
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.
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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
пока строил завод - сделал конструкцию, которая с определенным шансом производит нужную фигуру 10 казино из 10 заводов
Никогда не думал, что симулятор производства может быть таким ЗАТЯГИВАЮЩИМ. За два дня я залип просто капитально. В этой игре время будто замедляется. Думаешь, что зашёл на полчасика сделать одно задание - в итоге потом смотришь на часы - а уже 4 часа прошло. Суть этой игры заключается в том, что у нас есть инструменты для создания производственной линии (комбайны, ленты, вращатели, резаки) для того, чтобы делать определенные типы ФИГУР. Эти самые ФИГУРЫ могут быть разного цвета, формы, могут быть многослойными. Арсенал для создания обширный. Здесь есть и простые резаки, вращатели, есть что покруче, например, поезда, электроника, электрические цепи. Никто тебя не торопит. У тебя есть цель и средства: тебе надо сделать КРАСНЫЙ КРУГЛИШОК С СИНИМ КВАДРАТОМ 8000 ШТ. И ГЛАВНОЕ, ЧТОБЫ КРУГЛИШОК БЫЛ СВЕРХУ. А то, как ты это будешь делать, чем, и как долго - неважно. Игра тебя не торопит. Тебе не нужно платить за размещение конструкций. У тебя нет таймера над головой. Ты можешь креативить как угодно и думать над этим сколько хочешь. На мой взгляд, эта игра один из лучших симуляторов 2026 года (хотя, надежды были изначально на Cities Skylines II, но он обосрался во всём, начиная от оптимизации, заканчивая сломанной экономикой). Трёхмерные фигурки и механизмы очень приятно сделаны, нравится разглядывать их в редакторе. А когда ты сделал огромную многослойную линию - приятно наблюдать, как это всё работает. Графика тоже достаточно хорошо оптимизирована, но я пока не делал прям ОГРОМНЫХ производств на всю карту, поэтому, пока не могу сказать - насколько сильно всё это лагать будет в будущем, но моя RTX 3070 вкупе с i5-11400 справляется отлично - на высоких настройках графики выдаёт 130-144 кадра. Музыка на фоне очень кайфовая и расслабляющая - попадание в вайб 100%. Некоторые композиции я бы даже в плейлист свой добавил для прослушивания. На мой взгляд, нужен режим песочницы, где бы ты сам себе придумывал задания. Допустим, создавал бы в редакторе определенные фигуры и сам же давал задания на их производство. Ну или неплохо было бы ввести кооперативный режим, чтобы ты с друзьями мог на одном производстве мутить разные вещи :D Для меня жанр таких игр был открытием в этом году. В прошлом я пробовал Factorio, но он мне показался слишком уж сложным и затянутым. А здесь идеально практически всё. Тебя буквально ведут за ручку с самого начала, показывая, что и как делать. Ну, а если вам всё равно очень сложно и не хочется долго ждать прогресса - в игре есть встроенные читы (которые откроют абсолютно все механизмы, конструкции и исследования), причём, об этом прямым текстом написано в КОДЕКСЕ. Лучшая моя покупка в 2026 году. 10 из 10 КВАДРАТИКОВ С КРУЖОЧКАМИ!
I was playing classic on hard until I unlocked the pin pusher machine. The first main shape they want you to make after pin pusher is unlocked is not explained at all and I think the pin pusher itself goes against the whole factory concept. Basically a pin is small object produced out of thin air and placed underneath the shape. But of course the game wants you to deliver shapes with the pin on top so you end up having to build about eight machines just to isolate the pin and use it like an ordinary shape. I strongly believe that this process goes against the core idea of a factory. The machines should be making things more efficient instead of handicapping the player with a purposefully bad output. Also the pins being an output resource that is created out of thin air while everything else is mined just doesn't sit right with me. Other than pins the game feels a bit tedious and I think it is mostly due to the size of the map and the amount of resource nodes available. There are just to many options given to the player but essentially it boils down to "Do I want to build a bunch of machines just to cut, rotate, and paint this starting shape layer?" or "Do I want to have the starting shape layer delivered in the color and shape I need by a train that takes five real life minutes just to arrive?" My theory is that if the resource nodes were more scarce but also the map was smaller, then I would be eager to mine any and everything. But given too many choices it actually becomes a bother picking a mining point out of thousands of options.
Играл в первую часть и был в полном восторге. Такая простая концепция, но такой простор для творчества и инженерной самореализации. Люблю этот жанр "симулятор автоматизации", который я для себя называю "симулятор возни". И возится в [b]Shapez 2 [/b] невероятно увлекательно. Добавление нового измерения повлияло не только на графику, но и насыпало не малую горсть новых механик. Одна многоэтажность чего стоит. Рекомендую всем, кто не боится сложных задач и любит оптимизировать всё до идеала. Здесь вы найдёте себе развлечение, не на одну сотню часов.
86小时完全通关。还行吧。刚开始玩觉得很有趣,也确实不知不觉就沉迷了进去。但是后边就觉得很无聊了,觉得很重复,但还是忍着到了通关。解锁了在83个成就里解锁了30个成就,也没有兴趣去刻意解锁更多,也不会再玩了。
Para quem nunca jogou o Shapez 1, eu diria para não se preocupar com otimização, vai fazendo sua fábrica toda bagunçada mesmo. Com o tempo e novas ferramentas desbloqueadas você vai se sentir um engenheiro muito bolado. Para quem jogou o Shapez 1, foi uma evolução INCRÍVEL, tem tudo do primeiro jogo, além de MUITAS melhorias de qualidade de vida e mecânicas novas. Tenho certeza que a quantidade de conteúdo mais que quadriplicou em relação ao primeiro jogo. Em relação a performance, estou genuinamente impressionada, pois eu esperava que esse jogo fosse muito mais pesado que o primeiro, mas para mim, não ficou abaixo dos 60 FPS, mesmo com as fábricas gigantes. Leve spoiler: [spoiler] O fato dos desenvolvedores terem retirados as formas flutuantes (que mais pareciam um bug do que uma mecânica no primeiro jogo) foi um SONHO REALIZADO!!!!! EU ADOREI ISSO PRA KRAI, OBRIGADA DEVS!!!! DEVS VCS SÃO UNS GOSTOSOS [/spoiler]
I think Shapez 2 outlines clearly why other games in its genre succeed: friction. Shapez 2 eliminates all friction preventing the player from building up their factory infinitely, and in doing so eliminates most motivation for the optimization and resource management that underlies the genre's challenge. When everything is free, there's no point in looking to save costs. Without any costs to optimize against, there's nothing worth doing.
I really enjoyed Shapez 2. There's a good amount of content, and the progression feels satisfying all the way through a normal playthrough. Building and optimizing factories is as addictive as ever. My only major issue is what happens after you finish the game and want to move on to the next difficulty. Having to unlock every technology from scratch again feels more tedious than challenging. At that point, I've already proven that I understand the mechanics—I don't need to repeat the same early-game progression. I would much rather see all technologies unlocked from the start on higher difficulties, with the challenge coming from different constraints instead, such as limited resources, stricter production requirements, or other gameplay modifiers. Overall, I definitely recommend the game. It has plenty of content and is a lot of fun, but I hope the higher difficulty progression gets another look.
I'm really sorry but I have to give this a negative review. No doubt it is a very well made game and I'm sure many people with have a lot of fun with this one. First some positive stuff. The overall quality of this game is outstanding. The animations are great, cute and a joy to look at. The core mechanics like placing machines and belts are not only a breeze, there is some serious innovation for the entire genre. Where it falls flat for me is the depth. There are very few actual mechanics and once you realize that [spoiler]you can just make platform size blocks for each basic operation and plug them mindless after each other to create almost anything with ease,[/spoiler] it almost trivializes itself. [spoiler]More complex shapes? No problem, just copy paste more operations.[/spoiler] The shapes, while cute are just a sheer endless repetition of each other with no clear path of progression or motivation. This is combined with the fact that the research tree is rather bare bones, mostly making it a bit easier or improving the speed. Most shapes, once the quota has been fulfilled, can be removed or you just move on to another place in the galaxy. There are no ressources, (almost) no limitations in terms of space, no waste, no reason to build smart or efficient, so why put in any effort? Just so the number fills up and I can make the next shape.
This game is unable to run reliably on Linux systems, which is quite confusing and unfortunate for a full-release game.
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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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