Hey everyone! It's been quite a while since the last proper devlog! We haven't been sitting idle though [spoiler](we've been playing Factorio)[/spoiler] and we want to show you what we're currently working on. While we're preparing Update 0.0.9 – which will introduce new Space Belt visuals, multithreading and more later this year – we're also working on Update 1 (0.1.0) for early next year already. We want this first big update to be meaningful and improve a few fundamental areas of the game based on the feedback you gave us since the Early Access launch of shapez 2. [h2]News[/h2] [h3]We are hiring![/h3] We're currently looking for someone working in Quality Assurance / Game Testing. If you'd love to work on shapez 2 with us, be sure to check out the position: https://www.linkedin.com/jobs/view/4057601157 [img]https://clan.cloudflare.steamstatic.com/images//43169810/0f36c03f32c544ebb709cd8918575e889ae17bb2.png[/img] [h3]Disclaimer[/h3] Pretty much everything in this devlog is subject to change. We'd love to hear your thoughts and feedback on what you're about to read, but don't grow too attached to the visuals or get stuck on the details! [hr][/hr] [h2]Devlog 026[/h2] One of the most common criticisms shapez 2 currently gets is that factories can't be reused enough, especially when it comes to side tasks. Simply erasing large portions of your factory is quite a valid option to free up space as you likely won't need to rebuild it for something. This makes the game sometimes feel too puzzle-ish and takes away a lot from the automation and logistics parts you'd expect from a factory automation game. Instead, we want to make sure there's a good balance between both, without getting rid of the current game a lot of you really do enjoy. That's how we came to create a new game mode that introduces a whole new system that ensures your factories remain relevant, even in the late game. You can still choose to demolish (parts of) your factories, but you'll do so to improve and/or move it and not because it became useless. While we are prototyping this as a secondary game mode, it may have the potential to become the new default game mode. However, it's still too early to decide that yet and we'll only do that after intense testing, which you'll be able to participate in if it comes to it. Though do keep in mind that at this stage we can't even say if it will actually make it into the game to begin with. [h3]How it works[/h3] The new game mode concept introduces an entirely new research system. Instead of a research tree, there are now platforms that you can place called ‘Converters’, with 8 different tiers. The Converter packages the shapes you feed into it and loads them into a rocket that will fly to your home planet. It will 'trade in' the shapes and return with new shapes. [img]https://clan.cloudflare.steamstatic.com/images//43169810/53405036c8778f4655354e7518155b95a32e57a8.png[/img][i]Tier 1 Converter[/i] You'll be tasked with delivering a shape with parts you cannot produce in any way, aside from with a Converter. To get the Converter to fetch what you need, it requires another shape, which you [i]can[/i] produce normally. Essentially, the Converter is a 'building' at platform level that performs a fixed operation: input shape A to get shape B at a limited throughput, which you need to advance. [i]Edit Oct 25: The shape you get from the Converter would be a completely new shape that isn't currently in the game. It wouldn't remove any shapes on the map and can't be produced with paint. The colored circle quarters in the images below are just placeholders.[/i] [img]https://clan.cloudflare.steamstatic.com/images//43169810/526af8d3396619fb46a008c3ab24ad117580dedc.png[/img] [i]Imagine the red circle part to be a shape part that you can not produce otherwise.[/i] Higher tier Converters are larger and require multiple shapes at once, but will also return more valuable ones to you. The shapes these higher tier Converters require are from previous tiers, so you'll slowly be upscaling your factory. As an example, the Tier 4 Converter below requires three different shapes at once. [img]https://clan.cloudflare.steamstatic.com/images//43169810/22c6643812c7f5d55a4a1e24447152ba02899726.png[/img][i]Tier 4 Converter[/i] These Converters serve as a reduction mechanic. Take the example below: you need 2 quarters of the special red shape part you got from a Tier 1 converter. So to fully satisfy a Tier 2 Converter, you'll need two Tier 1 Converters to produce the shape it needs, plus some other, regular shapes. [img]https://clan.cloudflare.steamstatic.com/images//43169810/b45cb26051e37c09138ebe606ecec46a4211c75e.png[/img] This reduction mechanic is similar to other games, where you need multiple of one resource to produce on of another resource, which leads to a tiered structure of shapes (4 Iron Ore -> 2 Iron Bars -> 1 Iron Thingamabob). A full belt of end-game Tier 8 shapes could require a hundred or more full belts of shapes needing Tiers 1 through 7. Or, to visualize, an easier example: [img]https://clan.cloudflare.steamstatic.com/images//43169810/3895a29d9d0c804e90c9a3e4194234047487c94f.png[/img] We have a few concepts for higher tier Converters. These continue to grow in size and the amount of different shapes they need before they'll fetch that coveted special shape for you. Connecting and supplying them at scale – since you’ll need many of them – is a challenge on it’s own and we hope it will improve the logistics aspect of the game. Since you still need to supply the extra shapes and process the outputs of the converters, this game mode would keep what makes shapez unique: creating shapes without fixed recipes. [img]https://clan.cloudflare.steamstatic.com/images//43169810/c40c7b3aa156b15cd2b6979c52e58ef0c76e40a3.png[/img][i]Tier 1, 4, 6 & 7 Converters[/i] [h3]The Goal[/h3] Now that you know what this new game mode would like, you may be wondering what the ultimate goal you're working towards is and how it would be integrated into the research system. Our current idea would be to replace the current research tree. Instead, you'll be working through tiers. Completing a tier requires you to deliver an amount of the required shape, either to the Vortex or Converters (we don't know yet). The next tier will unlock new mechanics (trains, fluids, etc.) and the next Converter tier. Research points still exist to unlock speed upgrades and optional buildings but we haven't figured out yet how they would be generated. Maybe your home planet will include some points in deliveries as a gift? Operator levels will be moved to the end game, with the shape you get from the tier 8 Converter being required to level up. This would be the infinite end game – challenge yourself to make as many tier 8 shapes per minute as you can. Random shapes may also make a return to keep Make-Anything-Machines viable. We also have some ideas for a Prestige system for speed upgrades. Once maxed, you would be able to reset the upgrades (going from 180/s to 60/s), but every shape is worth three times as much. You can then upgrade speeds again, reset and so forth for practically infinitely increasing belt speed as long as you have research points to spend. [hr][/hr] So this devlog is still full of woulds, coulds, what ifs and even some maybes. These ideas are still all in the concept stage and we're pitching them to you to see what you think. We'll continue to prototype to gather more insights, but would love to hear your thoughts and opinions on everything. This would let us know whether we may be on to something or we need to reconsider. ~ Tobias & the shapez 2 Team [h3]Join the community:[/h3] [url=https://discord.gg/bvq5uGxW8G style=button]Discord[/url] [url=https://www.reddit.com/r/shapezio/ style=button]Reddit[/url] [url=https://shapez-2.nolt.io/ style=button]Suggestions Portal[/url] [url=https://twitter.com/tobspr style=button]X / Twitter[/url] [url=https://www.youtube.com/@tobsprGames style=button]YouTube[/url] https://store.steampowered.com/app/2162800/shapez_2/