Hey everyone!
It’s time for another progress devlog! Last month we’ve been hard at work nailing down the details of the upcoming Shapez 2 demo. To get into the upcoming Steam Next Fest, we have to submit the demo early January. With the holidays coming up, that means there’s a lot to do!
We would like to humbly request you to add Shapez 2 to your Steam wishlist. It helps you, it helps us, and it’s completely free. Sounds like a fair deal! Just press the blue button below, or click this bit of text.
https://store.steampowered.com/app/2162800/shapez_2/
Alpha 13 went live last week and includes all the changes mentioned in this blog and more. It’s available to our Patreon supporters!
Our current focus is set on the Shapez 2 demo that will be available to play for everyone in the upcoming Steam Next Fest in February. Patreon supporters were given early access to this demo version and will help us find issues and leave feedback on the demo version. This way we can make sure the demo is the best it possibly can be when the time is nigh and it becomes available right here on Steam.
You can expect a dedicated devlog all about the Steam Next Fest demo soon™.
We're looking for new testers, preferably ones who haven't really played shapez before. If you’re interested in the game but haven't actually had the chance to play, make sure to sign up through the Alpha Playtesting form!
As we hinted at earlier, this month we are focussing on refining the content we already have instead of working on brand-new content. We already have all the content you will find in the demo after all! So think bug fixing, perfecting key game mechanics and more optimization. However, let’s start with a couple of things that are new-ish to the current build.
We added a brand-new overview mode that will show islands, trains, shapes, rails, tunnels and more when zoomed out very far – farther than the Overview mode you’ve used so far. You can now zoom out four times further than before! Maybe space isn’t big enough to house the factory you’re going to be building after all…

One of the highlights of our past month is the Operation Preview feature. This feature will calculate and preview the resulting shape in real-time while you’re placing buildings. With this new tool in your hands, it should be a lot easier to spot an error and snuff it out before your belts are filled with a shape you didn’t want to make.

The Full Cutter now has a mirrored variant, which can easily be swapped to by pressing F (by default).

The map generation has been reworked entirely. You can now configure the generation when creating a new game, but for now only the seed can be changed. This does mean you can share the map seed with others now! Additionally, more resources will spawn in the starting area to make long-distance transportation less of a necessity in the early game.
We added more knowledge panel entries for most mechanics, as well as an introduction when starting a new game. This introduction will tell you about your goals, how you progress and how you can pull up the knowledge panel when you’re stuck. The panels will only show up when they’re relevant.


Major changes were made to the progression system in the demo. Tunnels are now unlocked alongside islands, which in turn are unlocked right after platform buildings. Splitters and mergers are now unlocked at the start, so belt placing should feel a lot better in the early game. Additionally, the demo now includes asteroids with colored shapes.

You can expect to spend around 2 hours on progression in the demo. You’re free to continue playing as much as you like after everything is unlocked, but you won’t unlock anything new.
The tutorial has been reworked to be much more expansive and complete. Every step in the tutorial is accompanied by a video that helps visualize the step. We hope the tutorial is now clear enough to teach the ropes to someone who has never played a factory game or anything similar before.

The Rotator building’s rotating speed is now directly linked to the belt speed instead of the cutting speed. This should make it easier to keep your belts running smoothly!
We’ve reworked the way you place buildings and grow your factory. It’s now much easier to replace buildings as pressing the Shift key will now always override whatever building is currently placed. We’ve done a lot of finetuning and made various fixes for blueprint placement.

New shape resource node visuals have been introduced that are dynamically generated based on the contained shape. You’ll see the change just below the upper plate: all the shapes you see will be the same as the shape you get when extracting from that node. Shapes with squares will clearly be more square compared to the pointy star shapes. It’s a minor change but it will add some more flair and detail to the game!

We’ve made various improvements to the shaders for buildings, island hover effects, blueprints & blueprint placement, the selection of buildings as well as the island grid visualization.
We added new visuals to belt launchers (‘yeeters’) and catchers and updated the visuals for notches, shape patches and playing fields.


Various improvements have been made to shadows. They now render from farther away, space stations now have shadows on both high and extreme settings and asteroids and miners have shadows on extreme settings. In general, shadow quality should be much better than before. On the topic of quality settings, fluid deposits now have reduced visuals on lower quality settings.
All LODs (level of detail, read this devlog for more information) for all remaining buildings that will be available in the demo are done, which will help with performance a lot for all quality settings. These buildings are the full cutter, halves swapper and rotator. Miners, shape patchers and fluid asteroids now also have their LOD.
Two things in this section. First up, we’ve made further improvements to rendering performance. This, as always, is an ongoing process, so there’s plenty more to come! Second, we introduced the Building Details graphics settings that should vastly improve the performance when set to low. This setting will make the game run a lot better on low-end systems.
We made a lot – and I do mean A LOT – of changes to the UI and UX in the past month in preparation for the demo next year. Let’s start off with a couple highlights.
The entire toolbar has seen a lot of updates with a new look and feel. The button icons are now more distinct from the buttons themselves, and the functionality clearly stands out in bright ‘shapez 2’ orange. The lock indicators of locked buttons have their opacity decreased to look less clickable than before because, well, they’re not. Additionally, the buttons have been reorganized.

We reworked the pre-load splash screen and improved the game’s startup time. There will be a brief loading screen to pre-load shaders and other visuals so the game will run a lot smoother during gameplay.

The last selected variant of a building is now stored and re-selected when you select the same building. For example, if the last variant of the Full Cutter is the mirrored variant, said mirrored variant will be selected by default the next time you select the Full Cutter.
Steep camera angles are now somewhat being restricted the more you zoom out. This is required to guarantee the game will continue running smoothly. We'll keep a close eye on player feedback for this change.
Interface settings & features were added for the following:
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 you’re interested. Enjoy!
Sprint 19
Sprint 20
Now you’re 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 we’d love to have you back for devlog 015!
~ Tobias & the shapez 2 team
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