

shapez 2 - Factory
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Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About shapez 2 - Factory
Design a space factory that automates the extraction, production and delivery of geometric shapes. Take shapes apart, stack and paint them, then assemble new forms to meet goals and unlock technology. Build across three connected layers, linked by space belts or trains. Choose from three difficulty levels or the experimental Hexagonal mode. Steam player reviews: 96% positive from 14,016 reviews.
Credits
Lowest recorded in 36 months
$8.392026-05-05 · IndieGala StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
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| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
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| Language | Interface | Subtitles | Audio |
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| French | Yes | — | — |
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| Spanish | Yes | — | — |
| Korean | Yes | — | — |
| Turkish | Yes | — | — |
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Steam PC edition data · 2026-10-19
02Before you buy
Play mode
The Steam PC game is single-player. Build across three layers and connect factory sections with space belts or trains.
Factory building
Shapes can be taken apart, stacked, painted and reassembled. Research unlocks buildings, mechanics and upgrades.
03Frequently asked questions
What do you do in shapez 2?
Automate the extraction, production and delivery of geometric shapes; delivering specific shapes unlocks technologies.
Are there enemies or time limits?
The description says there are no enemies or time limits, resources never run out, buildings are free, and rebuilding carries no penalties.
What modes are available?
The game description lists three difficulty levels and an experimental Hexagonal mode.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
1.0 makes the game even better. Im giving a positive rewiev for the developer alone. Shapez 2 is an upgrade upon 1 st game, at every step of the creation the developer asked the community what should he upgrade. What annoys the community, should the most popular mods be a part of base game, what colour pallet will be the best for 2nd game etc. He asked, communicated with the playerbase and he delivered updates about the creation of the game. Wonderful, every developer should learn from this example. A couple of months past relese update. The devs keep communicating, they keep updating and listening to people on discord. Respect.Show moreShow less
More puzzle than factory management. This doesn't really offer anything interesting over shapes 1 other than being in 3D. The game-play loop is as follows. Get task to make a shape, build factory to make said shape, delete factory once shape is not needed. For me this loop is tiring, I never get the "factory must grow" feeling or the feeling like I am working towards something.Show moreShow less
The most important thing first: The game starts with 70% music volume and an overall volume of 50%. Why can't all games do this? Gameplay is nice. Game runs smoothly. No crashes.Show moreShow less
Beware the overwhelmingly positive reviews! Long and exhaustive review ahead… As a hardcore fan of Shapez 1, I was incredibly excited to play this and explore all of the magic of building complex machines, deal with the challenges of organizing output channels, and finding creative ways to create products from multiple nodes. Unfortunately, I have found this game to be lacking in the true sandbox feeling of the original. Don't get me wrong, I think this game is decent, but if you're looking to replicate the same kind of strategy and limitless creativity of the original, you may be disappointed. I think I am in the minority here, but I will outline a few key points as someone who is a dedicated fan: 1. Right and Wrong gameplay. Shapez 1 simply tosses you in and allows you to play with simple logic of [extract,rotate,slice,paint,stack]. The lack of platforms, space belts, and the greater variety and progression of building types means you can solve a shape goal by creating the most heinous, ungodly travesty of spaghetti factories imaginable and then slowly refine them as you continue to experiment and progress through challenges The game by design almost seems to tell you that your factory MUST fit into it's more narrow idea of what a factory should look like or how it should function. Don't get me wrong, you can still build some awful stuff, but the endless variety of problems that were FUN to solve have been replaced by problems that have incredibly narrow solutions. Need red circles to go to three separate factories? Well, they can only be exported from point x and y and you must use these huge and unwieldy space belts to deliver them, and don't even THINK about trying to deliver separate shapes on one space belt to multiple destinations as a stop-gap solution. That's really the main issue that I take away. The game demands that you over analyze every move you make because the very foundations of your factories are limiting by nature and instead of designing cool factories, I'm simply placing more and more foundations and worrying about the most efficient way to link them together. The least engaging part of Shapez 1 - delivery logistics, was often the LAST problem to solve for each factory in Shapez 1 and often the easiest. This game takes that same problem and asks you to solve that problem in very specific ways over and over again in the middle of each build. Need just ONE more painter to reach your desired output but you're out of room on your platform? Sorry, now you'll have to create an entirely new platform, figure out how to deliver your resources to this new platform from this very specific opening, and then figure out how to connect your space belts in a way that doesn't overwhelm the area around the factory. The game really desires to train you to design factories in a certain way and punishes you for trying to solve for the product in a way that the infrastructure doesn't agree with. Very creatively stifling - I understand that the end result of the game is essentially a circuit board/ computer that delivers every possible item, but I find that telling your player to be creative and have fun and then setting very annoying barriers to experimentation and trial+error to be disengenuous and pritoritzes out-the-gate planning and strategy over progression and a sense of achievement for solving problems in your own unique way. "Conform! Design your factory MY way!" says the shapez overlord. 2. Limited building space. A huge hurdle for me has been the introduction of Foundations which are fixed size platforms on which you build your factories. The platforms initially are only offered in two sizes, 1x1 and 1x2 but you can spend massive amounts of research points to unlock more sizes. The platforms have been a huge annoyance as it really limits your ability to create larger and more complex structures that may have very creative use of space. Part of what I love about the original is the ability to create absolutely insane factories that solve multiple problems and perform multiple functions, growing them to wild sizes and maximizing output. It's so fun to tear things apart and rebuild them without limit. The platforms have fixed areas on each side where you can import/export resources which means fitting your factory and organizing it on the limited platform area becomes the main challenge of the game. Instead of making the factories of my dreams that can do exactly what I designed them to and challenging myself to make them simpler and more compact / efficient takes a backseat to simply trying to make your factory fit into a fixed area. It becomes repetitive and annoying and feels more like an arbitrary limitation to the game instead of a strategic challenge. Solution: Allow players to create their own platforms by clicking and dragging to create a platform of the desired size. Or eliminate the need for platforms altogether. 3. Space belts. Space belts deliver resources from node, to factory, to vortex. The space belts have four conveyors each. Unfortunately, they are incredibly tedious to use when desiring to simply export one resource, especially when you only have a few areas on each platform to export from. Once again, the game devs are attempting to train you from the get-go to think about the long-term efficiency and structure of your factory instead of allowing you to begin with less efficient factories and slowly refine them as your entire production grows. Solution: Allow space belts of any size, with the ability to transport even just one conveyor worth of items at a time. Perhaps this is a scale issue, as when you zoom out to observe your entire world, the singular conveyor may be virtually invisible. 3. Poor progression. One of the magical things about Shapez 1 was that each task you completed felt genuinely satisfying, but in all my dozens of hours in Shapez 2, I have not had nearly the same feeling of accomplishement after each task as I have in 2. This is aprtially because I spend much of my time in each task simply trying to determine how the hell I'm going to get resources in and out of my factories [see points 2 and 3]. Maybe it's just me, but I would MUCH rather spenmd my time on the acvtual factories themselves rathe than being annoyed that it's going to take 90 research points to unlock the big platform and until then I have to create very frusterating tiny factories on multiple platforms, where many of my solutions are unviable because of simply the SIZE AND SHAPE of the platforms, Again, the platform options are insanely arbitrary and seem to serve no purpose other than to force you to creat a more circuit bpoard-like end result. I liked the fact that in game 1 you couldn’t see what was coming in the future, yuou couldn’t plan for future shapes. This game seems to take the excitement out of seeing a new and interesting task appear on the Hub because it sets you up to be able to build the perfect factory from your first node instead of allowing the player to experiment, change course, and restructure their builds as the game asks for new and more challenging solutions. The ability to see every item you can unlock before you even start building is also a detriment. I remember getting giddy when I got a notification alerting me that I had unlocked the quad-painter. There were always new and exciting surprises as you progressed the game. I loved the shroud of mystery around what you could do with the game. What began as a very simple mine and deliver game for the first 10 minutes, began to morph over hours into a game that slowly revealed more complex layers of production until the very final picture of a game where you create a computer began to emerge. This game tell you from the start what you’ll be expected to do, and I resent that. 4. Research points [also progression]. The first game, again, had this one beat in progression. PArt of that is because in order to upgrade your factory youShow moreShow less
I don't want to give this game a negative review because there's nothing inherently wrong with it, but it is NOT an automation game. This is a puzzle game with belts and I can't help but feel a bit disappointed. I saw a few reviews from Factorio and DSP players so I bought it (never played the 1st game) but this game is just not for me. In an actual automation game you are constantly trying to optimize your factory and grow it. The iron you mine from the very start is still required 5 tiers down the tech tree so you have to juggle your resources and logistics to feed 10 different new items that require that iron. You tear down what you've made because you want to improve on it and grow it to feed your constantly hungry monster of a factory. You tear it down and redo because there's bottlenecking and isn't efficient and you get a dopamine hit when you fix the problem that you created. This is just a puzzle game that requires you to ship shapes. Say the shape required is ABC, you have to cut or rotate the mined pieces to get them to become A, B and C, then combine them to become ABC. After you ship 1000 pcs of ABC, they require DEF. You're now out of space, so you tear down your ABC pipeline because it's completely not used anymore once you're done shipping it. Then somewhere down the line you might need part B again to make a BGH, but that was so long ago you just simply build a new line to create B. There was no point in keeping my initial ABC because it just took up space and did nothing for a long time, ....which btw, is the complete opposite of automation lol The puzzle aspect is also pretty simple. You just have to put parts together according to the recipe and ship the combined shape/colour it asks for. The game makes it cumbersome by making it so that the cutter only cuts the left side, or the swapper only swaps the left side ever and so you have to add 3 slow "rotaters" on your belts just to get it to face the right way before you cut or combine. I'm half way through the space part (chapter 4 I believe) and there's nothing really new or exciting. The tech tree is basically just shipping more shapes and earning points to pick what new 'machines' you want to unlock (which I don't feel improves the factory that much) or making the belts/machines move faster. I don't get a dopamine hit from doing anything in this game at all because it's all so simple and pointless. Even the little bit of belt and auto-miner in Core Keeper gave me more of an "automation" dopamine hit than this and that game never claimed to be any sort of automation. That said it's very polished for EA and I didn't encounter any bugs or issues. Everything moved smoothly, and the graphics are lovely. If you love puzzle games I'm sure you'll enjoy this very much. It's just not an automation game and if you're looking for a game "like" factorio and DSP this is genuinely not it. ---Update 31st Aug: Thanks for all the clowns guys; I bought a nice animated background for my profile. I gave the game a positive review because like I said, I felt it was a me-issue, but I didn't expect to offend so many people instead to the point you're coming to my profile to send me hate. Stellar upstanding community right here... all this over a POSITIVE review on a puzzle game. Scary... lol... I can't refund because I'm 4+ hrs in, so the devs not only got my money, but also a free thumbs up, but you guys hate-bumped me to the top page, until the poor devs were forced to reply. It's a genuine review of the first 4 chapters. Even if it take 20 hours to get to any automation, my review still applies for the first 4 milestones of the game. I'm not gonna sink another 16 hours on something I'm not enjoying. Maybe one day when I'm in the mood for puzzles, I'll come back to it and the game will absolutely blow my mind and make me rewrite my entire review, but for now I meant what I wrote. If you don't agree then write your own review. Anyway if you're still considering, read the dev's response; the future chapters might be right up your alley even if it's not up mine.Show moreShow less
Honestly, it's not poorly made... I just expected more from it. After 25 hours I got to the point where you were reaching out well beyond the basic square and circle, chopping and combining stuff, painting different layers different colors... and... it all seemed so basic regardless. The gameplay doesn't change as it gets more complex. It doesn't get more engaging... it just gets more complicated. Not in a fun way, but in a "ok, so where did I get that part from?" and a "why does it all have to go to the center?" sort of way. At first it's marginally interesting... and that's all it ever is. Unfortunately, there's just not enough depth to it to make this more interesting. Heck, after completing a build and letting it run for like... 20 minutes until the challenge was completed, you even delete everything that you just made. Talk about making your endeavor feel futile... Hard pass for me. Not worth your time.Show moreShow less
The brilliance of this game relies on a simple subtraction from the usual factory game formula: You do not need to gather raw resources to build new machines. Meaning you spend more time building, designing, and routing. While little-to-no time is spent on mindless grinds. The result is a type of puzzle game that puts me in the same flow state that Tetris on the original Game Boy did. You will find yourself constantly optimizing your output only to discover that suddenly hours will have passed as shapes disappear into the vortex.Show moreShow less
Other factory games are about building a large factory, and blueprints are a useful tool for this. But this game is mainly about creating the blueprints, not building a factory. You will save and maintain your blueprints and use them to solve puzzles, and after 2 or 3 puzzles you delete the “factory” as if you were wiping it off a blackboard. The factory always feels like a worthless sketch. This impression is reinforced by the fact that the items have no value (because they are infinite) and the buildings have no building cost. So this game is just right for you if you prefer the puzzle aspect to the factory/building aspect.Show moreShow less
I was not sold on the 3D at all. Didn't play alpha/beta nor the demo (despite downloading it). I must say, this game is simply grandiose. I am in awe that developers managed to make such a distinct game from Shapes (1) yet retain its spirit. The amount of polish in terms of UI, tutorials, graphics and game play is phenomenal. This game scratches my optimising, refactoring and productivity itch. To top it all off, an original soundtrack that is bound to become my new go to playlist for work/programming. I do not understand why this game is in Early Access other than a show of dedication from the team towards players. Yearning to improve above and beyond our expectations. Kudos to the team and developers. You've invested a lot into this project. You've made a gem. I am looking forward to what ever improvements you'll be adding to this game in the coming years. PS : Thank you Germany. I wish my country would use tax payer's money so effectively/brilliantly.Show moreShow less
This really should be a "thumbs sideways" review. The game isn't bad, but I haven't fallen for it the same way I did for the original Shapez. Here is why: -The controls are quite intuitive, but a lot of time is spent changing both zoom level and orientation. The 3D perspective gets in the way more than it adds innovations to the game. -The game feels cramped, especially early on. Space is at a premium, even after unlocking platforms. Trying to replicate pieces of your factory is frustrating with the platforms. I really do NOT like the "Space Platform" concept. I'd much prefer just an open map like the original Shapez had. -Pacing feels off. By the time I complete my multiple in / multiple out construction area, the milestone is complete and I can often just completely delete everything I just finished making. I need to delete it because there is literally no room to do much more. I can't just comfortably build elsewhere and pipe the new stuff in since the platforms are fixed sizes/shapes. Scaling isn't as fun with platforms, so I often walk away to eat or to do something else with a low production temporary factory instead of replicating what I have to increase throughput. -I spend far too much time moving the camera perspective, jumping up and down between floor levels, and deleting stuff I already built to make better room for the next shape. -I abhor the way the extractions work. It is a waste of time to drop the single extractors and do conveyors on each new extraction platform. Needing to go to a different menu option to select pumps and pipes for paint to put on the fluid platform adds further unnecessary tedium that makes the experience less enjoyable. I get it, they're different, but jumping between different menus to set up the extraction for a new project sucks the life out of me. Please, make extraction suck less! Again, Shapez 2 is not a bad game by any means. It's good, and it is different than the original Shapez. However, I'm not sure the different is necessarily ideal sometimes. I feel like much of the different feel is mostly tedium, and not the adoption of new concepts. EDIT: I may change this over time. The game gives me something to do... but I am still trying to make it past the pacing in the beginning and get used to the way space management works. The game devs are amazing and I know they'll continue to polish this game. I have zero regrets supporting them with the Supporter Edition, because they do care and will listen to the community. They really made all the deletion easy with "select connected' feature.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
