
shapez is an easy-going, minimalistic factory building game about the automation of shapes through extraction and satisfying production lines. Adapt to increasingly complex shapes and grow your factory across an infinitely expanding map. Your only limitation is your creativity!
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.43/day in the week to Sep 4 → 3.57/day in the week after.
About
shapez is a low-stakes factory building game all about the automation of shapes production. Extract basic shapes with miners, cut them into segments and combine them into brand-new, unique shapes. Stack multiple layers of different shapes on top of each other & deliver them to the HUB to advance!
As you progress, new buildings are unlocked and the required shapes become more complex. Extract paint and use them to color your shapes. Spread out across the infinite sandbox to acquire different shapes and increase your production.
Leverage copy-paste tools to massively expand your factory as demand increases and shapes get more complex. Mix paint to create new colors, stack many layers of shapes and increase throughput as necessary. After all, it’s not an idle game!
Get creative with optional wiring & logic to optimize your factory to your liking and maybe even make a powerful machine that can make every shape possible.
With no enemies, timers or resource limits to worry about, shapez is a game that allows you to take on factory building at your own pace while progressively tackling more complex levels, if you’re looking for a challenge.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $0.99−90% | 15.9Kreviews | 96% | — | $350.3K |
| $0.99−90% | 69ratings | 86% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 962 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Shapez is a top tier automation idle title. It hooks u hard n you can hardly stop playing. Late game I just keep tweaking factory lines nonstop. Occasionally I redo layouts for hours with zero output gains. Still it’s super rewarding to build step by step and finally make all lines run smoothly after countless tries.
You have a life? Fageddaboutit. This game is a full-time job. No… Actually worse. At a job you at least clock out. Here? You are the system now. You wake up thinking about systems You go to sleep thinking about systems. Except… you don’t go to sleep anymore. You collapse out of exhaustion because the system never sleeps. At first it’s simple. Cut a shape. Rotate it. Stack it. You start off just placing a few conveyors, cutting shapes, stacking them, nothing crazy. But then you notice, something’s a bit slow. So you fix it. Then something else. And suddenly you fall into this rabbit hole of building and managing systems, constantly tweaking and improving everything. The scary part is how normal it feels. You’re just “optimizing a bit,” “cleaning up the layout,” “fixing a small bottleneck.” Nothing dramatic. No big moment where you decide to lose your evening. And eventually the evening isn’t the only thing you will lose. It’s just the first thing that quietly disappears. Then it’s your friends, your wife, your kids and eventually your home. And then there’s the Hub. The Hub is not a machine. It is not a structure. It is a creature, ancient, silent, and endlessly patient. It does not demand, it hungers. An insatiable hunger that cannot be reasoned with, only fed. You deliver shapes, and it consumes them without gratitude, without pause, without end. Each offering only sharpens its appetite. It calls to you without words, yearning more from you, more efficiency, more complexity, more sacrifice. You think you’re building for progress, but really, you’re just feeding it. There is a rule: “If you respect the system, then the system will respect you.” Ignore that rule, and everything collapses into an unimaginable abhorrent mess that somehow still works, but you know it’s wrong. Deeply wrong. The worst part? After playing this, you will be disappointed in real life. Real-world systems are inefficient. Disorganized. No clean inputs, no perfect outputs, no beautiful symmetry. Just chaos. Loathsome. Meanwhile in shapez, everything can be perfected. Optimized. Scaled to infinity. It’s not a game, it’s a descent into geometrical enlightenment. 10/10
Media

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Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 2.43/day in the week to Jul 20 → 5.83/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Czech, German, Korean, Spanish - Spain, Dutch, Polish, Portuguese - Portugal, Russian, Norwegian, Japanese +12 more
Hours played at review time, across 968 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很棒的游戏,如果不想玩半成品的话(2代好像还在更新),可以先买这个玩。 --- 我觉得,在城市建设的角度,它比天际线要清晰。 从一个切片开始,你会建立自己的第一个小作坊。 然后慢慢的,变成一个杂乱的大作坊,你会发现线路太挤了,接口不够接了,产能不足了…… 你会明白,规范化、模块化的重要,于是,你开始将 采集、切片、合并、刷色等分为不同的工厂。 后来,图形越来越复杂,一个图形就要造很多的工厂,你通常不会建造的很远,于是分工不同的工厂聚集在一起,变成了配套齐全的产业园区。 你明白了,以前的工厂为什么什么都有,简直像个小社会。 后来,产能越来越大,你发现路不够用了,于是做单车道、双车道、三车道、四车道, 你明白了,有时候过度的拥挤,会造成浪费。 随着效率的提高,你发现,很多步骤完全不需要拆分那么多工厂,你尽可能去掉道路,把多个模块拼接在一起, 你明白了,流水线化生产。(原谅我不懂这个多个步骤拼在一起怎么形容,或者叫 一体化?) 然后,随着电力、判断工具的出现,你进入了信息时代。 你遇到了与或非,这是代码里面的东西。 你开始控制不住自己想要去做自动化,自动分析、自动拼装、自动提交。 在无数个日子后, 你成功了,但是你感到了无尽的虚无。 一切都自动化后,人应该做些什么呢? 去码头整点薯条?
基本的には面白いんだけど『自動化ゲー』を期待して遊ぶと所々なんか違うってなる クリア目標毎に生産物が大きく変わってしまうので、ちょっとしたラインを作っても必要なくなってしまい、また1から作ることになる そのため、ラインの発展性がなく都度ラインを作ることになり作業っぽさを感じる その繰り返し自体に楽しみがなくはないけれども、それはパズルゲーで得られる楽しさであって自分が求める自動化ゲーではなかった...
[h1]在极简中,搭建你的逻辑殿堂 [/h1] 提到工厂建造游戏,很多人会想到《异星工厂》(Factorio)的庞大与复杂。而《异形工厂》(Shapez)则走了另一条路,剥离了资源限制、敌人威胁等常见要素,将核心聚焦于纯粹的逻辑解谜与流水线设计,更像是写给自动化与编程思维的情书(好浪漫 核心玩法就是:从七巧板到“造CPU” 游戏的规则极其简单:在无限的地图上开采圆形、方形等基础图形,通过切割、旋转、堆叠、染色等工序,组合成关卡指定的“异形”图案并运送至地图中心,随着关卡深入,目标图形会从简单形状演变为“指南针”甚至“凤凰”等复杂多层结构 这种复杂度是指数级上升的,你很快会发现,单一流水线效率太低,必须运用模块化思维设计可复用的“蓝图”单元,并通过复制粘贴来扩建工厂,有玩家感叹,这仿佛是在“徒手制造CPU的入门指南”,越到后期越像是在设计一块集成电路 [hr][/hr] 仔细想想,这游戏其实不怎么提供快乐,不给你华丽的推进,不给什么剧情的演出,甚至没有任何正反馈有的只是——铺好一条线,它只是默默把图形送进中心(产出-完成-新产出) 但它给你另一种东西:一种持续而克制的满足感 那种感觉特别像小时候拼积木,拼到最后一块,刚好严丝合缝,好像心里有什么东西落了地,这不是什么情绪上的爆发,是更安静、更绵长的东西——或许可以叫做?“秩序带来的心安” 很多人说后期重复,如果目标是通关,那到后面确实只剩体力活,枯燥是必然的 [b]但枯燥从来不是游戏的缺陷,而是目标和节奏不匹配的信号 [/b] 其实停止的决定权一直都在你,对有些人是自由,对另外一些人大概是负担吧,而这,恰好也是我觉得《异形工厂》最诚实的地方 这种重复不是游戏的缺陷,而是一面镜子,你感到枯燥,说明你在用“完成任务”的心态玩它;你感到津津有味,说明你已经在跟自己的完美主义较劲了, [b]说到底,这款游戏的缺点,往往就是玩家自己性格的投影 [/b] [hr][/hr] 我玩《异形工厂》的时候,就是一整个下午,一杯饮料,一条反复拆了又铺的传送带,社交软件有消息没回,有事没处理,我不想管那些 我只想知道,这条线能不能走得更顺一点,更简化一点,效率更高一点(偏执狂一般的思考 后来我意识到,我铺过的每一条路线,其实都是自己思维留下的痕迹,认真投入一件不需要解释给任何人听的小事,是很奢侈的,而我很庆幸,我把时间花在了这里
才3块5,买不了吃亏买不了上当,好玩,无敌,简单,有深度,低门槛,简洁,无压力。无敌!
Native Linux Support and being a great game
[EDIT] I hate it SO much when you buy a game and 2 weeks later, it's on 90% discount :( Yes, it's a nice game, okay! Can I have my life back now? I desperately need to eat something and my p-bottle is full.
I enjoyed 95% of this game, but the developers fumbled at the goal line. The majority of this factory game is simple and logical. Then you get to the final mechanic of "floating layers." To put it simply, floating layers don't make logical sense and aren't explained in the game. They are a quirk of the programming that the developers should have patched out, but instead they decided to keep it in as a challenge. You can only figure out floating layers in one of two ways: extensive trial and error to figure out how the (illogical) mechanics work, or looking up the solution online from someone else. After a few hours of trying to figure it out for myself, I looked up the solution. It doesn't make sense. It's a programming quirk disguised as "difficulty." I decided to not finish the game as a sort of protest. This game could have been an all-time classic if they had done the sensible thing and patched out floating layers. You don't need difficulty at the expense of the logic rules that are the foundation of the game. There's a sequel and it doesn't include floating layers, which is practically an admission that the original was handled incorrectly.
Genuinely an amazing factory game with tons of community. Be warned to not play in excess. I dreamt of shapez even in my sleep after first buying this game. I love it. Better than Shapez 2, IMO.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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