
Dive into a factory-building game with the focus on just that – building huge space factories! Design sprawling multi-level factories and satisfying production lines without limits. Tackle progressively challenging automation goals at your own pace, without the threat of enemies.
Modeled estimate, not a reported figure. How we estimate →
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About
shapez 2 is a 3D factory-building game where you automate the extraction, production and delivery of geometric shapes. Each shape is its own set of building blocks that your factories can take apart, stack, paint and put back together in near-infinite different ways.


Deliver specific shapes to unlock new technologies, expanding your factory’s capabilities and scale to make even more unique shapes. Grow a single conveyor belt into a massive multi-station space factory across three interconnected layers. Keep it efficient and optimise every platform, or expand into the infinity of space and connect a million buildings by space train – you decide how you engineer your factory.

shapez 2 is the purest factory simulation game imaginable: all buildings are free, resources never run out and there are no enemies or time limits. Effortlessly delete, redesign and rebuild your spaghetti belts as much as you want, without penalties. You’re in complete control of this sandbox, so you can focus on how to craft the next shape.


Whether you’re new to the genre, a casual or an automation veteran, shapez 2 is for everyone. Pick between three difficulty levels with completely unique logistic puzzles each or take on the experimental Hexagonal mode. There are many reasons to play shapez 2 again and again.


If you’re looking for a list of what shapez 2 has to offer, these are the features you should know about:
Multi-Layer 3D Factories: Design and optimize your factories across three building layers for both buildings and platforms. Connect everything by space belt or train!
Multiple Difficulty Levels: One main game mode with multiple difficulty levels for both new and veteran players, as well as the experimental Hexagonal mode if you’re up for the challenge
Challenging Shape Mechanics: Discover shapes types with unique properties and logic
Open Production Buildings: Build stunning space factories with animated open buildings, so you can always see exactly what’s going on or going wrong
Research System: Unlock new buildings, mechanics & upgrades that open up new ways to build your factory
Blueprint Library: Save, load, export and share factory design blueprints with anyone
Easy controls: Effortlessly cut, copy & paste parts of your factory and undo & redo up to 50 operations with intuitive keyboard controls
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Korean, Turkish, Polish, Russian, Thai, Japanese, Portuguese - Brazil, Simplified Chinese +1 more
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
Hours played at review time, across 611 reviews with recorded playtime.
Reviews
Themes across 609 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This game feels like cooking up tiny colored pills, swallowing them, and drifting through a cloudy dream in search of life’s true meaning.
I love this game. It's the perfect mix between being challenging and relaxing. At first glance you might think this is a very complicated game but it actually has a well thought-out progression system. You start with simple jobs and along the way you get access to new machines and new controls. The controls themselves are very player-friendly and you pretty much never have to fight them. Getting to grips with the controls is NOT one of the skills you have to master as a player. Want to flip one of your designs? Presto and it automatically has also changed the direction of any belts so that you can directly use it. The controls are full of such nice Quality of Life features. Depending on what mode you play the game in, there are no time-limits or any real limits as you work your way through all the jobs the game contains. Resources can be found all over the map and as you progress you get more comfortable and proficiant in moving them quickly from one end of the map to another. It all looks very cool and the interface, again, is very well thought out. The more you zoom in or out, you enter a different view mode with different tools to your disposal (that often do fulfil the same role but on a grander or smaller scale). The piece and calm of this game is also carried by the music. Such calm and smooth tracks that you forget time while you play it. I have put many hours into the game already and many are more to follow as this is one of those games you think "let me see of this works" and before you know it another hour or more has passed. This game gives you the option to play it as a simple builder of items with the available machines and you just enjoy the calm nature of the game, watch all those little blocks flow by on screen while the tunes give you this zen feeling of fulfillment. But if you want, you can go full out with multi-layered platforms and even multi-layered space-transports with trains that perform loops and follow tracks with complicated routes and signalling. The ultimate end goal is to create a MaM, a Make Anything Machine. But that's only if you feel up to it because this requires some higher logical thinking and you have to use complications using boolean operators (in the form of machines that you place on top of belts or pipes, as an example) to guide certain parts through certain machines so that the right parts come out at the end. I haven't tried it yet and maybe I might never succeed but I will certainly give it a go once I get there. I've put 60+ hours in it already and I still have a *LONG* way to go before I can think about building a MaM. I don't want to yet either because I'm still having lots of fun trying to fulfill all the jobs in a kind-of smart way. I highly recommend this game if you like a relaxing building game with some chill music and some well though-out controls and progression system.
Eines der besten Automations-Spiele, die es aktuell gibt. Shapez 2 ist der Nachfolger von shapez.io und ist außerdem vergleichbar mit Block Factory, auch wenn es deutliche Unterschiede gibt und Shapez 2 deutlich besser ist. Relevante Aspekte im Detail: Positiv: - Die Bedienung des Spiels läuft sehr flüssig und spielt sich extrem angenehm. Man kann stufenlos rein- und rauszoomen, superschnell bauen und bestehende Bereiche einfach kopieren oder dauerhaft als Blueprints für später speichern. - Der kontinuierliche Fortschritt im Spiel ist gleich doppelt gut gelöst: Innerhalb eines Spielmodus werden bei Erreichen bestimmter Ziele weitere Elemente freigeschaltet, die man nach und nach im Spiel integrieren muss, um weiterzukommen. Zusätzlich kann man auch noch "mehr" machen, als das Spiel fordert, und bekommt dafür Credits, die in hilfreiche Upgrades umgewandelt werden können. Immer wenn es anfängt, irgendwo nervig zu werden, kommt das Spiel mit einer passenden Lösung (Beispiel: Der Transport über Weltraumfließbänder dauert lange - plötzlich kann man Züge freischalten und es geht viel schneller. Die Transport-Distanzen für Züge werden irgendwann auch immer länger - Wie praktisch, dass man Zugtempo und Ladekapazität erhöhen kann). - Es gibt verschiedene Spielmodi, die das Spielprinzip und Mechaniken beibehalten, dabei aber komplett anders sind und nochmal für viel Abwechslung sorgen. Während man im normalen Modus alles zentral beim Vortex abliefern muss, fliegt einem z. B. im Montage-Modus der Vortex um die Ohren und man muss aus dessen Schrott quasi in die andere Richtung bauen. Und wenn man denkt, man hat alles gesehen und beherrscht das Herstellen der Formen auf allen 4 Ebenen, dann kommt das Spiel plötzlich mit noch mehr Ebenen und noch komplexeren Formen um die Ecke. Und wer dann noch nicht genug hat, kann sich im letzten Schritt noch an den 6-eckigen Formen versuchen. Bei der Reise durch die Spielmodi schafft das Spiel es auch wieder, das Erlebnis sehr angenehm zu gestalten. Mechaniken, die man am Anfang erst noch freischalten musste, stehen teilweise schon am Anfang oder früher zur Verfügung, so dass sich nicht immer wieder mit den Grundlagen befassen muss. - Das Spiel hat ein integriertes Vorschau-System der Formen. Am Ende jeder Produktionskette ist immer die Form zu sehen, die von der Produktionskette ausgegeben wird. So lässt sich sehr schnell analysieren, wo genau evtl. Fehler in der Produktionskette liegen, z. B. auf Grund von fehlenden Verbindungen, falscher Stapel-Reihenfolge etc. Sehr gut gelungen ist dabei auch, dass man sofort angezeigt bekommt, wenn es sich um eine gültige Form handelt, die man abliefern muss, oder eine Form, die man später braucht, aber schon vorher liefern kann. - Für mich sind bei allen Spielen auch immer die Steam-Achievements wichtig: Die sind gut gewählt und verteilen sich gut über das ganze Spiel, so dass auch dort die Motivation immer hoch gehalten wird. Die schwierigen Achievements fürs Ende sind gut gewählt mir einer Mischung aus schwierig, aber nicht unmöglich sowie ein bisschen grindlastig, aber nicht zu sehr. Negativ: - Die Performance lässt irgendwann nach. Wer riesige Fabriken baut und nicht immer wieder alte Fabriken abreißen will, wird irgendwann merken, dass sich das Spiel überhaupt nicht mehr flüssig spielen lässt. Selbst wenn man die Grafikdetails und die Berechnungen aufs Minimum runterschraubt, fängt es an zu hakeln. Besonders bemerkbar macht sich das im Montage-Modus, da man dort kontinuierlich erweitern muss und keine alten Fabriken abreißen kann. Insgesamt ist das Spiel einfach sehr gut und man kann sich da richtig lange drin verlieren. Das Spiel eignet sich auch gut, wenn man keine langen Slots zum Spielen hat, sondern nur mal eben ne Stunde was machen will. Klare Kaufempfehlung von mir, besonders für Spieler, die shapez.io und Block Factory gut finden.
I've been enjoying this game for a while. It's a fun, addictive factory builder where I have to think about how to make something, but more importantly how to do it optimally. I've been playing on the Hard Campaign, because I've had experience with the original game, and I was doing pretty good. Everything made sense. ...and then I got to Milestone 5. Pins. The VERY FIRST STEP requires you to do something that is not explained ANYWHERE in the game. You are vaguely informed of the mechanics you need to abuse to get it to work... one time. One sentence in the Codex that tells you that "Stacking beyond the limit of 4 destroys excess layers. This can be used to your advantage in later stages." You are given this fact at the beginning of the game. Which for me, was 30 hours of gameplay and several weeks ago, and has not been used a single time in those 30 hours of gameplay. This is such an out-of-left-field requirement and knowledge check that I had to look up what I am expected to do. And even after looking it up, I still don't get it. Having the very first thing you are asked to do with a brand new mechanic being an obscure advanced technique that goes against everything else you've done in the game up to that point would be fine if previous milestones were similar. But no. When you unlock painting, you're asked to paint half of a shape, which is easily done by cutting the shape in half, painting one half, and re-stacking them. Paint MIXING you don't even have to do until the third step. But pins? You're somehow supposed to deduce that, by particularly adding pins. stacking, and cutting in a specific order using specific shapes, you can turn what has been introduced to you as a Support Beam into what is essentially a glorified shape. And again, this would be FINE if it was a special challenge found way later on into the game. But it's not. It's the first thing the game asks you to do once unlocking pins. But I could look past all of that. I could roll my eyes, and go "Okay, I guess we're supposed to see it as its own shape, and not something we add to another shape." I would be FINE. If the VERY NEXT STEP DIDN'T TELL YOU TO IGNORE THAT IT EVER HAPPENED AT ALL, GIVES YOU A MUCH EASIER SCENARIO, AND NEVER MAKES YOU USE IT AGAIN. The next time you need to have a pin by itself is for Job 36, and by then you have a much easier, much more well explained and way more intuitive way to get one. It just feels like such a glaring oversight, having what feels like an enormous "screw you" for unlocking a new mechanic, that it should have been altered in some way. It's a brand new mechanic that wasn't in the first game, don't make the player do an extremely specific niche trick to finish the first objective, and then immediately backpedal and make all the extra effort you put in worthless at the very next step. I really hope nothing else in the game is as poorly done as this milestone, because I've enjoyed myself up until this point, and evidently since the game is acting like this step doesn't exist, maybe it hopes I will forget that it made step 1 of the first new shape mechanic you recieved in the game into a puzzle that doesn't feel like what I'm doing is intended. It doesn't feel intuitive. It wasn't fun. And it's not something that I would expect from an otherwise relaxing and completed game. Please change it.
This is the kind of niche game that will either [i]really[/i] grab you or you won't care about; I'm definitely in the former camp myself! That part is a matter of taste, but objectively the game has great UX, which is incredibly important for getting into a game like this: you don't want to constantly be fighting the interface when you're focused on building, and it's clear the developers put a lot of thought into making interactions as smooth as possible in such a complex game. The general aesthetic is also very nice, simple and pleasant to look at, without becoming too plain and boring; you can just sit around mesmerized looking at things moving around... Admittedly the game does feel like it loses a bit of steam once you go through your first playthrough and experience all the mechanics it has to offer; but that already takes 30+ hours, and there's levels of complexity and additional challenges on top of that to try, so there is plenty to do if you get into it. Despite being out of Early Access, the game does have some minor bugs still, but the devs seem to be very actively working on fixing these. They also seem to be adding new modes and other content. If you like these kinds of factory games, it's definitely worth the money!
Voici mes retours sur ce titre. # Early game : 0-70h. Jeu exceptionnel sur sa phase découverte : tout est bien pensé, tout est bien réalisé, les contrôles répondent au doigt et à l'oeil. Je fais, défais, refais, teste. Les challenges s'enchainent progressivement avec de nouveaux concepts, très bon sentiment d'accomplissement. # Mid game : 70-140h. Je me prends au jeu : optimiser les flux, concevoir des schémas pour simplifier la production, automatiser et augmenter les rendements. L'automatisation via le "MAM" devient un jeu à part entière : gérer les formes de base sur plusieurs niveaux ou même décortiquer les formes les plus complexes même si je ne suis pas allé jusqu'au bout sur ce point. # End game : 140-270h. Ici c'est le 100% avec tous succès. C'est une purge, pas d'autre mot. Le jeu impose de lancer tous les modes : classique commun, difficile, extrême, hexagone et manufacture et pour chacun de débloquer à nouveau toutes les améliorations. C'est hyper mal amené et d'un ennui... Pire : si l'on conserve uniquement les schémas les plus avancés, ils sont inexploitables, on n'a pas encore les améliorations pour les faire fonctionner ! Le volume des pièces à livrer peut être important. Il faut alors développer de grosses chaines d'approvisionnement. Moui sauf que le jeu ralentit considérablement lors des sauvegardes (automatiques) et des chargements. Résultat : c'est de l'idle. La forme est OK, la production est soutenue mais pas trop pour ne pas saturer le PC, je reviens dans xx minutes. Concernant le succès "Niveau 50 sur la forme d'opérateur aléatoire", la mise au point de la production automatique est extra mais la récompense complètement décevante. Je lance une pièce, j'attends 5-10 minutes et je reviens pour une nouvelle. Niveau 50 atteint, supppppper... Les "pins" sont présentés comme un simple élément support. C'est un peu une faute dans le game design car ils deviennent une forme à part entière. Sans trop spoiler, il ne s'agit pas du cadre d'utilisation des x niveaux avec la forme tout en haut qui disparait, laissant apparaître les pins. Non non, des pins au niveau 2 par exemple, sans rien au dessus. Obligé de créer un pin seul et l'assembler comme une forme. Pas intuitif, tricky et pas dans la logique du jeu. Le mode hexagone apporte un peu de renouveau mais bon après le classique commun, difficile, extrême, manufacture, le jeu me sortait par les yeux. #Mon bilan Difficile de considérer SHAPEZ 2 comme une expérience vidéoludique aboutie. Le plaisir est présent en early et mid game. Ensuite ça devient un taf… Il faut vraiment adorer les tapis roulants. Le jeu manque cruellement d'enrobage, de véritable enjeu, et surtout... de jeu, justement.
Seems like a great game but the Steam Deck experience is quite poor. I don't think it's really worth it if you'e not playing with keyboard and mouse, which is a shame.
A marvellous deterrent for dementia. A marvellous deterrent for dementia. A marvellous deterrent for dementia. A marvellous deterrent for dementia.
没耐心的人还是别玩了,我就是那个没耐心的,浪费了两小时来不及退款了
纯粹的自动化游戏,新鲜感过了之后,就会发现这游戏没啥正反馈。 解决了谜题,优化了生产线,奖励你的是更难的谜题,更复杂的设施,然后你需要做的就是继续优化生产线,解决更难的谜题,无穷无尽。 这个不能说是缺点,但是很容易会腻。如果放下一段时间再打开就会“卧槽,这是啥玩意啊。” [spoiler]有没有一种可能,其实旋涡就是一个巨型的垃圾桶。[/spoiler]
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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