shapez - tobspr Games
Hey everyone!

As promised in the last devlog, I wanted to cover the changes and new mechanics regarding item stacking in Shapez 2!

However, I wanted to also quickly mention that we have a new logo for Shapez 2:

New Logo

https://store.steampowered.com/app/2162800/shapez_2/

Let us know in the comments if you like it!

Devlog - Stacking
Please note: This devlog might contain spoilers regarding shapez 1, if you haven't completed level 20 yet.


Recap from shapez 1 - The old system

In shapez 1, the stacking basically works like this:

If you combine two shapes, let's say, two halves, it will combine them on a single layer:



However, if you try to stack shapes that have overlapping parts, the right shape will stack "on top" of the other shape, effectively getting smaller:



The reason for the upper shape is getting smaller is making sure you can still read both layers.

It can get more complex quickly though - what if the shapes only partially overlap?
In this case, you will produce an overhang:



If you now try to cut this overhang, the right side "falls down" and gets bigger again:



Here for example is how you produce a shape that has a "floating" piece which is not connected to anything else (like in the logo):



Using this mechanic is required to produce the logo (level 20) shape - and it can be very unintuitive.
In fact, it is so unintuitive that we got hundreds of bug reports about "broken stacking mechanics" so far!

The reason to change

When making a survey in the shapez 2 discord about the stacking mechanics, this is what we got out of 927 votes:

A) 31%: I have completed level 20 in shapez 1, and figured the solution on my own
B) 51% I have completed level 20 in shapez 1, but I looked up the solution fully or partially
C) 3% I stopped at level 20
D) 15% I stopped before level 20

Seeing that only 18% stopped at level 20 or before - it shows that this is really represents the core audience of shapez, having played the game at least for 10 hours +.

And yet, out of the 82% who completed level 20, effectively 62% had to look up the solution on the internet!

This showed us that the mechanic definitely needs a change, and this is what we did in Shapez 2.

Stacking in Shapez 2

Our goal for Shapez 2 was, besides of making all buildings open, making the game more accessible. This also includes making all mechanics feel like a challenge, but not like a bug, and thus they have to be intuitive.

I'll simply show the exact same setup from above, but this time in shapez 2. (PS: There are alpha builds available in the discord, if you want to try it yourself!)

Again, if you combine 2 halves, it looks like this:



If you stack 2 shapes that have overlapping parts, it looks like this:



If you stack 2 shapes that only partially overlap, it looks like this:



So far so good - but what happens if you now try to cut the overhang?



As you can see, there is now a little animation showing how the overhang is falling down and resizing to its original size.

This also applies if you try to build a floating shape:



As you can see - the overhang now falls down as well!

This means that floating shapes, which are not connected to any adjacent shape, are not possible in Shapez 2 - are they?

Let me introduce you the new pin mechanic!

Pin Pushers

To allow to produce floating shapes in shapez 2, we wanted a mechanic that makes more sense and also looks "reasonable" with the new 3D environment - having parts just float in the air would look weird and inconsistent.

Thus, we are introducing a new mechanic - the pin pusher.



It introduces a new "shape part" type (Short code: "P-"), that is a little different compared to the other shape parts. It effectively removes a whole quadrant and replaces it with a single pin.

Utilizing the pin, you can create floating shapes again:



This makes whole process a lot more intuitive. And you can produce some pretty .. interesting shapes! Notice how the right shape is actually the "a" from our new logo - a shape you can only produce in Shapez 2!



The algorithm

The shape stacking logic has been created completely from scratch in Shapez 2. It now does an actual, physics based simulation of the shape (which is of course cached, so it's very efficient).

The first step is identifying "groups" within a shape. 2 parts of a shape count connected if:

- They are on the same layer
- They are adjacent quadrants (i.e. top right and bottom left wouldn't connect)
- Both are a "full" shape - that means, not a pin

A group is connected physically, so it means that when it falls down, all parts fall down by the same amount.

After identifying the groups, we run our "physics" simulation which basically applies gravity to all groups, until the shape is not changing anymore.

This might sound rather complex at first, but the behaviour is actually a lot more intuitive if you try out!

PS: Again, there are alpha builds available in the discord, if you want to try it yourself!

PPS: If you are interested in the exact details - you can find the C# Source here! We are always happy to get suggestions on the code, just like in shapez 1.

Further mechanics

The floating shapes mechanic was a beloved mechanic from a lot of veteran shapez 1 players, and we are very well aware that the pin pusher mechanic simplifies the process quite a bit. Especially for those who love (hard) puzzles, there is now a gap.

However, don't worry - this is why we are introducing additional shape mechanics as well, such as crystals!

Be sure to follow the Store Page to get notified about new devlogs covering those mechanics!



PS: Did you notice all GIFs loop seamlessly? This was actually a lot of work! If you like the devlogs, let us know in the comments so we know it's appreciated :)

Have a nice weekend!
Tobias


Wishlist & Follow Shapez 2

https://store.steampowered.com/app/2162800/shapez_2/
Apr 14, 2023
shapez - tobspr Games
Hey everyone again!

The response to the latest devlog was super positive, so I thought I'd try to give you more regular updates now! This devlog is covering the topic of cutters, rotationally dependent shapes and much more. Enjoy the read!

https://store.steampowered.com/app/2162800/shapez_2/



Why cutters are difficult

How it started

Cutters have often caused confusing in shapez 1 already. Here's a quick reminder how they work:



Basically the right side of the cutter always outputs the right half of the shape, no matter the orientation.
There is actually a good reason to not just cut the shape in half like a wedge on a belt: It would break blueprints.

Imagine having a blueprint with cutters and rotating it - the blueprint would now work differently, being effectively useless.

However, we felt that this is still a suboptimal solution, since there were frequent "bug" reports of the cutter not working, which was due to a misunderstanding how it works.

For shapez 2, we wanted to revisit this mechanic, and here's what we ran into:

Making the cutter 'open'

As mentioned in the previous devlog, one step to make the cutter more obvious was to make it fully animated:



However .. Besides of the animation & mesh being work in progress, I'm not sure this makes it any better at all to be honest. While the process is more visible - it's still very hard to determine how the cutter will cut.

Camera Rotation / North indicator

Another issue is - while the camera rotation in shapez 1 was fixed, you can fully rotate the camera in shapez 2. In order to determine how a cutter will cut, you now also have to factor in the camera rotation. For example, if you revisit the gif from above - are you wondering why the cutter is putting the right side on the left belt?

This is actually because the camera is rotated by 180 degrees - the cutter is actually facing downwards.
To better show in which direction the camera is currently facing, we added a small compass:



As well as a small indicator (WIP!) on the shape:



Belt Relative Rotation

At some point, there was the suggestion for belt relative rotations. What does this mean?
Basically, right now, all shapes always point upwards. This means that the cutter also always has to cut from top to bottom.

If the north of the shape would now be aligned instead towards the direction of the belt, the cutter could always cut in that direction, because even if you rotate the cutter, you'd get the same result.



While this would partially solve the cutter issue - it now introduces a whole bunch of other issues.
For example, as you can see in the gif, it's now extremely hard to predict how the stacker will combine the shapes, because they rotate on every belt corner. Which is, after quite an extensive discussion on the shapez 2 discord, we decided against it.

Rotation for Research Goals

Another issue we ran into: In which direction would you actually have to deliver the shape into the hub?
In shapez 1, the shape had to be rotated in the correct direction in order to be accepted.

However, can you spot the issue on this screenshot?



Because the camera is rotated by 180 degrees, it looks like you would be delivering the shape in the correct rotation, while in fact you are delivering a shape that is flipped.

This lead to a lot of confusion - and even bug reports like "HUB is not accepting shapes".

To avoid this, we simply now allow the shape to be delivered in any rotation into the hub (However - if you are looking for a more hardcore experience, we are considering to add an achievement to deliver all shapes in the correct orientation! And probably also an option in the game creation settings, although probably not on the initial release).

PS: Did I already mention the artists are currently reworking the hub? Follow the shapez 2 store page to receive future updates!



Operation Previews

Another improvement we made to make using cutters (and other buildings) a little easier: Whenever you are about to place a building, it shows you the predicted output:



Simplifying the onboarding / "Light" Cutter

We've been really trying a lot to make the cutter easier to understand, however even with all the improvements, the cutter can be hard to understand.

Because the cutter is the very first processing building you unlock, we felt that it can quickly overwhelm new players.

Thus, we came up with a solution - A "light" cutter which only outputs one half of the shape, and trashes the other side. This avoids the whole directional conflict, has a much simpler animation, and is easier to understand:

(The mesh is a placeholder)


Later in the game, you can then unlock the full cutter as an additional unlock, effectively "flattening" the difficulty curve a bit, while you can still choose to rush it.

And the great thing is, the light cutter still has its use case after unlocking the full cutter: If you only need one half of the shape, it's more efficient (space & throughput) to use the light cutter.

Follow & Wishlist!

Be sure to follow Shapez 2 on Steam to receive notifications about future devlogs!

https://store.steampowered.com/app/2162800/shapez_2/

I hope you enjoyed the read, and stay tuned for the next devlog, where we will cover the new stacking mechanic in Shapez 2!

~Tobias


Apr 9, 2023
shapez - tobspr Games
Hey everyone!

I wanted to give you an update on the development of Shapez 2, our current plans and more!

https://store.steampowered.com/app/2162800/shapez_2/

News
Funding Secured

Shapez 2 will be partially funded by the German Government via the "Computerspielförderung des Bundes". This allows us to produce the game with a much higher quality, more content and bigger team. We are super excited and extremely grateful that we can now produce the game with all the features & content we have in mind!

We are hiring!

Speaking about a bigger team - we are currently looking for a Senior Unity Developer as well as a Community Manager! If you are based in Germany and want to work in a small, super motivated team as well as having a huge impact on Shapez 2, please apply!

Alpha Gameplay & Screenshots

If you are curious how Shapez 2 will look and feel, you can check out this exclusive alpha gameplay stream from Giantwaffle! We usually don't allow anybody to show the game outside of the discord, but we made an exception to get early feedback. Keep in mind this is a very early version of the game with still months of development to come, but we think it already shows very nicely in which direction we are heading!


We've also updated the Store Page with current Screenshots from the Alpha!

PS: We are currently not looking for more alpha testers, but follow the Shapez 2 Store Page to get updates when we do!

Devlog
Simulation Updates

I wanted to give you a quick idea how the simulation works in Shapez 2, to also explain why the simulation performance will be up to 30 times better than in Shapez 1!

All buildings in Shapez 2 are represented via a concept called "Belt lanes". A belt lane has basically 3 relevant parameters: Current Item, Progress, Next Lane.
The lane then also has a "Belt lane definition" which stores parameters as the duration, speed, world position etc.


These belt lanes know about their next lane, so for the simulation, it is not relevant to which building a lane actually belongs - the simulation itself does not have the concept of buildings.

When you place or remove a building, a graph of those belt lanes is built. In order to make sure the simulation runs at full precision, we have to build the graph and compute which dependencies every building has. This results in a flat list, which is built individually for every island (thats what we call the space station platforms internally).

You can see an example of the update order here - as you can see, the buildings at the end of the chain are updated first, and the extractors are updated last. This is extremely important, since otherwise you would constantly have gaps between items on the belt (And it also means loops are less efficient - so don't build loops! :))


Belt Simulation

To better visualize and debug the simulation graph, we have created a small tool for which we ported the main parts of the C# Simulation (since Shapez 2 is written in Unity) to TypeScript.

You can give it a try here, and also have a look at the simulation code here!

Basically the simulation works like this:
From the last lane (on the right) to the first lane (on the left), the simulation first computes how far the item can maximally progress (reading the MaxStep from the next lane). Then, it computes how much the item can actually progress based on the time elapsed, and moves it as much forward as possible. As a last step, it updates it's its own MaxStep property. You can visualize the property by checking the "Show max step" checkbox.

The computation of how far an item can progress can get rather complex, because there are two dimensions to take into account: Time and Distance.
An item can not progress faster than the maximum speed of the lane, which is the main limit of the throughput. However, items must also not overlap when being rendered, which is why between two items, we have to ensure there is always a distance of 0.5 units.

This sounds simple at first, but can get pretty complicated. For example, if you have two lanes which have a length of 0.5 world space units and a speed of 1 unit/second, it means an item needs 0.5 seconds to reach the end of a lane.
If the second lane has an item at 50% progression,it means it is at 0.5*50% = 0.25 units. if both lanes are directly connected, it means an item on the first lane can only move 0.25 units on the first lane as well, until it would intersect with the item on the second lane. This is what the MaxStep property basically stores.

However, there are buildings which have lanes that have a length of 0 units, but still a duration. Imagine the rotator for example - it has 3 lanes: Input Lane, Processing Lane, Output Lane.



The processing lane has a duration of 0.5 seconds by default, but it has a length of 0 world space units.
If we now look at the graph using the world space length as the dimension from left to right, it looks like this:




However if we look at the graph using the time as dimension from left to right, it looks like this:


If you look at the visualization (again, link), you will see that in the world length dimension the item just stops (and would rotate in the real game) whereas on the time dimension, it just continues to progress.

Depending on the complexity of buildings, this can be a pretty daunting task to get right, especially if we want to get all buildings to run at 100% precision.

Visualization of Items
Another big problem is that we can not "hide" items, because all buildings are supposed to be fully open. In almost all other factory games, buildings are solid structures that have inputs & outputs, but they just "consume" the items and output others. Because shapez 2 is fully open, this adds a lot of new issues (but we think it is worth it!):


For example, splitters can sometimes still have overlapping items:


This is super hard to fix, because we can not simply "warp" the items, however we will cover this in another development log!

+3000% Simulation Performance

You might ask why we are doing all these efforts to put the nodes into a graph structure. The main reason for this is that we want to make the simulation 100% precise at just 2 UPS (Updates per second).
This means that islands which are not currently in view can be updated at 2 UPS instead of 60 UPS.
Compared to Shapez 1 (and almost all other factory games) this is a huge performance improvement - to put it into numbers, about 30 times faster.

We've done some initial tests and it seems that factories with >1,000,000 buildings and thousands of islands are just fine.

However, we want more - and thus we're also building the simulation to support multiple threads. Because every island is it's own graph, we can update islands independently of each other, and then update the "shared" structures afterwards. If we use 8 threads instead of just 1, this means the simulation would in total be about 240 times faster than in shapez 1.

Realistically, we will hit other limits (like memory bandwidth), but in general you can expect the simulation performance to be at least magnitude better than in shapez 1, and probably also compared to other major factory games.

Of course, this is only the simulation - if you choose to select ultra-high graphic settings for example, the game can still run slow if you don't have an appropriate setup.

However, we are giving our best to make sure huge factories run perfectly smooth!


Graphic Requirements

We've received a lot of questions about the system requirements with the all-new graphics. We know that one advantage of Shapez 1 was that it ran well with low requirements, and our goal is to make sure that Shapez 2 also runs on low end setups, which is why we will also include a "minimal" graphics mode which will make the game run very ugly, but also very fast. Tests have shown so far, that it should be no issue playing on an integrated laptop GPU for example, but we will keep you updated with definite stats closer to release!




That's it for today, and we will keep you updated on the development progress - Please let us know in the comments if you liked this technical insights and would like to see more!

And last but not least, be sure to wishlist & follow Shapez 2 if you haven't yet!
https://store.steampowered.com/app/2162800/shapez_2/

~Tobias

shapez - tobspr Games
Hey everyone!

We wanted to give you an update about the current state, plans and roadmap of Shapez 2.

First of all, if you haven't wishlisted and followed the store page yet, this is the best way to get notified about updates, giveaways, release dates and more!

https://store.steampowered.com/app/2162800/shapez_2/


Roadmap & Funding

We want to develop Shapez 2 much more sophisticated than Shapez 1 - with a larger team, all kinds of new features, content, quality-of-life improvements and all-new 3D graphics.

This implementation would not be possible with our current resources, which is why we have applied for funding from the German government.

We hope to have the response by the end of February, which would allow us to start with the production of Shapez 2 in March. In case we get a positive funding response, the timeline & roadmap would look like this:

Steam Demo / Next fest: Either February or June 2024
Steam Early Access: ~Mid 2024
PC 1.0 Release: Mid 2025
Consoles Release: TBA

We would be self-publishing the game on Steam (except for the Asia region), but once we have the funding secured, we will also look for a publisher for consoles. Once found, we can also announce a release date on those!

Game Theme & Features

While Shapez 1 had a very abstract, minimalist art style, we want to re-work the art-style to look a bit more interesting and exciting. However, we'd like to point out again that we still want to keep all the core mechanics that define shapez - No enemies, no building costs, no stress, and so on. Making the visuals stand out a little more allows us to get more people excited about the game though - and personally, we really like the planned direction!


While we are talking about the theme and space stations, here's some concept art already - our vision on how we want the game to look and what we will aim to produce once we get the funding response. Hope you like the new direction as much as we do! (Please note: This is just concept art. We haven't started with the actual production yet, so it's still a long way to go until the game actually looks like this, if ever!)



Besides of all the new features (multi-layers, trains, blueprint library and so on) that we plan to implement, I'd like to highlight one specific feature: The blueprinting of entire space station platforms.
Later in the game, you will be unlocking the ability to copy & paste whole stations, so you can start building on an entirely different scale. For example, you can build a "cutter", "stacker" and "rotator" platform, and then move and duplicate those modules as required, building huge factories consisting of thousands of buildings with a single click.

Surveys

As a preparation for a potential production we prepared a few surveys, and we plan on doing a lot more in our Shapez 2 Discord!

We are really trying to involve you as much as possible - for example, the change to the space theme was actually driven by community surveys!

Here are a few past and actives surveys, to give you an idea what those are about:

Initial Art Style Survey
Cutters
Second Art Style Survey
Space Stations Survey
Miner Modules
Should we add multiplayer - Survey
Game Name Survey
Visual Style Survey
Grid Survey (ongoing)
... and much more!

As you can see, we are really looking to involve you in the development & decisions and are trying to make sure we are building a game that everybody loves as much as we do!

Giveaways

Once we have settled on a release date, we will run multiple giveaways for Shapez 2 keys on different platforms. To make sure you don't miss out on those, we recommend to:

- Join the Shapez 2 Discord
- Follow + Wishlist the steam page




FAQ

We frequently get similar questions, so we wanted to start a small FAQ!

Q: What will be the price?
A: We can't give an exact price yet, but our current estimate would be around 25-30$/€ on Early Access Release.

Q: What will be the state on Early Access?
A: We want to make sure the game is already very polished, playable and enjoyable on Early Access release (comparable to other major games in the genre). During Early Access, we will aim for 3-4 major updates instead a lot of smaller ones, which justify picking up the game again (in case you ever stopped).

Q: When will the game release?
A: If we can secure the funding, we would plan to release in Early Access Mid 2024.

Q: How can I support you?
A: If you like our games and what we are doing, we have a patreon which also gives you discord benefits!
You can also check out our other games, like Kiwi Clicker or https://store.steampowered.com/app/880580/YORGio/!

Q: Will my PC be able to run it with the all-new graphics?
A: We will be very focused on performance, and we are even considering to add a "low-spec" mode with largely reduced visuals. We are aware that a major advantage of Shapez 1 was that it ran on various setups, and we'll give our best to ensure Shapez 2 does too!

Q: What operating systems will the game support?
A: Shapez 2 will be available on Windows 7 or newer, macOS and Linux.

Q: Will I get a discount if I own Shapez 1 already?
A: Unfortunately, no.


Have a nice weekend!
~Tobias


https://store.steampowered.com/app/2162800/shapez_2/
shapez - tobspr Games
Hello together!

First of all, we are still waiting for the answer of the funding for Shapez 2, which we expect in January or February. So, since the funding is not settled right now, we can't guarantee that Shapez 2 will ever be released.

Since the prototype is finished (reminder: you can try it out in the Discord server!) and we can't start production yet, it will be a bit quieter around Shapez 2 for the next months.

Nevertheless we wanted to show you the concept art we had in mind for Shapez 2.

At first glance, Shapez 2 looks completely different from Shapez 1, and I understand if that seems unexpected. However, we are very keen to keep the gameplay (what shapez is largely about), and of course expand it. That is, it will still be about processing abstract shapes, resources are infinite, buildings are free, there are no enemies and the focus is on building the factory.

However, we believe that we can make the game much more interesting and tangible by introducing a new visual theme. This will also allow us to introduce new gameplay mechanics, like asteroids and space station modules (more on this when we get the chance).

Please let us know what you think in the comments!

PS: Be sure to wishlist and follow Shapez 2 on Steam, if you haven't yet!

https://store.steampowered.com/app/2162800/shapez_2/



~Tobias
shapez - tobspr IT Solutions
Hey all!

As some of you might have noticed, we just launched the Steam store page for Shapez 2!

Please wishlist the game, follow and share it on social media! This really helps us incredibly, and shows that we are on the right track!

https://store.steampowered.com/app/2162800/shapez_2/



If you're curious what the current state of the prototype is: Waffle did a live stream of the game's prototype, which you can watch here - even though there's no real progression yet and the art style isn't final, it already gives a good first impression, and we are pretty happy with the results so far!

And if you want to actively participate in the development process: We make regular polls and accept suggestions in the shapez 2 discord!

Finally, a disclaimer: We won't get the answer from the funding until February. That means, even if we are optimistic, that we can't guarantee at all that the prototype will become a finished game (But again - wishlists help!). In case you want to generally support us, we launched a Patreon Page though, which also gives you a special discord role!

Enjoy your weekend!

~Tobias
Aug 19, 2022
shapez - tobspr IT Solutions
Hey all!

You might have noticed that it's been a bit quieter around shapez lately. That's mainly because I'm already working on a prototype for shapez 2!

Unfortunately, the basic structure of shapez 1 is such that it is very difficult to add new features. So it makes more sense to work on shapez 2 - in a new engine, with new features, and much more!

I also have a lot of ideas for shapez 2, and to summarize them all, I have prepared a website - you can find everything about shapez 2 there, and it will be constantly updated to match the current status of the development:

shapez 2 About Page

Please note that we do not have the funding fully secured for shapez 2 yet, so it is not clear we can turn the prototype into a released game!

I'm really excited to hear what you think about the new features - feel free to let me know in the comments, and don't forget to follow us on social media!

~Tobias
shapez - tobspr IT Solutions
Hey all!

Since I was asked very often, I just released a new update for shapez that allows you to play the full version of shapez in your browser, completely without downloading Steam!

All you need is the Full Edition of shapez (base game + Puzzle DLC (!), see below). Then go to https://play.shapez.io/steam_news_1_5_5 and click on "Sign in via Steam" in the bottom left corner. As soon as you are logged in you can play the full version in your browser, including the Puzzle DLC!

Currently mods still only work in the Steam version, but I'm currently looking if there are possibilities to integrate mods in the browser version.

Furthermore there are some improvements to the base game:

- The tutorial for the first levels has been significantly improved
- General cleanup of the UI (more to come!)
- More sound effects
- Fix that some saves could not be deleted anymore

Have fun with the update!
~Tobias

PS: In case you're wondering, the reason you also need the Puzzle DLC is because the web version requires the Puzzle DLC backend for authorization. I wanted to make it separate at first, but then it got complex very fast - and then I thought better this way than not at all!

PPS: I am working on a small side project - Kiwi Clicker - Wishlist it now to get notified about updates!
shapez - tobspr IT Solutions
Hey everyone,

As you might have seen, the logo has changed a bit overnight, as well as the name of the game - "shapez.io" is now just called "shapez". I decided to do this because ".io" games have a relatively negative image, and because shapez is anything but an .io game. As part of that, I also took the time to improve the artwork a bit - I hope you like it, especially the new store page capsule!

In the course of this I also just released the 1.5.2 update:

Probably the most interesting for many players is the "VRAM glitch", where the map background would not update anymore, mostly in fullscreen. It should hopefully be fixed now - If not, please contact me in the discord server!

There are also some performance improvements, a bit of UI cleanup and updated translations.

PS: We also have started working on shapez 2, but more on that soon!

Wish you a lot of fun!
~Tobias
shapez - tobspr IT Solutions
Hey all!

From now on shapez.io is also available on macOS. There is currently only an x64 build but ARM builds are planned (The x64 build runs fine on M1 though). I wish you a lot of fun!

Also, please report any issues in the discord server!

PS: You might have to restart steam first :)

Unrelated: If you haven't yet, be sure to check out the Compact Machines mod - it's awesome!
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