mode remains the more “traditional” shapez 2 experience, we’ve spiced it up with additional goals at the end, introducing 4 new milestones and new shapes that can be acquired with Trade Stations. They may look similar to the Manufacture Mode stations, they don’t require you to scale up as much, unless you want to!
We’ve also added a massive amount of QoL changes, like consolidating the speed upgrades into a Global Speed Upgrade, Shape Previews working more consistently and also for trains, and much more!
Find more about the changes coming to classic mode here:
[dynamiclink href="https://store.steampowered.com/news/app/2162800/view/536629448340931480"]
Visual Improvements
The game has visually improved a lot in all areas, with the biggest changes being Space Pipes now looking like actual pipes, a rework of all Wire related buildings, new Fluid Launcher visuals, generally more details & fidelity, various shader improvements and much more!
[dynamiclink href="https://store.steampowered.com/news/app/2162800/view/517487250982831175"][img src="{STEAM_CLAN_IMAGE}/43169810/d15b60d0c74dd3cfca3cd801bbb51db94aad23e8.jpg"]
Full Changelog
Gameplay
Major
Manufacture Mode: An entirely new game mode and experience, encouraging you to build permanent, large-scale factories and optimizing logistics (Check out the devlog + video above!). The existing game mode has been renamed into “Classic” mode.
New Shapes: Added 2 new shapes (X and Y), used in the Manufacture Mode and Classic Mode Trade Stations.
Classic Mode Extension: Classic Mode (Regular/Hard/Insane) has been extended with additional content and new shapes, introducing 4 new milestones! (Check out the devlog + video above!)
Global Speed Upgrade: Consolidated the individual Stacking, Cutting & Painting speed upgrades into a global speed upgrade, to avoid machine ratios changing during upgrades - they should now stay consistent.
New Tutorial: The tutorial has been fully reworked to contain colored shapes, specific lessons explaining cross-layer conveyor belts better, and many more improvements, to make it more interesting and easy to get into shapez 2.
Spiral Map Generation: Added support for spiral map generation and made it the default (configurable when starting a new game), leading to more interesting map generation,an emphasis on the use of trains and your factories spiraling out of control.
Badges: Completing a scenario now grants a unique badge, visible in the main menu. Collect them all to gain operator bragging rights.
Vortex LTD Lore: Lore elements have been added throughout the game. Find out more about Vortex LTD history by completing milestones!
New Codex: The codex has been vastly extended, now containing over 150 pages explaining all game mechanics This includes tutorials for Wires & Make Anything Machines, pre-built Blueprint Examples and much more!
Train Spacers: Train stations with gaps now require a Train Spacer platform (This was a technical requirement in order to support the train shape previews - see below)
Infinite Pipe Throughput: Pipes now have infinite throughput. However, they are still limited by the fluid launchers/catchers between platforms, which are now the primary limit.
Black & Uncolored Fluids: You can now create black fluid by mixing white with white, and uncolored fluid by mixing black with white, allowing you to for example remove paint from shapes.
New Music: Additional 10 minutes of music from the original composer, the fantastic Petter “Peppsen” Sumelius, and 10 more minutes if you own the Supporter Edition. Bangers included.
200% Train Throughput: Trains got a massive throughput buff, increasing their package size from 180 → 360 shapes and 1,800 → 3,600 Liters.
[img src="{STEAM_CLAN_IMAGE}/43169810/a21628fc336800f5bf643fb4e7465793de55415e.jpg"]
Minor
Added upgrades to increase platform capacity so you can build more factory per factory.
Custom map generation shape weights logic has been changed to now work with a weight based system, instead of iterating through all the possible shape types.
The base level in space has been shifted one level up, so shape asteroid miners are now on the bottom layer.
The layout of the simulated (un-)stacker has been changed to a more intuitive layout, with the input/output on the side.
Streamlined Hexagonal Scenario: now starts directly in space, similar to the other Classic scenarios.
Added simulated CCW rotator.
Added 2x2 and 3x3 displays.
Global wire transmitters now also support integer and color channels.
Changed train wait stop interval to 60 seconds (from 120).
QoL & UX Improvements
Major
Fixed + Train Shape Previews: Shape previews now work consistently and even support trains, while now also being displayed at the end of space belts/pipes.
Automatic Space Floor Selection: Zooming in towards a space platform will now automatically adjust the selected space level, allowing for a more seamless transition (can be disabled in the settings).
Better Placement: Refactored the (space platform-) placement to work similar to the machine placement, which means “Shift” to override and various other placement features should now work as expected.
[img src="{STEAM_CLAN_IMAGE}/43169810/a24fd464faa079898a1efa3ee285b4b9cba68d40.jpg"]
Minor
Allow filtering “Empty” shapes in the shape filter.
Added an optional setting (disabled by default) to allow Q/E to also switch space levels while in machine mode, if going below the lowest or highest level in machine view.
Improved platform selection raycast logic, to allow selecting space platforms more accurately
Improved statistics screen so there’s more to stare at.
Organized the toolbar categories & entries to be more intuitive.
Added error indicator when attempting to place shape/fluid asteroid miners on the wrong space level.
Added ability to (un-)pin operator shapes from the Operator Shapes screen.
Disable screen border panning by default, as it could cause more harm than good.
Display mode and scenario in the operator screen, for easier verification of screenshots.
The shape inspector now shows statistics for the currently selected shape, as well as all available shape codes & fluids, and includes a back/forward button for previous shapes.
“Replace” now saves a blueprint immediately.
Rename right shift to “RSHIFT”, so it is easier to distinguish between left / right shift.
Visuals
Major
Dark Mode: You can now enable an experimental dark mode in the settings, which is lighter on the eyes. It will be further refined in future updates. Perfect for those of you building factories at 3 am.
Space Pipe Visuals: Space Pipes now actually look like pipes! (Check out the devlog + video above!)
All New Wire Visuals: All wire-based buildings have been fully visually reworked! (Check out the devlog + video above!)
New Icons: Reworked almost all icons in the game.
[img src="{STEAM_CLAN_IMAGE}/43169810/37269cb2decdf7a9466c7f20ef03e27ea900ba14.jpg"]
Minor
Improved visuals of all train-related content: Trains, Loaders, Stops, Packages ,etc.
Improved visuals of the Space Belt and pipe lift.
Improved visuals of the Shape / Fluid Miners.
Improved crystal visuals.
Improved rendering of space platforms while hiding upper levels or in machine view.
Improved wire shaders.
Improved fluid shaders.
Improved glass shaders.
Updated main menu background to reflect 1.0 content.
Added level number to each lane of Space Pipes/Belts, to make it more clear on which machine levels shapes/fluids are travelling on.
Various color blind improvements.
Improved visuals of connectors between Space Belts/Pipes and machine platforms.
Changed the color of fluid related platforms like fluid train (un)loaders.
Added small intro cutscenes when starting a new Certification / Manufacture Mode game.
Improved readability of various platforms in overview mode.
Fixed extractors/pump meshes being too long.
Tons of LOD & UV fixes.
User Interface
Major
Reworked Milestones screen: Reworked the Milestones screen to be more intuitive, better display which milestones you already unlocked and which shapes you need to deliver next.
Reworked Operator Level screen: Reworked and cleaned up the Operator Level screen, with the ability to now pin/unpin individual operator shapes.
Reworked Shop screen: Reworked the Shop screen to improve the display of upgrades to show which machines & platforms are unlocked from upgrades, as well as a visual rework of the (speed-) upgrades.
New Codex: Reworked the Codex to contain much more information (>150 pages) and features, including breaking down articles into individual pages, throughput information, back/forward button, search feature, ready-to-copy blueprint examples, and much more! Great for some light reading.
New Recipes screen: Added a new recipes screen, showing all available conversions of trade stations / operator levels, both in Manufacture and Classic Mode.
Machine Videos + Throughput: Almost all machines now show a small video during placement, explaining how they work and visualizing their throughput. (Can be disabled in the settings)
[img src="{STEAM_CLAN_IMAGE}/43169810/5f4219ef72b97b35913e3be3cdd4d2320e0dc4e0.jpg"]
Minor
Reworked the summary screen when unlocking a new milestone to be less overwhelming.
Reworked and cleaned up menu screens when creating a new game.
Added more visually pleasing notification when unlocking new technologies, completing shape goals or unlocking achievements. Happy chemicals go brrr.
Allow using hexagonal and quad shape parts interchangeably in Location Markers and Blueprint Icons, ensuring icons work across all modes.
Savegames now display a “Completed” badge in the menu.
Added a warning icon when a blueprint might be incompatible in future versions.
Added more statistics in the side panel during placement of platforms, i.e. display the shape package size while placing train loaders or the platform capacity cost.
Added indicators when switching from machine to space view and vice versa.
Changed “/m” to “/min” (i.e. 60 / min) to make it more clear its “minutes” not “meters”.
Various polishing in all areas. Everything is now spick and span.
Updated all images and videos in the game to reflect the new visuals and mechanics.
Technical
Updated Unity to 2022.3.62f2.
Lots of performance improvements in all areas.
Improved rendering performance.
Improved blueprint placement performance.
Various memory / RAM improvements, fixed multiple memory leaks.
Added debug.performance-chart command with further options, to debug where performance bottlenecks are.
Bugfixes
This release includes over 500 bugfixes. It would be too many to list all of them here. However the game should be very stable, and we are not aware of any critical issues after extensive internal and closed-beta playtesting.
If you still encounter any bug, the easiest way is to report it on our discord, in the #bug-reports channel. Should you not want to use discord, you can also for example post on the Steam Forums or email us at [email protected]!
Thank you for reading until here - we hope you have a lot of fun with 1.0! It was quite a journey and we put a lot of effort into it, so we hope you’ll enjoy the game as much as we do!
This is a small patch to fix some of the issues that slipped through, as well as some missing QoL features for the Dimension Update.
The Dimension Update was very well received, and it was great to hear all of your questions in the AMA and your feedback. Thanks for your continued support!
We are also working on some big things for shapez 2, but it's too early too announce those just yet - keep an eye out for future devlogs if you're interested in finding out more!
Changelog
Summary
Global signal receivers/transmitters now support any wire signals (used to be only shapes)
Trains are now 36% faster (them being slower than in 0.0.9 was a bug and not intentional)
Lots of bugfixes! (see below)
Interface
Fixed: Blueprint icons reset when using "Replace" button
Fixed: Red 'X' shown on catcher placement area when placing launcher while overlapping a belt
Fixed: No incorrect placement coloring when placing 2x1 buildings on level 2 with level 3 not unlocked
Fixed: Blueprint toolbar overlaps everything after saving a Blueprint into a folder on the toolbar
Fixed: Train spawn from space view has its connection point one square away from it
Fixed: Train's content icons are all placed at the same level in all 3 levels
Fixed: Toolbar resets to first option in after right clicking to delete
Fixed: Opening Blueprint library does not cancel placement
Gameplay
Fixed: Pin Pushers are faster than expected
Fixed: No 'Research complete' sound effect played when upgrading speed unlocks
Fixed: Controlled channel for global signal can only be shapes
Fixed: Launcher and catchers placed on notches do not automatically place their counterpart
Fixed: Launchers do not assume the direction over the belt its built
Fixed: Building launcher/catcher over belts no longer deletes the intervening pieces
Fixed: Revert to old placement sound effects
Fixed: Disable vortex 'auto-attract' for space belts
Fixed: Train speed has dropped by 36% compared to 0.0.9
Fixed: Cutting and copying platforms have different functionality when placing the elevation on different levels
Fixed: Cannot build Shape or Paint Miner on 1x1 challenge
Fixed: 2nd and 3rd building levels not defaulting to catchers on notches in experimental
Fixed: Train is randomly skipping third stop in configuration
Fixed: Train stuck on a return trip
Fixed: Deleting train launcher and one tracks attached to spawner will cause the train to keep spinning in place after jumping back
Visuals
Fixed: Wrong meshes are shown on belts and pipes from far away
Fixed: Cover belts for wagon transfer stations look stretched
Fixed: Train route colors on vertical elevations are switched
Fixed: Trains spinning when returning to base
Fixed: Fix accent color shader
Fixed: Trash showing up differently from space view
Other
Fixed: Incorrect statistics numbers for mixed shapes on same delivery launcher
Fixed: PlacementData.AddBuildingPlacement exception when building a Stacker next to a Conveyor Lift
Fixed: HUDBuildingBlueprintPlacement - Exception
Fixed: SuperChunkSerializer - Exception "No definition available for SandboxItemProducerDefaultInternalVariant"
Fixed: Exception: Shape UID never registered
Localization
Fixed: No Milestone number present on the Milestone Screen in Japanese & Chinese (Simp/Trad)
Fixed: Bring in additional translation fixes from localization team
With all these fixes, the update should be quite stable and we are mostly focusing on the next update now. Should something have slipped through, please report it either on the official discord or the steam forums!
Have a great start into the week!
~Tobias
Join the community:
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shapez 2 on Steam
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!
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 weren’t 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 wasn’t
- 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
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https://store.steampowered.com/app/2162800/shapez_2/
Update 0.0.9 is now available, which introduces a lot of the improvements and changes we mentioned in the past couple months! Most of you will see some major performance improvements, especially if the reason for poor performance was the game only using a single core of your many-core AMD processor.
Our focus now shifts to the first major update of shapez 2: Update 0.1.0, set for early 2025. While 0.0.9 already includes a fair amount of the feedback you gave us, we have big plans for 0.1.0. This will be an update you'll want to come back for!
If Update 0.0.9 doesn't download automatically, be sure to restart Steam. It should show '0.0.9-rc6' in the lower right of the main menu.
Changelog
Highlights
- Multithreading support: Support for multi-threaded simulation (enabled by default) for up to 40x improved simulation performance depending on hardware. For more information on this topic, check out our previous devlog:
- New Space Belt visuals: Reworked Space Belt visuals to more clearly show the layers of Space Belts and what shapes are transported on which layer. Space Pipes get the same visuals but with a cyan hue as a placeholder; their proper visuals are still being worked on.
{STEAM_CLAN_IMAGE}/43169810/ad951575ea4eb5ff921f40edc7f0f009e74cfbde.png
{STEAM_CLAN_IMAGE}/43169810/955aff0cef96f8fc2611d5fef5b33d3deae7c944.png
{STEAM_CLAN_IMAGE}/43169810/cd82aa80a466bd9a57041fb68fe2589737322a26.png
{STEAM_CLAN_IMAGE}/43169810/c60bb5743275477983bf5194ddbdb0fb6e12ab6b.png
Gameplay
- Wires signals are now stable, even when off-screen
- Added the Statistics Panel, which shows delivery statistics and structure counts
{STEAM_CLAN_IMAGE}/43169810/c3c6666c1873bd9eda2dbf71af5ed9fa86541d5e.png
- Added Shape Multiplier Upgrades, allowing you to spend excess Research Points to multiply the delivery of a shape
- For example, delivering a shape would count as delivering 2 of that specific shape towards your goal. This is a very late-game option mostly for Operator levels
- New Platforms: 1x3 and 2x3 platforms (replacing T- L- and Cross platforms)
- Old platforms will continue to work and can be copy/pasted, but are no longer in the toolbar. (Edit: They will be back in the toolbar for Update 1)
{STEAM_CLAN_IMAGE}/43169810/740bbb2ececd0cfba5245fba124aa61430279ae8.png
- Automatic completion of random operator levels
- Fluid miner extensions are now unlocked by default
- Improved autosave speed by utilizing multiple cores.
- Labels now support special characters, numbers and multi-line text
- Some characters may not be fully supported yet, so be sure to poke us with suggestions!
{STEAM_CLAN_IMAGE}/43169810/390d8941e28ffa7b27ba76fbbc7da722200123d0.png
Game Design
- Added space belts + pipes to the train toolbar
{STEAM_CLAN_IMAGE}/43169810/d5559b60318a6bc6ba4dd0506169d6f10b4c67d4.png
- Added hotkey (default 'N') to reset the camera to point North again
Visual
- Improved game creation flow to highlight the alternative game modes (hexagonal / hard / insane)
{STEAM_CLAN_IMAGE}/43169810/2c3efcfd564c0f81e58797dc1d0ec212464bb52f.png
Bug fixes
- Fixed various simulation precision issues (esp. off-screen)
- Fixed random operator level shape generation
- Fixed comparison gate not being mirrorable
- Fixed blueprint icon being overridden with save-as
- Fixed blueprint toolbar configuration not synced via steam cloud
- Fixed ability to create infinite paint by mixing tertiary/secondary with primary colors
- Edit: This fix changed some color mixing recipes. Certain 0.0.8 color mixing setups may output a different color in 0.0.9
- Fixed various number formatting issues
- Fixed performance issues when using trashes as decorations
- Fixed Intel Arc(TM) GPUs being detected as low-end
- Fixed escape sequences breaking blueprint names
- Fixed empty markers showing broken tooltip
- Fixed rail twisters breaking train line preview
- Fixed train (un)loaders not showing progress on lower graphics quality
- Fixed debug.export-game-data not working
- Fixed wire simulation not behaving as expected
- Fixed belt filters dropping items when switching signals quickly
- Fixed automatic tunnel placement not working as expected with train stops
- Fixed various visual issues
- Fixed rail twisters breaking train line indicators
- Lots of other minor bug fixes and improvements!
Known issue
- Enabling "Parallel Rendering" in the game settings can significantly boost the performance even further, but some players reported encountering some stuttering, so it's disabled by default.
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We just released update 0.0.8, which includes a bunch of improvements and fixes based on your initial feedback already. Thank you for taking the time to help us out!
This does not yet include anything from the Roadmap Survey. We just started going over the 13,000 responses (!) so that will take a while ..
If the update doesn't automatically download, be sure to restart steam. It should show '0.0.8-rc3' in lower right of the main menu.
Changelog
General
- Updated Unity version to resolve various issues with DirectX 12, Wayland, sound on Linux and many more.
Balancing & New Content
- Added Pipe Gate, allowing you to control the flow of fluids with logical signals.
- Added Virtual Pin Pusher
Visuals
- Improved train loader / unloader package icon meshes
UI/UX
- Space Belts / Pipes and Train Rails now automatically place tunnels while dragging.
https://i.imgur.com/kxBO85b.gif
- Added 'Save As' option as well as 'Replace' for an improved blueprint editing workflow
{STEAM_CLAN_IMAGE}/43169810/9234bb43b7c08f7ae1e912a2d077248edbe93807.png
- Added visualizations for Trains.
{STEAM_CLAN_IMAGE}/43169810/76c836ab47c1d24a8adefd7d40f672e7aa3b7632.png
- Added visualization for map markers in Overview Mode.
{STEAM_CLAN_IMAGE}/43169810/db573dce6d10e24db7ace2682bc90706734967a8.png
- Dragging a Rail towards the Vortex now automatically places a Train Launcher (once unlocked).
- Allow pasting blueprints directly in the library with 'Ctrl + V'.
- Added setting to control animation quality/fps when zooming out.
- Properly display conflict indicators for Rails if blocked by an adjacent Platform.
- Disable research points 'flashing' reminder for 15 minutes when clicking it.
- Added 'Invert Y Axis' option.
Localization
- Improved Bent Stacker description to mention it's faster than the normal Stacker (now you know).
- Fixed inconsistent names between 'Halves Swapper' and 'Swapper' as well as 'Halves Destroyer' vs 'Half Destroyer'.
- Fixed inconsistent wording for Train upgrades.
Bugfixes
- Fixed Space Belts / Pipes sometimes not accepting / delivering items at expected throughput.
- Fixed Train Unloaders producing a small gap when switching packages.
- Fixed Fluid Catcher not transferring fluid to other launcher when the former is on a platform edge.
- Fixed blueprint toolbar not updating when changing folder contents.
- Fixed crash when connecting item producer directly to Trash.
- Fixed research progression statistic showing 100% during tutorial.
- Fixed overriding blueprints with different case not working as expected.
- Fixed invalid Space Pipe throughput display.
- Fixed various pipe/wire path placement issues.
- Fixed Fluid Launchers not always displaying throughput / contents.
- Fixed screenshots being stored in wrong folder, now saved in user pictures folder.
- Fixed some specific space belt loops crashing the game.
- Fixed blueprints drag-n-drop in library not working when folder list was scrollable.
- Fixed rare crash when analytics failed to init.
- Fixed incorrect fluid providing flow.
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Current Release
22922835
Uploaded Apr 27, 2026
System Requirements
How to Install
shapez 2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.5 GB
22922835
381570C9
821a8d05d9944a1f773b12c81a885103cc769f8dd53712f2dd4270a942ba4704
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