
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
If you followed the "overwhelming postiv review" here on steam but you like to find a real automation game like me you might be disappointed. It´s not like Factorio or Satisfactory where you have a huge amazing production chain and you get rewarded step by step. It´s more like building the needed puzzle tile, deliver it and move on to the next. The point is; it´s a lot of copy paste AND delete or reconstruct. This is what i don´t liked. So the game isnn´t really bad but it´s not what it seem to be cause of its title. If you you´re here because you enjoyed Satisfactory or Factorio it´s maybe not your game.
Voici mes retours sur ce titre. # Early game : 0-70h. Jeu exceptionnel sur sa phase découverte : tout est bien pensé, tout est bien réalisé, les contrôles répondent au doigt et à l'oeil. Je fais, défais, refais, teste. Les challenges s'enchainent progressivement avec de nouveaux concepts, très bon sentiment d'accomplissement. # Mid game : 70-140h. Je me prends au jeu : optimiser les flux, concevoir des schémas pour simplifier la production, automatiser et augmenter les rendements. L'automatisation via le "MAM" devient un jeu à part entière : gérer les formes de base sur plusieurs niveaux ou même décortiquer les formes les plus complexes même si je ne suis pas allé jusqu'au bout sur ce point. # End game : 140-270h. Ici c'est le 100% avec tous succès. C'est une purge, pas d'autre mot. Le jeu impose de lancer tous les modes : classique commun, difficile, extrême, hexagone et manufacture et pour chacun de débloquer à nouveau toutes les améliorations. C'est hyper mal amené et d'un ennui... Pire : si l'on conserve uniquement les schémas les plus avancés, ils sont inexploitables, on n'a pas encore les améliorations pour les faire fonctionner ! Le volume des pièces à livrer peut être important. Il faut alors développer de grosses chaines d'approvisionnement. Moui sauf que le jeu ralentit considérablement lors des sauvegardes (automatiques) et des chargements. Résultat : c'est de l'idle. La forme est OK, la production est soutenue mais pas trop pour ne pas saturer le PC, je reviens dans xx minutes. Concernant le succès "Niveau 50 sur la forme d'opérateur aléatoire", la mise au point de la production automatique est extra mais la récompense complètement décevante. Je lance une pièce, j'attends 5-10 minutes et je reviens pour une nouvelle. Niveau 50 atteint, supppppper... Les "pins" sont présentés comme un simple élément support. C'est un peu une faute dans le game design car ils deviennent une forme à part entière. Sans trop spoiler, il ne s'agit pas du cadre d'utilisation des x niveaux avec la forme tout en haut qui disparait, laissant apparaître les pins. Non non, des pins au niveau 2 par exemple, sans rien au dessus. Obligé de créer un pin seul et l'assembler comme une forme. Pas intuitif, tricky et pas dans la logique du jeu. Le mode hexagone apporte un peu de renouveau mais bon après le classique commun, difficile, extrême, manufacture, le jeu me sortait par les yeux. #Mon bilan Difficile de considérer SHAPEZ 2 comme une expérience vidéoludique aboutie. Le plaisir est présent en early et mid game. Ensuite ça devient un taf… Il faut vraiment adorer les tapis roulants. Le jeu manque cruellement d'enrobage, de véritable enjeu, et surtout... de jeu, justement.
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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
Great game, but still waiting for Steamdeck support...
没耐心的人还是别玩了,我就是那个没耐心的,浪费了两小时来不及退款了
Quite shallow, really not my kind of game, the gameplay loop is just not fun
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]
Seems like a great game but the Steam Deck experience is quite poor. I don't think it's really worth it if you'e not playing with keyboard and mouse, which is a shame.
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!
I've been enjoying this game for a while. It's a fun, addictive factory builder where I have to think about how to make something, but more importantly how to do it optimally. I've been playing on the Hard Campaign, because I've had experience with the original game, and I was doing pretty good. Everything made sense. ...and then I got to Milestone 5. Pins. The VERY FIRST STEP requires you to do something that is not explained ANYWHERE in the game. You are vaguely informed of the mechanics you need to abuse to get it to work... one time. One sentence in the Codex that tells you that "Stacking beyond the limit of 4 destroys excess layers. This can be used to your advantage in later stages." You are given this fact at the beginning of the game. Which for me, was 30 hours of gameplay and several weeks ago, and has not been used a single time in those 30 hours of gameplay. This is such an out-of-left-field requirement and knowledge check that I had to look up what I am expected to do. And even after looking it up, I still don't get it. Having the very first thing you are asked to do with a brand new mechanic being an obscure advanced technique that goes against everything else you've done in the game up to that point would be fine if previous milestones were similar. But no. When you unlock painting, you're asked to paint half of a shape, which is easily done by cutting the shape in half, painting one half, and re-stacking them. Paint MIXING you don't even have to do until the third step. But pins? You're somehow supposed to deduce that, by particularly adding pins. stacking, and cutting in a specific order using specific shapes, you can turn what has been introduced to you as a Support Beam into what is essentially a glorified shape. And again, this would be FINE if it was a special challenge found way later on into the game. But it's not. It's the first thing the game asks you to do once unlocking pins. But I could look past all of that. I could roll my eyes, and go "Okay, I guess we're supposed to see it as its own shape, and not something we add to another shape." I would be FINE. If the VERY NEXT STEP DIDN'T TELL YOU TO IGNORE THAT IT EVER HAPPENED AT ALL, GIVES YOU A MUCH EASIER SCENARIO, AND NEVER MAKES YOU USE IT AGAIN. The next time you need to have a pin by itself is for Job 36, and by then you have a much easier, much more well explained and way more intuitive way to get one. It just feels like such a glaring oversight, having what feels like an enormous "screw you" for unlocking a new mechanic, that it should have been altered in some way. It's a brand new mechanic that wasn't in the first game, don't make the player do an extremely specific niche trick to finish the first objective, and then immediately backpedal and make all the extra effort you put in worthless at the very next step. I really hope nothing else in the game is as poorly done as this milestone, because I've enjoyed myself up until this point, and evidently since the game is acting like this step doesn't exist, maybe it hopes I will forget that it made step 1 of the first new shape mechanic you recieved in the game into a puzzle that doesn't feel like what I'm doing is intended. It doesn't feel intuitive. It wasn't fun. And it's not something that I would expect from an otherwise relaxing and completed game. Please change it.
Glorified puzzle game, not factory/automation
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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