
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 →
Prices
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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): 4/day in the week to Sep 5 → 12.57/day in the week after.
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
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 1090 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A marvellous deterrent for dementia. A marvellous deterrent for dementia. A marvellous deterrent for dementia. A marvellous deterrent for dementia.
Glorified puzzle game, not factory/automation
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best DE #68, worst PL #99 · 10 markets collected
Reviews, worldwide (the counter carries no country): 6.71/day in the week to Jul 21 → 10.8/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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!
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]
eбaнa щас забабахаю заводик. че тут? кругляшки, квадратики, ромбики xyeмoe... так, а нaxyя я процессор сделал?
i played shapez 1 and it was okay - but shapez 2 is far better. you underestimate how much the controls in this game improve it - the anchor system for conveyors, everything having nice keybinds. my main thing is the blueprint system. you have it pretty much from the start - but even without blueprints you can copy+paste literally everything with no hassle. resources are not an issue for building, which i like compared to satisfactory+factorio, which make it more of a chore. this is PURE factory building with no nonsense
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 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 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.
Solid factory game. The real juice is making blueprints to reuse and designing a MAM. If you build factories manually it gets super tedious very quickly.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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