shapez - tobspr IT Solutions
Hey guys!

While I was working on the Puzzle DLC, I wanted to build something completely different, and here it is - https://schoolbreak.io?r=shapez_steam!



The game is about either creating chaos in the school as a student, or protecting it as a teacher. So schoolbreak is also my first real multiplayer game!

If you are wondering now if there will be a multiplayer version of shapez.io I have to disappoint you, unfortunately the engine and the type of the game doesn't allow it :(

But you can look forward to the Puzzle DLC! The store page for it will go live soon, but when exactly I can not reveal yet :)

So - if you'd like to try something new and silly, I'd be really happy if you gave schoolbreak a try, I put a lot of work and love into it!

~Tobias
shapez - tobspr IT Solutions
This update is only a bugfix update while I am working on the Puzzle DLC :)

Unfortunately, in the past there was the occasional case that a save was corrupted, for example if the computer crashed while saving.

The 1.3.1 update now makes a backup before each save, and saves the file first to a temporary file, and then moves it. This means that a lot would have to go wrong for a save to be lost, and even then the game still keeps a backup of the save.

I hope that now no saves are lost and I apologize for all lost saves so far!
shapez - tobspr
Hello everyone!

After a long time there is a big update for shapez.io - Achievements!

There are now 45 Achievements you can unlock. Also the Steam Overlay and screenshots work now (on Windows)! I am curious if you will find the hidden Achievements ;)

Furthermore you can welcome a new member in the shapez.io team - Say hello to Greg! He is now working full time on shapez.io and will provide you with updates in the near future!

Speaking of updates - Soon (until mid 2021) the first DLC for shapez.io will be released: shapez.io Puzzles! This will introduce a puzzle mode where space, resources and buildings are limited. There will be predefined puzzles, but also a level editor and community area where you can create and publish your own puzzles. It might also introduce new buildings.

As soon as I have more information, you will hear from me!

You might be wondering why there is a new publisher listed - I am very happy to announce a partnership with Doyoyo Games!
It's incredibly hard to publish a game in China, and they will stand by my side. This will greatly improve the experience for Chinese players:

- Improved translations by native speakers
- Building a Chinese community
- Answers to your questions & support in Chinese
- Special content adapted to the unique Chinese cultural background

Thank you for your support! And look forward to the next updates, it will be really cool :)

~Tobias
shapez - tobspr
Hey guys!

Here's another update with fixes and quality of life updates, a lot of them come from the community (you!) actually.

I took a bit of a break after the wires update since that was really a huge update, but I really like working on shapez, so be prepared for a few upcoming updates! (For the roadmap check the last post).

This update includes:

Fix item readers and some other buildings slowing up belts, especially if they stalled (inspired by Keterr's fix)

Well, this one was a bit annoying to track down, but belt readers (and basically every other building) could actually slow down a belt under certain circumstances.

This should fix the throughput issue, however there are some other issues left which I am aware of, for example the double painter being *just a tad* too slow. I'm working on that!


Added the ability to edit constant signals by left clicking them

This should be a huge QoL - since before, you would have to destroy and re-place the signal!


Prevent items from being rendered on each other when a belt stalls (inspired by Keterr)

This is pretty easy to show within an image:




You can now add markers in the wire layer (partially by daanbreur)

Markers now remember in which layer they were created, and also restore to that layer when clicking it.
They also have a different icon now:




Further changes

- Allow to cycle backwards in the toolbar with SHIFT + Tab (idea by EmeraldBlock)
- Allow to cycle variants backwards with SHIFT + T
- Upgrade numbers now use roman numerals until tier 50 (by LeopoldTal)
- Add button to unpin shapes from the left side (by artemisSystem)
- Fix middle mouse button also placing blueprints (by Eiim)
- Hide wires grid when using the 'Disable Grid' setting (by EmeraldBlock)
- Fix UI using multiple different save icons


Looking forward to your feedback!


shapez - tobspr
Hey guys!

This isn't a huge update and contains mostly community fixes and translations.

However, I thought this would also be a nice spot to talk about future (big updates):

My roadmap looks roughly like this:

- Puzzle Mode (E.g. have a fixed amount of space to produce an item, etc.)
- Blueprint library
- Steam Achievements
- More Game Modes (e.g. Sandbox) and customizable map generation
- (Maybe?) a Minimap
- Mods (This will take a while though)

I can't promise when the next big update will happen, but it is planned and I'll keep you updated!

PS: There is a speedrun challenge running in the discord which ends this evening - be sure to check it out! :)

Have a nice Halloween!
~Tobias
shapez - tobspr
I'm excited to announce that after several months of work, the Wires update is FINALLY ready!

Besides an impressive amount of new content, the update also brings significant performance improvements and a lot of Quality-Of-Life features.

Since the update is really HUGE, I created an an extra page for it, which summarizes all changes - I highly recommend to read it before playing the update, it will (hopefully! :D) answer most of your questions:

http://shapez.io/wires?sp

You can download the update now - it should update automatically. If it doesn't try restarting Steam!

Thanks to everybody who has supported me for this update, be it testing, contributing or giving feedback!

Stay Safe, and I'm really excited towards your feedback! ❤️
shapez - tobspr
I have awesome news, the wires update will be released on October 9th, 10 AM CEST!

All information can be found here:

https://shapez.io/wires/

PS: It's super cool! :D

Looking forward to your feedback!
Sep 24, 2020
shapez - tobspr
The wires update will be coming very soon and I'll announce an exact date later this week!

In the meantime, here's a spoiler (Don't mind the gif compression):



(PS: The core gameplay actually won't change. This is all optional lategame content. And it's not as complicated as it might look)


shapez - tobspr
Hey guys!


First of all, I apologize again for no devlogs the past month, but I have been super busy again. However I have a lot of cool new stuff to show!

Disclaimer: All this stuff is not final, meaning it can change until the release. Also a lot of artwork ist still dummy artwork!

PS: All content in this post is already available to be tested in the alpha! If you are interested in trying it out - Join the {LINK REMOVED}!

Alright, let's get to the content!

Summary

For those who haven't read the past devlogs: The wires update is a huge update coming to shapez.io soon. It adds an additional "wires" layer which you can switch to and allows you to build logic gates, filters, and much more! It is additional content, meaning it will be unlocked after finishing level 18. However, the requirements to reach level 18 will be lowered.

Read this post to find out more about the update. Warning: Spoilers!


Logic wires

I have decided to split the update into two parts. I felt like the energy part didn't really fit into the game so far, so I will wait with that. Instead, I will focus on the logic wires entirely for the update.

So, what can you do with logic wires?



Generating Signals

A signal can either be a shape, color or a boolean value (0 / 1). They look differently on the map, which you can see in the screenshots below.

Constant Signal

This one is simple: You input a shape, color or boolean value when placing it, and it will emit this value.



Button

This building can be placed on the regular or the wires layer and will emit an 1 when pressed and 0 otherwise:



Hub

The hub has a special connector which allows to read the currently required shape. This will allow to make an "automated make-everything machine"!



Storage

All storages now have two pins: One which returns if the storage is full, and the other returns which item is currently stored:



Item Reader

This building is still in progress, but it will be a 1x1 building where you can put an item in and it will emit that item on the wires layer. It will also pass through the item on the regular layer, so you can just place it somewhere on a belt.

Using signals

Logic gates

There are multiple logic gates already available: AND, OR, NOT, XOR and a transistor-style building.





Shape processing

This is still in progress. However, you will be able to virtually:

  • (Un-)stack a shape
  • Cut a shape
  • Rotate a shape
  • Read the color and shape type of a given quadrant
  • Maybe: Paint a shape
  • Maybe: Mix colors

With this options, you can for example analyze the currently required shape (Coming from the hub) and configure your make-everything machine with that!

Item Filter

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.



Display

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!



Wiring / Insulation

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:




Use Cases

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:

  • Shape processing with wires
  • Migration of old savegames
  • Re-Balancing the upgrades
  • New levels
  • Performance improvements
  • Testing!

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!
shapez - tobspr
Hey guys!

I'm sorry for not writing a devlog for about two weeks, I have been super busy in real life because I'm currently moving and also have a lot to do on my main job!

New way to submit feedback, bugs, suggestions

I have been working on changing the way to provide feedback, since I got overwhelmed by the amount of suggestions and feedback (I get like 300 messages a day ...).

So, here is how I ask you to provide feedback, report bugs, submit suggestions etc etc.

I kindly ask you to start from the top and work through to the bottom, without skipping steps.

  1. Ask in #bugs / #feedback / #questions on the discord server first, if you are uncertain if it is really a bug or an issue or your side, or if you want to gather the feedback of other players first for a suggestion.
  2. Visit the Trello Board
  3. Check if your suggestion, bug, etc is already there - If so, vote for it - Don't worry, I will see it :) (You have to be signed in on trello).
  4. If not, check if it's already reported on the GitHub issues page
  5. If it's not reported there, create a new issue here
  6. I will then have a look (This can take days or weeks) and convert it to trello, and comment with the link. You can then vote there ;)

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.

Compact splitters / mergers

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)

Re-Balance Upgrades

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!

Naming savegames

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.

Fixing the level 18 "bug"

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!

Further improvements

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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