Shapez2 Released
Shapez 2, releasing in 2024, is a factory building game where players automate geometric shape processing, solve logistical puzzles, and design expansive 3D factories without enemies or time limits.
Read original articleShapez 2 is an upcoming factory building and strategy game set to release in 2024, available for wishlist on Steam. The game allows players to automate the processing of geometric shapes into more complex forms through various methods such as cutting, rotating, and stacking. Players will face increasingly complex logistical puzzles while building expansive factories without the constraints of enemies or time limits. The game features a multi-layered design, enabling players to optimize their factories in a three-dimensional space. Players can start from a single asteroid and expand their operations by constructing interconnected platforms and utilizing space trains for transportation. Shapez 2 includes a research tree for unlocking new technologies, a blueprint library for saving and sharing designs, and enhanced visuals for an immersive experience. The game emphasizes performance, ensuring that even large factories run smoothly. With no resource limitations and the ability to redesign freely, Shapez 2 aims to provide a pure factory-building experience for fans of similar games like Factorio and Satisfactory.
- Shapez 2 is a factory building game set to release in 2024.
- Players automate geometric shape processing and solve logistical puzzles.
- The game features multi-layered 3D factory design and space train transportation.
- There are no enemies or time limits, allowing for unrestricted creativity.
- Enhanced visuals and a research tree are included for an immersive experience.
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What is the motivator of the primary gameplay loop? If I never have to make a hard decision on how to use an earned resource then it devalues my autonomy.
Kudos for such a polished release and launch!
I'd love a write up from the devs on how these type of games are built. I understand arcade style games, but not how you write structs to support these types of games.
It looks very challenging to design and program by the sheer amount of stuff happening in real time, and the careful balance of gameplay. Then again I could be completely outdated and it's not a technological feat in today's standards.
Honestly a really simple game design fix for this would be to unlock tasks more slowly as the player demonstrates more engagement with the system. That way if you are like me and mostly find them boring and repetitive, you don't feel as bad about not getting them done.
Is there educational content?
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